#math-and-meta

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bleak coral
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I'm still not convinced slug hunting or building more extractors wouldn't be easier than setting up a railway

jagged grail
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Not if the railway between spots already exists for other reasons

tardy moth
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Even then, 100 extractors really aren't THAT many considering nuclear, right?

jagged grail
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Thats like 80 more than im willing to put effort into

tardy moth
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The SMART! mod is a godsend

jagged grail
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I've heard

tardy moth
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Try it
You will never go back

bleak coral
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anyway, again if you're gonna do this, I'd make 4 different stations so you don't worry about them waiting on each other

jagged grail
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Only concern is if I switch back to vanilla ill lose all the buildings

versed violet
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It doesnt support water extractos though ๐Ÿ˜ฟ

tardy moth
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Yes it does?

bleak coral
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SMART! doesn't add any buildings, it works with vanilla buildings

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that was an old mass build mod that did that

tardy moth
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And ~~some ~~modded ones too

bleak coral
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it's one of the mods that can be added and removed without losing anything

jagged grail
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Its not an issue of the stations/pipes. It's an issue of the trains taking so long that it either needs multiple trains or a much longer train to keep the throughput up

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The wagons are the bottle neck

versed violet
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Smarty is perfectly safe to unistall.
But why would you?

jagged grail
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I personally think the buff they gave the fluid cars way back when still isn't enough

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Can't get any real distance with them without them being a mile long train

boreal edge
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hey can sombody tell me the number of resources and machienes they used for steer

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steel

jagged grail
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uh depends on a lot of things, what tier miner, what tier belt, what recipes are you using, how mant items per minute are you trying to make, are they overclocked

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How much effort are you williing to put in

boreal edge
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well

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im just wondering like what someone else did

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but alot

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of work to make it good

versed violet
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What nowadays "country" would the FicsIT be? USA? EU? China?
Trying to decide on 3-phase color coding for my grids. Kind of weirded by idea that US uses blue for phase (blue is neutral in europe).

fringe pawn
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The best approach would probably be to extrapolate based on the two employee names we know: "Caterina Parks," and "Steve." Caterina Parks inclines me to believe an Italian descended woman living in the USA or England.

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Or Australia?

versed violet
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Good or bad, all the countries you list use the 'weird' colors

upbeat tide
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I use a color scheme mostly only for pipes based on whats in it

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Blue - water
Purple - HOR
Green - fuel
Orange - turbofuel
Grey - alumnia solution
Yellow - sulfuric acid
Brown - nitrogen gas
Black - oil

bleak coral
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White - Vodka
Pink - pepto bismol, for the morning after the vodka

fierce ruin
untold linden
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is it ok to use 1 splitter for my situation?

I want to use one Mk2 drill to get 110 iron ore and split it into: 27.5, 12.5, 70

In my head it should be fine since the 12.5 and 27.5 paths will fill up quicker and then the leftover gets sent to the 70 path

fierce ruin
untold linden
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cool, but what's a manifold?

fierce ruin
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Where you're intending for things to back-fill instead of evenly split, in a nutshell.

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๐Ÿ˜‚

untold linden
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ooooooooooooooooooooooh !!

fierce ruin
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So Steel Outpost will be making equal parts Pipe and Beams, but there is an additional 60 ingots that need to be partitioned and idk which to put them into. (BOTH is not the answer)

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Like I've never counted if I am going to need more beams or more pipes for higher-complexity recipes.

bleak coral
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pipes for future encased pipes

stark bronze
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i hope the map is rich enough for at least 60 of everything basic
else ill be in big trouble

upbeat tide
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Basic, definately. Endgame stuff, maybe not tho. Like max possible nuclear fuel rods is 50.4 and it gets tricky to make 60/min of all advanced endgame products due to how much low tier stuff will be needed.

stark bronze
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now the question is where the line is drawn
anything from manufacturers should be a good criterium

frosty owl
fierce ruin
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Just liquidfy them and transfer it by pipe silly

pulsar idol
keen patio
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.. wut?

latent fern
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What is the correct ratio for water pump to Coal Gen, Its 3 pumps to 10 Coal Gens right? or do i have that wrong

wooden bluff
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For eight Coal Generators you either need three Water Extractors at 100% (3*20 = 60 MW) or four Water Extractors at 75% (12.6 * 4 = 50.4 MW)

upbeat tide
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!wikisearch coal generator

shadow prairieBOT
wanton belfry
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What uses more power, 6 machines on 100% each or 3 machines on 200% each?

burnt wraith
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Clock speed  25%   50%    75%   100%  150%    200%    250%
Consumption  5.99  18.14  34.71  55   105.22  166.73  238.27```
fierce ruin
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3 on 200

wanton belfry
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dammit

burnt wraith
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in this example with manufacturers, 200% clock speed is over 300% power

fierce ruin
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Most energy-efficient you can get is to have 100 machines set at 1% basically.

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Power is usually a function space needed vs. power consumed.

wanton belfry
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what about 1000 machines set at 0.1%

burnt wraith
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I don't think you can

bleak coral
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it changes it to 1% when you leave the UI if you try to set it lower

earnest glen
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Hi, i'm going mad about mk2 pipes: is it true that they can't deliver fluid at max capacity?

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I've tried countless setup but my turbo-fuel Power plant keep starving

wind spade
earnest glen
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mh.. they are looped, i tried also puttings a lot more pumps just to be sure head-lift is not a problem, but some refineries keep starving

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i have a pure oil oc to deliver 600 m3, and 20 refineries consuming 30 each, but the extractor can't sustain them

wind spade
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Also try filling them first and then turning them on

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(And processing oil near nodes is better because of how liquids behave)

earnest glen
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strange fact is when i left the place to build others things everything was working fine, yesterday i've come back and notice my power dropped and the issue was in the first batch of refineries

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anyhow the same problem applies to power plants: 600 tf / 4,5 per pp should allow me to build 133,3333 pp

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but i reduced that number to 130 because of the same problem

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i tried also split input in 2, each input pushing from one end of the loop, but nothing..

ornate shoal
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there is another bug with pipes that makes some fluid dissapear on loading the game

earnest glen
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mmhh

ornate shoal
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basically you can disconnect more generators until you throttle the system enough to make it fill up and stabilize

earnest glen
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but at every load you have to deal with this.. so un-satifactory ๐Ÿ™‚

ornate shoal
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if you produce more than consume then its fine

earnest glen
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i was going in that direction but also obsessed with perfect math, i guess i will drop a refinery for heavy oil and keep my 130 gens

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thanks for the infos

frosty owl
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If the tests are right, with 480 fuel gens one should lose an entire industrial buffer worth of fuel each load (2400 meters, 5 per generator)

fringe pawn
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Were all buildings tested? I recall some things losing 5m and others losing 10m

frosty owl
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I don't remember reading about a difference in size, but could be thinking_helmet

fringe pawn
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Buffers not losing fluids is nice, though. For fuel gens I think batteries are a better solution than fluid buffers, though. For most other things, set a buffer or two with each machine, and that buys you lots and lots of save/loads.

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Unless it's water, which you can just overproduce.

earnest glen
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that config may be a workaround to the issue, but also take a lot of space ๐Ÿ™‚

fringe pawn
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Agreed

frosty owl
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Big buffers are thicc

fringe pawn
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Oil processing can probably be left to suffer through it. I'd consider it for aluminum and uranium waste processing, though.

frosty owl
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I will get all nuclear processing running at 100% for at least one/two loads evildoggo

earnest glen
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I think after all this tests i will just overproduce and also put a buffer after the machines, so at least i have the illusion i'm not wasting the fluids ๐Ÿ˜„

gloomy palm
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feeling cute, might build this later

upbeat tide
gloomy palm
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ahha

upbeat tide
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I chose the alt and chose high speed connector alt because im swimming in silica and it saves a bit of quickwire.

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Actually I used caterium circuit board so dunno about the save on quickwire part ๐Ÿ™‚

radiant bridge
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Whats the regular fuel rod/m?

upbeat tide
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Burn rate? 0.2/min

proven prawn
gloomy palm
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๐Ÿ˜›

gloomy palm
proven prawn
gloomy palm
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the problem is it wouldn't be easy to make multi-storey factories in a script

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and i think additionally there's a lot of interconnected variables that would take a long time to reverse engineer to get a working save file

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and it would like only work to make the buildings, not likely to be easy to set up belts and such

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and i wouldn't have the time to build such a script that programmatically places buildings on a map

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mods and the save editor would be helpful tho

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i wonder if you can spawn buildings in the satisfactory calculator thinking_helmet

proven prawn
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Will if you already had layouts it would be easy enough to use scim to blueprint them into whatever world needs them, problem is you need the save to make the blueprints with the buildings already made, so it doesn't get around still having to make them even if it's in creative mode.

gloomy palm
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oof

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at least scim lets you spawn lots of foundations quickly

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building foundations is like one of the more time consuming parts of putting the factory together

proven prawn
gloomy palm
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yeah i think mods would be helpful

proven prawn
gloomy palm
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aw

proven prawn
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I wish there was a mod to even copy and paste the same buildings in the current world, but sadly area actions can't copy everything I need, so I have to use scim also to do that.

fierce ruin
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If you built a totally flat road could it potentially be faster to have Explorers making the deliveries as opposed to trucks given their higher speed?

gloomy palm
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would it be possible to find out whether the awesome sink has hardcoded table of values for each coupon price or does it generate the coupon value dynamically?

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i wrote a script which can calculate how long it would take to get a given amount of coupons depending on how many parts per minute are being sunk

proven prawn
# gloomy palm would it be possible to find out whether the awesome sink has hardcoded table of...

https://satisfactory.fandom.com/wiki/AWESOME_Sink the items themselves have hard coded values, as far as what determines coupon cost the math is also given on that page.

Satisfactory Wiki

The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
The Sink can consume as many ...

gloomy palm
unkempt acorn
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So im kinda stuck on how to progress with my fuel set up... i have 23 pipes each needing 400 water per minute... Should i just set up a mega water pump area and pipe it all up the tower? Or should i get a train?

The only thing with trains... the maximum output is 600pm? so i'd need 23 platforms?

loud verge
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Train fluid platform has 2 outputs, so with 2 mk.2 pipes that's 1200p/m I think

versed violet
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Mind that it pauses when loading/unloading, so is less and depends on how often train arrives.

fierce ruin
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Is the rifle good enough to replace the xeno-basher?

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I just unlocked it and I'm not sure how useful it is yet

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I find it very useful but I'd keep the basher as well, the rifle takes a while to reload and it sometimes takes more than 10 bullets to kill something.

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Particularly if you miss with a few.

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I carry the basher and 2 rifles!

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I can hear my full pocket dimension crying already

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Yeah, I hear you.

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I sometimes carry 10 stacks of cartriges, or whatever they're called.

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Between 2 stacks of ammo, bombs, 2 extra jetpacks and fuel

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2 won't last you long.

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And you can't just make more anywhere since they use rubber, sulfur and coal.

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Great

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I could just switch to sticking things with bombs which is currently my primary form of attack

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I guess I'll ditch the mug in my main base area. Does the rifle use 1 cartridge per shot?

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Yeah, so only 10 shots per stack.

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Why does it require a beacon?

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To make it harder?

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I guess I got really confused about how many shots you get per stack!

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Ok, it's 100 shots per stack and the rifle holds 10 shots.
But I was serious about carrying 2 rifles and 10 stacks of cartridges.

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But where does the beacon go? Can I track the bullets on my map? It makes sense for a lot of things to require beacons like vehicles because they show up on my map but this is a metal ball that I propel through my enemies skulls with an explosion

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No, I think it's more than that.
They are, to some extent, target seeking.

keen patio
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Personally I find the Xenobasher and Dynamite to be all the weapon you need.

fierce ruin
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Oh so they will curve toward my enemies skulls to prevent frustrating neat misses

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You do have to get your target inside the sight but there's no bullet drop and it doesn't matter if the target is centered in the sight.

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Dynamite?

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It's only really noticable with the bees but I hit them even if they aren't centered.

bleak coral
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rifle is a hitscan weapon rather than shooting actual projectiles, yes

radiant bridge
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I just automated rifle cartridge. No more basher for me lol

bleak coral
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but I'm pretty sure the beacon thing is to just make them harder to make lol

fierce ruin
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Well, obviously!

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Does one shot with the rifle do more damage than one hit from the xeno-basher?

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Oh no!

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Not at all.

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So the only advantage is the range?

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Dps?

radiant bridge
fierce ruin
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It usually takes me at least 13 hits to kill an alpha spitter for instance.

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So it takes a reload.

radiant bridge
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Not a problem if you make a ton of it

fierce ruin
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(Or, as mentioned earlier, duel wielding.)

gloomy palm
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my calculator is coming out nicely

fierce ruin
radiant bridge
bleak coral
fierce ruin
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I think I might start driving when I go out in search of hard drives then inventory is less of an issue

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@bleak coral Much better.

bleak coral
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it's supplemental to the basher, basher does more damage but it's more dangerous cause of the short range

radiant bridge
bleak coral
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I do wish the ammo would stack to 500, would be much less of a hassle

fierce ruin
bleak coral
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100 is just so small for how quickly it chews through ammo

radiant bridge
fierce ruin
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@fierce ruinAnd it's oh so nice to be, relatively, safe in your Explorer when the alpha spiders attack!

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Is that the big one that chews through my inhalers?

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Yes, particularly the green ones that emit poison gas.

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The legged rock things?

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(I guess you're not safe from them in a vehicle, you need to keep going!)

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I like to take them with too

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?

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The dang body gets stuck under my car

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There is that too.

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And you really have to keep going a long way before they stop following.

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So I don't think I've seen any gassy acid spiders yet but I think that I don't want to either

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Well, stay out of the red bamboo forest at night then.

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And caves.

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I guess spiders aren't that bad they seem to have the ironic weakness of ledges

radiant bridge
fierce ruin
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Was that before U4?

radiant bridge
fierce ruin
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I was just thinking that they used to damage thwe vehicles.

radiant bridge
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Or i didnt see the gas

fierce ruin
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Really?

fierce ruin
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Silly me, I mentioned the gas myself.

radiant bridge
fierce ruin
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Also are you supposed to get stuck on the termite mounds that seem to produce the poison gas?

radiant bridge
fierce ruin
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@radiant bridgeYeah, I get names mixed up.

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I don't think you're suposed to get stuck in gas rocks or trees but it happens.

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Yes I touch one and then I can't move and my character starts having a some kind of... ... episode

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Crouching and jumping sometimes helps.

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Or place a vehicle and enter it.

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Yeah I even try blowing my self up but nothing seems to work

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This is the point where I load the last save because I don't want to hike to my stuff without equipment

fierce ruin
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Kinda feels like cheating though

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Not if it's due to a bug!

gloomy palm
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this is working now

fierce ruin
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20 ads/m๐Ÿ˜…

versed violet
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What are options for initial speed boost before entering hypertube? Running? belt? Jump pad? Something else?

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[dropping 5 stories down?]

fringe pawn
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I believe anything works. But if you've built up that speed with vertical movement (falling or a jump pad), I don't know whether you'd maintain that speed when you transition to horizontal movement by entering the hypertube.

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Anecdotally, 20 stacked entrances tends to be plenty, that will get you across the map in under 10 seconds I think. (Assuming this is an actual tube entrance, versus a cannon)

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A 30 entrance tube would probably be close to instant, and your system may actually spend more time lagging/loading than actually moving you through the tube.

versed violet
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Loading seems to work well. Current travel time from bottom left corner (no mans land) to grass plains base looks under 5 seconds

sand epoch
fierce ruin
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Pads only work until you exit and reload from what I saw. And it's a bug anyway so "enjoy if you can but will be fixed out" basically.

sand epoch
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huh? reload from what?

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just saying you could have a Mk5 lead to a pad that bounces you into a cannon. not sure how that's bug related.. or how reloading would stop it..?

fierce ruin
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Pad targeting angles?

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They aren't supposed to target straight into a tube. You can make them do it but if you reload the angle changes to just above the tube entrance. There's an entire YT video on it.

sand epoch
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why would the pad have to be at a non-standard angle though?.. just position the entrance instead?

fierce ruin
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Go try it out and you'll see what I mean. Or just find the video. I'd get you the link but I'm on my way to bed.

sand epoch
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you have a pad set to bounce you 'up'.. put an entrace beside and above.. it sucks you in as you pass..

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will have to try it :/

wooden bluff
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So, the #/min listed here are what? The total amount needed for the whole production process? Because i can't get that much from one iron node lol

calm gale
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at most thats 1 pure mk2 or probably 2 normals mk2

wooden bluff
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232.5/min? I guess i should look for a pure node then

calm gale
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yea

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then underclock

fierce ruin
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That ends at 2 and 2.5 buildings???
That is the cleanest amount of output I have ever seen tools give.

keen patio
# wooden bluff So, the #/min listed here are what? The total amount needed for the whole produc...

A trick btw to using that tool; Turn of ALL the resources (set to 0), then on the right side of that page; give it exactly the #s you want to provide>

Ideally only do 1 part at a time, but if you must do more, set 1 of them to maximize. (the lowest priority one) after you manually set the others to what you want.

If it says it cant calculate it, its either that you need more of the resource you're using.. OR you need some other resource for that part.

wooden bluff
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Oh i see, thank you!

wind spade
versed violet
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Unless you have couple nodes nearby, and want to make X of something using only them

wind spade
wind spade
keen patio
# wind spade That doesn't pick efficient recipes then, that's pretty bad way of using the too...

Sorry you're right.. I should have explained my trick better..
and I realized I REALLY fucked up explaining what I meant..

2 examples:

#1 - early game example - JUST adjusts/limits the RAW resource (what greeny said)

  • First use the tool normally to see best recipe choices, then limit the resources and enable/disable recipes to force the same ones.

eg; maybe you want to make reinforced iron plates @ 30/min.. so you put that in first (enable all recipes).. and you see that it wants oil.. and water.. and everything.. but you are only tier 1/2..

So disable water/oil next.

Now you see to make 30 RIP, it wants 261.11 iron ore.. which is not a nice number. (And stitched iron plate, and iron wire, which for the sake of example we'll assume you have)

Now set the iron ore to 120 (because you only have a normal node mk1 miner that you can overclock.. and you only have mk2 belts...
AND
Disable other resources. (because if you don't, it'll do things like pull in copper to make it... and choose MAXIMIZE.

Now you'll see that it uses precisely 120 iron ore to make 13.79 RIP using the same recipe path as it did when you disabled water and oil.

TLDR: See whats best first, disable what you DONT (or CANT) use yet (eg oil at tier 2), then limit the resources to see what machine count you actually need.

part 2 inc

wind spade
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Why not do directly 120 ore with maximise?

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With all recipes

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(Or rather all you have)

keen patio
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because that would still plug in the oil ((note; assuming a NEW player who is just learning your tool))

bleak coral
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also you never want to end on maximize, won't matter for a one resource thing, but as soon as you're using multiple resources it won't find the efficient path, just stops whenever it hits a bottleneck

wind spade
wind spade
keen patio
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You aren't wrong greeny.. but its more about the discovery of whats best.. eg; if I start with that, then I might not see that spending 30 caterium can make it super more efficiently. (even if I dont have the caterium yet)

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So as an end goal... Yes, 100%, just put in what you got and hit maximize and you'll get what you get.

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but if you want to learn possibilities.. the steps I outline show you options.

wind spade
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I see where you're coming from, but I also think people should learn that setups won't always have nice numbers and just live with what they get

keen patio
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eg; That example was in T1/2.. but what if i was T5/6 and rebuilding RIP?.. Oh hey! Oil can be used to do this? maybe I should do that...

loud heron
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That's not acceptable!

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I must have perfect ratios

keen patio
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Lol Greeny; machine counts being accurate for the resources you have is VERY important... at least to me.

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if the diagram says 15.5 machines for 231 ore.. and I build that.. but only have 120 ore... >.>

wind spade
keen patio
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I guess my point of all that greeny was... if I can't do whats perfect... I still want to do what is closest to perfect.. and so I whittle my way down to it, rather than just chop it instantly down to only what I have to work with.. in case its truly worth bringing another resource into play.

wind spade
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Yeah I get that... there's so much stuff that people may do with the tools and I can't really make it so that you can do anything with it

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But I also think that only thinking in terms of multiplies of nodes can hurt more than help

keen patio
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That might be a suggestion; a way of seeing all your 'tabs' in the tool.. totalled up (resource consumption wise)

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and applying that to the 'available resources' within the 'items,input' section for new tabs.

wind spade
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Changing resource weights is one of planned updates

keen patio
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Looking forward to it.. but.. hopefully it can be semi automated based on created factories (tabs).. cause if I have to change/calculate it for each one after I make a tab.. QQ

wind spade
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Plan is to have a button that sets the weight based on raw resource limits you have set

keen patio
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((am I wrong in thinking that you can change resource weights just by adjusting the amounts? or is it still weighted the same, it just 'caps out' once it uses your inputted amount?))

wind spade
keen patio
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shit. hopefully that doesn't bite me in the ass somewhere >.>

unkempt acorn
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decided to pipe all the fluids in rather than trains... im going to regret the amount of pumps i will need >.>

wind spade
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Why not build at liquid source?

unkempt acorn
wind spade
unkempt acorn
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I cant build a source as im above sea level?

unkempt acorn
wind spade
unkempt acorn
wind spade
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What are you making

unkempt acorn
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A mega fuel factory

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3450 fuel Pm input

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9200 diluted fuel Pm out

unkempt acorn
fierce ruin
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Are Rigour Motors horrible @bleak coral ?

bleak coral
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never really dived deep into it, just saw the oscillators and went "nope nope nope"

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generally I find adding oscillators adds too much complexity for my tastes

fierce ruin
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Well I'm about to have 58 Oscillators per min so need to do something with them, lol

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It's either Crystal Computers or Rigour Motors.
Motors takes them +3 of Rotor and Stator, which is simple enough to make.

bleak coral
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and yeah if you're already making them, that gets rid of my chief complain with oscillator recipes

fierce ruin
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Yeesh if I convert them all that's 348 Motors/min

bleak coral
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might consider doing some crystal computers too

fierce ruin
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Have to pick one. So is the law of Outposts. ๐Ÿ˜„

bleak coral
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you can't split the oscillators between two different outposts?

fierce ruin
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So this place will be either 58 Computers/min or 348 Motors/min

bleak coral
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best idea: seismic nobelisks rolljace

fierce ruin
fierce ruin
bleak coral
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twas a joke

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but that is a lot

fierce ruin
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Now I'm in a pickle....

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Because if I pipe in rubber I can change the outpost from 58 Oscillators/min to 105...

bleak coral
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do iiiiit

fierce ruin
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Kind of have to.

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56 Manufacturers though. ๐Ÿ˜ฌ

bleak coral
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not if you stab your power grid in the back and slug 'em all

fierce ruin
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lol. This spot has plenty of space for a build this size.

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Will just be flat-out ignoring the normal iron nodes next to it though. ๐Ÿ˜ฌ

bleak coral
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were you already using the insulated recipe or are you switching from the regular one?

fierce ruin
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Switching from is the "pipe in rubber" statement.

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This has yet to be built, just setting up the train line and thinking.

bleak coral
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what were you planning to use for the 58 oscillators before piping in the rubber? insulated or regular?

fierce ruin
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Reg

bleak coral
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cause regular woulda needed 58 manufacturers anyway

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so it's actually less manufacturers for more oscillators

fierce ruin
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Although this looks better for computers now.

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Because piping in oil for rubber to make the Insulated Osc means I have oil for other things.
Like Circuit Boards.
And Crystal Computers are 1-1 with Osc, so that means Computer outpost at 105/min.
Which is NOT BAD at all.

bleak coral
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it's all coming together rolljace

fierce ruin
#

It's better than the Ct Comp outpost I was going to make on the oil islands.
That one was only like 58/m

#

If I get the Super-State recipe that upscales to about 70 Supers/min

fierce ruin
#

thinking_helmet Outpost 4 being HSC's at 248/min seems decent.

upbeat tide
#

Using silicon HSC alt I hope

#

Saves a few metric tons of quickwire ๐Ÿ™‚

frigid idol
#

Does this look like a good plan. Iโ€™ve already built the ingot factory and the fuel gen setup, reinforced plates, and modular frames are planned to be built

#

Using only 1395 of the 1800 crude oil we will be able to power 400 generators and be able to send 1920 polymer resin over to the reinforced plate factory. There we will make 960 reinforced plates, 60/min will go to storage and 900 per minute along with 900 steel ingots will be made into 600 modular frames per minute

#

Steel factory needs planned too but I have to check number of resources where Iโ€™m going to build it and do some math

fringe pawn
#

What other alts do you have? Generally it's better to make everything into heavy oil residue, and from there use diluted fuel to run power, residual rubber, recycle rubber, and recycled plastic.

frigid idol
#

So something like this?

fringe pawn
#

Yeah, exactly

frosty owl
bleak coral
#

MF.... mother f... OH! manufacturers, thought you got sweary there for a second jacelul

keen patio
# frigid idol So something like this?

Just adding onto that; yea, the polymer resin direct just for rubber looked super weird to me. Avoid making Polymer Resin directly. Its there as a byproduct for extra (usually fabric for filters, or part of a large rubber (or plastic) process where water is then added for MORE of the same.)

fierce ruin
fierce ruin
wanton belfry
#

So apparently I have enough resources for 70 turbofuel generators. How much will it lag my game from a scale of very much to very very very much?

wind spade
wanton belfry
#

yes! time for unlimited power!

#

goodbye ozone layer

fierce ruin
#

Pretty sure every kind of power we have in this game would destroy the planet, lol.

fierce ruin
#

nuclear doesnt destroy as much of the planet

#

very true

#

My statement wasn't in degrees of severity, but sure ๐Ÿ™‚

fierce ruin
#

whats max alu

wanton belfry
fierce ruin
#

Quite a bit more then a year and half lol

wise grove
#

I hope, this is the correct channel for my question: In the south of the Dunes Desert is a Water Resource Well with 6 pure nodes around it. The Pressurizers UI tells me the Well has a potential of 600mยณ per minute @ 100%, on the other hand the UIs of the 6 Extractors tell me 120mยณ per minute, which would add up to 720mยณ per minute. Now what? Cann I push 600 or 720 out of that well?

keen patio
#

^ @oblique hollow is this something that maybe you know? and/or worth putting a bug report in about

oblique hollow
fierce ruin
#

Even if 1 was normal it would be greater than 600 since that is covered with only 5.

wise grove
fierce ruin
wise grove
#

No, wait, I take that back. 2 of them are normal.

#

No further questions, it cleared up ๐Ÿ˜„

fierce ruin
#

So you're at the one on the left I take it?

wise grove
#

Actually no, the right one.

#

Then it's misinformation on the map ๐Ÿ˜‰

fierce ruin
#

Indeed. Now I am doubly curious about the 7-pure one.

oblique hollow
#

He tends to the interactve map website

#

right one is 600, 4 pure 2 normal

fierce ruin
oblique hollow
#

its not their map after all

fierce ruin
#

<insert soviet symbol cat meme I am not allow to link> "OUR map"

calm gale
#

am i thinking right that for 120 OP but 15pm use i need to make sure each machine only gets 15 pm or?

fierce ruin
#

I have no idea what your question means..

calm gale
#

idk how to explain it but im making a wire factory that uses 120 copper per min but due to my stupidity spacing is an issue so was wondering for each costructor do i make sure they only get 15 per min (meaning more then 8 constructors) or am i way off?

fierce ruin
#

If it uses that much just manifold it and it will get where it needs to be as each machine fills up and backs the line up to the splitter.

oblique hollow
#

then divide 120 by that number

calm gale
#

says 15 per min

oblique hollow
#

that tells you how many constructors you need

oblique hollow
calm gale
#

says 8

oblique hollow
#

then you need 8

calm gale
#

so then my extremely stupid setup should work ok

wise grove
oblique hollow
#

the one on the left has 2 normal and 1 impure and 4 pure

#

guess they got updated

calm gale
#

turns out splittering the ingots to 2 floors works better then wat i had b4

calm gale
oblique hollow
#

it doesnt cause them to back up in wrong spots, its just very slow

#

they only back up in the wrong spot if you use wrong belt speeds

calm gale
#

i keep having issues with screws mostly which is annoying

calm gale
oblique hollow
#

screws are annoying because you need so many

#

so its easy to run into a belt bottleneck: too many screws but the belt is too slow

calm gale
#

they aree very annoying

oblique hollow
#

thats why people hunt for alts without screws

calm gale
#

except none of the alts would work for wat i did afaict

fierce ruin
#

@calm gale do what I do and front-load your manifold setups. Avoids everything you dislike about them.

calm gale
#

huh?

oblique hollow
#

fill machines by hand first

calm gale
#

oh

fierce ruin
# calm gale oh

I do it in stages while I build.
Drop the miners then let them fill up a container while I build the smelters.
Shut the miners off then take the ore from the container and max-out all the smelters you just built.
Connect the 2.
Let both run while you build the constructors, but this time the ingots get stored.
Cut power (switches VERY useful).
Take ingots and max constructors.
Connect smelters to constructors and then restart power.

BAM. - Whole system runs without you having to wait for it to spool up.

calm gale
#

hmm

#

idk how tho but the other setup which is very confusing seems to work more but idk

tame wyvern
#

It's when you build same machines in a row and then just draw the conveyor and put splitters/mergers all the way down. Good for mass production. Kinda like you would do it, to fuel coal powerplants

burnt wraith
#

I love load balancing too much so I butterfly all the conveyor belts - you only have to check one machine to see how all the others are doing and it starts up right away. Takes a lot more time to build and takes up more space though.

pulsar idol
#

whats the setup for a coal power plant?

gloomy gyro
#

Yeah I always go, 120, split to 60, split to 30, etc

#

So with the manifold, you basically let it fill up before you run it, then as long as you're providing enough input, it'll stay fully loaded?

tame wyvern
#

Indeed

#

Or not even that, do the math and flip the switch on

#

It'll balance itself out, just takes longer

gloomy gyro
#

right

fierce ruin
#

I pre-fill so I don't have to wait for it to balance out.

#

All machines start at 100% eff and continue to stay there.

upbeat tide
#

So, at the final prep stage for max encased uranium cells, 1680 a min

The entry point to this factory will only have a mere 24 belts ๐Ÿ™‚

14 for quickwire
4 for uranium
4 for sulfur
2 for silica

wise grove
#

You using all 4 uranium nodes for that?

upbeat tide
#

Yup

fierce ruin
#

Then he's going to start a brand new game.

upbeat tide
#

nope

fierce ruin
#

๐Ÿ˜

upbeat tide
#

see your still fixated on the "raze it" approach ๐Ÿ˜„

fierce ruin
#

๐Ÿ™‚

#

After all your meticulous planning and constructing.
Fresh new save where you can't build any Foundations.

Enjoy.

upbeat tide
#

@fierce ruin

#

there ya go, all inputs needed for encased cells ๐Ÿ™‚

fierce ruin
#

Poggers

upbeat tide
#

sorry, dont get British sounding terms

errant mesa
#

u wot m8

upbeat tide
#

poggers* dont get reference

fierce ruin
#

are alll those quickwire belts full

upbeat tide
#

no not full. 450 each

#

nothing is "full"

#

uranium is 600 or 300, silica is 700, sulfur is 600, and quickwire is 450

fierce ruin
#

thats quite a bit of quickwire

upbeat tide
#

yes it is, but max encased cells uses 6300 of it

#

this is why belts of 450 for quickwire. easier to manage

#

first block is done, many more to go

fierce ruin
#

@upbeat tide setting up fuel power atm, had this whole thing planned out but then decided "fuck, rush job because you're going to rebuild all of it when you get the Blender anyway"

upbeat tide
#

Yea diluted fuel and turbo blend fuel are OP

fierce ruin
#

Yup. So making all the right amount of refineries and everything at this point is somewhat stupid. ๐Ÿ˜ฆ

versed violet
#

Someone familiar with SCIM can say if the circled area is outside the damage zone of nuclear waste storage?
Making prognosis for full storage
(might have built the nuke plant control room too close to storage)

upbeat tide
#

Yes its outside for now, but the more waste in that spot the bigger the circle of spicy doom

Is this uranium waste or plutonium?

#

If its uranium you can refine it into plutonium rods and use/sink them

versed violet
#

Uranium waste, and I Scim-filled the container with the prognosed 2M of waste it weill store

#

This is temporary storage until I build waste recycling in top right corner of said image

#

[you can see the output belt coming from top]

versed violet
upbeat tide
#

Ah ok, if its already maxed than it shouldnt get bigger

#

Blue halo should indicate the ocean

#

Cant quite tell if that on land or at sea build

versed violet
#

waste storage is at land, while nuke plant above it is on shallow water

upbeat tide
#

Ok, than the blue should be representing the water

#

If you switch scim to realistic map mode it can help determine

versed violet
#

Worried about the blue halo (marked the edge with pen)

unkempt acorn
#

So. Much. Pipe

upbeat tide
upbeat tide
unkempt acorn
upbeat tide
#

Turbofuel?

mortal spindle
upbeat tide
#

thought id share this. 1/3 of a max nuclear build/s encased uranium cell need

unkempt acorn
upbeat tide
#

HOR alt too?

mortal spindle
upbeat tide
#

sure, answer is 42 ๐Ÿ˜‰

mortal spindle
#

No, I wanna know how do you plan out something like that? Because I cannot, at all, visualize building anything like that on my own.

#

I'd probably build a few Manufacturers and that's it.

upbeat tide
#

trial and error for the physical layout honestly

unkempt acorn
mortal spindle
#

But how do I know how many manufacturers to place?

upbeat tide
#

its calculator function will give you logical typologies you can use.

#

I first decide on a end goal like max nuclear rods

then break it down into its main components

then break those components down into smaller modules

#

like in this case, each manufacturer row is only 6 long because of quickwire. I make quickwire in belts of 450, and thats whats needed for 6 machines

versed violet
#

"check my math" moment - does this work to imit output to 15 items? First belt is 60, then splitter lets through 30 and lookps 30 back, then last one lets out 15 and loops 15 back, correct?

fierce ruin
oblique hollow
#

merger belt speed priority

#

wait sorry wrong reply

#

it should โ„ข๏ธ work

fierce ruin
#

Really? Interesting.

oblique hollow
#

anything thats below 50% of the output belt speed gets priority

#

30 and 15 both should get priority

#

and thus slow the input down

versed violet
#

Tried with leaves, and the bottom loop fills then output starts giving every 3rd item on belt (15/min would every 4th slot on belt taken)

#

It appears merger will take item from each input in turn

oblique hollow
#

yea

#

equal priority, except when things are very slow

#

limiting to 30 works, but 15 is a bit more difficult

versed violet
#

Does this work instead? Looping the items before container. The container will act as buffer and dribble 15-12 items per min to output, and otherwise sink the excess.

upbeat tide
#

halfway through my encased uranium cell setup

fierce ruin
#

@oblique hollowAlways nice to learn something new.

rustic depot
fierce ruin
upbeat tide
fierce ruin
#

im in love with the bus

#

imagine having to make a turn with it though

upbeat tide
#

Its not a bus just organized distrubution ๐Ÿ™‚

sour frigate
#

I wish my base looked like that. I didnโ€™t understand anything about the math so I have no power ๐Ÿ˜ž

upbeat tide
#

Oh that part, the quickwire factory is close so was easy to do it that way

fierce ruin
#

which recipe are using

upbeat tide
#

Infused uranium cell

#

For quickwire, its fused quickwire alt

fierce ruin
#

where is the silica coming from

upbeat tide
#

A cheap silica building, pretty much beneath this screenshot perch

fierce ruin
#

i cants imagine how difficult it wouldve been wwithout production planners

unkempt acorn
#

I've been procrastinating the worst part of this mega project... the pumps...

So i decided to build my water extractor input today

fierce ruin
#

Should there be an alt recipe for AI Limiters?
(And what would it look like?)

#

quartz cystral instead of sheets?

bleak coral
#

I feel like all the alts for quickwire + steamed copper sheets give you enough options for making it differently

fierce ruin
bleak coral
#

if there was an alt for it, I'd replace the copper part instead of the quickwire

fierce ruin
#

or maybe rubber instead of quickwire

bleak coral
#

cause it's kinda the quintessential caterium part

fierce ruin
#

Plastic would be my swap-in given the visual appearance of the item.

bleak coral
#

plastic + quickwire?

fierce ruin
#

Sounds decent.
But maybe shifting it to a Plastic + QW + ? so it's 3 parts but higher production yield.

#

Hmmm...

Could have like a Silicon Limiter or a High-Speed Limiter.

#

So just QW + Silica for the one.
QW + HSC + Plastic would be my idea for the other.

#

Much higher product yield to balance the High-Speed version though.

fierce ruin
#

Maybe 12.5/m for the hsc one

gloomy palm
#

Hey everyone! Hope you're all well ๐Ÿ˜

It would be much appreciated if it would be possible to recruit some beta testers for my new coupon calculation tool which is more or less in beta at the time being ๐Ÿ˜„
The objective of the tool is to give you an estimate of how long it would take to get to your coupon goal ๐Ÿ™‚

Link to the tool:
spc.mau.life

frosty owl
fierce ruin
fierce ruin
#

def nuclear

#

WEs are a lot easier since they snap now

frosty owl
#

Oh yeah, totally
Align 1 extractor with the middle of a foundation, then just slap however more extractors snapping to the sides of the first one
Now delete 1 every 2 extractors and you can place 1 nuclear gen in front of each, perfectly aligned jace_smile

gloomy palm
wind spade
#

I assume you're subtracting the number, which isn't correct

#

at least I assumed "already printed" means I printed 10 coupons and I want another 10 coupons

fierce ruin
fierce ruin
#

what if they don't know their initial ticket starting point?

gloomy palm
#

you have to find it through save file reader

wind spade
#

(without save file)

gloomy palm
#

i wonder if it would work by setting X to be the already printed coupons

#

should work thinking_helmet lets try it

wind spade
gloomy palm
#

o

#

good call

fierce ruin
#

set x to printed cant read

wind spade
#

but then it should work

gloomy palm
#

thanks for pointing that out \o/

fierce ruin
gloomy palm
#

yep

fierce ruin
#

my number's off lol

#

upper limit inclusive arg

gloomy palm
#

a

#

looks like everything works as intended now thinking_helmet

fierce ruin
#

for now...

gloomy palm
thorn pollen
#

does anyone have a power to items per minute spreadsheet

#

like turbofuel to generator

frosty owl
#

Closest thing I can think of is converting power into fuel needed/min and inputting that into satisfactorytools.com

stark bronze
#

Btw greeny ive been meaning to ask
Is the map limit based on mk3 250%?

frosty owl
#

2 HMF/min running at 100%
Spot the weird part(s)
||All standard recipe except ingots->screws||

stark bronze
#

Forgot if impures can be milked to 780

frosty owl
#

Impure goes up to 300

#

30 * 4(mk3) * 2.5

stark bronze
#

I know the math, i was asking greeny if the map limit on the tool is based off that

frosty owl
stark bronze
#

Ah great
Note to self not to use those numbers too much

frosty owl
mint hemlock
#

these foundries have no coal inputs? how

#

WHAT

frosty owl
#

There's a 1:1 ratio of coal and iron on that belt

stark bronze
#

Very clever balancing

frosty owl
#

Just merge 2 miners with the same clock

mint hemlock
#

well intresting

frosty owl
#

Doing that I was more mindblown by how it never came to me that manifacturers and assemblers could be fed by a single belt, if balanced correctly ๐Ÿคฏ

mint hemlock
#

well u blew mine just now

frosty owl
#

A nicer view of the main sushi belt

stark bronze
#

OH thats what sushi belt meant
Is it 100% fail proof?

fierce ruin
#

not yet

mint hemlock
#

My steel factory 1080 steel ingots a min

fierce ruin
#

gotta add dem smart splits smh

frosty owl
# stark bronze OH thats what sushi belt meant Is it 100% fail proof?

I could make a list of ways you could make it fail, but you can make it fail proof, yes
||Mostly has to do with keeping all the ores inputs stable. When the power cuts out, the belts act as storages, so one material could clog one side of the sushi before the other material comes in from a far away miner, making it jam)||

stark bronze
#

If the game does the funny disappearing item on restart again it could be easily clogged

frosty owl
wind spade
frosty owl
wind spade
#

so capped both by belt speed and miner speed

mint hemlock
#

all my steel pipes goes towards my HMF factory

stark bronze
#

So mk3 250% on all nodes unless its more than 780 in which case it reduces to 780?

#

Understood

frosty owl
#

No, it takes the purity in account (impure 300/max and so on). Right?

wind spade
frosty owl
#

Oh right. I misunderstood

mint hemlock
#

@frosty owl all the steel stuff comes here for 6 HMF per minute using the steeled frame alt for better math

#

most of the factory is just for screws.....

#

i have literally 0 screw replacing alts

#

very unlucky

fierce ruin
#

casted screws no complicate

frosty owl
#

Make your screws behind whatover uses the screws for more intricate setups ๐Ÿ˜‰

#

Helps also in scaling things once you find a combination of machines you like. Eg: 2+1 constructors with 1 assembler to make RIP, 2+3 with an assembler to make rotors, and so on. When scaling it becomes 4+2 or 4+6...

mint hemlock
#

The red circle is all the screws

wind spade
mint hemlock
#

i built a bauxit factory just to get a faster belt for the HMF recipe

#

cos 3 HMF manu require 600 screws

#

and i was too lazy to split production into 2 seperate belts

fierce ruin
#

oof you NEED Heavy Encased Frames.

#

encased frames much nice

mint hemlock
#

HAH i wish

#

still need more hard drives

fierce ruin
#

What is stopping you?

mint hemlock
#

spiders

fierce ruin
#

scalpers prolly

#

Spiders only guard like 1 drive outside of the swamps.

bleak coral
#

I think it has something to do when plutonium fuel rods are made in repeating decimals like 1.16666.......

#

Cause it happened again when I did one with 2.13333.... rods

wind spade
bleak coral
#

yah

#

it doesn't seem to actually be taking any resources either

#

the second one is making some random encased plut cells from nothing too, you can see the extra stuff as the extra green squares

#

there should only be two, but in the first one there's 3 and the second one there's 4

wind spade
#

adding to the list of "bugs that probably won't be solved before making v2 of the tools" ๐Ÿค” but most likely related to one of the existing "input bugs" or "random stuff that happened because I didn't sacrifice an unicorn" bugs

bleak coral
#

luckily I don't think it affects anything practical, cause they're not taking extra resources, it's just crowding the interface

gloomy palm
#

btw @radiant harness do check out the beta version of the Coupon calculator now live on
spc.mau.life ๐Ÿ˜„

#

(mobile site is WIP)

radiant harness
gloomy palm
radiant harness
#

looks nice further

radiant harness
gloomy palm
#

hmm, alright will consider it as UI space is important to keep compact also

#

how does that look

radiant harness
#

try with items

gloomy palm
#

it's more consistent with the left column called Item/Worth

#

i like it ๐Ÿ‘

#

thanks Joel for your feedback

#

\o/

bleak coral
#

So I may have been overly harsh on fertile uranium. I tried a comparison where I used all the plutonium alts (instant, fertile, plut fuel unit), but only used one of the uranium alts (encased cell and uranium fuel unit), and when comparing for the same amount of uranium using fertile actually increased the gross power. Now I'm not sure this is a realistic scenario since it's hard to imagine using plutonium fuel unit if you're not gonna also use both of the uranium alts, but it is an interesting point that fertile is more of a "depends on the uranium alts you're using" than I previously gave it credit for.

#

For clarification, if you use both alts I still stand by my conclusion there's no scenario where fertile gets you more power.

fierce ruin
#

When it comes to nuclear power, Lund is a fertility specialist.

bleak coral
#

could you phrase that literally any other way snuttstach_smile

fierce ruin
#

Nope.

bleak coral
fierce ruin
keen patio
bleak coral
#

no it doesn't, because you aren't going to use the plutonium for power

keen patio
#

ty! -- sorry, no coffee yet so your earlier statements weren't computing in my brain โค๏ธ

bleak coral
#

fertile only ever increases the amount of plutonium rods you get at the cost of uranium rods for a given amount of uranium ore

broken mesa
#

Can someone who is really into factory efficiency help me find the usefulness of trains? Not being able to guarantee ppm coming from trains is killing my motivation to use them. They take different times to make a whole trip and so it seems impossible to determine how many ppm they can transmit.

bleak coral
#

Unless you're making trains share stations (which causes shenanigans on travel time if they end up waiting on each other), it's just a matter of timing the automated trip and adding more freight cars/stations as needed.

#

There's a formula to do it on the wiki somewhere.

#

Also just to list some main advanatages off the top of my head:

  1. They can reach very very high throughput levels, much beyond belts to the point you'd need stacks of several mk5s to match them.
  2. They carry power and you as well, so they essentially act like running hypertubes and power lines as well.
#
  1. You can reuse portions of tracks (especially along long stretches) for multiple train routes.
#

They are a decent amount of work to set up, so if the route is too short and/or low-throughput belts are probably still better. Or if it's long range and low-throughput drones might be an option.

broken mesa
#

Thank you soo much for the detail. I like that they can offload 1760 ppm per freight car spot, but I'm having trouble keeping them filled. I built a world spanning circle of a rail system, but the train seems to take different amounts of time to finish a circuit. One time it was 12 minutes and another it was 13:30. It could be that i made a mistake with my stopwatch or something but that feels unlikely.

#

Should a train always take the same amount of time to make a circuit, or can it depend on how much the train is carrying?

bleak coral
#

They should take the same time if you're not changing anything. Items in the freight cars don't add any weight, but the freight cars themselves do a little bit, mostly mattering for going uphill.

broken mesa
#

Ok. I'm not changing the number of engines or cars (its 2 and 10). I will do another round of testing

bleak coral
#

I'd add one more engine, that's a lot of cars

broken mesa
#

Ooh ok thanks

bleak coral
#

generally you want to keep it between 3:1 and 4:1 to make sure it can traverse inclines easily

broken mesa
broken mesa
wind spade
bleak coral
#

And definitely not on a 12-13 minute trip

broken mesa
#

Duh, of course. I mathed wrong on 780x2. Thank you

bleak coral
#

Does it have multiple stops too? Cause that would also complicate things

broken mesa
#

And adding more trains on the same route is not the answer?

bleak coral
#

Oh sure, just as long as they each have their own stations, that or just more cars

broken mesa
bleak coral
#

I guess theoretically they should have the same round trip time (stop#1 back to stop#1 vs stop#2 back to stop#2, etc), but I'd time each of them separately to be sure myself

#

Definitely slowing your train down as opposed to having multiple trains, cause it's adding a bunch time for slowing down/speeding up and loading up to all of their round trip times

keen patio
# broken mesa Duh, of course. I mathed wrong on 780x2. Thank you

Err, something you may be doing that is considered bad, and causing you to math wrong.. do NOT load the station from both inputs and expect it to work the same throughput wise.

in ALL cargo stations you need a buffer (An INDUSTRIAL storage container). Fill it with ONE belt, and output to the cargostation with TWO belts. ((Exception; extremely low throughput items, eg 25 supercomputers/min, this wont matter))

For Fluid cargo; still have the 1 buffer, but dont max out the input pipe (eg, run a 500/min input into a 600/min output to the cargo station)

The REASON for all this is the 25 second FREEZE on all inputs/outputs from the station.

bleak coral
#

I've never messed with fluid trains, can't you just do two buffers with two inputs to the station to raise the max above one pipes worth?

keen patio
#

No, cause only 2 attachments to the buffer, so if you have a 600 in, you still only have a 600 out

bleak coral
#

two buffers

keen patio
#

oh, a T

#

uh, yes, that should work.

#

((I also dont do fluid trains much, so yea, good idea!)

bleak coral
#

though I'm not sure how you deal with the output side of it to get a reliable flowrate

keen patio
keen patio
bleak coral
#

Or at least math it out to make sure you're not holding yourself back. If the math works that multiple stops is fine, nothing inherently bad with them. They just add a lot of time, so it can hurt throughput a lot.

keen patio
#

Lund, sorta a 1 last checkup before I go nuts on nuclear; Is it considered 'worth it' power wise to do nuclear with recycling, or should I just continue to expand my massive turbofuel plant (25% complete for ~80kmw) using all the northern oil.

#

True; multiple stops for LOW throughput items is fine (Super computers, turbo motors, etc.)

#

@broken mesa ^ just making sure you're catching all the above train stuff for you. Its relatively important

bleak coral
#

Nuclear dwarfs turbo motor power wise, so the numbers definitely say so. And large turbofuel facilities are unreliable because of that disappearing liquid bug anyway (where it steals like 5m^3/min per machine input on game load).

keen patio
#

Turbofuel I assume, not turbomotor?

#

and I have a large battery backup thing so Im not worried about fuel hiccups on load

bleak coral
#

yes oops

keen patio
#

I also have ~8k plastic being made from a different oil area so.. I dont 'need' the oil yet.. I just may stop expanding it while nuclear is in progress.

bleak coral
keen patio
#

I currently use 30kmw, make 80kmw, but if ALL my shit was on, It'd use ~200kmw

#

So that.. should.. recover? to the battery backup with the 50k spare yea?

#

or what do you mean by recover exactly?

bleak coral
#

Usage doesn't matter, generators always run at 100% now

keen patio
#

nod, I understand that one.

bleak coral
#

As in if you're asking for as much as you're adding, then slowly you'll drop generators as each load causes you to take more than you're producing

keen patio
#

I think you lost me there..

#

why would I drop generators?

#

ex: I load the game, fuel hiccups because the loss of 5m^3.. but my fuel production kicks fully on.. goes back to making ~2k turbofuel/min, and all the generators eventually get their fuel back on and continue to make 80kmw, yes?

bleak coral
#

generators will stop working I mean, because they'll run out of fuel as it disappears with each load, and if you're not overproducing the disappeared liquid isn't replaced cause the machines are taking as much as is being produced

#

it's 5m^3 per generator

keen patio
#

True, but .. my understanding is.. it disappears 5m^3 (per machine)... but new fuel is being produced at the needed amounts.. so while yes, everything turns off for.. a few seconds?, it eventually goes back to 100% once the new fuel produced at the start of the game-load reaches the generators

bleak coral
#

nope, that's not how it works

keen patio
#

which part am I getting wrong here

wind spade
#

not sure if that's enough to combat the loss though

bleak coral
#

It makes the manifold unstable basically, cause if the pipes aren't full the flowrate is unstable

keen patio
#

I think I may have built this in a way that will negate the bug anyway; 600 flow pipe supports 133.33 generators. I'm modded with 10x speed generators, or 13.33 to consume 600 turbofuel.. and I built 12.

bleak coral
keen patio
#

I may have built 13 (not on game atm), but I definitely didnt build 14.

bleak coral
#

I've watched my system fail, until I've got about 12 generators in a 133 generator system popping in and out, cause the pipes aren't full and flow is erratic

bleak coral
#

I'm thinking of just deleting a few generators from mine to stabilize it

wind spade
#

could be solved by a pump with power switch as well, right?

bleak coral
#

wdym?

wind spade
#

have a pump separating those last few gens and power switch that you can turn off to disable the pump after loading the save, so that you can buffer fuel

bleak coral
#

True, but I wouldn't really want to babysit it like that

wind spade
#

better than deleting gens and rebuilding them ๐Ÿคทโ€โ™‚๏ธ

bleak coral
#

Oh I meant delete them permanently

#

And just overproduce the turbofuel

wind spade
#

ah

white python
#

I did this build and work pretty well if it can help some of you

broken mesa
white python
#

Sorry for the french part, did this for friend a while back.

keen patio
#

Trying to figure out which recipe is better for Fused Modular Frame.. Greeny's calc does a weird jump from 15 to 30 ppm where it swaps recipes, and Im unsure why.

#

Anyone have tips/recommendations for FMF's?

fierce ruin
#

Is there any reason to clock a mk3 miner to anything higher than 150 if it's on a pure node?

#

Or any reason to not overclock a generator if you have the materials to support it

bleak coral
#

162.5% not 150% for 780ppm on the mk3 miner, but no there isn't
for the generators, the only reason to overclock one is to save space the efficiency doesn't change, the main reasons not to are the numbers get weird cause it doesn't scale linearly and if you don't have the spare slugs for it

trim maple
#

how much of each raw resource would it take to power 10 nuclear generators using only default recipes

#

so like how much uranium, iron, copper, etc

fluid scaffold
#

600 units/min of Caterium Ore
600 mยณ/min of Water
600 units/min of Sulfur
800 units/min of Copper Ore
817.5 units/min of Steel Ingot
1,350 units/min of Limestone
817.5 units/min of Coal
817.5 units/min of Iron Ore
1,000 units/min of Uranium
800 mยณ/min of Sulfuric Acid

keen patio
#

err, shouldn't be 1000 uranium.. You can make 50.4 rods with 2100 uranium... so for 10 reactors x .2 he only needs 2 rods/minute

fringe pawn
#

Default recipes were specified, 50.4 rods is only possible with alts.

keen patio
#

oh! missed that, sorry ty!

bleak coral
#

Still don't need that much uranium

#

You only need 200

#

That's for 10 rods instead of 10 power plants, guessing just a misread, so just divide all that by 5

calm gale
#

question but if a recipe calls for 2 items per craft (2 RIIP and 2 Rotor) then for 50 of them id need 100 of each right?

keen patio
calm gale
#

hmm

keen patio
#

so beware; I think you only need 50 of RIP and rotor for 50 smart plate.

calm gale
#

and yes smart plate

#

looks like its a 1:1 recipe

mortal spindle
#

How many resources does it take to make 2 Adaptable Control Units/min?

wind spade
mortal spindle
#

Every single one I can use. I've gotten every alternate Recipe I am allowed right now.

glacial hemlock
#

Wiki has a quick breakdown, but that is slightly outdated

mortal spindle
#

I can get more HDDs but I won't unlock anymore recipes until I pass Stage 3.

glacial hemlock
#

My bad, ADC has no alts, so you have to add them manually. Better use online tools

rain sonnet
# keen patio Anyone have tips/recommendations for FMF's?

Haven't really built a factory for FMF yet but doing some setups on that and it seems like the most noteworthy difference is coal/bauxite/nitrogen gas consumption and numbers of machines required. Where as the regular recipe takes more coal/bauxite but less nitrogen gas and vice versa on the alternate recipe. The alternate recipe calls for oil so that is something extra but you can use rubber for some adhere iron plating so that's something atleast
Calculated with 10 ppm and alternate recipes generally as point of reference:
Regular recipe coal 853.33/m bauxite 833.33/m nitrogen gas 250/m 161/machines (not counting nitrogen gas setup)
Alternate recipe coal 686.67/m bauxite 555.56/m nitrogen gas 320/m 112/machines (not counting nitrogen gas setup)
Personally I'd say stick with the alternate recipe as it requires less machines unless there is a specific use case for the regular recipe and/or it would integrate better with current factories you got running.

Disclaimer ๐Ÿคฏ I might be totally off jace_smile

glacial hemlock
#

yes you are off, you will need more machines than it seems

rain sonnet
#

Indeed! recounted it all and came back with 161 for the regular recipe but 129 for the alternative one. Have excluded miners, extractors and the nitrogen setup tho. So a difference of 32 machines, maybe trivial for some and maybe significant for others. Still a small difference. Can't wait to start with FMF superexcited

wind spade
#

@twilit wing this is what I had in mind

twilit wing
#

i was talking about my trash can thing instead of just trashing everything i wanted it to sort the things that i have in storage

wind spade
#

well yeah and that's essentially what I have here. You put stuff in the "sort container", it sorts it to separate belts and each belt is then put to storage, and overflown to sink

#

(and you only need smart splitters, not programmable ones)

twilit wing
#

Ohh

#

I would have to rework entire factory

wind spade
#

๐Ÿคทโ€โ™‚๏ธ yeah that's up to you, I was just suggesting my idea ๐Ÿ˜‰

#

you can keep it your way, nothing is stopping you really ๐Ÿ˜›

fierce ruin
#

Are you supposed to be able to get pure recipes before you have refineries? I didn't think you were but I've been playing in a newish world with a friend and we have the pure copper recipe but we only just got steel

#

Also are pure recipes worth it?

wind spade
# fierce ruin Also are pure recipes worth it?

that depends if you have plenty of power ๐Ÿ™‚
yes? sure, use them, you'll get more resources from same amount of ore
not really? don't bother with them, unless you're short on resources and really need to produce more from same amount of ore

fierce ruin
#

Ok, how many generators can all of the oil island power?

wind spade
#

depends on which recipes and which fuel type you use ๐Ÿ˜‰

fierce ruin
#

Regular fuel Regular recipe and until I have a use got the residue I'm sinking it

wind spade
#

(and how much oil is there on the island, since I have no idea)

fierce ruin
#

Somewhere between 3 and 5 pure nodes worth and I'm overclocking the extractors

#

I don't actually know how much is there I'm just building there for water at the moment

#

But I probably need more power I'm dipping in to my power storage every couple of minutes

wind spade
fierce ruin
#

Will this spoil stuff for me

wind spade
#

which is 133.333 fuel gens (I'd recommend building only ~130, due to liquid voiding bug)

wind spade
# fierce ruin Will this spoil stuff for me

well it can, depends where you look. Mostly it just calculates what you want to build, but you can see future items and recipes, as well as alternate recipes there (which is not too much spoiling imo, but that's up to you)

fierce ruin
#

I only really don't know what happens when I get all the stuff for the space elevator again

#

I already have aluminum

wind spade
#

but I highly recommend checking out alternate recipes, since they usually provide big advantage to your builds, for example for the oil, if you use proper recipes, you can get up to 6400 fuel (4 times as much compared to default recipe) from the same amount of nodes

fierce ruin
#

I haven't seen any alts for fuel besides diluted

wind spade
#

yeah diluted is what you can use to get more fuel ๐Ÿ˜‰

fierce ruin
#

And that would be a lot of packaging and unpacking

#

Wait is that the only one?

wind spade
#

if you don't, it's not too much anyway, for each refiniery, one packager, one unpackager

fierce ruin
#

Ok but don't I need heavy oil residue?

wind spade
#

(it's nice to build them in 1:1:1 modules, so that you don't have to belt tons of canisters)

fierce ruin
#

I guess you don't even need to have a machine to make the packaging because you can recycle it

wind spade
wind spade
fierce ruin
#

Well I guess I'm going to fix my silica drone for my aluminum plant and find some drop pods in the desert

#

Are the materials required to open drop pods randomized for every world?

wind spade
#

no, they are always the same (and if you don't care about spoilers, you can find list of materials on the map linked in pins, or maybe even on the wiki)

fierce ruin
#

Ok thanks you have been a big help

wind spade
#

np, have fun hunting hdds ๐Ÿ˜›

fierce ruin
#

Is there a specific deity that you make sacrifices to in order to get the steel screw recipe?

wind spade
#

you just need basic steel production researched, then it's random. Though I'd suggest looking at screwless recipes ๐Ÿ˜‰

fierce ruin
#

I tried rerolling my options by loading a save prior to me putting the hard drive in mam and I was able to beat Halo CE on legendary in the time I spent waiting and reloading trying to get that recipe

wind spade
#

it's better to just get more drives, since you'll eventually want most of the recipes anyway ๐Ÿคทโ€โ™‚๏ธ

kind crypt
#

Why 0.25 (25 %) / 0.5 = 0.5 ? T_T

wind spade
tropic hawk
fierce ruin
#

Places on the map

#

I haven't been everywhere yet

#

Also some alt recipes

sand epoch
#

being on here spoils more than that site can.. lol

calm gale
#

question but 90 iron per min to make 10 rotors per min is that right?

wind spade
#

with pure recipes it's only 60.6/min

#

otherwise it's 112.5/min for 10 rotors

calm gale
#

ok then i might of found a bug cause im getting it with 90 per min

wind spade
#

can you show it?

calm gale
#

afaict its showing 40 per min for iron rods then another 50 for iron rods which get turned to 200 screws per min

#

and im an idiot its making 8 per min not 10

#

ehh either way 8 is still ok i guess lol

bronze silo
#

how would you guys go about splitting 25 into 10,10,5?

calm gale
#

doubt u can

bronze silo
#

there is a 20% rule

#

easy math, messy factory, lol

calm gale
#

im managing pretty small factories

median otter
#

๐Ÿง 

median otter
#

how you would split 25 to 5 is beyond me

fringe pawn
#

Pretty easy, actually. Split the feed into 3. Then split one output into two, and loop one of those back into the original feed.

But I also agree more with greeny. I would only consider balancing for things like nuclear power, where it might otherwise take a very long time for the system to fill.

calm gale
#

btw found a 90 iron per min build for rotors that works lol

median otter
keen patio
frosty owl
frosty owl
#

I re-made and re-worked a bit the setup in my main save, so I'll let it run for a few game sessions and see if it blocks or not
||With just a slight modification from this screen due to a possible cause for jamming I found but didn't fix yet||

#

It's such heresy I fear @wind spade could faint just by looking jacelul

wind spade
frosty owl
#

Dat smooth graph though JaceGasm

wind spade
#

would be smooth even with manifolds ๐Ÿคทโ€โ™‚๏ธ

frosty owl
#

Funfact: I did manifold ores :P

fierce ruin
#

How does the consumption get to be higher than the max consumption?

frosty owl
#

Oh right... dunno, it just happened ๐Ÿคทโ€โ™‚๏ธ
Lucky it still showed when I took a screen, because I forgot to take one to show that ๐Ÿ˜†

#

Seems like a bug of sorts, the "extra consumption" or "lower max cons." It persists through different grids (eg: same, lower than should be, Max Cons both on the main grid and while having the setup run on battieries like in the screen)

fierce ruin
#

Any mods?

frosty owl
#

None that should matter. Pack, micromanager, efficiency checker, area actions, smart. The usual QOL pack

#

Only "no cost" cheat is on

calm gale
bleak coral
#

@frosty owl @fierce ruin it's probably the bug where if you change the clock speed before hooking it up to the grid, it still uses 100% power consumption

#

are there a lot of underclocked machines in that grid?

#

cause if that's that bug, max consumption is where it should be, and the current consumption is bugged

#

also it's not a display error, it is actually drawing that power

ornate sinew
#

Seems like Power Storages are being used. I think its red when using, and blue when charging.

frosty owl
bleak coral
#

you can fix it by disconnecting the machines and reconnecting them btw, but that probably screws up all the balanced and sushi lines jacelul

frosty owl
#

Nah, it's actually power-fail-proof, so long as you disconnect everything at once

#

It can fail if you undersupply ore for some reason though

fierce ruin
#

Ok so I've been trying to build a hyper tube cannon and the wiki says that you should space your supports 4 meters apart, is that entrance, 2m tube and 2m space or 4m tube and 4m space?

bleak coral
#

2m tube and 2m space

fierce ruin
#

Is each notch on the foundation a meter?

bleak coral
fierce ruin
#

Or snap spot I mean?

bleak coral
#

entrances should be on edges and middle of foundation, with a bit of tube reaching halfway between them, as seen in the screenshot

#

also not that many, that many killed me very quickly jacelul

fierce ruin
#

How many to get from oil islands to the far side of grass lands

bleak coral
#

no idea, trial and error needed, but try not to go beyond 15 and you need like 8+ for a good distance, plus go into a tube at an angle

#

also a jetpack to survive

fierce ruin
#

Like blade run at it from 45 degrees?

#

And change to a jetpack

bleak coral
#

no like the picture, see what it ends in?

#

you need something to direct you at angle instead of just straight

fierce ruin
#

Oh you mean the end

bleak coral
#

yah

fierce ruin
#

I thought you meant enter the tube at an angle

bleak coral
#

oh no, the tube is at an angle not you

fierce ruin
#

I know that makes a difference in some games

#

Ok so are the loops on the tube spaced at 1 meter apart?

#

@bleak coral thanks for the help

bleak coral
#

I'd just use the foundations as guides, they're 8m long, so halfway is 4m and a quarterway is 2m

fierce ruin
#

One last thing, if I make the last one go up and turn will it send me out in the direction of end or will it break something?

bleak coral
#

it'll send you out the direction of the end

fierce ruin
#

Ok good. Thank you

fierce ruin
#

Nevermind, comparatively I just discovered how massive 105 Oscillators/min even in.

Now I have to find a way to USE all of them...

trim maple
#

how long does it take for 10 nuclear power plants using uranium fuel rods to fill up 1 industrial storage container?

wind spade
#

100 waste/min => 5 min for 1 stack => 48*5 = 240 mins

#

I hope ๐Ÿ˜„

slim cosmos
#

if only you could send the waste to the grinder lol

analog loom
#

I have 16 efficient iron smelters, i need to create rotors, reinforced plates and modular frames. can anybody tell me what I need to set up to get an equal amount of each at the end to store?

wind spade
analog loom
#

i have no alt recipes for these rn

wind spade
calm gale
#

the rotors are easy

analog loom
#

which calculator did you use and how did you get it to do 3 blueprints all equal?

wind spade
#

first one in pins (made by me ๐Ÿคทโ€โ™‚๏ธ )

#

and I just maximised all three and limited iron to 480

analog loom
#

Wanting those alt recipes now, this is messy ๐Ÿ˜‚

wind spade
#

yeah 100% recommended to get alt recipes before you start building

calm gale
#

i wonder how tough the game is without using alts lol

teal wadi
#

i'm sure this is a common question but can anyone help me figure out whats wrong with my aluminum water loop?
I have 1 sloppy alumina refinery at 150% which needs 300 water/minute
1 water pump at 100% = 120/m water
1 aluminum scrap refinery at 150% = 180/m water
That should be exactly 300/m water, but i'm still getting backed up and its causing my production to shut down.

#

doesnt seem to matter if I use mk1 or mk2 pipes either

rapid mist
#

If you put the recycled water input below the fresh water input, it will use the recycled water first. After getting this to work successfully, I decided it is not worth it. Now I just direct all waste water to pure ingots, wet concrete, or even package it and throw it in the sink.

keen patio
# teal wadi i'm sure this is a common question but can anyone help me figure out whats wrong...

Hey Hypna, do the following:

  1. Install a valve at the water extractor (the pipe leaving the water extractor, as close as possible), limit it to 120.
  2. Install a fluid buffer (small is fine) at the START of the wastewater area (where the refinery outputs the wastewater)
  3. At the location where your waste water pipe connects to the freshwater (hopefully near the input of the sloppy refinery), place another valve, do not limit it (600)
#

if you're ok with 99% efficiency, put the valve at the water extractor to 119 instead to guarantee it wont do weird shit.

#

Note; at the start of this process, it will 'start and stop' until it gets its wastewater flowing fully.

teal wadi
#

I'll try that, thanks

near lion
#

Best setup for coal powerplant

#

I got just one line done so far, will build second one today.

#

4x Normal coal node

fierce ruin
#

But what if I want my water on the outside and generators on the inside?

#

๐Ÿ˜ฅ

near lion
mortal panther
#

I'm building some engines here.
Feeding 20 rotors and 20 stators into 2 assemblers - which should match up perfectly for 100% efficiency and a steady flow.

Still the inputs queue up as you can see on the picture. What's up with that? There's nothing blocking the output on the other side so I don't really understand what's causing a bottleneck here?

#

Hm.. aah, it's because I've had a buffer on the belts for a while ofc, so the input is actually the belt-speed until that evens out.

fierce ruin
#

I was just going to ask about that. ๐Ÿ˜‰

frosty owl
hollow juniper
#

A manufacture, at basic clock speeds generates enough fuel rods to power 2 Reactors right?

manufacturer makes 0.4
Reactor needs 0.2

so 25 manufactures can make fuel for 50 reactors right?

wana make sure im right before i make all these reactors

frosty owl
#

10/10 math ๐Ÿ‘

#

That's a lot of power

#

... And a lot of uranium, not using the alt recipes ๐Ÿค”

hollow juniper
#

1200 Per min i think but thats with overflow

this is just a starter one i wana make a bigger one (all Uranium 100% efficent) On the opersite side of the map
but to do that I wana make a Decent power station Away from that big one as 1 i get experience and 2 so i know i have the power for it as i dont trust coal and fuel

#

Only way im able to kickstart this one is becuase i have a bunch of fuel rods spare waiting to be piped in

frosty owl
#

Will you have just the nuclear processing in the factory or add the rest of the chain too?

hollow juniper
#

yeah i got my Particle accels ready, just need the Reacots in now

build them in the cornor so the wayer here is fucky and i need to move them all

loaded a save i made just before starting work on building them so it wont take long but also will

#

"what did you do today sam"
"i built 50 reactors and failed at it"

frosty owl
#

Eh, max nuclear takes no time at all...
I started little after U4 and finished in an instant~
||The factory still isn't operable yet||

analog loom
#

Will mk2 pipes allow water extractors to pump more water or do the extractors stay the same

fierce ruin
analog loom
#

Okie so i either build more or overclock

#

So is the only purpose of mk2 pipes to condense lines so they dont need multiple pipes?

fierce ruin
#

Yes. Identical to the purpose of mk+ conveyors.

analog loom
#

Except that they are needed for high level miners to produce at max efficiency

fierce ruin
#

Indeed. But extractors can't go beyond 300, which the mk1 pipe can handle.

#

So similar to any output that a lower mk conveyor can handle, higher mk's are simply to reduce amount of belts if you wish.

analog loom
#

The mk1 can handle 2.5~ extractors, give or take

fierce ruin
#

.................

analog loom
#

Right??

#

Sorry i just woke up, brain not moving too fast lol

fierce ruin
#

mk1 can handle 2.5 extractors....

And the max you can overclock a single build is........? 2.5

So "Indeed. But extractors can't go beyond 300, which the mk1 pipe can handle."

analog loom
#

Okay

#

Thank you

fierce ruin
#

๐Ÿ™‚

frosty owl
analog loom
#

:000

unkempt acorn
#

I have a long pipe bus with similar junctions like this where oil merges... is it worth sticking valves here to direct the oil towards the factory rather than back down towards the pumps?

frosty owl
#

Sure, it won't hurt and will prevent some sloshing in the pipe

#

Long horizontal pipes can take forever to feed properly if they slosh a lot

unkempt acorn
frosty owl
#

That's just a waste of power, if there's no headlift needed ^^

#

A valve can do all a pump would and more, in this scenario

unkempt acorn
frosty owl
#

Can you describe the refinery setup?
Listing the input needed and actual input can also help you as it refreshes your memory and is a way to check for errors

unkempt acorn
#

So multiple oil extractors divided up into seperate pipes...
150pm oil extractor merges with 300pm oil extractor. The oil then travels quite a distance and up into the factory atleast 100m high

#

my refinerys need exactly 450pm to function and they arent receiving the amount needed

frosty owl
#

Mind sharing a screen of the pipes at the refinery place?
With such a long pipe it's hard to tell where the issue is, but I hope you can be sure the amount provided IS what you expect (no wrong clock in oil extractors, no valve limiting where it shouldn't, no MK1 pipe where it should be mk2...)

#

Also, keep in mind that you lose a bit of oil anytime you load the save, so the refineries could need to be refilled every now and then (they should still reach efficiency, but they might take a long while to do so after you load the save)

unkempt acorn
#

hold up, lemme get the map

#

Rought drawing, the box is where the factory is, the other lines are the pipe layouts

#

all of those extractors go into the factory, all on 250%

frosty owl
#

The piping around the refineries themselves would be the most important part to check out

#

All the rest can be boiled down to "is there enough headlift and are the pipes the right MK?"

unkempt acorn
#

Well in terms of head lift, its no more than 10m high?

#

and the piping around the extractors are all flat until they reach the main bus

#

thats why i considered using valves to limit the flow rate and direction?

frosty owl
#

Eh, I find limiting flow rate a bit iffy... Don't have much to suggest on that front, I just use them for backflow

#

Btw, you know about priming your machines and pipes with fluid before starting them, right?

fierce ruin
#

If you ever doubt your headlift, just drop a mk2 pump.
Problem is no longer headlift.

earnest glen
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I have all the pipes a couple of foundation below factories, and with like 16 ref per row the only way to ensure the all line get the juice is to loop the manifold (first ref with last ref) and put a MK1 pump on both ends pushing against each other

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That way even very long lines work at max efficiency giving the input flow Is correct

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Also mk2 pipes actually can't deliver full capacity over long distances

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Be sure to over produce just a tiny bit and also put a buffer before machines as every load cause a small loss of fluid

frosty owl
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No overproduction needed this way ๐Ÿ‘

earnest glen
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Indeed that works, but i don't like to have to manually doing something, call me lazy ๐Ÿคช

frosty owl
frosty owl
# earnest glen Be sure to over produce just a tiny bit and also put a buffer before machines as...

Btw, I don't think it's a great idea to overproduce to compensate for the load loss thinking_helmet
Mostly because if/when the issue will be fixed, your factory will be overproducing for no reason
But also because it doesn't exactly solve the load issue, it just means the machines who previously starved for a while due to load losses now work fine all the time, while the ones behind those will tend to back up all the time other than after you loaded the save

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I'm not trying to tell you how to do things, that's just my analisys ๐Ÿ˜†

earnest glen
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There is infact a reason why there are empty spaces in the last row rolljace

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Anyway i play very very very slowly, after like 600 hours I've yet to reach tier 8 ahah

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I tend to build and rebuild a lot, even only because i see something not aligned properly, or because I discover a better template to build stuff. I'm pretty maniacal and I tend to have one design for everything ๐Ÿ˜…

frosty owl
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I would suggest against a single design for everything ๐Ÿค”
I found that quite limiting in the long run, as I kept encountering situations outside of my expectations when I first made the design... So having a "spare" or "second favorite" made my building much more flexible and easy to make (less need to adapt a design to the terrain or input/output needs)

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But I totally support going slow through the game. Best way to enjoy it fully imo ๐Ÿ˜

hollow juniper
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So how long do you guys think 50 reacors with perfect fuel input will take to fill up?

sand epoch
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reactors or generators? o0

hollow juniper
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reacotrs