#math-and-meta

1 messages · Page 548 of 1

frosty owl
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Funfact: you can run 1 residual rubber refinery with the polymer from 2 HOR refineries

frosty pawn
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personally i always make a power station first with diluted fuel and use all the polymer to make rubber and then recycle into plastic and depending on how much rubber i need recycle it back into rubber

pulsar idol
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hmmm

frosty owl
frosty pawn
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i really like the iron plate alts that use plastic and i try to put rubber into everything with alts

pulsar idol
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i see

frosty pawn
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also petroleum coke is very easy to make large quantities fast so i like it for steel, but there is too much coal to make coke steel actually better

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coke steel is great for making steel in a dry area that has a lot of iron because you just need to transport the HOR

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and it saves power and space

frosty owl
frosty pawn
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coal is better when there is water because you can do pure iron + solid steel and make coal gens

pulsar idol
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true

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but isnt coal and sulfur good to production

frosty pawn
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i use residual rubber to kickstart but i always use a smart splitter so that only overflow escapes the loop which means eventually all the residual is counted as directly going to the output rather than being recycled

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i try to save as much sulfur as possible for end game so i can use it for batteries and nuclear power

frosty owl
frosty pawn
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yeah i dont even try balancing, i had one setup that was simultaneously optimised for full plastic and full rubber production using a big double-loop of plastic and rubber... it made so much of it that it made the game too easy and i abandoned the save hehe

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if i needed more plastic i just took it, if i needed more rubber i just took it, the refineries balanced themselves because they were just recycling and i had so many buffers full of fuel that i realised i simply could not use it all

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oh and about the sulfur, i dont do turbofuel because:
a: i dont like the numbers
b: regular fuel already gives me too much power because i always go big lol

pulsar idol
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tbh all i need to do is pre make some items in one area and go to other areas to hook up and then transport it into one main area so i can split it to where they go

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but like i done the foundation of the floor

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just need to create a path of to put the water extrators

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cause they will be next to it anyway

frosty pawn
# pulsar idol true

"and then transport it into one main area" that area could be freight cars, the stuff doesn't actually need to be stored anywhere stationary

pulsar idol
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and the sulfuric acid

frosty pawn
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you can think of 1 freight car as 1 storage container, except it moves

pulsar idol
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true turw

frosty pawn
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also the HOR and sufuric acid dont need to be on the same trains

pulsar idol
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i see, might plan to make a train station and it will split to the areas

frosty pawn
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they just need to reach the same station or at least stations at the same location where they will be used

pulsar idol
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yeah

frosty pawn
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best way IMO is to make a 2-way circuit "main train line" that goes around the whole map as close to all your factory locations as possible and splits off into factories, then you can manage resources by managing trains

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that way you wont have a central storage location but every place that needs parts will have access to parts

pulsar idol
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hmm ok

frosty pawn
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when i say 2-way i mean like real life 2-way trains so parallel lines because you dont want trains to headbutt eachother when train collisions is implemented

pulsar idol
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yeah ik that will come

frosty pawn
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the main train line doesn't have to be a circuit either, it can be a kind of star shape with your hub or space elevator or whatever you like in the middle

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i saw a screenshot recently where there was literally a big + of train tracks in the middle of the map so trains and foundations could be placed on a "global grid" more easily and it looked really neat and tidy

pulsar idol
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oh yeah thats like my end end game thing

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but it can help alot, but also this massive project is gonna take alot of time and effort for just 300GW of power

frosty owl
pulsar idol
frosty owl
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I suggest against training the sulfuric acid. Why not train the sulfur instead?

pulsar idol
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ooo good point

frosty owl
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You can loop the byproduct water from the Non-fissile-uranium with the acid refineries. It's 1:1

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The blenders use as much acid as they make by-water, the water is then 1:1 made into acid again

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Convenience at its finest

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Funfact: I'm building a factory + generators right there. The generators' foundation though have a single red foundation, just in one corner of the whole platform
If you walk on it, you start getting damage as soon as you pass half of it
Totally didn't plan for it, but I didn't move the power plant even if I still could, it's just too perfect jacelul

pulsar idol
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wew

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i will keep u all update on my massive project!!!

frosty owl
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Good luck and have fun~
Be sure not to "chew more than you can handle" 😉

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Now... I guess I should go back to my own nuclear yet again...

pulsar idol
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XD

frosty owl
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Never would I have thought the day would come that I would use a 1/15 balancer... But it was actually quite fun to make.
270/min in, 244/min out

gloomy palm
fierce ruin
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propably uses all 270 but not all of it can go down the same line

gloomy palm
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oh interesting

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if i had a need for X resources but was generating more, i would store a bunch and then sink the rest with a smart splitter sending overflow to one side

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the problem is that coupons are exponentially more expensive each time, so sinking is basically on every output wherever there's excess

fierce ruin
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when you sink stuff like that its usually to stop a system from blocking up

gloomy palm
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yeah that too

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keeps everything running and nothing stops

fierce ruin
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like if your creating plastic and rubber as a byproduct from fuel

gloomy palm
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yesss omggg

fierce ruin
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yup

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also because machines take more power to startup

gloomy palm
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i found out the hard way that stuff will stop if you're not using the output

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i said this in the main channel also, if nuclear fallout was a feature, my factory would've been nuked several times already

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mostly due silly things, like not noticing i accidentally disconnected a pipe, not handling output of a blender properly, forgetting to program a smart splitter

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and if it weren't for my battery farm, the whole factory would've come to a standstill with a very very tedious kickstart recovery process to get it all back

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the more i play the more i start to see that there is a potential benefit to separating sections of the factory into their own self contained power grids

fierce ruin
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how many reactors do you have

gloomy palm
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3

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i wanted to start small to see how i would manage it

frosty owl
# gloomy palm oh interesting

In my case, this will limit the output coming out from a station ("A")
So when A is full, B (where the miner is) will start to back up and I'll be able to send that stuff somwhere else through smart splitting before station B

frosty owl
gloomy palm
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i actually am a little guilty in that i see no need for them

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my battery farm is just permanently attached to the main power grid, switching manually would take too long and the factory would collapse by the time i got there

frosty owl
gloomy palm
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oh ok that's interesting, i usually power everything while i'm building since i have the extra capacity

frosty owl
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But I also load balance most inputs, which means I have pretty low start up time on each system

gloomy palm
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i use storage as buffers, so the factory could run for a long while before it noticed that any one section has failed

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and it also allows for temporary disconnects while expanding or refactoring without disrupting the pipeline/supply chain

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the buffer also means that you can have higher output rates than machine inputs

frosty owl
# gloomy palm oh ok that's interesting, i usually power everything while i'm building since i ...

That's good in some situations, but when u ou try to make a big factory turning it all on at once can help you greatly with troubleshooting. It might even be worth to just fill the storages you have first and use those to prefill your machines for testing, so you can turn it on/off quickly while you fix everything

Note: by "big factory" I mean a factory with many machines OR many different kind of machines/recipes used... Nuclear is usually a "big" factory, imo 😆

gloomy palm
frosty owl
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What I meant to say is that even 0.6 rods minute lead to a big factory
The kind of factory whose supply chain you don't want to seeessing up for unforseen reasons, if possible :hehe:

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... Says one who's trying to fit sushi belts anywhere simon_smile

gloomy palm
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and i still have excess on most of the inputs

frosty owl
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As long as it's not byproducts, that's good 👍

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How much processing are you doing together with the cells/rods?
Or do you have satellite production to support it?

frosty owl
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Away from the nuclear factory

gloomy palm
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uhm.. it's a bit difficult to explain, i could give a couple screenshots maybe

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ultimately, i wanna make a video tour of my factory some day

frosty owl
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SCIM go brrr

gloomy palm
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ohhh

frosty owl
gloomy palm
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xD

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hold on, i need to wait for it to become daytime

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fancy opening the game to take screenshots and it happens to be the start of the night

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well, i might as well send a night shot also

frosty owl
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I thought you would've used SCIM 😆

gloomy palm
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i personally think my factory looks better in person xD

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almost daytime now 8-)

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i'll send a schematic after also

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ok so lemme explain

gloomy palm
# gloomy palm ok so lemme explain

@frosty owl on the left is my home area, and in the center are 3 levels of factory equipment which are modular, meaning that i can adjust the outputs to produce any given parts that i need for the space elevator, the empty area on the left is where space elevator parts are made when i need them

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on the right you will see there's another empty area, that area is the mass intake center where all the drones are bringing in the raw resources from drone ports around the map collecting resources from miners

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the large center bridges are where items are lifted up to the nuclear station

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so the nuclear station handles waste processing which basically is sinking a plutonium fuel rod whenever it gets made

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and the uranium is flown in at the furthest right point so that my pioneer doesn't feel the effects of radiation from the uranium coming in

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most of my map is safe to walk around because of the way anything radiated is handled in the top area there

frosty owl
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That's a comprehensive rundown 👍
So you're making most of the materials in outposts

gloomy palm
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in the center is a train station that used to be used for bringing in nitric acid and sulfuric acid but now it's just for decoration and travelling by train to other parts of the map

gloomy palm
frosty owl
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The glorious "no waste" nuclear route

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Which was the hardest part to set up?

gloomy palm
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over on this side we have the water station, but because i was ill-informed at the beginning of my mission, i didn't pipe them correctly so most of them are actually not working right now, but 6 extractors at 250% are sending water through 3 mk2 pipes to the reactors, which are running at 250% also and need 600 m3 of water per minute

gloomy palm
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the reason i put the water extractors up here was so that i wouldn't need to use any pumps for the coal generators, but because as i mentioned, i messed up the pipe setup from the beginning, i needed to build emergency water extractors at the bottom without realizing all i had to do was re-do the pipes at the top to make it work, but oh well... maybe ill fix it later, as it's not a priority rn

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the long line there is the rail lines, when i started the map, i called it 'The Desert Express' but i had no idea it would take hundreds of hours before i could actually make a rail line, so now i finally have one, and of course it's named the desert express because it runs through the desert, which happens to be my favorite biome 😄

fierce ruin
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ive never been on top of that cliff

gloomy palm
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xD

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my whole factory is there lel

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i feel safe against mobs up there ;_;

fierce ruin
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its so flat lol

gloomy palm
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well yeah perfect place for a factory

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the coal power generation station came before the nuclear of course, and it was what powered the whole factory until it wasn't enough to power everything any more... above the coal generators is what i will show in the next photo

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battery farm, compact coal mini-factory and the drone ports bringing in sulfur and coal

fierce ruin
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im ngl im a little saddended by everything being on different alignments

gloomy palm
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well it was a little bit due to the way the factory first started, most things are aligned to each other apart from the rail way because i had to aim the line so that it went from one side of the biome to the other without hitting any obstacles or side of the mountains etc

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the coal drone port is not aligned due to the way the drone port was added to the map before i decided to make a coal and sulfur drone port, so it ended up with foundations where there were previously no foundations

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@frosty owl a type of continuous coal re-distributor, if either side's output is using more coal than the other, the side which has more excess will supplement the side which is lacking, and then if it switches, then the other side supplements the side that doesn't have enough (split in half with the sink on both sides). then if both sides are overflowing, then the entire excess gets sent to the sink

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its like this because the coal is mission critical, and the drones arrive at different times, so whichever drone comes first will help supplement the side where the other drone hasn't arrived yet

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on both sides there's a smart splitter with overflow on either side, the center takes priority for the compact coal mini-factory

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this is the nitric and sulfuric acid distribution center which then ends up at the nuke station to be unpackaged

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so essentially this is everything which was needed to keep irradiated items up on the higher level, all the rest is produced on the lower main factory level

frosty owl
gloomy palm
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ah yes, and also not to forget the trophy room ^-^

fierce ruin
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yamariders diagram still works right

frosty owl
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@gloomy palm I hope you're aware already, but the whole area above the waterfall ("flatland") is gonna get heavily reworked soon™️ 😅

gloomy palm
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this is where everything aluminum is made and shipped to the main factory

gloomy palm
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so no surprise to me if my factory is covered in mountain next update

frosty owl
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That area has been long known for being WIP. I mean, it's pretty obvious even just looking at it ahah

gloomy palm
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yeahh but y'know, i took advantage of it

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@frosty owl

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so that's basically my whole factory, and there are only 2 power grids, one of them is on the middle right

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closer look at main part of factory

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i tried my best to keep everything neat, but some portions ended up being messy because of the lack of pre-planning

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the left side is where most of the radiation is, so im able to walk around the right side without noticing any radiation warnings

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there's a sink on every port for stuff that would otherwise prevent the drones from landing or taking off

tiny jungle
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infinite stack design for compact factory, works with any machines like constructors, assemblers, manufacturets etc

gloomy palm
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that's nice, i've done something similar in my factory, but it's 3 floors

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i wish i had put the storage containers on the floors instead of stacking the containers

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because a stacked container is shorter than two floors

tiny jungle
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doing something like this is awesome because it works with multi input machiens and allows you infinite expansion in the sky

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never again will you run out of space to expand production

gloomy palm
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yes

tiny jungle
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only downside is it requires using extra braincells

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and if you are afraid of towers like me then it might be an issue

gloomy palm
# tiny jungle

btw did you know that the two outputs on containers are not evenly distributed

tiny jungle
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i just added those containers in for example

gloomy palm
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oh ok

tiny jungle
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but good to know i had no idea

gloomy palm
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yeah it's not like a splitter

tiny jungle
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whats the percentage?

gloomy palm
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there's no percentage

tiny jungle
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ok

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another reason for me to not use double containers

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i guess having the elevated output is useful sometimes

gloomy palm
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if the priority belt is full it will put things onto the overflow belt

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apparently it knows priority based on usage requirements

tiny jungle
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lol wtf

gloomy palm
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so.. kinda it's balanced but not the way you think it is

tiny jungle
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are u saying i can use it instead of smart switch

gloomy palm
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it's unreliable for that

tiny jungle
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ok

gloomy palm
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the priority seems to not be static

tiny jungle
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ill just not use it for splitting :), i rarely use doulbes anyway

gloomy palm
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the reason i've used double outputs is to quickly fill another double container

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and also if i happen to know that one output is always backed-up, and i need the same resource for something else

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so since it's backed up on the one belt, the belt i need it for should always be available

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another reason is that if i have two miners which are outputting too quickly, a merger would slow down the input to the container

tiny jungle
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true

gloomy palm
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so two inputs actually works out better, but as for outputs, i still not sure how i can use it reliably if not for knowing ahead of time which belt is gonna be used more than the other

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something worth experimenting with

tiny jungle
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thanks

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ok thats cool

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so I can use the top output to feed machines and the other ouput can just go straight to the HUB central storage

gloomy palm
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that should work, yeah.. but still experiment with the priorities because i wouldn't be sure what the output reliability is

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and it might change in future updates

ornate shoal
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better to use smart splitter for that. with these container outputs you never really know

oblique hollow
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splitting with containers is never a good idea

wind spade
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(ah, just found out that I've written similar thing in comments of this lol)

tiny jungle
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:/

wind spade
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also that tutorial was written before smart splitters were introduced

oblique hollow
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Also the Overflow Splitter i invented back then was way more reliable and cooler simon_smile

wind spade
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the overflow splitter I invented back then was even cooler and 100% reliable 🤔

oblique hollow
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yeah but mine was the most compact and reliable like 99,9999% of the time

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a fair trade-off why_so_snutt

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what was it again...... oh yea, the CIGO

fierce ruin
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Is the bolted iron plating recipe good?

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I'm pretty sure it is faster if you have the screws but I'm not sure

ornate shoal
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i like it with steel screws, otherwise would avoid it probably

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if it is the one that puts out 15 plates/min

fierce ruin
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Steel screws is the one that makes 52 screws from 1 beam right

wind spade
ornate shoal
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but it takes less machines

wind spade
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in terms of power it's pretty good, but so is stitched, so I'd just go for stitched

ornate shoal
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is stitched the one that needs wire?

fierce ruin
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What about time efficiency? I have 2 screw machines and I'm trying to get coal power

wind spade
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what's time efficiency?

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like, how long it takes to build?

ornate shoal
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ah use whatever then and leave it working.

oblique hollow
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time efficiency = build a fuck ton of machines

wind spade
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stitched just wins in pretty much everything, if we ignore adhered

ornate shoal
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the most time efficient would be not to even wonder about it but just throw something together

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base recipes are usually easier to work with

oblique hollow
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except screws

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bless cast screws

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or even better: screwless

wind spade
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except like every other alt recipe, bless those

ornate shoal
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ok that's true but he already has screws so no point in redoing that part

fierce ruin
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Is there a fast way to collect hard drives?

ornate shoal
wind spade
oblique hollow
fierce ruin
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Dang

wind spade
ornate shoal
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haha but why not use the screws he already is making.

wind spade
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because we want to be efficient 🤷‍♂️

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also, why is he making random screws?

ornate shoal
fierce ruin
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No

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I want steel screws

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And solid steel

ornate shoal
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but you don't even have coal powrer yet. do that first

fierce ruin
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Yes that first

wind spade
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but while your stuff is producing, feel free to go hunt some HDDs, that's always good 😉

fierce ruin
ornate shoal
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yeah also pick up some of those leaves on the road

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i think jet pack comes later on in the gsme with fuel. that's when i would go for serious hrd drive hunt

fierce ruin
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Do jetpacks take coal?

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I haven't gotten there in my own game yet

ornate shoal
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no. fuel only sadly

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packaged fuel to be precise

oblique hollow
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and they consume the entire canister

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so you get no empty ones back

fierce ruin
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Wtf

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Isn't the fuel in barrels or something?

oblique hollow
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nope, canisters

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oil is in barrels

ornate shoal
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it's in a pipe but you can package it

oblique hollow
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but those are all the same thing

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canisters change shape

fierce ruin
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Ok

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If I make a coal powerplant that is beneath the lake my extractors are pulling from do I still need to deal with headlift?

ornate shoal
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you mean under the lake? how?

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or you mean by the shore?

bleak coral
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I assume he means elevation, and no you don't

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didn't you ask this kind of question just yesteryday?

fierce ruin
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I don't think so but maybe

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I did ask something similar but I hadn't come up with a way to actually use it

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I asked if going down or across flat required head lift but I wanted to make sure it could actually work without head lift all together

bleak coral
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head lift is basically a height limit, so as long as you're under max head lift you can do whatever

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up down up, down down down, as long as you don't go above the max head lift it's fine

ornate shoal
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extractors have 10 meters so thats 2.5 big foundations heights

bleak coral
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and pipes can't lose head lift, only gain it

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as long as there's no pumps

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pumps are the only thing that resets head lift

wind spade
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well, headlift is basically "you can build stuff up to this height", not "you can only go X meters up"

versed violet
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Opinion - A or B?
Attempting to design a modular nuclear plant for burning rods (reactors at full oc, so 5 water extractors each).
Which setup looks better in your opinion? The top one with extractors between power plants (A), or bottom one with reactors in center and extractors on sides (B)?
They have basically same width, with A appearing to be a bit more compact (about 1 tile), but B looks a bit 'nicer' with nuke plants in middle and smaller stuff on the side.
The design will be repeated 15 times forward.
[forgot to delete the guideline foundations below B, but both designs are 5 tile high]

bleak coral
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I like B more, also it has less junctions so it should be less error prone

fierce ruin
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B because it seems more "modular" tbh. Can break it in halves to make more shapes based on your available space.

versed violet
bleak coral
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oh, but also yeah what sevrahn said

fierce ruin
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I just have 1 question

versed violet
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Could you mark it with color?

fierce ruin
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I did but it didn't copy/paste correctly, lol

versed violet
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The bottom row is guidelines, if you mean 2 missing squares, I was helping myself count tiles

fierce ruin
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Fair.

bleak coral
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I always just use the mass deconstruct option as a counter

fierce ruin
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Paint works too.

versed violet
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Squished the plants closer together and used walls to overhang wires (poles not tall enough and wire clips into plant)
Its a pity you can't fit walkways though, these big bounding boxes... Or should I split them bit apart to fit walkway in mid, would that look cool?

upbeat tide
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I would OC your water extractors so its 1:1 1 pump per reactor

versed violet
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You mean 2 per reactor? I have reactors running at 250% too

upbeat tide
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Oh thats diff story

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Then ya would be two

fierce ruin
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I don't think the modular part needs walkways. That's something the individual can place themselves when putting down the modules.
Since different shapes will allow different walkways while disallowing others.

versed violet
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Need to check slug supply. It sound tempting, altho with much higher energy price

upbeat tide
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Well, im gonna do a max nucleae build. Thats 50.4 uranium rods and 252 reactors @fierce ruin% even OC thats about half that total.

And if I dont OC water pumps im looking at north of 600 needed instead of 252

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Did that ping someone? Oops wasnt intended

versed violet
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Only doing quarter nuclear build here, but still a lot of generators

fierce ruin
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Just to clarify: by "max" you're meaning using 2100 Uranium ppm input?

jagged grail
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Use fluid wells! Save the slugs!

fierce ruin
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Poggers.

jagged grail
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Also what about plutonium

fringe pawn
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My nuclear build maximizing power from 300 uranium is basically just enough for my 20/20/5/5 factory that uses tons of overclocking.

fierce ruin
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Which is great until if they add something else for uranium to be used for, lol 😄

upbeat tide
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Plut? Should be around 22.5 rods max with this plan

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Which is another 200 rods

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Reactors

fringe pawn
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Basically, every 300 uranium ore allows you 36 uranium power plants and 32 plutonium nuclear plants.

jagged grail
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Ive got 40 plut reactors and they make me wanna cry

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partially because the pipes WONT FUCKING BRING SULFURIC ACID

versed violet
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they corroded?

jagged grail
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Naw, the fluid just wants to slosh around back and forth in it like a dickhead instead of ya know... GOING IN THE MACHINE

bleak coral
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did you delete and replace the machine? in case it bugged out

fierce ruin
bleak coral
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it's really not that much waste

jagged grail
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Dawg, my whole game is bugged out, the shading is messed up and every single machine looks like its in black face

bleak coral
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plutonium waste I mean

fierce ruin
fringe pawn
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Let's consult SCIM and see how my radiation footprint looks...

fierce ruin
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And the "yes" it exists invites the possibility of "yes there is potential for there to be an infinite amount of it since you cannot do anything about it right now"

versed violet
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Stil debating between 5 normal or 2 oc pumps. Walkway in mid is de prettiezt thing evah!

fierce ruin
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Honestly show both @versed violet .
People can choose which they like 🙂

versed violet
fierce ruin
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Was meaning for whenever you're done and going to be like "PRESENTING MODULAR NUKES"

fringe pawn
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The big radiation bubble is actually more than 6 ISCs full of spare plutonium rods because I spent a long time running the plutonium plants at 1% clocks.

bleak coral
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it's not bad to create enough storage for hundreds of hours of playtime

versed violet
fringe pawn
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Lower right bubble is from 15 ISCs of buffer encased uranium cells. I also have at least 6 ISCs worth of spare uranium rods.

bleak coral
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but that's why you can sink plut rods, so you can choose not to deal with it if you want

fierce ruin
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I listened to ADA during onboarding.

fringe pawn
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The gross 630 GW from max uranium power while sinking plutonium rods is probably enough for most people. 😛

bleak coral
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That is also true haha

fierce ruin
#

Same reason in this 10th run I have determined to not do a single mega factory because ADA said "FICSIT encourages the creation of outposts"
So I'm trying to do individual factories for specific parts.

fringe pawn
#

Otherwise, have fun with those thousands of iron wire constructors and pure copper refineries. 😬

jagged grail
bleak coral
jagged grail
#

Radiation go brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr

fierce ruin
#

People using iron wires?

fringe pawn
#

If you want to do some sort of 'planetary build' you pretty much need to use iron wire.

fierce ruin
bleak coral
versed violet
bleak coral
#

not actually sure I'd use iron wire outside stitched plate, though I guess it is technically always more resource efficient

fierce ruin
#

So I'm the only one that uses caterium wire?

bleak coral
#

ew

#

caterium is bottomest tier for me, waste of caterium

versed violet
fringe pawn
jagged grail
bleak coral
#

if I used caterium it'd be for fused wire, it's not that much slower but way more efficient

fierce ruin
#

My error on that. Fused is 👍
I meant to say caterium for wire.

fringe pawn
#

If you set a goal of 100/100/20/20 to do the final space elevator load in 10 minutes, though, you're using iron wire. Period.

fierce ruin
#

Fused is the most efficient conversion in terms of ore per wire.

bleak coral
#

oh it's not, that's iron wire, but it is quite a bit faster

fierce ruin
#

I think.. one sec.

#

Missed a zero.. damn. lol

bleak coral
#

I'm assuming you mean weighted for rarity

fierce ruin
#

I'm not.

#

I'm meaning ore per wire.

#

Period.

fringe pawn
#

Right now I'm only using iron wire at my beacon factory, for the same reason people like stitched plate+iron wire.

bleak coral
#

oh, yeah I don't consider ore efficiency unweighted

#

cause it paints a super incomplete picture

fierce ruin
#

Depends on how you want to look at things. ¯_(ツ)_/¯

bleak coral
#

I mean all it basically tells you is how many miners/belts you need for ore

fierce ruin
#

Clarify "it"

bleak coral
#

unweighted resource efficiency

fringe pawn
#

Wait... 100/100/20/20 would be 40 minutes for the final SE load. Oops. I'm curious about the fastest you could manage, factoring power.

fierce ruin
#

Ore per Wire tells me how many miners I need?
I mean I guess... I moreso start after the miners and look at "this is what you've got FROM miners going FORWARD in the line"

bleak coral
#

As in how many of X can I make from these nodes? That definitely can change things, but I'd still consider what I have more and less of, not just treat them all as equal

fringe pawn
#

should probably get around to making nuclear pasta so that his original factory goal can actually be complete

fierce ruin
#

Depends on what I'm making in the area. Keep in mind outposts are my focus atm.
So I'm not shipping anything in.

Pick part, find area suited to it. If excess available resources try to find a way to use them.

#

So when working in finite area with specific numbers of nodes, I just look at total ores of each kind coming in, and try to maximize output for that.

#

Example: My EIB factory is here-

#

Is pure iron technically a better iron-per-ingot ratio? Yes.
But the copper node sitting there is literally "free", so if you look at iron alloy but only at the amount of iron per ingot, it soars past the pure variant.

#

Basically if I'm building an outpost for an item that uses little to no caterium -- I'm "wasting" said node by not utilizing alternate recipes that may include it.

#

(hoping that makes sense)

bleak coral
#

yeah that makes sense

fierce ruin
#

not on that map is a sulfur node that I used for compacted coal generation since I needed only 3/4 of the coal nodes... but then I found out compacted coal sucks and it was a big sadge day...

bleak coral
#

yeah compacted coal is basically for just turbo fuel 🤷‍♂️

fringe pawn
#

My 20 ADS factory needed 3000 wire, which is about what you get out of a pure cat node with pure ingot and cat wire. So that was nice. My classic battery and superstate computer factory also run from a pure cat node.

bleak coral
#

and also munitions, if you feel like it

fierce ruin
bleak coral
#

fine black powder is really good, but you don't need to make a lot black powder anyway so it's not like needed needed

#

compacted steel ingot is just soooooo bad

#

though mostly cause solid steel exists

fierce ruin
#

Munitions site. Has everything for black powder, beacons, crystals, etc. Just need to pipe oil but it is really close tbh.

fringe pawn
#

I've made the argument that you're better off avoiding picking compacted coal at all, because then you gate several other recipes, improving your HDD draw pool.

fierce ruin
#

Solid Steel and Coke Steel are my top 2 tbh.

#

Coke steel is soooo nice.

bleak coral
#

and now with so much more oil after the pipe update and U4, coke steel technically wins in weighted efficiency

#

but most of the time there's plenty of coal, so I still like solid steel better

fierce ruin
#

You and your weights 🙂

bleak coral
#

weighted efficiency is the meta

#

cause it's map-wide analysis

fierce ruin
#

Depends on what your goal is imo.

#

If you're not doing total map all brought to single thing then it's not as relevant.

versed violet
#

I have an actual math question!
Given a 15 generators (example)
I want to divide them into three sets that will be turned on or off. What number of generators should be in each set to give me most combinations of total power gated by turning each set on and off?
Eg. 3 sets of 5 allow to get 0, 5, 10 and 15 power units. Unequal sets allow more.
Should it be binary-ish?
(2, 4 and 9, giving 2,4,6,9,11,13 and 15 as options)
Or maybe fibonnaci or something?

bleak coral
#

I mean technically "sets" of 1

#

as in gate off each generator

versed violet
#

I want to limit to max 3 switches. It would be inefficient to work with more

bleak coral
#

oh I missed that part

versed violet
#

Also, natural numbers please 🤣

bleak coral
#

0

#

that is a natural number

versed violet
#

That is actually debatable whether its natural, but I'll allow it as option.

fierce ruin
#

Zero being nothing would technically be the absence of nature. :Kappa:

bleak coral
#

also I have a real answer I think: given 3 sets it will always be 7 combinations, so to get the most different combinations each set would need a different number of generators so the none of the combinations would be the same

fierce ruin
#

Also the last time someone tried to discuss theoretical math ideas with me it turned into an english debate...

versed violet
#

If I were a bit stronger in math, I would define fitness function saying that we want max distinct points on axis, and the distances between them to be close to some geometric sequence

fierce ruin
#

Short version: They brought up if there were "more infinite numbers"
And I mentioned I don't think mathematicians understand the meaning of the word "infinite"

versed violet
#

I'm hung on meaning of 'more' in this context.

#

There are already infinitely many, arent there?

fierce ruin
sand epoch
#

i'm just curious why you would be turning off generators..?

pulsar idol
#

Just for a heads up, is transporting HOR via train good?

fierce ruin
#

It can be depending on amount and distance.

pulsar idol
#

I see

sand epoch
#

packaged vs liquid makes a big difference too..

fierce ruin
#

They get better the further they go to a point. And yeah that.

pulsar idol
#

Should I package the hor and use drones or not

#

Cause I the oil field I am gonna use is far away

sand epoch
#

drones would be safer imo.. trains aren't static in their times.. and there have been many bugs with them just stopping.

pulsar idol
#

In the red desert area

pulsar idol
fierce ruin
#

HOR stacks to 100 right?

sand epoch
#

how much are we talking..?... a few 100m3.. a few k?

#

per min

pulsar idol
#

Its in the red desert area

#

Near the massive water circle

sand epoch
#

not the location.. the amount you want to move

pulsar idol
#

Ohh I'm using it for my 120 nuclear power setup

sand epoch
#

i don't know what that means in terms of amount of HOR..

pulsar idol
#

Its for one of the factories for the setup I'm doing

sand epoch
#

... ok gonna try this again.
how much HOR do you want to transport? Not how far, or what it's for.. how much. 50 per minute.. 400.. 3000?

pulsar idol
#

Dam I lost the link to the 24 per min uranium fuel rod

fierce ruin
#

So someone check me on this but, drones are slower than pipelines.
Packaged HOR stacks to 100. Drones have 9 slots.
So you're comparing 900 parts per flight time to 600 ppm through a pipeline.

900/600=1.5 meaning the drone would have to move all of it in 90s to be equivalent.
But since takeoff and landing are 51 second each the drone would always be slower than just piping.

sand epoch
#

that's why you use more than 1 drone..

fierce ruin
#

Fair, lol.

sand epoch
#

doing 780/m across the map takes 4 ports on each end and 8 drones

#

and does it in ~4 or 5 minutes tops

fierce ruin
#

So then yeah, as you said it comes down to amount being transported.

sand epoch
#

shorter distances would need less drones

#

that's also assuming a 100 stack size...

fierce ruin
#

blushes I'm just a simple one-drone kind of guy.

fierce ruin
sand epoch
#

sure.. if you want to route 3-4k of pipe and deal with headlift 😛

#

for each ones

fierce ruin
#

Fair, so I'd guess that is Patches' call.

#

I wonder if anyone has done the X drones = Y train cars based on distance and amount to be transported..

sand epoch
#

if they are considering trains at all i'd say they already said no to pipes 🙂

fierce ruin
#

I can personally justify long pipelines because we do them IRL. 4 km conveyors are a no for me though.

sand epoch
#

i've done massive 3-4k conveyors.. even stacks of them.. but that was preU4

fierce ruin
#

Now if only there was a drone that could pick up a truck...

fringe pawn
#

We probably always will. It's funny reading bad critiques of sci-fi movies that wonder why trains are still used with such advanced available technology! Why don't they fly everything everywhere!

fierce ruin
#

Looked. Read. Fascinating records on conveyors.

fierce ruin
fringe pawn
#

People will probably realize this all over again when we have spacecraft that aren't capable of atmospheric travel.

#

Or fail to realize it, more likely

fierce ruin
# wind spade we do long conveyors irl too

I'm actually astonished that there is a 61 mile long conveyor belt and no one seems to bother it.

Like... no one steals from it, no one has just broken the crap out it... for all the no-reason bad stuff people do every day around the world you've got this impossible to fully protect 61 MILE LONG piece of engineering that everyone just lets do its thing.

upbeat tide
#

@fierce ruin
Dont complain that the increasingly depressingnlevel of human common sense has not yet discovered that marvel of engineering 🙂

#

<@&387163995947270144> spam in every channel

merry current
#

is bolted iron plates worth the effort to get to 100% efficiency

frosty owl
frosty owl
#

The sushing continues (empty belts should be quickwire and alu sheets)

#

4 pog spliters splitting a line with 360 plastic and 270 sulfur to 6 classic battery manifacturers. Works like a charm @ornate shoal

wind hill
#

Anyone know like a good coal gen setup tutorial or something?

wind spade
#

3 extractors, 8 gens, 120 coal, repeat as much as you need

wind hill
#

Ok thanks!

#

@wind spade could you maybe help me set this up beacuse my power just cuts out.

#

When i turn on the power.

fierce ruin
#

Basically "your choice"

upbeat tide
#

I have used bolted plates and stitched plates in various builds.

Combined, bolted plates and frames works well together , but tbh, bext time id probably use steel frames.

But, it has no “one size fits all” answer

fierce ruin
wind spade
fierce ruin
#

^

#

That is how I usually do it tbh.

#

Most of my buildings are running between 97-99% on their clock speeds.

wind spade
#

I wonder if alts only run is possible

fierce ruin
#

I would say no as some things don't even have alts.

wind spade
#

alright, so "alts only for anything that has alt"

fierce ruin
#

And you need to unlock the M.A.M. to get alts.

wind spade
#

can't you do that with stuff lying around drop pods?

fierce ruin
# upbeat tide Bleh....

Should have seen the one I put on reddit.

"You cannot deconstruct anything after deleting the pod you landed with the exception of power lines.
Upgrading buildings suchs as conveyors, pipes, miners, and power poles is allowed."

#

But an exception could be made for that, also lots of mats can be found at crash sites.

oblique hollow
#

default recipes only?
try fluid recipes only simon_smile

#

good luck ever getting a computer

fierce ruin
#

@fierce ruinI think Snutt was doing such a no deconstruct run on a stream.

fierce ruin
#

You'd have to leave lots of room on belts for splitters.

upbeat tide
fierce ruin
fierce ruin
upbeat tide
#

Ikr? And thats a semi-closed loop balanced alu scrap factory. Soon™️ the hundreds of smelters is next

#

Max too, no bauxite left behind

fierce ruin
#

I actually may scrap my current world and start a new one on this "no deconstruct" idea.

#

It's mulling over in my brain.

upbeat tide
#

Im too “invested” 🙂

fierce ruin
#

Which runthrough is that for you?

#

Because I'm on my 10th, but it has nothing to do with "getting stuck" so I hate that I may have added to some of those metrics.

upbeat tide
#

10th? But this is a reset world too. Started in U3

fierce ruin
#

It just comes from having a new idea for how to do something and I prefer to start fresh.

upbeat tide
#

It has 1700+ hrs on that save

#

Thats my main save and I have a few trial worlds

fierce ruin
#

Nuke it.

upbeat tide
#

It will have nukes...lots of nukes 🤣

#

Over 400 nuke plants in the to do list

fierce ruin
#

Like the secret, SUPER EVIL (I will admit, it's very, very evil) hope that I have is that something happens with update 1 that wipes everyone's worlds back to Hub 0.
🙂

upbeat tide
#

Been there. Tbh wouldnt complain. Will miss OCD factory organization

#

As you can see, the OCD is strong with me 🙂

fierce ruin
#

Your map is like.. the opposite of the longest run I had.

#

You're not even up to my favorite 2 spots.

upbeat tide
#

Nah Intry to use spots not commonly used

fierce ruin
upbeat tide
#

Hence why I purposefully chose to use the east dune forest for my massive alu factory and some side factories

fierce ruin
#

Spot on the right was my go-to for the looooongest time.
Jungle start (before desert was added) and I would shift up to the canyon.
But recently I fell in love with the options in the second starting zone, so it's been my haven.

upbeat tide
#

My alu factory also uses zero trains for moving ore, coke, etc into the facility

#

Yes I am MAD 😄

fierce ruin
#

Truly mad.

#

You're letting your resources get contaminated by poison gas.

#

Polluted product, won't sell as well.

#

😏

upbeat tide
#

It gives them extra “quality”

#

Thats my blue crater zone

fierce ruin
#

I know the game doesn't care, lol.
I just self-impose certain logic rules like that to make building more interesting.
Same way I do my best to make sure all my structures are properly made and not just floating on air.

fierce ruin
upbeat tide
#

Yea I try to do the same, make structures look like structures

upbeat tide
frosty owl
#

Btw, I'll be using the pog split for copper/caterium smelting too, just not in the setup I showed before :P

#

360 cat+360 copper

fierce ruin
#

Every time you say pog split I just envision the splitter openings looking like various pogchamp emotes.

wind spade
#

yeah can we maybe call things how they are called ingame thx 😄

fierce ruin
#

I mean he's just dropping the r from prog split.

#

¯\_(ツ)_/¯

#

But pogchamp splitters mod when?

frosty owl
fierce ruin
#

I mean, you could go 3 less characters.
PSplits.

Sounds hip.

#

Or like a satisfactory rap name.

frosty owl
#

That might be confused with the smart splitter though

fierce ruin
#

SmortSplits

#

Or SSplitz

gloomy palm
fierce ruin
#

On a serious note I'm hoping they aren't finished with PoggersSplitters yet. (See. There is another way)

#

Like there was how I thought they would work from how they are named... and then there was what I got when I unlocked them.

gloomy palm
fierce ruin
#

Meaning (I'm using specific word defs again... sorry) to me they are moreso Smarter Splitters. As opposed to [Fully] Programmable Splitters.

gloomy palm
#

how many reactors do you have? what's your power cap?

frosty owl
fierce ruin
#

Like programming them to kick not just iron to the left. But exactly 20% of all iron to the left. So it would go 1 left then 4 front before putting another 1 left. @frosty owl

frosty owl
gloomy palm
#

you mean multiple people playing on it?

frosty owl
fierce ruin
#

(And justify the supercomputer cost imo)

frosty owl
gloomy palm
#

yeah that's why i'm saying it's a large factory

#

all the component factories are part of the same larger mega factory

#

it makes my factory look dwarfed

frosty owl
#

Eh, I guess we have a different definition of factory. I mean a single building or a defined set of buildings in one area
Eg: if two buildings are connected by a train, that's usually 2 different factories for me

gloomy palm
#

ohhhh

#

and the two factories together are called a base?

frosty owl
gloomy palm
#

to @fierce ruin

frosty owl
gloomy palm
#

Yeahhhh

#

base like, HQ

fierce ruin
#

Base = HUB.
Simple. 😂

gloomy palm
frosty owl
#

For instance, I got many buildings in what I call my "nuclear factory" but they're all in the same area. If I made some items in another place, I would call that place a factory too. Eg: "I make the control rods for my nuclear factory in my space elevator factory"

gloomy palm
#

Ahhh

fierce ruin
gloomy palm
#

i would call it a mini-factory

frosty owl
fierce ruin
#

Shhhhhhhh

gloomy palm
#

So how many reactors were in that map you posted 🤣

fierce ruin
#

Biomass only run this time. 😬

fierce ruin
gloomy palm
#

Ohhh

#

that wasnt your map😱😱😱

#

im sorry im blind 😭😭😭😭

#

Communication breakdown

#

derp 🥴

gloomy palm
gloomy palm
frosty owl
#

He's shooting for the max, as if he didn't have enough with maxing nuclear once already hehe

gloomy palm
#

there's a max?

frosty owl
#

There's "only" 2100 uranium on the map

gloomy palm
#

Ohh

#

that would work out to a lot of reactors 🤔

#

But are there enough of the other resources on the map to support that

frosty owl
frosty owl
fierce ruin
#

Hmmm...

#

I wonder how close max uranium power vs. max turbofuel power vs. max coal power is.

gloomy palm
#

I would assume nuclear would win in resource to power output ratio

frosty owl
#

Hands down

gloomy palm
#

The coal generation station i have eats compacted coal for breakfast

frosty owl
#

You need just ~1.5k of sulfur to max the uranium rods, for comparison. And those alone are ~600 GW

gloomy palm
#

yeahh omg xD

frosty owl
#

Plutinium takes even less sulfur I think

#

The "issue" is in how long the processing chain is for the items neded

gloomy palm
#

quick question, where would you take all the plutonium waste

#

if you added uranium waste management into the concept, then you'd be looking at sinking all the plutonium fuel rods you get instead of using them

#

I'm not sure I'd be content with knowing I've maxed out uranium usage and then have a pile of plutonium waste that will eventually eat the map

frosty owl
gloomy palm
#

Yeahh

frosty owl
# gloomy palm quick question, where would you take all the plutonium waste

When I finish the factory I'll be making very little plutonium (3,6/min) just to "even out" the number of uranium rods/waste so I can ship the rods to other areas where I'll make the power plant(s) and plutonium processing
Before that, I'll probably be sinking both the plutonium rods AND the uranium rods (the ones I'm not using)

gloomy palm
#

Oh fascinating

frosty owl
#

But if I had to choose for a place... I think I would store it close to my current nuclear factory, since it's already near the edge of the map

gloomy palm
#

i never considered making more rods than i needed

#

it might be an interesting idea, but to be honest "more rods than i need" would take a while to become excess if you consider im making 1.2 ppm and the max is 1.4, so it would be a 0.2 more rods than i need per minute, and that means I'd have to wait for the maximum stack size to be entered into the 3 reactors before it starts overflowing and being sunk

#

But i actually like that idea, i might do it 🤔

frosty owl
gloomy palm
#

Nice

frosty owl
#

But that (and my personal preference/fixation, of course) is why I balance the rods :P

#

I mean, 1 manifacturer can feed 3 generators, it's not that hard to balance

gloomy palm
#

yeah

ornate shoal
gloomy palm
#

maybe ill add more manufacturers to make more rods and sink the excess

frosty owl
frosty owl
gloomy palm
#

yeah im sinking the plutonium rods already

ornate shoal
#

you said it's complicated and long chain

frosty owl
#

Oh yeah, it is quite the long chain 😆

#

Oh, no, I get what you mean
Yeah, plutonium is quite easy compared to uranium ^^

gloomy palm
#

beacons 😩

ornate shoal
#

i'm probably gonna be sinking pkutonium rods initially but later use them as fuel as required

#

i also discovered that there is a way to make heat sink with just oil, bauxite and water so it's my favorite thing now

#

don't care about tickets. i need power to run my 8 pasta/min factory 😋

frosty owl
frosty owl
# gloomy palm beacons 😩

Surprisingly, that didn't take too long for me to setup
I planned for an excess of them in my nuclear factory (since you need them ONLY for nuclear, ammo, and personal use). About 60/min. Using the normal recipe and iron wire, it's not much of a big deal ^^

gloomy palm
#

😭

#

i cri

frosty owl
#

Bruh, those are baby numbers in this context jacelul

#

The 112 oscillators/min are the real deal ahahah (50.4 for uranium, 60 for space elevator things, 1.6 of extra)

ornate shoal
#

i'm somehow doing my nuclear with no beacons

gloomy palm
#

😮

frosty owl
#

Btw, I got a nice (at least I think it's nice and decently clever) design for beacons with only iron as input, if anyone's interested~

ornate shoal
#

i don't have access to my tools atm but probably some mix of alternate recipes. only getting 4 uranium rods and 2 plutonium rods from 500 uranium

frosty owl
#

I got the tools open atm, the no-beacon route is through the standard recipe for the rods

ornate shoal
#

hmm don't you need rubber for them

frosty owl
#

Why explain when we have screens~

#

With iron wire you can make both the wire and cable. It's a lot of constructors, but it's material-efficient

ornate shoal
#

hmm ok. still can't do them with just iron

frosty owl
#

Don't have the recipes?

ornate shoal
#

pk derp

#

yeah i get it now

#

i just hate the iron wire recipe it doesn't make any sense to me

#

but that looks like a lot of constructors

#

still i would probably use it cause it's kind of elegant. just need to find a place with tons of iron nodes which shouldn't be hard

bleak coral
#

does it make less sense than contemplating where the wood in the spool comes from jacelul

frosty owl
#

This the setup I used to make beacons. Sets of 2 manif, with 2 floors of constructors behind

ornate shoal
#

you know in real life iron wire is like the cheapest stuff

bleak coral
#

I just head cannon that the machines are actually some sort of replicators, but the AI that runs them uses very basic, gamey logic to make stuff

frosty owl
#

Bottom floor making rods (central const, 100%) and plates (sides, 112.5%)

#

The top floor is a bit more complex, with cable in the center (100%, split for the 2 manif) and wire all the rest. The 2 const in the back are set at 30/min, the others (2 top, 2 bottom) at 250%

#

And yes, the design stacks nicely

ornate shoal
#

i'm gonna try this general idea out some day. of just stacking constructors and assemblers behind manufacturers individually and on several floors. i think it could be neat

frosty owl
#

Stacking stuff cleverly is the big brain way praisethesun
Also, 1:1 feed as much as you can

#

.........though I did manifold the iron ingots for this build... please don't diss me @bleak coral

ornate shoal
#

i've done it quite a bit in a small way with steel screws

bleak coral
frosty owl
#

158.3333 is kind of a hard one to balance... (input for one of the setups in the top floor)

frosty owl
fierce ruin
#

Wire now built at Assembler requiring copper and wood.

bleak coral
#

see also: where's the insulator material for cable and the material for the screw bucket rolljace

fierce ruin
#

Screws now made at Assembler requiring iron and plastic.

#

Concrete now made at Blender requiring water, limestone, and fabric @bleak coral 😏

bleak coral
#

😈

fierce ruin
#

(Automated fabric without automated parachutes is kinda odd tho)

bleak coral
#

parachutes get obsoleted by the jetpack, which is around the same time so 🤷‍♂️

#

but also I guess why not add automated parachutes

fierce ruin
#

Eh. If I am just dropping down I still use chutes.

#

The only equipment piece that I think really gets obsoleted is the xeno zapper. Basher is just better in every way.

frosty owl
#

There is only a single enemy I haven't killed with a xeno zapper

fierce ruin
#

The crab boss because it isn't there yet? 😏

#

(Also, screw xeno basher, I want to dual-wield zappers)

frosty owl
fierce ruin
#

And if it gets bored of that, it farts out acid clouds because "reasons".

#

Reasons to always have 50+ nobs in inventory.

upbeat tide
gloomy palm
#

Neat

gloomy palm
upbeat tide
#

For max uranium rods yes, for uranium + plut no

#

Max uranium fuel rods you can fet now is 50.4

gloomy palm
bleak coral
#

nope, there's enough

gloomy palm
bleak coral
#

? that's not what that sentence says

upbeat tide
#

There is plenty

#

I said 252 is max for just uranium rods. I forget max plut on top of it

gloomy palm
#

the max goes down if you add plutonium?

bleak coral
#

goes up

#

252 is just accounting for the uranium, not the plutonium

#

you can make 22.4 plut rods alongside the 50.4 uranium rods

gloomy palm
#

parts per minute?

bleak coral
#

yes

gloomy palm
# bleak coral yes

In this hypothetical factory, are the plutonium rods being used for power?

fringe pawn
#

Total max nuclear plants is 476. Essentially, every 300 uranium allows 36 uranium and 32 plutonium plants.

gloomy palm
#

Im trying to understand what the chain looks like because uranium waste processed into plutonium rods, means that you cant power everything on only plutonium because then you arent making enough uranium waste

bleak coral
#

correct, they're tied together

gloomy palm
#

so then that means there will be reactors that are lasting for longer than others because theyre running plutonium, but they would still need to be sustained by uranium reactors

fringe pawn
#

Uranium reactors are essentially part of the production chain.

gloomy palm
#

yeahh

bleak coral
#

you can sink or burn the plutonium rods, but the uranium nuke plants need to keep running

fringe pawn
#

Plutonium waste as of now can't be removed, so I recommend storing it at the edge of the map.

fierce ruin
#

That or just leaving Plutonium Rods intact until they implement the way to recycle them.

gloomy palm
#

if you time it correctly, wouldnt it be possible to have just one plutonium rod burning per reactor at any given time? That would maximize the amount of active reactors until the next volley of rods are delivered

#

that's assuming you have no excess of anything

bleak coral
#

I guess, but not sure what the point would be

#

like any other power generator as long as you're providing fuel at the rate it's being burned it's fine

gloomy palm
#

well consider this, if you have 50 plutonium rods, and there's 3 rods sitting in each reactor, a rod is being burned, now there's 2 rods in the reactor, but by the time it gets to burn the 1 rod there's another rod added so it's back to 3. So essentially what im saying is that any extra rods sitting unused in the reactor could have been powering a separate reactor

versed violet
#

You will need perfect split

thorn bane
#

+extra radiation

gloomy palm
#

yeahh

#

It cuts the timing tolerances down to very narrow windows

fringe pawn
#

Before I turned on my uranium reactors I allowed 15 containers of encased cells to be created. I needed to work on other parts of the supply chain anyway. And I ran my nuclear power plants at low clocks until I actually needed their full spec, so I have over 10,000 extra uranium rods and over 10,000 extra plutonium rods.

bleak coral
gloomy palm
#

Hmm🤔

bleak coral
#

like that's a basic thing of this game for literally everything: you're either providing it at the correct rate or not, buffers aren't waste they're just buffers

#

waste would be stoppages cause you're overproducing

gloomy palm
#

Ohhh

bleak coral
#

individual parts don't matter, they're infinite, only the rate at which they flow

gloomy palm
#

ahhh

versed violet
fringe pawn
#

Nice

versed violet
#

Reallley hoping to build the plants today and have it going

fringe pawn
#

I still don't have my plutonium plants turned up all the way, but once I finally get my nuclear pasta going I think I'll run everything at full spec.

#

I've been distracted with wacky experiments. I'm still screwing around with 2m spaced hypertube cannon entrances. I can't figure out a way to make them work well consistently, but it's still entertaining to watch unpredictable amounts of speed build up.

gloomy palm
#

cannons \o/

versed violet
#

Could it depend on fps (game clock)?

gloomy palm
#

Hmm🤔🤔

#

if you cant predict the speed does that mean you cant predict the trajectory

versed violet
#

try it on low detail and on highest crazy detail to verify low fps causes calculatioon issues?

gloomy palm
#

are you suggesting that to yourself?

versed violet
#

Displaying 10x10x10 foundation hologram with smart is very good fps killer, but that prolly disappears when you enter tube 🤔

gloomy palm
#

in either case i dont believe the game clock is related or affected by fps as far as i could tell

#

if that was so, factories would run half as slow on 30fps than 60fps

fringe pawn
#

FPS isn't affecting how 2m spaced cannon entrances perform as far as I've been able to tell.

versed violet
#

FPS affects item loss on fast belts. It may influence player location calculation as well.

gloomy palm
#

lagging is a symptom which would affect both your fps and the game clock

#

but the cause is not the two affecting each other but rather a hardware limitation

fringe pawn
#

I think most likely how you enter the first tube is the biggest factor. Sometimes going from one entrance to the next in the chain, you get dozens of launches from one entrance by getting stuck in it for a bit. If you get stuck doing multi launches too much, you'll build up so much speed there's no way to safely come out the other side of the tube.

gloomy palm
#

Ahhh

#

I think this is partly to do with that the stacking of entrances wasnt intended behavior for hypertube setups

fringe pawn
#

Try spacing entrances like this if you want to try. It sounds like a machine gun when you get stuck and get many launches from one entrance.

gloomy palm
#

So the programming behind that wouldnt be optimized to handle this

fringe pawn
#

From that pic, sometimes I get the minimum of 6 launches, sometimes I get more than 100 launches and die no matter what.

versed violet
gloomy palm
#

Can you imagine if every time you used a hypertube entrance the entire factory lags a little bit

fringe pawn
#

I've tried with and without deleting the support, it doesn't seem to affect performance, both with standard 4m spacing and tighter spacing. I don't know why I see people recommending to delete supports.

gloomy palm
#

Does acceleration kill you or is it a specific speed that kills you or is it hitting something at a certain speed

fringe pawn
#

Hypertubes cannons definitely do cause some lag. When I use them to effectively teleport from grasslands to desert, the slowdown as the game loads the new area is noticable.

versed violet
#

only vertical distance kills
*vertical speed

gloomy palm
#

so you could make a sort of particle accelerator but with hypertube

#

And at some point youd die when you sped up fast enough

fringe pawn
#

I actually don't understand why I'm dying when I build up speed from 100+ launches. At that point it's happening so fast that I instantly see myself laying on the ground at the entrance on the other side, dead.

gloomy palm
#

;_;

#

It's like you entered a different dimension and transcended time and space

bleak coral
#

go fast enough in any game and it gets.... weird

fringe pawn
#

I should be bouncing off a vertical surface, but I'm guessing there's a limit to the rate at which vertical surfaces dissipate speed.

gloomy palm
#

yeah the hitboxes need to update

#

Collisions

fringe pawn
#

Other times I end up softlocked in either complete whitespace or complete blackspace.

gloomy palm
#

The higher the collision accuracy the longer it takes to update

#

so for realtime games, the accuracy is kept low but it becomes unreliable

#

something could pass through a solid object going fast enough

#

because the collision wasnt registered due to the position updates not being polled often enough

#

game clock

#

Im not sure if satisfactory lets you move vertically fast enough to pass through a solid object

fringe pawn
#

Technically by holding S you can cancel all the extra acceleration when you get stuck, it's just hard to control what you're doing, so you may end up going through the hypertube at piddly normal speeds.

gloomy palm
#

What about having a hypertube entrance every few dozen meters just as a booster

#

or is that not fast enough 🤔

fringe pawn
#

An entrance every 4m is considered the safe distance, and that does seem to deliver 100% consistent performance. Though I find 3m spacing is generally fine.

versed violet
gloomy palm
#

Ahhh true

#

Otherwise you'd need to put boosters with entrances facing both directions each boost point

#

which is too many resources

fringe pawn
#

If you hit an entrance facing the wrong way you simply get stopped

gloomy palm
#

:(

fringe pawn
#

My grasslands to desert hypertube is just one long tube with 22~ entrances chained on each side. It takes a few seconds to operate.

fierce ruin
#

"too many resources" - No such thing 😄

fringe pawn
#

I haven't found any good cyclotron tutorials. I'm still searching for more compact ways to make accelerated hypertubes.

bleak coral
#

but most people just don't want to set up two one-way hypertubes

#

I did it once cause it was going up such a steep angle I really needed a booster for it not to be slow as balls

fringe pawn
#

Otherwise I lay down a strip of 12~ foundations in a line, and as many entrances I can fit, that's what I do.

frosty owl
gloomy palm
#

Ohhh

#

Interesting 🤔

frosty owl
#

Btw, 1 manifacturer making uranium fuel rods (alt recipe) can feed 3 power generators

gloomy palm
#

Yas that's how i have it

frosty owl
#

So it's not a hard split at all

gloomy palm
#

nopp

#

actually to be honest i had setup the manufacturer before i realized it outputs 3 of them in one go which was a coincidence since i arbitrarily decided to setup 3 reactors to begin with

versed violet
#

unless you oc the nukes, then its 1,5

gloomy palm
#

1.2

#

250% = 0.4 ppm

#

Multiplied by 3 = 1.2

versed violet
#

nukes oc to 200,000-somrthing

gloomy palm
#

its confusing that your decimal separator is my thousands separator

#

Two hundred thousand percent :D

versed violet
#

The only valid thousand separator is space.
[Ok, I'll accept apostrophe `, but not anything that could be confused.]

gloomy palm
#

xD

#

or python programming style

10_000_000

#

anywayy, i really gotta get to sleep

#

goodnight everyonesss 😁😁 happy pioneering

versed violet
#

Sushi-belt type question:
I want to feed my nuke plants (represented here by con) only as much rods they can fir while keeping the distribution belt mostly empty, as I'd like to avoid having a row of hundreds of rods going next to plants.
Is it possible to run a belt with recycling loop at end, so excess rods get stored in container, and overflow is sent to sink? I'd also like the container to recirculate the stored rods if supply is somehow broken.
Currently thinking of using smart splitter to fill the first plant then second plant and so on while sending overflow to next spot in chain (this way belt never backs up)

fierce ruin
#

at the end of the chain you can just have a smart splitter that send the overflow into a sink and the rest to the start of the line

versed violet
#

Thinking about that, but this will essentially fill the input belt to full with recycled rods, won't it?

fierce ruin
#

no because at the end will be a smart splitter

#

so it cant overflow

fringe pawn
#

Grrrr, I've finally reached a point where I haven't paid enough attention to my doggos and don't have enough shards for a build plan.

#

I want to build 4 more arrays of 10 pure copper refineries at 200% feeding a powder constructor at 250%. 23 slugs each, and I have 10.

upbeat tide
#

the alu factory grows, now with 6000 ingots worth of smelters. More...way more to come

#

ofc... ONE smelter isnt setup 😦

pulsar idol
#

Wow

upbeat tide
#

Another angle.

Im running into terrain issues, so vertical it shall go for the remaining smelters

fierce ruin
#

Finish it. Then nuke it. 😸

upbeat tide
#

Your obsessed with destruction of builds 😄

fierce ruin
#

Question:

#

If the Tools calculator is not using the pure caterium recipe does that mean pure ct would leave you with excess ct ingots?

frosty owl
#

That one output you merge back at the beginning of the main line, letting only however much you balanced for on that belt

fierce ruin
#

Nvm. I forgot to add water as "available".

#

I never think about it because to me water is a nearly unlimited resource in this game. Lol.

#

Also DAMNIT! I was about to present a setup that used the og rubber recipe and the HOR from it was recycled to coke to 😛 at the "always use rubber loop" people.
But when you add water the system brings in the Blender's Diluted Fuel recipe and that shifts everything.

frosty owl
#

It's a convenient recipe, under a certain scale ahah

#

Honestly, being able to make circuit boards just from oil can be pretty handy

fierce ruin
#

THANK YOU

#

Electrode is my favorite CB recipe but it shows up on multiple "bad alt" lists.

frosty owl
#

It means that if you get to the oil coast you can make fuel, plastic, rubber and circuit boards all in one spot

fierce ruin
#

Also looking at this... I'm going to have to make my "Pre-Tier 7/8" Computer outpost, then completely redo it once I unlock Blender and Mk3's....

#

ugh.

frosty owl
#

If you need that sort of production power... ^^

fierce ruin
frosty owl
#

Electrode CB do take quite a toll on oil, that becomes harsh when scaled

fierce ruin
#

God bless the man who made this. I sent him a paypal tip like 30 minutes ago.

frosty owl
fierce ruin
#

Only "better" site would be Crater Lake because you have double the Ct available.

#

But then I feel weird about not using the 3 Pure Coal nodes just... sitting there.

frosty owl
#

Also iron and limestone there... If you go coke steel you could even set up a flexible modular frame production with steel coated plates, bolted plates, bolted frames and steel screws jace_smile

fierce ruin
#

You're going mega on me.

#

Outposts man, outposts.

frosty owl
#

... Should I mention there's also some nitrogen not too far...
Alright, I'll end it here 😆

frosty owl
fierce ruin
#

The nitrogen on the west coast I have plans for. One sec.

frosty owl
#

It's great for my plutonium processing :hehe:

fierce ruin
#

Nitric acid.

#

How was my last message deemed "explicit"????

#

So it's the image... of the map... that is getting blocked...

#

Lake with 4 normal coal west of the big void hole. With this message:

#

"This is my EIB outpost.
Nitrogen to the west can be sloped down here, excess iron available.
Can make nitric acid.
2 items from one outpost is completely fine by my standards."

frosty owl
#

TFW the beltpron you're trying to share is too hot even for Discord

fierce ruin
#

No belts. Literally just a map image with nodes highlighted.

#

Map holes too much for Discord apparently. 😏

merry current
#

is smart plating still needed after phase 2

fierce ruin
#

Modular Engines require it.

#

And Modular Engines are then used in Thermal Propulsion Rockets.

So "yes"

#

If you set lines for framework, plating, and autowire and just let them run forever it helps a looooot.
Because each further progression tier still uses them either solo or as components for the next level of project assembly complexity.

merry current
#

also what is 60p/m copper sheet used for? i set up a line for it for 100% efficiency on the rest of the copper line but i have yet to need it at tier 4

#

almost tier 5

fierce ruin
#

Main thing sheets get used for production-wise is AILs

#

So you just need to bring a quickwire line to that area.

merry current
#

is desert the meta for building factories? I've done every map but desert so far and I always have issues with space

fringe pawn
#

"up" will always solve space issues.

wind spade
bleak coral
#

the starts are just different spawn locations

wind spade
#

everyone that says they "have issues with space" have probably never scouted more than a few meters away from their base, otherwise they'd see tons of space everywhere lol

keen patio
#

Just checking if there are any advanced guides/players around to discuss Aluminum; Im avoiding the oil/sulfur versions/uses... So that leaves me with Sloppy Alumina ALT -> Aluminum Scrap ... and dealing with that waste water has been interesting. (the OLD electro scrap with no waste water or w/e was much easier of course)..

and to be clear; i THINK I've figured this out, but I'm hoping for an easier layout to duplicate/use. Does anyone have input or graphics to share?

minor plover
keen patio
#

The math to figure out how many I can have on waste water to how much more Alumina Solution that makes... which makes more waste water.... is math that appears to be beyond me. Or at least, I'm solving it by trial and error.

#

I basically HAVE that already, but am hoping for a layout picture or something that is less... ugly/convoluted.

wind spade
#

just... have all on normal water and put the "waste" water into some other recipe that needs water

keen patio
#

oh! Greeny... since you're here.. I asked in the other channel; do you know the console debug command for seeing map coordinates?

wind spade
#

I don't play the game lol, how would I know commands xD

keen patio
#

Pfft 😛

fringe pawn
#

greeny is part of the game for a lot of us here >_>

bleak coral
# keen patio The math to figure out how many I can have on waste water to how much more Alumi...

The math for completely separating them is this:

  1. get your total water input
  2. get your waste water output
  3. get your total sloppy alumina machine count
  4. divide water output by water input to get the percentage that will bit run on waste water
  5. multiple the sloppy machine count by that percentage (that'll get you the waste water machine count)
  6. subtract the waste water machine count from the total machine count to get the fresh water machine count
  7. just go apeshit on clock speeds, cause the numbers will be weird
#

also you'll need a seed buffer filled with water and with a valve to keep it from backflowing for the waste water side, otherwise it'll never quite reach equilibrium

keen patio
# bleak coral also you'll need a seed buffer filled with water and with a valve to keep it fro...

I ended up with a 1:1 machine ratio (technically 5:5 -- modded machines operating at 5x speed for 5x power cost).. underclocked to 44%.. (should be 43.3334), but the key point as you pointed out was the valve preventing the backflow.

I had kinda tried this the first time but without the valve it was not working.

So with the valve underset (173.3 instead of 173.3334) from the water extractors, and the other valve preventing backflow to the wastewater, its been working perfectly for ~3 hours... so I'm just making it pretty and getting ready to mass produce it.

#

((Prior to this I had a set of 2 at 43.3334 %, a set of 2 on the first sets wastewater at 26%, and a set of 2 on its own wastewater + set#2s waste water set to 40%, which was working, but was fugly AF.))

warm sphinx
#

the start of my centrelized storage area

radiant bridge
warm sphinx
#

you need some storage containers and a programable splitter

#

then you need simply 1 belt for all the items

safe sinew
#

you really only need smart splitters

warm sphinx
#

you can do 1 belt were every items comes on and the programmable splitter sort the rest

safe sinew
warm sphinx
#

well, i have 1 belt for every processed item but i use also 1 machine for it

safe sinew
#

huh

warm sphinx
#

1 machine makes concrete, 1 machine makes plates

#

1 machine makes rods, and all those items from those 3 machines come into 1 single belt

radiant bridge
pulsar idol
#

How many water extractors I need for a 120 nuclear power setup

warm sphinx
fierce ruin
wind spade
#

I do my storage entirely with separated belts

upbeat tide
pulsar idol
#

so how much power total for a OC 120 water extractors?

upbeat tide
#

86.6MW per at 250% or 10392MW

For not OC, you will need 5 water extractors to fill a mk2 pipe which can support 2 reactors

300 water extractors at 20MW each = 6000 MW power

#

So to OC, its a coat of 4GW. Not too bad for saving a sheer number of machinery

pulsar idol
#

so 10.3GW of power needed for OC 120 water extrators

#

thats not too bad

upbeat tide
#

Nah and on saving of space I feel is worth it. Water extractors are big 😉

pulsar idol
#

ik

#

holy dam, nearly everything i had is all gone

#

on just building these power plants

fierce ruin
pulsar idol
#

XD

#

my hands and mind of this project is bonker

fierce ruin
fierce ruin
#

Just a lot of maintenance to keep the liquid flowing.

pulsar idol
#

true

upbeat tide
fierce ruin
#

Nuke can already solve power, it's just dealing with waste that is the problem. And either fusion tech advancements or make launching things into space simpler and you've got it solved.

upbeat tide
#

Yup, and rhey are working on ways to use nuclear waste or render it inert, but slow and under funded research...

fierce ruin
#

^ that, or just launch it to Jupiter since literally will never be a habitable planet 😄

upbeat tide
#

Still that takes $ and approval from certain individuals who hate nuclear

Gonna stop there for fear of spiraling out of control convo

fierce ruin
#

Launching stuff is simpler than launching people since you don't have to worry about g forces on the human body. And yeah. MUST MAINTAIN CONTROL

fierce ruin
#

How much fuel do I need to carry with me for a jetpack?

upbeat tide
#

A few stacks will last you a good bit

#

But get hovor pack soon its better within factories

fierce ruin
#

Hover pack?

upbeat tide
#

Similar to jetpack but powered by your power lines

fierce ruin
#

How does that work?

upbeat tide
#

And more coltrolable flight. Basiclly it connects to your power network and fills up the battery. But has limited range and must have power to work

oblique hollow
fierce ruin
#

The trade mark is a nice touch

gloomy palm
#

Tesla would be proud

#

the original one, not the car company

fierce ruin
#

So it works kinda like the oxygen tubes in astrongineer?

gloomy palm
warm sphinx
fierce ruin
#

OK

fierce ruin
#

Does the hover pack automatically connects and charge off of a power cable when near one?

bleak coral
#

yes, it doesn't charge though it just gets power

#

oh wait cable, no has to be the pole

#

and it has to be in range of a pole or powered machine, doesn't work when you leave range

oblique hollow
#

the only "cable" it CAN connect to is powered train rails

fierce ruin
#

I don't understand, is it tethered? Do I need to drop it on the ground and plug it in?

deft lichen
#

equip it and approach a powered building

#

a line of light will shoot towards the building

#

the powered building is anything that provides, consumes or transmits power (NOT power lines themselves)

fierce ruin
fierce ruin
deft lichen
#

it works on power poles and generators too, as well as power storage

fierce ruin
#

But not the lines themselves

deft lichen
#

that's what I said in the message you replied to

fierce ruin
#

Ok thanks

#

Also do I unlock the hover pack with the jetpack?

#

no

#

No

#

its tier 7 you need aluminum

#

i think its 7

deft lichen
#

yes

fierce ruin
#

I need to use the space elevator again for that don't I?

#

if your on phase 2 yeah

#

Great

#

i wouldnt worry about the hoverpack until your actually there

fierce ruin
#

Is there a way to set hotkeys for building thing? I want to set one up for foundation

#

Like moreso than just your 10 quickbars?