#math-and-meta
1 messages · Page 548 of 1
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
hmmm
Can make for some cool setups if you fit it all in the same building as where you make fuel, so you can use the water for the fuel to also make the residual rubber
i really like the iron plate alts that use plastic and i try to put rubber into everything with alts
i see
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
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
and it saves power and space
I prefer to make the setups for both rubber and plastic and kickstart them, bringing out the residual rubber as "extra"
I never found a convenient balance for reciclying the residual rubber with nice numbers, thus I prefer it this way (usually 540 oil into 720+180 rubber and 720 plastic)
Just slap down a storage to kickstart it
coal is better when there is water because you can do pure iron + solid steel and make coal gens
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
i try to save as much sulfur as possible for end game so i can use it for batteries and nuclear power
I guess me trying to also have the refineries' inputs balanced made figuring out a good setup too cumbersome for me 
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 
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
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
true
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
but like i done the foundation of the floor
just need to create a path of to put the water extrators
cause they will be next to it anyway
"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
yeah ik but idk how many freight cars i need cause i need to transport the HOR
and the sulfuric acid
you can think of 1 freight car as 1 storage container, except it moves
true turw
also the HOR and sufuric acid dont need to be on the same trains
i see, might plan to make a train station and it will split to the areas
they just need to reach the same station or at least stations at the same location where they will be used
yeah
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
that way you wont have a central storage location but every place that needs parts will have access to parts
hmm ok
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
yeah ik that will come
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
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
oh yeah thats like my end end game thing
but it can help alot, but also this massive project is gonna take alot of time and effort for just 300GW of power
What for, doing plutonium too?
to waste all the waste i am gonna have
I suggest against training the sulfuric acid. Why not train the sulfur instead?
ooo good point
You can loop the byproduct water from the Non-fissile-uranium with the acid refineries. It's 1:1
The blenders use as much acid as they make by-water, the water is then 1:1 made into acid again
Convenience at its finest
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 
Good luck and have fun~
Be sure not to "chew more than you can handle" 😉
Now... I guess I should go back to my own nuclear yet again...
XD
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
instead of decreasing the input production rate?
propably uses all 270 but not all of it can go down the same line
oh interesting
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
the problem is that coupons are exponentially more expensive each time, so sinking is basically on every output wherever there's excess
when you sink stuff like that its usually to stop a system from blocking up
like if your creating plastic and rubber as a byproduct from fuel
yesss omggg
i found out the hard way that stuff will stop if you're not using the output
i said this in the main channel also, if nuclear fallout was a feature, my factory would've been nuked several times already
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
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
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
how many reactors do you have
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
mhmmm 🤔
And for that (finally) power switches are there for us 
i actually am a little guilty in that i see no need for them
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
If it may help, I usually "test" each building/factory individually. Sometimes I may even test a part of a building, like half a floor, before having the whole floor run and see if everything works fine
oh ok that's interesting, i usually power everything while i'm building since i have the extra capacity
But I also load balance most inputs, which means I have pretty low start up time on each system
i use storage as buffers, so the factory could run for a long while before it noticed that any one section has failed
and it also allows for temporary disconnects while expanding or refactoring without disrupting the pipeline/supply chain
the buffer also means that you can have higher output rates than machine inputs
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 😆
welp i suppose my factory is medium
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:
... Says one who's trying to fit sushi belts anywhere 
ah.. my factory is 1.2 rods per minute
and i still have excess on most of the inputs
As long as it's not byproducts, that's good 👍
How much processing are you doing together with the cells/rods?
Or do you have satellite production to support it?
satellite?
Away from the nuclear factory
uhm.. it's a bit difficult to explain, i could give a couple screenshots maybe
ultimately, i wanna make a video tour of my factory some day
SCIM go brrr
ohhh
I wouldn't mind a ping about that 👀
xD
hold on, i need to wait for it to become daytime
fancy opening the game to take screenshots and it happens to be the start of the night
well, i might as well send a night shot also
I thought you would've used SCIM 😆
i personally think my factory looks better in person xD
almost daytime now 8-)
i'll send a schematic after also
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
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
the large center bridges are where items are lifted up to the nuclear station
so the nuclear station handles waste processing which basically is sinking a plutonium fuel rod whenever it gets made
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
most of my map is safe to walk around because of the way anything radiated is handled in the top area there
That's a comprehensive rundown 👍
So you're making most of the materials in outposts
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
and whatever i dont use gets sunk
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
i was actually holding off from going nuclear simply because you couldn't do anything with the waste, as soon as update 4 came, it was my mission to make the nuclear station
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
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 😄
ive never been on top of that cliff
its so flat lol
well yeah perfect place for a factory
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
battery farm, compact coal mini-factory and the drone ports bringing in sulfur and coal
im ngl im a little saddended by everything being on different alignments
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
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
@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
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
on both sides there's a smart splitter with overflow on either side, the center takes priority for the compact coal mini-factory
this is the nitric and sulfuric acid distribution center which then ends up at the nuke station to be unpackaged
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
But do you feel safe against Hannah and Nesh? 😏
ah yes, and also not to forget the trophy room ^-^
yamariders diagram still works right
@gloomy palm I hope you're aware already, but the whole area above the waterfall ("flatland") is gonna get heavily reworked soon™️ 😅
this is where everything aluminum is made and shipped to the main factory
well i was kinda expecting that in an early access game my save game may one day be useless
so no surprise to me if my factory is covered in mountain next update
That area has been long known for being WIP. I mean, it's pretty obvious even just looking at it ahah
yeahh but y'know, i took advantage of it
@frosty owl
so that's basically my whole factory, and there are only 2 power grids, one of them is on the middle right
closer look at main part of factory
i tried my best to keep everything neat, but some portions ended up being messy because of the lack of pre-planning
the left side is where most of the radiation is, so im able to walk around the right side without noticing any radiation warnings
there's a sink on every port for stuff that would otherwise prevent the drones from landing or taking off
infinite stack design for compact factory, works with any machines like constructors, assemblers, manufacturets etc
that's nice, i've done something similar in my factory, but it's 3 floors
i wish i had put the storage containers on the floors instead of stacking the containers
because a stacked container is shorter than two floors
doing something like this is awesome because it works with multi input machiens and allows you infinite expansion in the sky
never again will you run out of space to expand production
yes
only downside is it requires using extra braincells
and if you are afraid of towers like me then it might be an issue
btw did you know that the two outputs on containers are not evenly distributed
i just added those containers in for example
oh ok
but good to know i had no idea
yeah it's not like a splitter
whats the percentage?
there's no percentage
ok
another reason for me to not use double containers
i guess having the elevated output is useful sometimes
if the priority belt is full it will put things onto the overflow belt
apparently it knows priority based on usage requirements
lol wtf
so.. kinda it's balanced but not the way you think it is
are u saying i can use it instead of smart switch
it's unreliable for that
ok
the priority seems to not be static
ill just not use it for splitting :), i rarely use doulbes anyway
the reason i've used double outputs is to quickly fill another double container
and also if i happen to know that one output is always backed-up, and i need the same resource for something else
so since it's backed up on the one belt, the belt i need it for should always be available
another reason is that if i have two miners which are outputting too quickly, a merger would slow down the input to the container
true
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
something worth experimenting with
19 votes and 22 comments so far on Reddit
thanks
ok thats cool
so I can use the top output to feed machines and the other ouput can just go straight to the HUB central storage
that should work, yeah.. but still experiment with the priorities because i wouldn't be sure what the output reliability is
and it might change in future updates
better to use smart splitter for that. with these container outputs you never really know
splitting with containers is never a good idea
that tutorial is wrong, the "priority" on output is random, can vary between machines and between saves and can change on random points (save, load). Use smart splitter with overflow to do this instead
(ah, just found out that I've written similar thing in comments of this lol)
:/
also that tutorial was written before smart splitters were introduced
Also the Overflow Splitter i invented back then was way more reliable and cooler 
the overflow splitter I invented back then was even cooler and 100% reliable 🤔
yeah but mine was the most compact and reliable like 99,9999% of the time
a fair trade-off 
what was it again...... oh yea, the CIGO
Is the bolted iron plating recipe good?
I'm pretty sure it is faster if you have the screws but I'm not sure
i like it with steel screws, otherwise would avoid it probably
if it is the one that puts out 15 plates/min
Steel screws is the one that makes 52 screws from 1 beam right
it's worse than normal in terms of resource efficiency and normal is worse than stitched
but it takes less machines
in terms of power it's pretty good, but so is stitched, so I'd just go for stitched
is stitched the one that needs wire?
What about time efficiency? I have 2 screw machines and I'm trying to get coal power
ah use whatever then and leave it working.
time efficiency = build a fuck ton of machines
yeah, you can even combine it with iron wire to keep it iron-only
stitched just wins in pretty much everything, if we ignore adhered
the most time efficient would be not to even wonder about it but just throw something together
base recipes are usually easier to work with
except like every other alt recipe, bless those
ok that's true but he already has screws so no point in redoing that part
Is there a fast way to collect hard drives?
how the hell does bolted take more machines and space than stitched? using base screw recipe? 
iirc it uses steel screw recipe
no
Dang
well you can keep those and put to storage or sink, and make wire (as that's what you eventually want to do anyway)
haha but why not use the screws he already is making.
i hope you are not seriously planning to go after that stitched plate recipe 🤣
but you don't even have coal powrer yet. do that first
Yes that first
but while your stuff is producing, feel free to go hunt some HDDs, that's always good 😉
In my game I do have it but I'm playing with a friend and we don't have coal yet
yeah also pick up some of those leaves on the road
i think jet pack comes later on in the gsme with fuel. that's when i would go for serious hrd drive hunt
it's in a pipe but you can package it
Ok
If I make a coal powerplant that is beneath the lake my extractors are pulling from do I still need to deal with headlift?
I assume he means elevation, and no you don't
didn't you ask this kind of question just yesteryday?
I don't think so but maybe
I did ask something similar but I hadn't come up with a way to actually use it
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
head lift is basically a height limit, so as long as you're under max head lift you can do whatever
up down up, down down down, as long as you don't go above the max head lift it's fine
extractors have 10 meters so thats 2.5 big foundations heights
and pipes can't lose head lift, only gain it
as long as there's no pumps
pumps are the only thing that resets head lift
well, headlift is basically "you can build stuff up to this height", not "you can only go X meters up"
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]
I like B more, also it has less junctions so it should be less error prone
B because it seems more "modular" tbh. Can break it in halves to make more shapes based on your available space.
Actually both designs have 4 junctions each. A has one center extractor connected left and other right, with pipes 'touching'
oh, but also yeah what sevrahn said
I just have 1 question
Could you mark it with color?
I did but it didn't copy/paste correctly, lol
The bottom row is guidelines, if you mean 2 missing squares, I was helping myself count tiles
Fair.
I always just use the mass deconstruct option as a counter
Paint works too.
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?
I would OC your water extractors so its 1:1 1 pump per reactor
You mean 2 per reactor? I have reactors running at 250% too
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.
Need to check slug supply. It sound tempting, altho with much higher energy price
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
Did that ping someone? Oops wasnt intended
Only doing quarter nuclear build here, but still a lot of generators
Just to clarify: by "max" you're meaning using 2100 Uranium ppm input?
Use fluid wells! Save the slugs!
Yes
Poggers.
Also what about plutonium
My nuclear build maximizing power from 300 uranium is basically just enough for my 20/20/5/5 factory that uses tons of overclocking.
Which is great until if they add something else for uranium to be used for, lol 😄
Plut? Should be around 22.5 rods max with this plan
Which is another 200 rods
Reactors
Basically, every 300 uranium ore allows you 36 uranium power plants and 32 plutonium nuclear plants.
Ive got 40 plut reactors and they make me wanna cry
partially because the pipes WONT FUCKING BRING SULFURIC ACID
they corroded?
Naw, the fluid just wants to slosh around back and forth in it like a dickhead instead of ya know... GOING IN THE MACHINE
did you delete and replace the machine? in case it bugged out
I didn't get into nuclear until this patch when I could do something about the waste. God bless all the people using plutonium already because I can't bring myself to have that amount of toxic buildup without anything to do about it.
it's really not that much waste
Dawg, my whole game is bugged out, the shading is messed up and every single machine looks like its in black face
plutonium waste I mean
To me it isn't a matter of "how much" it's a yes/no whether it exists.
Let's consult SCIM and see how my radiation footprint looks...
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"
Stil debating between 5 normal or 2 oc pumps. Walkway in mid is de prettiezt thing evah!
Honestly show both @versed violet .
People can choose which they like 🙂
Already in the pic, east vs west
Was meaning for whenever you're done and going to be like "PRESENTING MODULAR NUKES"
Aw yeah, this is some good stuff: https://gyazo.com/7dcfa5400273bfcb92742a3c7f51b0fc
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.
I guess, doesn't bother me though, as long as I'm able to create practical storage that actually lasts a while, which I can
it's not bad to create enough storage for hundreds of hours of playtime
Will make a photoshoot once I settle on useful design. Maybe it get promotated as blueprint for wiki, who knows
Lower right bubble is from 15 ISCs of buffer encased uranium cells. I also have at least 6 ISCs worth of spare uranium rods.
but that's why you can sink plut rods, so you can choose not to deal with it if you want
#EfficiencyFirst
#FICSITDoesNotWaste
😄
I listened to ADA during onboarding.
The gross 630 GW from max uranium power while sinking plutonium rods is probably enough for most people. 😛
That is also true haha
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.
Otherwise, have fun with those thousands of iron wire constructors and pure copper refineries. 😬
ah but a dedicated factory can be a megabase, if you're making enough of it 😉
Radiation go brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
People using iron wires?
If you want to do some sort of 'planetary build' you pretty much need to use iron wire.
My defining line for "mega" is "number of different items produced there"
Single factory building hundreds of 1 item is fine.
yeah stitched plate goes brrrrr
sure.
Iron stuff factory, stitched plate.
Or when you don't have anough fused wire and some spare iron.
not actually sure I'd use iron wire outside stitched plate, though I guess it is technically always more resource efficient
So I'm the only one that uses caterium wire?
Using it too, nice compressed blocks for wherever I need some wire
I use it and love it
Mr "Dont waste stuff"
uses cat wire
if I used caterium it'd be for fused wire, it's not that much slower but way more efficient
My error on that. Fused is 👍
I meant to say caterium for wire.
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.
Fused is the most efficient conversion in terms of ore per wire.
oh it's not, that's iron wire, but it is quite a bit faster
I'm assuming you mean weighted for rarity
Right now I'm only using iron wire at my beacon factory, for the same reason people like stitched plate+iron wire.
oh, yeah I don't consider ore efficiency unweighted
cause it paints a super incomplete picture
Depends on how you want to look at things. ¯_(ツ)_/¯
I mean all it basically tells you is how many miners/belts you need for ore
Clarify "it"
unweighted resource efficiency
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.
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"
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
should probably get around to making nuclear pasta so that his original factory goal can actually be complete
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)
yeah that makes sense
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...
yeah compacted coal is basically for just turbo fuel 🤷♂️
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.
and also munitions, if you feel like it
Limited number of output items. Otherwise can be "mega"-esque.
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
Munitions site. Has everything for black powder, beacons, crystals, etc. Just need to pipe oil but it is really close tbh.
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.
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
You and your weights 🙂
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.
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?
I want to limit to max 3 switches. It would be inefficient to work with more
oh I missed that part
Also, natural numbers please 🤣
That is actually debatable whether its natural, but I'll allow it as option.
Zero being nothing would technically be the absence of nature. :Kappa:
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
Also the last time someone tried to discuss theoretical math ideas with me it turned into an english debate...
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
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"
I'm hung on meaning of 'more' in this context.
There are already infinitely many, arent there?
I'll hop this down to #off-topic-general sec
binary is the way to go imo
i'm just curious why you would be turning off generators..?
Just for a heads up, is transporting HOR via train good?
It can be depending on amount and distance.
I see
packaged vs liquid makes a big difference too..
They get better the further they go to a point. And yeah that.
Should I package the hor and use drones or not
Cause I the oil field I am gonna use is far away
drones would be safer imo.. trains aren't static in their times.. and there have been many bugs with them just stopping.
In the red desert area
So package them and use drones as best bet?
HOR stacks to 100 right?
not the location.. the amount you want to move
Ohh I'm using it for my 120 nuclear power setup
i don't know what that means in terms of amount of HOR..
Its for one of the factories for the setup I'm doing
... 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?
Dam I lost the link to the 24 per min uranium fuel rod
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.
that's why you use more than 1 drone..
Fair, lol.
doing 780/m across the map takes 4 ports on each end and 8 drones
and does it in ~4 or 5 minutes tops
So then yeah, as you said it comes down to amount being transported.
blushes I'm just a simple one-drone kind of guy.
Wait, wouldn't this be canceled by "that's why you lay more than one pipe"?
Like if 1 pipe can beat 1 drone, 4 pipes is going to beat 4 drones.
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..
if they are considering trains at all i'd say they already said no to pipes 🙂
I can personally justify long pipelines because we do them IRL. 4 km conveyors are a no for me though.
i've done massive 3-4k conveyors.. even stacks of them.. but that was preU4
Now if only there was a drone that could pick up a truck...
we do long conveyors irl too
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!
Looked. Read. Fascinating records on conveyors.
One of my favorite replies about technology was when someone asked Neil Degrasse Tyson why we don't have flying cars.
His immediate response was "we do, they're called helicopters"
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
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.
@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
is bolted iron plates worth the effort to get to 100% efficiency
I'd go for B
For personal preference, I'd place the waste belt in the middle (collecting from the sides every X generators, if you don't leave space between them) and reduce the extractors to 4 each gen ^^ (125% each or one at 200%)
Btw, I think it'd look cool if you connected each generator with its extractors
I'm working on a factory making only uranium fuel rods and some plutonium rods, so it should be "just a factory"
But it has over 1200 machines, takes in about 10 different raw materials and processes over 40 different kind of items... Still not a megafactory? 
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
Anyone know like a good coal gen setup tutorial or something?
3 extractors, 8 gens, 120 coal, repeat as much as you need
Ok thanks!
@wind spade could you maybe help me set this up beacuse my power just cuts out.
When i turn on the power.
Bolted plates vs. 3 lines of normal plates is literally just saving space for a cost of +70 screws per minute with lower overall energy cost.
Their outputs are both 15 ppm RIPs. So your production efficiency further down the line isn't going to see any differences tbh because everything will still get the needed RIPs.
Basically "your choice"
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
Your next challenge is the "default recipes only" run.
you can also get to 100% efficiency with underclocking 😉
^
That is how I usually do it tbh.
Most of my buildings are running between 97-99% on their clock speeds.
Bleh....
I wonder if alts only run is possible
I would say no as some things don't even have alts.
alright, so "alts only for anything that has alt"
And you need to unlock the M.A.M. to get alts.
can't you do that with stuff lying around drop pods?
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.
@fierce ruinI think Snutt was doing such a no deconstruct run on a stream.
Biomass Generators only. 
You'd have to leave lots of room on belts for splitters.
OoO now we talkin a challenge game 🙂
I have been working on this big thing.
I wish the unused sides of splitters closed instead of being a black void of nothing, but that is in no way a priority item if it's even on their to-do board.
Yup. Now imaging building that where you had to get it all right on the first shot, or adapt if you messed up a pipe. 😏
Ikr? And thats a semi-closed loop balanced alu scrap factory. Soon™️ the hundreds of smelters is next
Max too, no bauxite left behind
I actually may scrap my current world and start a new one on this "no deconstruct" idea.
It's mulling over in my brain.
Im too “invested” 🙂
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.
10th? But this is a reset world too. Started in U3
It just comes from having a new idea for how to do something and I prefer to start fresh.
Nuke it.
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.
🙂
Been there. Tbh wouldnt complain. Will miss OCD factory organization
As you can see, the OCD is strong with me 🙂
Your map is like.. the opposite of the longest run I had.
You're not even up to my favorite 2 spots.
Nah Intry to use spots not commonly used
Hence why I purposefully chose to use the east dune forest for my massive alu factory and some side factories
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.
My alu factory also uses zero trains for moving ore, coke, etc into the facility
Yes I am MAD 😄
Truly mad.
You're letting your resources get contaminated by poison gas.
Polluted product, won't sell as well.
😏
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.
This looks like a Metroid Prime level. 🙂
Yea I try to do the same, make structures look like structures
Never thought of that comparison
nice
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
Every time you say pog split I just envision the splitter openings looking like various pogchamp emotes.
yeah can we maybe call things how they are called ingame thx 😄
I mean he's just dropping the r from prog split.
¯\_(ツ)_/¯
But pogchamp splitters mod when?
It's one less character for one more funny, a trade I can't refuse 
I mean, you could go 3 less characters.
PSplits.
Sounds hip.
Or like a satisfactory rap name.
That might be confused with the smart splitter though
i can see this was made before drones
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.
@frosty owl now that's what i'd call a large factory
Meaning (I'm using specific word defs again... sorry) to me they are moreso Smarter Splitters. As opposed to [Fully] Programmable Splitters.
how many reactors do you have? what's your power cap?
That's a base, not a factory though 
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
I mean, it's an entire savefile/base, that includes different factories
you mean multiple people playing on it?
Ah, gotcha. Yeah, that would save soooooo much balancing for me 
(And justify the supercomputer cost imo)
No, I'm sure Verios has worked on it alone, but he divided the base in different factories: one for alluminium, one for nuclear and so on
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
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
Was this asked to me?
to @fierce ruin
I call "base" the entirety of what one builds, though some call that just the area around the hub/central storage
Base = HUB.
Simple. 😂
So im still curious as to how many reactors youve got there?
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"
Ahhh
2 Biomass ones. 🙃
i would call it a mini-factory
So you DID restart 
Shhhhhhhh
So how many reactors were in that map you posted 🤣
Biomass only run this time. 😬
I posted a map?
Ohhh
that wasnt your map😱😱😱
im sorry im blind 😭😭😭😭
Communication breakdown
derp 🥴
I tagged the wrong peep in this message
how many reactors do you have? what's your power cap?
He's shooting for the max, as if he didn't have enough with maxing nuclear once already 
there's a max?
There's "only" 2100 uranium on the map
Ohh
that would work out to a lot of reactors 🤔
But are there enough of the other resources on the map to support that
I think these numbers should still be relevant #math-and-meta message
252 for uranium rods only
Hmmm...
I wonder how close max uranium power vs. max turbofuel power vs. max coal power is.
I would assume nuclear would win in resource to power output ratio
Hands down
The coal generation station i have eats compacted coal for breakfast
You need just ~1.5k of sulfur to max the uranium rods, for comparison. And those alone are ~600 GW
yeahh omg xD
Plutinium takes even less sulfur I think
The "issue" is in how long the processing chain is for the items neded
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
Like... A LOT of processing...
Yeahh
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)
Oh fascinating
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
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 🤔
Yeahh
Just 750 minutes to fill up the reactors, no big deal... 
Nice
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
yeah
is it really that bad? i'm doing it now together with uranium and the only extra stuff i need is heat sinks and nitric acid. everything else seems to be same components to uranium.
maybe ill add more manufacturers to make more rods and sink the excess
"That bad"? I just mentioned it uses less sulfur than uranium ^^
Plutonium is heavy mostly on Nitrogen and alu afaik
They're worth quite a few points
yeah im sinking the plutonium rods already
you said it's complicated and long chain
Oh yeah, it is quite the long chain 😆
Oh, no, I get what you mean
Yeah, plutonium is quite easy compared to uranium ^^
beacons 😩
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 😋
Not the most efficient route, but surely a convenient one ^^
i LOVE pasta
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 ^^
Bruh, those are baby numbers in this context 
The 112 oscillators/min are the real deal ahahah (50.4 for uranium, 60 for space elevator things, 1.6 of extra)
i'm somehow doing my nuclear with no beacons
😮
Standard UFR recipe?
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~
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
I got the tools open atm, the no-beacon route is through the standard recipe for the rods
hmm don't you need rubber for them
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
hmm ok. still can't do them with just iron
Don't have the recipes?
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
does it make less sense than contemplating where the wood in the spool comes from 
I used to think the same, but had to yeld to its efficiency and making beacons with just iron is wayy to convenient
This the setup I used to make beacons. Sets of 2 manif, with 2 floors of constructors behind
you know in real life iron wire is like the cheapest stuff
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
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
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
Stacking stuff cleverly is the big brain way 
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
i've done it quite a bit in a small way with steel screws
we are all human, and the easy way out is always a temptress 😛
158.3333 is kind of a hard one to balance... (input for one of the setups in the top floor)
My biggest 1:1 chain goes from copper-caterium ore up to electromagnetic control rods ("importing" only plastic, silica and iron ingots. Could have made the silica in there too, but didn't for aesthetic reasons xD)
Don't give the devs idea for requiring "wood" as a crafting component now...
Wire now built at Assembler requiring copper and wood.
see also: where's the insulator material for cable and the material for the screw bucket 
Screws now made at Assembler requiring iron and plastic.
Concrete now made at Blender requiring water, limestone, and fabric @bleak coral 😏
😈
(Automated fabric without automated parachutes is kinda odd tho)
parachutes get obsoleted by the jetpack, which is around the same time so 🤷♂️
but also I guess why not add automated parachutes
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.
There is only a single enemy I haven't killed with a xeno zapper
The crab boss because it isn't there yet? 😏
(Also, screw xeno basher, I want to dual-wield zappers)
The toxic spider, since even I wasn't masochist and lazy enough to go to such an area with only a xeno-zapper just because I was too lazy to craft a basher after dying 
First time I met one I tried to jetpack above it like I do with other spooders.
THEN IT STARTED CLIMBING THE DAMN WALL BECAUSE COFFEE STAIN DOESNT WANT ME TO SLEEP AT NIGHT.
And if it gets bored of that, it farts out acid clouds because "reasons".
Reasons to always have 50+ nobs in inventory.
I dont have any yet, but will be 252 by the time im donw with uranium rods
Neat
is 252 the technical maximum?
For max uranium rods yes, for uranium + plut no
Max uranium fuel rods you can fet now is 50.4
does adding plutonium into the mix cause the resources on the map to not be enough to cover the components needed for plutonium production?
nope, there's enough
Then why wouldn't it be enough for plutonium 🤔
? that's not what that sentence says
There is plenty
I said 252 is max for just uranium rods. I forget max plut on top of it
the max goes down if you add plutonium?
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
50.4 is a measurement of?
parts per minute?
yes
In this hypothetical factory, are the plutonium rods being used for power?
Total max nuclear plants is 476. Essentially, every 300 uranium allows 36 uranium and 32 plutonium plants.
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
correct, they're tied together
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
Uranium reactors are essentially part of the production chain.
yeahh
you can sink or burn the plutonium rods, but the uranium nuke plants need to keep running
Plutonium waste as of now can't be removed, so I recommend storing it at the edge of the map.
That or just leaving Plutonium Rods intact until they implement the way to recycle them.
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
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
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
You will need perfect split
+extra radiation
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.
not really how that works, you either are providing it at the correct rate or not, stuff sitting in buffers isn't "wasted", cause you couldn't sustain those extra reactors
Hmm🤔
Ah lmao
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
Ohhh
individual parts don't matter, they're infinite, only the rate at which they flow
ahhh
Similar situation (in building), but I will wire switches to turn on only selected plants based on how much power I need (manually)
Nice
Reallley hoping to build the plants today and have it going
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.
cannons \o/
Could it depend on fps (game clock)?
try it on low detail and on highest crazy detail to verify low fps causes calculatioon issues?
are you suggesting that to yourself?
Displaying 10x10x10 foundation hologram with smart is very good fps killer, but that prolly disappears when you enter tube 🤔
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
FPS isn't affecting how 2m spaced cannon entrances perform as far as I've been able to tell.
FPS affects item loss on fast belts. It may influence player location calculation as well.
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
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.
Ahhh
I think this is partly to do with that the stacking of entrances wasnt intended behavior for hypertube setups
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.
So the programming behind that wouldnt be optimized to handle this
From that pic, sometimes I get the minimum of 6 launches, sometimes I get more than 100 launches and die no matter what.
have you tried the alternate compact version?
Maybe leaving no empty space on sides help
Omg...
Can you imagine if every time you used a hypertube entrance the entire factory lags a little bit
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.
Does acceleration kill you or is it a specific speed that kills you or is it hitting something at a certain speed
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.
only vertical distance kills
*vertical speed
so you could make a sort of particle accelerator but with hypertube
And at some point youd die when you sped up fast enough
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.
go fast enough in any game and it gets.... weird
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.
Other times I end up softlocked in either complete whitespace or complete blackspace.
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
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.
What about having a hypertube entrance every few dozen meters just as a booster
or is that not fast enough 🤔
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.
The booster is in single spot because A) that builds up the final speed fasters and B) allows the pipe to be bidirectional
Ahhh true
Otherwise you'd need to put boosters with entrances facing both directions each boost point
which is too many resources
If you hit an entrance facing the wrong way you simply get stopped
:(
My grasslands to desert hypertube is just one long tube with 22~ entrances chained on each side. It takes a few seconds to operate.
"too many resources" - No such thing 😄
I haven't found any good cyclotron tutorials. I'm still searching for more compact ways to make accelerated hypertubes.
infinite resources 
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
Otherwise I lay down a strip of 12~ foundations in a line, and as many entrances I can fit, that's what I do.
Load balancing go brrrrrr 
I think the game's ticks are capped at either 60 or 30
Regardless, Snoot confirmed that as long as you have over 60 FPS you're totally good. 60 to 30 is ok. Below 30, you might start to worry about game ticks
Btw, 1 manifacturer making uranium fuel rods (alt recipe) can feed 3 power generators
Yas that's how i have it
So it's not a hard split at all
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
unless you oc the nukes, then its 1,5
nukes oc to 200,000-somrthing

its confusing that your decimal separator is my thousands separator
Two hundred thousand percent :D
The only valid thousand separator is space.
[Ok, I'll accept apostrophe `, but not anything that could be confused.]
xD
or python programming style
10_000_000
anywayy, i really gotta get to sleep
goodnight everyonesss 😁😁 happy pioneering
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)
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
Thinking about that, but this will essentially fill the input belt to full with recycled rods, won't it?
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.
the alu factory grows, now with 6000 ingots worth of smelters. More...way more to come
ofc... ONE smelter isnt setup 😦
Wow
Another angle.
Im running into terrain issues, so vertical it shall go for the remaining smelters
Finish it. Then nuke it. 😸
Your obsessed with destruction of builds 😄
Question:
If the Tools calculator is not using the pure caterium recipe does that mean pure ct would leave you with excess ct ingots?
If you want to keep the main supply belt free of rods, why not recirculate as close to the amount needed as possible:
Container > split > split... Until you like, merging all but one outputs back on the main belt, before the smart splitter that goes to container and sink
That one output you merge back at the beginning of the main line, letting only however much you balanced for on that belt
I would think so 
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.
It's a convenient recipe, under a certain scale ahah
Honestly, being able to make circuit boards just from oil can be pretty handy
THANK YOU
Electrode is my favorite CB recipe but it shows up on multiple "bad alt" lists.
It means that if you get to the oil coast you can make fuel, plastic, rubber and circuit boards all in one spot
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.
If you need that sort of production power... ^^
Or you convert the oil islands into one single computer outpost.
Electrode CB do take quite a toll on oil, that becomes harsh when scaled
God bless the man who made this. I sent him a paypal tip like 30 minutes ago.
Right, having caterium close by makes them a good spot for computers. There's even some copper though not really close
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.
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 
... Should I mention there's also some nitrogen not too far...
Alright, I'll end it here 😆
But it's like right on top of the beach! Building that high would be annoying, you can just let it all fall down to the beach processing
The nitrogen on the west coast I have plans for. One sec.
It's great for my plutonium processing :hehe:
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."
TFW the beltpron you're trying to share is too hot even for Discord
No belts. Literally just a map image with nodes highlighted.
Map holes too much for Discord apparently. 😏
is smart plating still needed after phase 2
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.
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
Main thing sheets get used for production-wise is AILs
So you just need to bring a quickwire line to that area.
is desert the meta for building factories? I've done every map but desert so far and I always have issues with space
"up" will always solve space issues.
usually it's better to build what you need in amounts that you need, not build something and then wonder what can you do with that 😛
it's just one map
the starts are just different spawn locations
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
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?
Check out the McGalleon's VIP junction in the plumbing guide (see pins here) for the water recycling, or just run some refineries only on recycled water.
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.
just... have all on normal water and put the "waste" water into some other recipe that needs water
oh! Greeny... since you're here.. I asked in the other channel; do you know the console debug command for seeing map coordinates?
I don't play the game lol, how would I know commands xD
Pfft 😛
greeny is part of the game for a lot of us here >_>
The math for completely separating them is this:
- get your total water input
- get your waste water output
- get your total sloppy alumina machine count
- divide water output by water input to get the percentage that will bit run on waste water
- multiple the sloppy machine count by that percentage (that'll get you the waste water machine count)
- subtract the waste water machine count from the total machine count to get the fresh water machine count
- 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
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.))
the start of my centrelized storage area
Need to make that in my game as well. Still figuring out how to do it
ah that is easy
you need some storage containers and a programable splitter
then you need simply 1 belt for all the items
you really only need smart splitters
you can do 1 belt were every items comes on and the programmable splitter sort the rest
I used 2 belts, one for processed and one for unprocessed to stop it from clogging
well, i have 1 belt for every processed item but i use also 1 machine for it
huh
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
Bringing the stuff is the problem since i dont have much open space
How many water extractors I need for a 120 nuclear power setup
i use a tower of 3x3 grid with lots of conveyers and mergers
I do my storage entirely with Smart Splitters 😬
I do my storage entirely with separated belts
Each nuclear reactor requires 300m3 water a min
So you will need alot of water extrsctors. At least 120 if you OC the water extractors
so how much power total for a OC 120 water extractors?
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
Nah and on saving of space I feel is worth it. Water extractors are big 😉
ik
holy dam, nearly everything i had is all gone
on just building these power plants
Can we just appreciate that with all the marvels of modern technology, and the incredible science behind nuclear fission... at the end of the day nuclear power is just a really fancy version of an OG steam engine? 😁
That's why when you're done your next playthrough is biofuel only. Right?
no.....XD
But tbf you could use fuel generators in a run like that.
Just a lot of maintenance to keep the liquid flowing.
true
Ikr? And if done coreectly one of the safer forms of power generation.
Now, if they can crack the secrets of fusion, just slap one of those bad boys down and id bet the entire world’s power needs would be happy for a long time
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.
Yup, and rhey are working on ways to use nuclear waste or render it inert, but slow and under funded research...
^ that, or just launch it to Jupiter since literally will never be a habitable planet 😄
Still that takes $ and approval from certain individuals who hate nuclear
Gonna stop there for fear of spiraling out of control convo
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
How much fuel do I need to carry with me for a jetpack?
A few stacks will last you a good bit
But get hovor pack soon its better within factories
Hover pack?
Similar to jetpack but powered by your power lines
How does that work?
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
do you have an overflow
Wireless Power Magic ™️
The trade mark is a nice touch
So it works kinda like the oxygen tubes in astrongineer?

yes
OK
Does the hover pack automatically connects and charge off of a power cable when near one?
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
it needs to be a connector: those poles / nubs you connect cables to.
it doesnt connect to cables itself
the only "cable" it CAN connect to is powered train rails
I don't understand, is it tethered? Do I need to drop it on the ground and plug it in?
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)
Ok so it does tether itself but only on to energy consuming buildings
it works on power poles and generators too, as well as power storage
But not the lines themselves
that's what I said in the message you replied to
Ok thanks
Also do I unlock the hover pack with the jetpack?
no
No
its tier 7 you need aluminum
i think its 7
yes