#math-and-meta

1 messages Β· Page 553 of 1

bleak coral
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liquid buffers are fine, I'm thinking of solids

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where they use the stack size

oblique hollow
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different stack sizes would probably be ok?

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like, aluminum definitely needs a lot of solution

fringe pawn
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SOme solids could definitely use stack size adjustments

bleak coral
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stack sizes are fine, the internal buffers shouldn't use stack size

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it should be 2x one cycle

oblique hollow
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wdym

fringe pawn
oblique hollow
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it still only needs double the items input per cycle

bleak coral
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like instead of taking the full stack size, it should take enough for 2x one cycle so that the warmup on manifolds isn't so bad for stuff like concrete

oblique hollow
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increasing clock speed doesnt change how many items per cycle you need

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it just shortens the cycle

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so if you need 15, 30 should be the stack size in the machine

fringe pawn
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At least solids flow smoothly. Due to the bursty nature of liquid flows, I think I'm always going to place fuild bufferes between alumina solution refineries. Even diluted fuel can be problematic if overclocked.

oblique hollow
#

high burst recipes can definitely need buffers sometimes

gloomy palm
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buffer means?

fringe pawn
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Fluid buffers.

gloomy palm
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ahhh

oblique hollow
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the thing that stores fluid

gloomy palm
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i put a fluid buffer on everything just by how i normally design everything

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some places are even double buffered

oblique hollow
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i never use them due to the fact that they delay things a lot

gloomy palm
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delay thinking_helmet

oblique hollow
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the only times i use buffers is for regulation circuits

oblique hollow
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you need to fill the buffer to a minimum level to get 300 back out if 300 goes in

bleak coral
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I've only got one on my aluminum setup on my isolated machine that only takes recycled water. I needed it to seed it so it'd run continuously until it actually started receiving the recycled water and became self-sufficient, and it also helps keep it stable between water cycles.

gloomy palm
#

but once it's filled enough then there's no delays

oblique hollow
bleak coral
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those hadn't been discovered yet....

gloomy palm
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my factory is probably very inefficient but it works 🀣

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i'm gonna make a new one in U5

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(creative mode only)

oblique hollow
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well thats a failed link it seems

gloomy palm
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😦

oblique hollow
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may not be allowed due to the recent link limitations

gloomy palm
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ah

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@oblique hollow what if the water inside pipes was more like minecraft water? it would only update in larger blocks but still have realistic physics, just with a much much lower resolution?

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since we can't see it, the updates in low resolution wouldn't be seen by the player, but the pipes would behave with more regular physical properties

oblique hollow
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have you seen how slow minecraft water is?

gloomy palm
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yeah but that's on purpose lel

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im not talking about the speed of the updates, but the resolution of the fluid

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think of it like, pushing large balls through a tube

oblique hollow
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calculating fluid volume as if it was there is still absolutely wasteful

gloomy palm
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hmmm

gloomy palm
gloomy palm
bleak coral
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I don't know, I don't know their code

oblique hollow
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you want to be able to check flow anywhere

gloomy palm
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πŸ‘€ sorry, i keep pushing realism, i shouldn't do that...

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i think it's still fun as it is currently and that's what matters most thinking_helmet

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are you having fun?
yes

do you want to make it realistic and then make it less fun?
no

then are you gonna complain again about realism in the game?
no.....

ok, good.

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sorry guys, don't mind me, just talking to myself 😁

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we're all allowed 15 minutes of craziness per day πŸ˜… i think i've used mine up already

earnest glen
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Can't wait to start building my first nuclear power plant, is just two or three mega project ahead simon_smile

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Already find the spot

versed violet
fierce ruin
hollow juniper
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Anyone know of a hierarchy of sorts for iron?

going to make my Iron mega factory(every iron non overclocked node on the map) (going to make it look like a giant forge, gunna be lit) and wanted to know what is worth prioritising and what isnt or just maxamise everything

versed violet
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HMF

frosty owl
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Also some beacons on the side. 120/min should suffice for most uses

versed violet
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Mind that greeny calc does not work with 'maximize everything' approach

frosty owl
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I really don't get what causes this...
THIS (picture) is how a pog splitter is supposed to split a 1-1 sushi belt and yet...

calm gale
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u need smart splitter

frosty owl
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...this is what the belt looks like most of the time tired_jace
Unless the output belts are higher tier than the input belt, this happens all the time and I don't get what's the cause for it

calm gale
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a normal splitter will randomly send items to each belt smart splitters will only send the correct items to the correct belts

frosty owl
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That's a programmable splitter set to iron ingots + steel ingots both left and right

calm gale
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thats ure problem

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dont set them both to each side

frosty owl
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I don't want to filter the sushi belt, I want to split it, keeping the ratio between the items on the belt (like in the first picture)

calm gale
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good luck then

frosty owl
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It's not hard to do. What I don't get is why it fails when the output belts aren't higher tier than the input one (eg: it works fine with mk1 input and mk2 outputs and so on)

frosty owl
versed violet
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Could you describe what you want to achieve, in terms of input and output?

frosty owl
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Split the content of belt A on belt B and C, while keeping the same ratio between the items on the belt. When it works, it looks much like the first picture, with pairs of items going on each belt (pairs in this case, but that just depends on the types and ratios of items)
Eg: coal+iron going into a steel factory

wind spade
#

Most likely splitter mechanics + internal buffer

frosty owl
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Is buffering involved when there's no backup on the belts or overflow setting used?

wind spade
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Just stop using mixed belts and all your problems will go away πŸ˜‰

frosty owl
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This really helps understanding the mechanics behind how it works... πŸ™„

wind spade
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Or fps, if you're having issues with that

frosty owl
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How it consistently works vs not-working when using higher tier belts for the outputs or not makes it a bit hard for me to blame FPS though

earnest glen
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Is It normal that making aluminium casing with alcad recipe use less ingots than advertised? I'm making 1200 ingots and 8 assemblers should consume them all, but it keep choking giving enough time

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Its all on mk5 belts

bleak coral
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not that I know of, I'm assuming you're doing 2x mk5 belts? What's the split on those look like?

empty glade
fierce ruin
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is there a meta to live somewhere? i started in the desert and the desert has nothing compared to other places

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should i move somewhere else?

fierce ruin
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northwest

empty glade
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Rocky. I think there are more resources near the edges

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Gives plenty of room to build

bleak coral
fierce ruin
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gotcha

bleak coral
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the one thing that's definitely not done is sticking to just one region and only using the resources there, cause the rarer resources are more spreadout, and I'm not even sure there's a region that has all of them that requires no shipping in of resources

torpid robin
torpid robin
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only thing that it doesnt have is oil directly in it

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but there is some in that valley really not far from it

bleak coral
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which desert?

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cause dune doesn't have bauxite, rocky sorta kinda does (up that cliff)

torpid robin
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arrh true. truth be told completely forgot about bauxite

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early starting it has everything

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sulfur not far. 2 nodes of cat 2 of quartz

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the thing about dune is how easy it is to get to it. sure it may be a bit away buit its an easy walk

bleak coral
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swamp gets pretty close too, but the coal is kinda distant

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swamp is harder to navigate than dune desert though

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of course most of the problem is solved with liberal use of kabooms πŸ˜‰ sf_nobelisk sf_nobelisk sf_nobelisk

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kinda want to do a swamp base now actually, but like everything is above the trees, but not floating like on stilts or something thinking_helmet

young rover
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Swamp is red on the map for future changes.

torpid robin
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wont be this update though, most likely youd be on a new save by the time its an issue

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dunno bout you but a save only last me 1-2 updates

earnest glen
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something like this, as my production line is composed by 14 foundries each floor

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the 360 line get choked but it shouldn't unless i'm blind on something

bleak coral
# earnest glen

I mean my first thought is this is over-engineered. You don't need those smart splitters, you can just have the one manifold with the mergers in the manifold to inject more material. I'm not seeing anything yet where the smart splitters could cause an issue though, so I'm not sure that's it.

earnest glen
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i tried without but second and fifth assember starve for some reason

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that way everything is πŸ’― , but i just have more ingots than needed πŸ€” I'll just sink them, i was just curios

bleak coral
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I'm not sure you get what I'm saying.....

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!wikisearch manifold

shadow prairieBOT
bleak coral
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that lower right one in the picture, no extra splitters

earnest glen
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i tried that but i got result as above

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first time happening, but i double-checked production and numbers are correct

torpid robin
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are you saure its not the case of too many ingots but not enough of whatever else you are feeding it

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if i find something is clogging its actually normally a lack of something. and its as simple as forgetting to hook a belt up

bleak coral
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or the outputs are clogged

torpid robin
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which is still often missing a dam belt πŸ˜‚

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like the tiniest little one between a merger or soemthign

earnest glen
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nope, copper coming at correct ratio and output is never clogged as i always put a sink everywhere πŸ™‚

bleak coral
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or maybe just there's extra ingots in the foundries and they haven't all been worked through yet

torpid robin
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ohhh

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have you made sure you have a smart splitter set to over flow before the sink

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i have done that a couple times. had soemthing going to a sink on a splitter.bu t of course it did 50/50

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not overflow

earnest glen
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i tried also manually take ingots from foundries but nothing, after a while the last couple of them are idling from time to time, but thats is not the real issue, which is those couple of foundries choke the aluminium production which we all know is a very delicate thing πŸ˜„

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well, thank you for your inputs anyway illuminati

frosty owl
earnest glen
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i'll try and let you know!

vivid lotus
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how big is the buffer of the splitter and mergers ?

earnest glen
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seems the problem in the end was just a bit too much ingots in the buffers, removing them manually seems to have restore efficiency! Thank you all. BTW @oblique hollow i take the chance to implement the VIP system you advice, it took some time to fit everything in, but definitively worth it praisethesun i'm gonna share some screens tonight πŸ˜‰

thorn bane
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i feel like the VIP only prioritizes when its loaded as in youre next to it. can anyone confirm that?

earnest glen
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I let you know after some time, for now is doing wonders in my aluminium setup

oblique hollow
thorn bane
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this design actually also works i think
its not as compact as the VIP but interesting to note

oblique hollow
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wtf even is that

thorn bane
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its how you do priority splitting with belts

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the idea is that 1/27 is from the bottom input 26/27 is from the top

earnest glen
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here we go

keen patio
earnest glen
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uh sorry i think was allowed, actually was to show VIP implementation as we discussed it for long the other day πŸ™‚

versed violet
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Not sure if here or tech-talk:
My GPU seems to be bored with only 80% utilization when in closed rooms or looking at small factory section. My fps remains 60-80 and is unlocked.
Did I hit a cpu bottleneck?

keen patio
#

On a new game/fresh save with nothing built, I can definitely hit my 144 set cap.. but in my bigger 6mb+ save I cap at 60 to avoid excessive fluctuations between 80-55... so... How big is your save?

versed violet
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Just hit 6MB

keen patio
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Yea, you'll never get above 100 fps again, barring some serious reduction on settings.

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There's just that much going on, even if it isnt rendered.. so yes, CPU bottlenecking I guess.

keen patio
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But its not.. exactly 'bottlenecking' per say.. I just got a new computer and my CPU isn't hitting 100% or anything.. its just not able to generate more frames for whatever reason

versed violet
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I mean 'expressing my satisfaction that buying an overly expensive cpu I did not expect to ever fully utilize actually has any benefits'

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I suspect satisfactory does not run on arbitrary number of threads

keen patio
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Yea, it definitely has yet to be fully optimized. I have high hopes for significant frame increases @ 1.0 or later patches.

versed violet
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any info how many threads satis can run ?

bleak coral
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it uses about 3 I believe

versed violet
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That would check with having a 50% cpu load on 6 core ryzen

earnest glen
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Anyhow Just turn everything on high and you should get decent fps

keen patio
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Does view distance have any serious impact on performance?

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((because I assume the biggest FPS drag is the calculations of moving items, and not the rendering of said buildings holding the belts..

earnest glen
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I keep It on ultra, i think It cause spikes only when changing biomes

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Like between titan forest and the pink one (where i'm Building now tired_jace

keen patio
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Is there an updated guide on the video settings and their FPS impact? my googling is turning up 2019-2020 results 😦

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and the engine upgrade a few months back I assume would have impacted/changed a bunch of that.. not to mention there are more options now.

tropic hawk
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its not rocket science

thorn bane
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anyone know the best combination of thermal propulsion rockets and assembly director systems for points

lucid geode
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I got 23.2 TPR/284.4 ADS, that's using only uranium power at 50.4 UFR and sinking the 12.8 PFR. It also makes 120 batteries for drones.

thorn bane
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pretty sure its 12.6 plutonium fuel rods

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im just curious what the max is

lucid geode
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Yeah 12.6 sorry

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The one on the wiki is pretty much spot on no? I think that's what I worked from but wanted some batteries too.

thorn bane
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just trying out some numbers gave me better results like 34/274

lucid geode
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I guess you could try a few and plot a curve and go from there?

bleak coral
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It's the best one I knew of to use for that link

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that's crocketeer's solve from earlier this year, not sure if it's technically possible to do better (minimize power or make sure there's room for batteries or whatever), but I figured it was close enough for the purpose of showing how long it'd take to unlock all the awesome shop stuff

lucid geode
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35/273.4 seems to give the highest

bleak coral
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yeah that's a bit more, and calculator will do it

lament jolt
#

So, I have started to sketch out a plan for a nuclear power plant. I am NOT a conventional person when it comes to doing some things in games. My goal is for 500 Nuclear Power Plants, fed by a 100 wagon water train (yes, each wagon station fed by 5 extractors), and of course, the fuel rods likely by drone. Question I have is about the plutonium fuel rod sink process. If I dedicated the impure node up on the mountain to mixing with all the rest of the things needed to recycle the uranium waste, how many particle accelerators might I need? I tend to use a big buffer system to ignore the 'max throughput' per minute for each node. On a different playthrough I have all the oil on the map (pre U4) collected by train and stored in a massive 25 wide 9 high large fluid buffer site, so patience is on my side....

bleak coral
#

There's some fundamental problems with your plan.

Firstly the max sustainable nuclear power plants possible using both uranium and plutonium fuel rods is only 476 nuclear power plants. And if you're using sinking the plutonium fuel rods that goes down to 252 power plants. Even if you're stocking up a ton of uranium ore, you're really not gonna be able to support 500 on uranium alone for any significant stretch of time before stuff just starves.

Secondly you've severely underestimated the water needs of nuclear power plants. They need 300 m^3/min water each at 100% clock speed. 500 extractors is actually only enough water for 200 nuclear power plants. So same problem again even if you stocked up a ton of water.

Finally, you don't need nor want to use any alternates if you're just gonna sink the plutonium rods; so you don't need uranium ore to make plutonium fuel rods since you won't be using fertile. They all trade extra resources to make extra plutonium rods, which if you're not gonna actually use them is a waste. Also why bother sinking them anyway if your system is not sustainable cause you're relying on stockpiled raw resources to bypass throughput limits? If you're gonna push beyond the actual limit, you might as well use the plutonium too so you're starting from a base of 476 instead 252 to stretch your resources farther. Also side note fertile uranium doesn't result in more power from uranium ore, with both of the alts for the uranium fuel rod line you get more power from making more uranium fuel rods from that ore, getting more waste, and making plutonium rods from that.

fierce ruin
#

I'm going to do a remodel of my turbo towers given everything I learned while making them but I have this question regarding pipes:

Given mk2's don't actually give you 600 flowrate, it is better to just immediately junction an overclocked pure oil node into x2 mk1 pipes or should I just downscale my overclock from 250% to like 240%?

frosty owl
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Immediate junctions should work

fierce ruin
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πŸ‘Œ

frosty owl
fierce ruin
frosty owl
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I never placed a junction at the end of a pipe... It's a way to build pipes that I'm not accustomed to

fierce ruin
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Saves me from having to delete and rebuild a lot.
(Not sure if it is "better" but whenever I place a junction on an existing pipe I always delete the 2 halves I just made and rebuild them to the junction so I don't have those pieces going through the junction itself)

frosty owl
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Unless I build without foundations, I found placing the junction first the quickest

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Like, placing it on the ground, then connecting the pipe

earnest glen
fierce ruin
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πŸ‘

oblique hollow
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i find that using mk 2 pipes at 600 sorta works if you dont split the pipe at all. so straight mk 2 going somewhere with no side merging or splitting is ok.
but then the process of dividing that up gets interesting. Possibly feed the Pipe into a Buffer, THEN split off from there.

fierce ruin
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Wouldn't it coming out of a buffer in a mk2 have the same issue as just coming out of the extractor?

oblique hollow
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Ill try and see if i can find save and stable ways to maybe use 600 from a mk 2

oblique hollow
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the buffer is there to take away any resistance or "load" from the mk 2 pipe

fierce ruin
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Fair. For what I am currently planning given flow rates and excessive splitting in the turbo fuel plant I'm just going to package all the fuel produced then have an unpackager on each floor.

oblique hollow
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for long distance, packaging might actually be worth it. also considering the low usage number of turbofuel

fierce ruin
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From the extractors directly is the only source of 600 flowrate, everything else I can do in mk1's until whatever is going on in mk2's gets fixed.

oblique hollow
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the biggest problem with using mk 2 at full capacity is of course the loading bug

fierce ruin
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Since mk1's work "correctly" afaik

oblique hollow
#

that heavily limits it

fierce ruin
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Aye but loading bug applies to mk1's and they seem to not have as many issues.

oblique hollow
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it applies to all pipes

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with mk 1 you usually just dont notice it as much because those setups usually dont run at capacity

fierce ruin
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Aye but mk1's actually do their full 300 flowrate, where people were saying mk2's don't actually achieve 600.

oblique hollow
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sometimes they do 600, sometimes not.

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with manifolds, its definitely a big issue

fierce ruin
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Which seems like it needs to be fixed closer to 1.0

earnest glen
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for the loading bug i found buffers good enough

fierce ruin
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Hence my just using mk1's for the time being.

oblique hollow
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a buffer cant help forever

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it helps like for 1 or 2 times loading the game,

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depending on how big the setup is

fierce ruin
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Elsewise if you're saying mk2's mostly work as intended than I need you to look at my turbo towers and tell me why they aren't getting full flowrate πŸ˜„

earnest glen
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mh, i found buffers get refilled even in a system that should consume all is produced from time to time

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i think due to different production times

fierce ruin
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Because pumping 2332.5 into a system that needs only ~2200 should have fuel reaching all generators. But it doesn't.

oblique hollow
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oh do NOT get me started on big setups

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even mk 1 pipes would be hellish there

fierce ruin
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And I let it run for over 8 hours straight to allow flow to work itself through.

oblique hollow
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save and quit the game and your setup starves again

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also, did you loop the manifold?

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because you will never get full flow in an unlooped manifold

fierce ruin
earnest glen
#

the only "big" setup i did i think is "small" compared to yours >> 800 tf to 176 gens

fierce ruin
earnest glen
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with like 64 gens per floor

oblique hollow
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go 32 stories up and 32 back down.

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connect both ends xd

fierce ruin
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Yes, so it is pumped up the 32 stories and then it just falls down the building.

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Understandably it needs to "backup" back up the building.

oblique hollow
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it will take forever to fill, naturally

fierce ruin
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But wouldn't connecting it back to before it gets pumped up fuck the entire system?

oblique hollow
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why would it

fierce ruin
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Like the issue I was mainly having is the Blenders kept stopping... when I want them to FLOWWWW

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Why are the stopping when there are still empty generators in the system? 😠

earnest glen
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head-lift, single segment getting exeeding capacity

oblique hollow
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again, you need a loop

earnest glen
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in my exp at least

oblique hollow
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even mk 1 pipes would need one for large size builds

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but mk 2 even moreso because of the uncertainty of their true capacity

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also, if a blender backs up, of course, it can never empty if the pipe runs at 600

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for that, the pipe would need to be able to handle MORE than 600

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in short: whatever you do, always run double pipes for large builds

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and loop it all

fierce ruin
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Or package πŸ™‚

oblique hollow
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packagers also dont fix capacity issues

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they only remove transport losses, if any

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your best bet is to just build a bit more packagers than you would need

fierce ruin
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Oh yes.

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Base package speed for turbo is 20/min so that already is bleh for amount needed.

oblique hollow
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100 packagers minimum hehehe

earnest glen
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did you use valves by any chance? Those can reduce flow if not correctly build also

fierce ruin
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48 with them all oc'd to 250%

fierce ruin
fierce ruin
oblique hollow
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i just said minimum, not maximum

earnest glen
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mh, and did you put valves on every exit of the junction?

fierce ruin
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No, just the ones going to the generator.

oblique hollow
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wait, a valve before each generator?

earnest glen
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that can limit flow afaik if not under constant pressure (a pump close by for istance)

fierce ruin
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That's the layout

oblique hollow
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oh dear

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junction to valve to buffer

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thats a horrible combo

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you do know of how buffers behave, right?

fierce ruin
earnest glen
oblique hollow
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even if it worked right, its still a massive delay

fierce ruin
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Massive delay in spooling, yes. Once buffers fill not really.

oblique hollow
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once buffer is at 70 mΒ³ maybe

fringe pawn
#

That seems like a lot of extra work for no gain

fierce ruin
#

Again I am pumping way more turbo into this system than it needs.
So buffers are SUPPOSED to be full at the end. Buffers there to combat loading bug.

oblique hollow
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might aswell remove the valves

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so it all fills faster

fierce ruin
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But they look pretty 😦

oblique hollow
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then set them to 300 / 600

fierce ruin
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Valves were intended to help it fill "more evenly" if I am being honest.

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But I can remove both them and the buffers if it would work better.

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But then loading bug 😦

earnest glen
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just put buffers on top of everything

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then connect them back to input

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working fine on my setup

fringe pawn
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Power storages are a better solution to the loading bug, unless you're running max power all the time

oblique hollow
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but still: please loop the manifold

fierce ruin
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Well I had an idea yesterday that you will all probably hate πŸ˜„

oblique hollow
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run a second pipe to the top

earnest glen
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i loop even rows of 4 ref

fierce ruin
#

Decentralized power.
Like make all the turbo in the one spot, yes. Package it because fluid trains are "fun".
But then each outpost has its own power network.
Fuel train to run turbo around the map to each outpost.

oblique hollow
#

then one day the fuel gens that run the train fail and your entire map dies and stays dead for hours jace_smile

fierce ruin
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Fuel train runs on geothermal, durrrr πŸ˜›

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Or better yet -- Liquid Biofuel :Kappa:

oblique hollow
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then one day the train takes a wrong turn and oops, "Can't reach location"

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yes! Liquid Biofuel! Handfeed all your sites biomass and they make fuel on the spot jacelul

fierce ruin
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But the idea was both A) Avoids larger setups and B) If one outpost fails it has no effect on the larger grid.

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Because there is no "larger grid"

earnest glen
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like deforesting 90% of time, then use 10% to check flows around πŸ™‚

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can't wait to start nuclear plant so for a while i can forget about fuel gens ahah

oblique hollow
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water says hi :)

earnest glen
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for nuke do you mean?

fierce ruin
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But @oblique hollow you're saying looping a vertical manifold wouldn't cause the system to back up?
Because I just have this vision in my head of the fuel going top-to-bottom then at the re-connection it flows back towards the Blenders.

oblique hollow
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ye

earnest glen
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another problem for another day hehe

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right now i'm working on quarz, such a relief to not have to deal with so many fluids after aluminium and fuel gens

fierce ruin
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And I'm thinking it's better to just always use 1 more pipe than you need if the goal it keeping things flowing.

fierce ruin
earnest glen
fierce ruin
# oblique hollow

Does this work if the middle line just drops straight down or does it need to go all the way back before the Blendies?

oblique hollow
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when in doubt:

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and yes, i want you to connect the other side of the blenders

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so that they can empty

fierce ruin
#

Oh dear... this is like... total remodel...

oblique hollow
#

why? just run another pipe

fierce ruin
#

I may need a drawing of how to do the overflow hook for this setup because I think the TOWAH aspect of this is causing it to misbehave.

fierce ruin
oblique hollow
#

it fills from the bottom up and from top down this way

fierce ruin
#

Fair. But I'm getting "overflow" without things even being filled yet which is why I'm thinking the overflow hook is either not effective for this style or I need to adjust it.

#

Because that thing is 9 stackables tall and still having overflow.

earnest glen
#

remove the limiting on valves in my opinion also

#

keep them with no limit to prevent backflow but remove the limits

fierce ruin
#

I'll do that. Is it better to have buffer-per-generator or just add like 1 more floor and the top floor is 4 industrial buffers? (For combating loading bug)

oblique hollow
#

per floor is more than enough

#

per floor, loss on load would be 30 mΒ³

fierce ruin
#

I wouldn't really need an industrial per floor then tbh

oblique hollow
#

yeah. but you will still need some overproduction to fill them back up again

earnest glen
#

i have only buffers on top of my higher gen, but again my setup is "small"

earnest glen
#

and in my case doing +6 tf then needed

fierce ruin
#

So piping-wise I'm seeing this as a change:

from 1 up, split 3 ways on the way down, split each of those at every floor
to 1 up, 1 down, splits on each floor to buffer, then pipe from buffer splits to generators.

#

and of course the 1 down loops back to Blendies

earnest glen
#

i would also raise a bit the buffers on floors so gens get the juice first

#

just a couple of meters, you should have plenty of space to do that

fierce ruin
#

It's a remodel so I have all the space πŸ˜„

earnest glen
#

ehhe

fierce ruin
#

I need to remodel the actual turbo plant too so I have loops on the oil, HOR, and fuel going to the turbo blenders.

earnest glen
#

i found my personal "template" for ext building, for now it holds the upgrades

fierce ruin
#

How I'm going to cleanly loop 1800 oil between 60 Refineries is a mystery to be solved..

earnest glen
#

i can fit in 8 ref per row, or 4 blenders, buffers on the side and space for connection between floor. It may not be pretty, but working fine for now

#

just 15 foundation large (2 empty for ext sidewalk, 2 for internal walk, 11 for machines), 11 high (9 for ref + 2 beneath for pipes-belts). Than raise the walls for many time as you want and repeat

fierce ruin
#

I have 6 rows of 10, basically 3 sections of 20 facing inward.

#

So there are currently 4 pipes running. 2 mk1's on the outside and 2 mk2's on the inside.
(Oddly with the 20 junctions on a mk2 I haven't had any issues with those machines waiting for oil..)

#

But you're saying I need to loop that all the way back to the Extractors.

#

So I'm trying to think of a clean way to do that.

earnest glen
#

package it and deliver to roof with drones πŸ˜†

fierce ruin
#

See, as much as people hate trucks from "needing to get fuel to them".
Drones have the same mechanic with "needing to get batteries to them".

#

Yet no one complains about drones....

earnest glen
#

i never complain about trucks

#

actually my starter tier 6 base is still going on trucks, never ever had a problem

fierce ruin
#

I will complain that truck stations need 2 outputs πŸ˜„

#

Lol. Because a solid truck route can bring in more throughput than 780/m

earnest glen
#

as starter base, everything is limited to 2 mk4 belts, so no issue πŸ˜›

#

because storage hub have industrial container with 2 inputs, so thats it

fierce ruin
#

Yeah.

#

Programming the trucks themselves with what they pickup/dropoff instead of that being tied to the station and 2 outputs on the stations is really the only 2 things trucks need imo.

#

Aside from a working physics engine πŸ˜„

oblique hollow
#

easy solution, use two truck stations jace_smile

earnest glen
#

the problem for me was the power in that "tier"

#

too much power consumed by truck station, and once you get more you have trains (which are super satisfying to watch)

fierce ruin
earnest glen
#

personally after almost 600 hours in my current save i've yet to build a single hypertube ahah

fierce ruin
#

I prefer driving. Β―_(ツ)_/Β―

earnest glen
#

eheh i know the pain πŸ™‚ For now i like to move with my mega-train full of materials of every kind, when i need something i just set auto-pilot on and go smoke a cigarette ahahhaha

fierce ruin
#

But the sand under the arch between oil islands and rocky desert has some sharp AF hilltops to it so driving isn't feasible.

fringe pawn
#

I built a grasslands to rocky desert hypertube with 24~ entrances on each side. It's close to instant.

fierce ruin
#

Highest I have done is 12 because I still do like the "flying through the tube" feeling.

fringe pawn
#

You can just enter at the first entrance (or anywhere in between) if you want a slow ride.

fierce ruin
#

1-6 is "slow" to me. 10ish is "how fast they should be if they (for whatever abstract reason) randomly decided to remove hypercannons"

earnest glen
#

one question: how much irradiated get the area around nuclear plant? I plan to build it the "pit" middle map and put scories as deep as i can in the hole

fringe pawn
#

Unless you create a gigantic buffer of encased cells and fuel rods, nuclear power plants themselves emit negligible radiation.

wind spade
earnest glen
#

thank you

fierce ruin
#

πŸ’€ i forgor

thorn bane
frosty owl
#

Does it work as intended?

thorn bane
#

yes

versed violet
thorn bane
#

if you balance it instead of manifold there is actually 0 radiation cause the rods get used immediately

versed violet
#

I prefer the nukes to keep a stack of rods in case of delivery interruptions

#

Balancing is also not an option if you manufacture rods elsewhere

thorn bane
#

well if its a multiple of 2 or 3
i just have multiple belts going there

versed violet
#

Buuuut.
You can use smart splitters to direct rods to nukes and 'overflow' the rest, then connect them with mk5 belts. this ensures no extra rods are left on connecting belts after nuke is full. Loop them back into beggining = low radiation nukes.

fierce ruin
#

And here I thought the main problem people run into is fluid bugs with the amount of water that nukes take πŸ˜„

thorn bane
#

ye PSA build nuclear plants near water xD

fierce ruin
thorn bane
#

5 packagers per plant oh my god

fierce ruin
#

Be honest you could make some cool-looking circular builds with that.

versed violet
versed violet
fierce ruin
#

I remember fuel gens using 100% packaged fuel before pipes were a thing πŸ˜„

versed violet
#

ouch

fierce ruin
#

Was interesting.
Extractors just pumped out oil barrels.

#

Dune Desert was WHITE sand back then too.

icy pumice
#

I get 120 Water/min as a by-product, and use all of it in the wet concrete recipe, slightly overclocked. I need 144 limestone/min so I also overclocked my miner to that. Still, for some reason , my limestone belt stucks for some reason

Had to less water in the production itself, so there was to less water as a by-product

thorn bane
#

am i missing something this is what people mean with VIP right?

earnest glen
#

yep seems so!

analog thorn
#

How many plate constructors and assemblers do I need to run an efficient, no waste, reinforced iron plate factory using the casted screws alternate recipe?

#

2.5 assemblers right?

calm gale
#

yea 2.5

#

2 at 100% and 1 at 50

analog thorn
#

And for plates?

#

I would need 75 plates per minute right?

calm gale
#

60

analog thorn
#

60?

calm gale
#

assuming ure going for 10

analog thorn
#

10 what?

calm gale
#

plates

analog thorn
#

10 plates for what? I'm not understanding

calm gale
#

wait for plates its 2 assemblers not 2.5

#

10 reinforced plates per min

analog thorn
#

I'm going to run 2.5 assemblers

calm gale
#

then ure making more then 10 reinforced plates

analog thorn
#

I'm talking about normal plates

calm gale
#

oh

#

without knowing if ure trying to make the reinforced plates per min or ure iron input idk

analog thorn
#

which use 30 iron plates each

#

so it would be 30 + 30 + 15, right?

calm gale
#

except using the cast screw alt throws a wrench in the data

#

its 60 iron plates and 120 screws for 10 reinforced plates per min

analog thorn
#

I have 150 screw production

calm gale
#

ure making 30 too many then lol

analog thorn
#

UGH

calm gale
#

if u do 60 iron plates and 30 rods ull get the 120 screws u need

analog thorn
#

Fine

calm gale
#

then all ud need is 120 iron per min

analog thorn
#

Which I can get

wise grove
#

By chance anyone knows how many factory ticks per second Satisfactory tries to achieve?

analog thorn
#

So now how many smelters do I need?

calm gale
#

4

thorn bane
#

should probably make a reddit post

earnest glen
#

Mmhh.. Yesterday i did some correction in my setup and finally all seems working πŸ’―β€¦ but on the long therm seems that is so efficient that buffers of alumina solution are getting full when they are just supposed to manage flow variation hehe

swift robin
#

tfw u think u got the pipes set up to consume recycled water first but the aluminum gets waterlocked anyway...

somber flower
#

can someone confirm that in game for Fuel Generator, while being overclocked to 250% consumes ~26/min of fuel, as simple maths gives result of 30

wind spade
somber flower
#

ok is there an answear to why? ^^ and now i know why i got so much spare fuel...

wind spade
#

because overclocking generators scales differently than overclocking normal buildings

somber flower
#

ok so i missed that info, Thx!

wind spade
#

it's basically [power produced at 100%] * [clock speed/100]^(1/1.3)

#

at 250%, it produces slightly over 202% of power

#

(while consuming slightly over 202% of fuel)

somber flower
#

yeah i noticed

wind spade
#

so overclocking doesn't give you any benefit except for saved space (and since space is pretty much infinite, I don't think it's worth to overclock gens)

somber flower
#

my old pc had differ opinion, but now i need to rework fuel farm so, will reconsider not-overclocking them

earnest glen
oblique hollow
#

You VIP'ed it, didnt you?

earnest glen
#

absolutely

#

there were some issues in the piping, now i've removed every valve and just throwing in tons of water. As said, is perfectly balanced now, so much that i'm producing more alumina solution than math tell me. Actually I believe this behaviour is explained by the fact i have no restriction in capacity, so if during a "tick" all machines are full, all the 180*8 alluminia solution goes to buffer

#

actually not all, as buffer is connected by a single pipe, but anyhow enough to be stored

oblique hollow
#

the buffer should always fluctuate and go up and down

fierce ruin
#

i have 3 generators with 187.5 target MW, so they should be producing producing 562.5 MW. but my production is 455MW

#

my capacity is 515MW

#

why is it not 562.5MW?

wind spade
fierce ruin
#

why is the overclock menu wrong??

versed violet
#

known issue, deal with it πŸ•ΆοΈ

wind spade
#

but generators don't scale with OC speed the same way as buildings do

fierce ruin
#

so only the coal gen OC menu is wrong? all the other OC menus are correct?

#

and why do people not recommend to OC coal gens?

wind spade
#

any power generator menu is wrong

#

and any power generator is not recommended to overclock

#

because they don't scale the same way, you lose the "nice" numbers per minute that you have at 100%, so you're left to do some weird math and lose some % of efficiency because you can't get the exact numbers due to OC being max 4 decimals.

#

250% OCed gen produces around 202% power, so it's 3 shards to save space of one gen

#

and since space is pretty much infinite, there's no reason to save space and it's better to save shards for miners

oblique hollow
#

OCing gens would require you to use lots of shards and math out odd numbers

fringe pawn
#

I would argue it's more about saving labor than space. But assuming a limited amount of shards, you're better off using them where you can get 250% instead of 200%~ for 3 shards.

frosty owl
#

100% agree on labor
One of the reasons I always OC generators is because I don't like to spend time on making them and I know I'll get the shards back when I'll dismantle it
The whole reason why I OC in that sense is to rush things, so I'm certain I'll be dismantling that stuff

wind spade
#

I wonder if building another gen and connecting it is so much harder than opening a gen, putting three shards in, setting it to a correct OC % and closing the gen. For me those look roughly the same, maybe the first one even a bit faster

fringe pawn
#

I set the first one, then do the rest with ctrl+v

#

Ctrl+v also works before you've even set the recipe, so that's nice.

wind spade
#

does Ctrl+V also insert shards?

fringe pawn
#

It does

wind spade
#

interesting. That indeed speeds up things a bit, but I still think it's not as much time save πŸ€”

#

especially if you include the time to get the shards in the calculation πŸ€”

fringe pawn
#

I even use ctrl+v when I'm not overclocking, I find it's faster than clicking on a recipe

frosty owl
frosty owl
#

HMFs for the first few fuel gens trickle in quite slow

wind spade
frosty owl
#

No, that's the OC case
You paste the clock after you made the generator

#

Instead of building another one

wind spade
wind spade
frosty owl
#

If you're considering OC, you ought to have the shards... Much like if you're considering building more gnes you ought to have the materials...
Note that when you reach a new generator tier, you usually have more shards aviable (from previous tiers) then items to actually build said generator

#

Again, the first fuel gens to make even more HMFs can be quite time consuming

wind spade
#

that's fair, on the other hand, usually you don't want to scale to 80 gens directly after coal so building 4 or 8 gens isn't so big difference anyway and I'd rather have nice numbers than save a few seconds on building πŸ€·β€β™‚οΈ personal preference I guess

quasi basin
#

I just finished my steel foundry with the output of 1080 ingots per minute (so 9 Mk2 belts or 4 Mk3 belts), but I don't really know in what proportions should I make beams and pipes to progress efficiently. Should the beam and pipe output be roughly the same or what ratio should i use?

wind spade
quasi basin
#

That's a way

bleak coral
#

I always say that bottom-up planning is a wild goose chase. There's no concrete end goal, they're all arbitrary. So without choosing a goal for yourself there's no way to "prepare" for future parts.

fierce ruin
#

when making something in the craftbench, how long is each hammer hit? some fraction of a second. For example if you need to make a stator and its 9 hits to craft it. is each hit around 1/9th a second? I assume each hammer hit is the same length of time for each item. I want to know what that length of time is, just curious

bleak coral
#

Not sure anyone has timed it, manual crafting gets irrelevant really fast so there's not much thought put into

formal blade
frosty owl
#

I think the wiki has hand-crafting times for items too thinking_helmet

formal blade
#

ah, you're right it does. I saw the hammer icon on recipes, but mousing over it gives the actual manual crafting rate too

fierce ruin
#

thank you

vapid gorge
#

So I was crunching a few numbers and it seemed that the generic aluminum recipes just uses insane amounts of silica? Did I make a mistake here?

thorn bane
#

ye its 1 quartz per 2 bauxite

formal blade
vapid gorge
#

I mean... I guess it would ONLY take about 1/3 of the quartz on the map to process all the bauxite with it...

#

if you use the base one that produces a bit of silica

formal blade
vapid gorge
#

Go big or go home.

vapid gorge
formal blade
#

The sulfur is kind of a turn off for me

vapid gorge
#

It's great if you don't plan for a large set up

#

It definitely has a place. Just not for me and not for you from the sounds XD

formal blade
#

I haven't tried it yet. As of now I only don't like it on paper

#

It definitely depends on your use case. In my current save most of my silica is devoted to silicon circuit board and silicon high-speed-connector.

#

are you going for a max build of something?

calm gale
#

im "making" 50 wood per min but idk how much biomass/biofuel it makes so is that better or worse then 450 coal per min for power?

formal blade
calm gale
#

frick was hoping someone would know how much biofuel i was capable of making

thorn bane
#

wood is 937.5MW coal is 2250MW

#

assuming you turn it into solid biofuel

calm gale
#

ik that but idk how to factor how much biofuel i get from 50 wood per min

#

yes solid

formal blade
#

ok, I see solid

thorn bane
#

50 wood -> 250 biomass -> 125 solid biofuel -> 31.25 generators

calm gale
#

ty

#

hmm 930mw vs 2300mw now i just need to figure water then i can maybe decide

thorn bane
#

its 125 solid biofuel -> 83 liquid biofuel -> 6.9 fuel generators for 1042MW

calm gale
#

idk how much water coal gens use so

#

so does any1 know how much water 1 coal gen needs?

thorn bane
#

45

calm gale
#

ok so coal gens are out cause its more then even a mk2 pipe can do

#

1350 water per min

thorn bane
#

TIL charcoal is better than biocoal
not that i would ever use them
but yeah 50 wood is 500 charcoal or 300 biocoal

calm gale
#

yea id probably pick charcoal but hmm

thorn bane
#

pls just get a coal node xd

calm gale
#

lol

formal blade
calm gale
#

true but ud get max 3 sets of 8 with 6 left over

#

unless i do the full 500 charcoal then id have a bit of coal left over with 32 coal gens

thorn bane
#

btw its 50 wood -> 500 charcoal -> 33 generators -> 2500MW

#

so thats actually the best way wow

formal blade
#

yeah too bad we can't automate wood haha

calm gale
#

33,3333 to be exact but duck overflow lol id stick to 32

#

lol yall technically can but not in vanilla

thorn bane
#

how is charcoal twice as good as liquid biofuel

calm gale
#

more

oblique hollow
#

because liquid biofuel takes so much energy to produce probably

calm gale
#

btw was debating on either beltfed bio burners or coal gens for power from my wood farms

calm gale
#

they are very fun mods

#

if ure in the modding discord lmk and ill link them for u

formal blade
#

nah it's all good, I am playing vanilla anyway

calm gale
#

lol

frosty owl
#

@calm gale Any chance I can interest you into "perfect ratios" setups? 😏
I call so the setups in which you mess with the clock to get good ratios so you can feed the next few machines with what you just built in small setups and scale them up
Eg: make a setup with smelters each feeding a constructor; constructors make plates and screws for 1/2 RIPs assembler.
Now you can repeat this a few times, add a rods section to the smelting-constructing area and you can try turn it into a modular frame setup...
Dunno if I explained it clearly, but TLDR: if you mess with clocks, you can avoid having to merge many lines and instead feed them directly to the next sage's machines

calm gale
#

i have 1 setup but idk how expandable it is

frosty owl
#

Screen it after you load in

formal blade
calm gale
#

@frosty owl ^

frosty owl
#

Yep, that's load balancing πŸ‘

calm gale
#

except idk how expandable they are

thorn bane
#

they are not
thats why manifolds are superior
πŸ™‚

calm gale
#

till someone shows me a manifold that doesnt backup wrongly idk

frosty owl
calm gale
#

only if none of the outputs bottleneck the rest

frosty owl
#

If there ever were to be too much of a bottleneck, the iron ingots would stop to go through (which they don't) ^^

#

Eg: so long as you merge a SLOWER belt with a faster one, the slower one won't back up. I used that in this case since the iron ore (manifolded) should flow at ~130/min Vs the less than 60/min ingots going through

#

And it behaves exactly as planned, manifold included

calm gale
#

hmm

humble ingot
#

I need to get 3/min from a 5/min line, how can i do this

#

I need it for modular frames

frosty pawn
#

if youre making 5/min modular frames it will take you 10 minutes to make a full stack

humble ingot
#

I will now start a caterium factory to get smart splitters

#

thx so much, you dont know how much this helps

#

now i got to worry about getting 12 rods/min

proven prawn
frosty pawn
#

storage container has 24 slots. if you send 2/min as overflow to storage, it will take 40 hours to fill up

#

alternatively you can put a storage container in between the machine that makes modular frames and the machine that takes them. if the machine that takes them fills up, the storage container will begin to stock up on the extras. this way you dont need to figure out how to split production so that the extras go to storage

proven prawn
frosty pawn
# proven prawn Good idea, though if you say need 5 machines supplied constantly with exact amou...

i never make load balancers. manifolds are far easier. they save a lot of time. i always start a manifold with a storage container and let the storage begin to fill up while i build the manifold. when i've finished building all the machines that will use those parts, i take everything out of the storage container and begin filling up the machines manually to kickstart the manifold. storage as a buffer will keep the production and consumption balanced enough that it's pretty much 100% efficient and the whole system has few parts. plus i don't need to worry about forgetting exactly what numbers i used to calculate all the splitting. if the storage ever gets filled up or empty, I know i did something wrong.

humble ingot
#

What is a normal coal power plant's coal intake?

frosty owl
frosty pawn
humble ingot
#

thx

frosty pawn
#

Coal burn time is four seconds, which means that a single Coal Generator consumes 15 Coal/min (60 seconds divide by 4 coal per minute)

frosty owl
thorn bane
#

PSA you can fill up storage containers with other items so they overflow sooner (if you dont want 1600 turbomotors for example)

thorn bane
frosty pawn
#

well my point was if youre making 5 and you only need 3, you wanna put that extra 2 somewhere until youre ready to use it

proven prawn
frosty owl
#

My point wanted to be there's no reason to go for balancing over manifolding other than personal preference
There are only very few small things one can do that the other can't

frosty pawn
#

yes, and people keep forgetting that every production machine as a built in buffer of 1 stack for each part that is really useful for managing the flow of parts around the factory

#

also splitters and mergers have a built in buffer of 8 individual parts that is not visible so it can cause confusion when trying to debug the flow of parts

proven prawn
thorn bane
#

having full belts of nuclear fuel rods is kinda radioactive though xD

proven prawn
frosty pawn
#

if youre making all your nuclear fuel in one location, then transporting it to a huge array of generators, it's the amount of distance along the belts that requires all this manual management of the flow of parts

thorn bane
#

i have 1 of my plants overflowing the other once are balanced and i actually have 0 radiation

#

as soon as the nuclear powerplants run out they get a new rod so there is actually 0 radiation not even 1 rod

proven prawn
thorn bane
#

no thats not how that works
it consumes the rod and the runs for 5min

#

while its running for that duration there is no radiation

proven prawn
#

Not to mention im making over 50 rods a minute, so I can only do so much to limit the radiation.

frosty pawn
#

1 manufacturer makes enough uranium fuel rods to feed 2 or 3 power plants depending on which recipe you use. putting the manufacturer next to the power plants that require it means you can use a single splitter for perfect distribution of fuel rods

proven prawn
#

Will doesn't matter for my setup because I rarely need to visit the plants.

thorn bane
#

its running but doesnt have a rod so 0 radiation

fringe pawn
#

looks at his thousands of spare fuel rods and shrugs

thorn bane
#

if you make 50 rods per min and have the 250 plants balanced instead of manifolded youre gonna have 0 radiation
its just a pain to load balance that

fringe pawn
#

Thankfully someone mentioned I should make my nuclear facility walkable while I was building it

frosty pawn
#

if you make 0.6 rods per minute and have 3 power plants, it's super easy to manage that, and then simply duplicate it as many times are you need

proven prawn
proven prawn
frosty owl
#

Also because that way it meant I could easily manage the rest of the rods for long range transport: get rods into a drone, arrive, series of 2/3 way SPLITS and done

calm gale
#

dumb question but will 1.32 million steel per min ever be needed?

thorn bane
#

wat

#

no i dont think 1700 full mk5 belts are required for anything

calm gale
#

hopefully cause with 500 coal per min and a modded steel recipe i could make 1.32 million steel per min

frosty owl
#

If your PC can handle it, that is

proven prawn
calm gale
#

Sushi i was only asking if its even needed

fringe pawn
#

Oof. I don't even want to imagine the price/performance on a 3090 super.

#

Unless they discontinue the regular 3090 and slot it into the same price bracket

frosty owl
calm gale
#

lol

#

btw i did something completely stupid and idk wat to use it for

#

i made a 930mw battery and idk wat to use it on

proven prawn
frosty owl
#

More of a CPU issue in this case, I think...
Can you even run the game on 2 processors? thinking_helmet

proven prawn
thorn bane
#

anyone know if theres a way to have a whole number of refineries for recycled rubber/plastic

frosty owl
#

Fiddling a lot with clock?

thorn bane
#

i dont want a 88.888888% refinery

#

cause rounding

frosty owl
#

If you make one at 88.8888 and the next at 88.8889 they actually balance out ^^

#

Anyway... I found it convenient to work with 720 rubber or plastic as output (not including residual rubber)
That makes for some overall clean numbers

thorn bane
#

hm but oil extractors are 300 or 600 not 240

frosty owl
#

If you double it you can split off 120 from a 600 pipe to avoid the full pipe issue and already have enough oil for one more half setup ^^

#

That was convenient to me, having 600*3 aviable

oblique hollow
#

build like 6 and then see how much fuel they need

thorn bane
#

wont that mess with the rubber to plastic ratio

oblique hollow
#

in what way? it just messes with how much output you get

#

just sink anything you dont need then

thorn bane
#

i kinda want it to run 100% efficient xD

oblique hollow
#

well then you better consume as much plastic and rubber as they produce

thorn bane
#

last time i did it with odd numbers and it was a nightmare having to count how many rubber/plastic i need per input

oblique hollow
#

theres no point in setting up recycled if you arent even going to use it

formal blade
#

run a diluted fuel blender @ 90%, that's 90m3 fuel/min, exactly enough for 3 recycled plastic or 3 recycled rubber

thorn bane
#

i think if you use 100% of it though and dont have the right amount of refineries your gonna end up having too much plastic result in less rubber or vice versa

frosty owl
oblique hollow
#

so the ratio between refineries is 1 to 1: 1 reccled rubber per 1 recycled plastic

thorn bane
#

no you remerge the overflow with the output line

#

that way you dont waste any

oblique hollow
#

idc what you do. just use it

#

if you dont use that much plastic or rubber, then there is no point in setting them both up

thorn bane
#

my last design:

oblique hollow
#

oh residual is a different story. theres no way to avoid decimals when you merge it like that

#

i did the math

thorn bane
#

oh rip

frosty owl
# thorn bane my last design:

I say: do you really need to use the residual rubber to kickstart the loop?
Because that's what Fs up the numbers badly πŸ™„

oblique hollow
#

you add the rubber afterwards so you dont mess with the ratio

thorn bane
#

ooooh i just got what you meant

oblique hollow
#

so first recycled, then merge the residual rubber with the output

#

thats much more linear

#

recycled is usually isolated so they only feed each other

formal blade
#

to add to my previous: 2 diluted fuel blender @ 90%, one feeding 3 recycled plastic, one feeding 3 recycled rubber, that's 180 of ea of output, split the output to feed the input of the other (30+30+30), sink overflow, duplicate the setup depending on how much you need

#

sometimes I'll bootstrap with some residual, but I rip it out after there's material circulating in there

oblique hollow
#

i made a spreadsheet calc for doing recycled setups with extra input in the form of residual rubber. it always leads to a skewed ratio of rubber to plastic refineries and many decimals

#

so there is no real point in that complexity

#

you dont gain that much from it

frosty owl
frosty owl
#

Though now that I think of it...
Oh God, I should stay away from 1:1 fluid feeds and manifold them all of I want perfect efficiency because... Load bug tired_jace tired_jace tired_jace tired_jace

#

Damn, that's a lot of work...

#

Wow, I'm just considering how many pipes I could save not caring about the load bug and just doing 1:1 feeds wherever possible... That's such an undertaking tired_jace
Please fix the load bug in U5 CS... Please πŸ™

formal blade
#

I forget the details of the load bug. fluid loss when you load the game?

oblique hollow
#

yes. 5mΒ³ from any pipe connected to a machine port

#

so if you have 100 fuel gens, you magically lose 500 mΒ³

#

(actually more since the refineries that make the fuel also count)

formal blade
#

ah, I never noticed much, but I had fluid storage

#

wait, I noticed some odd behavior in my coal gens though

frosty owl
#

So a refinery feeding HOR to another will eventually start the game with no HOR to send making the next machine starve for a while :/

formal blade
#

water seemed to go missing, so I just slight OC a couple extractors

oblique hollow
#

its very noticable in setups that have closed loops.

#

like some aluminum setups

thorn bane
#

that looks like decent numbers

frosty owl
#

I prefer the 540-fuel version (or anyone that stays below 600) to stay away from max capacity, but those are indeed some nice numbers...
Crazy how clean it gets as soon as you take the residual rubber out of the picture, huh? jacelul

oblique hollow
#

using residual in theory increases total yield, but also makes everything a lot uglier

#

so its not worth it in that regard if you ask me

frosty owl
#

You can always just merge it to the output, so why bother

thorn bane
formal blade
#

one time I tried to balance it between residual rubber and residual plastic, but then I decided it wasn't clean enough cause the resin consumption per minute doesn't match between those two receipes

thorn bane
#

you always use residual rubber right?

formal blade
#

so, I use it for bootstrap at best, then I rip it out

#

I use residual rubber temporarily to bootstrap the system, then I pull it out after recycled rubber is up and running

oblique hollow
#

residual rubber has the highest material yield per resin

#

residual plastic (the recipe used in the teaser today) is kinda ass

formal blade
#

yeah I wish they just had the same resin consumption

#

I guess I could convert the resin to fabric instead of sinking it

#

I really don't care to have residual rubber in the loop after it's up and running, it just looks uglier

#

to be fair my whole oil setup at the time was ugly lol

frosty owl
#

Too bad I need all the rubber I can, else I'd gladly turn all the resin in fabric just to rule it out of the equation

thorn bane
#

thats with residual rubber

#

i think i like those numbers

#

having 720 oil does indeed give nice numbers

#

if i go with 600 oil i always get 1 refinery at 1/3 for some reason

frosty owl
frosty owl
#

@wind spade On a more technical note...
Do you think this could a a good way to judge "how bad" the tick loss in a certain save&system is?
Merge 2 different items on one belt (eg: 2 MK3 in a mk5 belt), making sure they never stop
Split the belt
Check if the 2 pure belts coming out of the split change item kind over time (when there's a tick loss at the wrong time, they might)
Lower tier or higher tier belts could be used to fine-tune how impactful the tick losses are

#

The splitter should be a normal one

gloomy palm
#

@oblique hollow

oblique hollow
#

i mean it doesnt work so.....

gloomy palm
#

a e s t h e t i c

oblique hollow
#

the refinery will ignore them anyway

#

and just smoke down there

gloomy palm
#

shh

oblique hollow
#

imo its worse if the smoke clips through the pipe

gloomy palm
#

refinery makes steam anyway

oblique hollow
#

i always leave air gaps for my refinery chimneys

gloomy palm
#

no not that kind of steam steam

oblique hollow
#

epic steam

gloomy palm
#

xD

#

so anyway, fun fact you can place pipe support on chimneys

#

and there you have it

oblique hollow
#

i always leave roof gaps

gloomy palm
#

ah

oblique hollow
#

can also be incorperated into the design: the zigzag roof parts are where the refinery chimneys are

gloomy palm
#

ahhah

#

looks like for coal this is borked, the hitbox is too high to allow a pipe support to attach to the chimney 😦

#

and of course the smoke just comes out the side lel

frosty owl
gloomy palm
#

o

gloomy palm
#

could move all the smoke and stuff outside if the machines are indoors

fierce ruin
#

Also it looks beautiful and very fancy

oblique hollow
#

not even

#

its just oil

#

i make fuel and plastic and rubber in there

fierce ruin
#

I found crude oil a while back but went past if because I’m only at coal/quartz

#

That looks amazing

oblique hollow
#

thank you

fierce ruin
#

I look at my setup and it looks like you’re in another game lol

oblique hollow
#

its actually a relatively small setup

fierce ruin
#

Really?

oblique hollow
#

i make like.... 120 fuel?

fierce ruin
#

Dang

oblique hollow
#

from 4 diluted packaged fuel refineries

fierce ruin
#

You got any free time? I’m looking to learn about power and would be happy to show u my factory setup

#

I’m at the coal stage

oblique hollow
#

eh, sure, dm me

#

or post here if you dont mind

fierce ruin
#

If not np I’m thinking inviting to my game if you want

oblique hollow
#

up to you

brave quiver
#

does anybody know why last generators are not getting enough water to run?
I have 8 generators consuming 45 m3/min connected to 4 water pump extracting 120 m3/min each. I'm supposes to be +120 m3/min but last generators almost doesn't receive water

bleak coral
#

well I see you mixed pipe types, so I'd go through and make sure there's not a mk1 where you need a mk2

brave quiver
#

I will replace all of them for mk2 and try!

bleak coral
#

be extra vigilant around the junctions, they like to hide itty-bitty sections of pipe

boreal quiver
#

do the bits that say 9.50x constructor and such mean 9.5 constructors? and if so would i just underclock one to 50%

shrewd matrix
#

yes or over clock one to 150%

boreal wyvern
#

Or run 10 constructors at 95%

fierce ruin
boreal quiver
#

cheers

#

if u look in pinned there are tools for planning

thorn bane
lean breach
#

schmutziger fetter Junge

wind spade
toxic compass
#

and you don't want that translation

oblique hollow
#

ugh

smoky bison
#

Question:
Iv got 6 belts of copper ingots (mk5) that add up to 5 fully utalized mk5 belts, I'm being a small brain on how to balance these into 5 belts?
πŸ‘‰ πŸ‘ˆ

thorn bane
#

easiest wait if you dont want to think about it is probably

#

but having full 780 belts is kinda a bad idea because of lag
id probably just keep the 6 belts

torpid robin
#

I’d agree keep with the 6 belts just to make sure you won’t lose any throughput

#

The more mk5 belts that aren’t full the better pretty much

frosty pawn
# brave quiver does anybody know why last generators are not getting enough water to run? I ha...

you have upward sloped pipes going into each generator from the main pipe. this is bad. each generator has to wait for its connected pipe to fill up before it can take any water out because the water settles at the bottom of the pipe and with all of the other generators' pipes also going up, there will be a lot of sloshing water.
i very much recommend rearranging the pipes so that the main pipe is above the splitters and the connecting pipes slope down into the generators. this way when water comes in from the water extractors, the first generator will have to fill up before water can proceed to the next one.
also, just a bonus, with the pipes on top you can see the flow indicators better.

frosty owl
gloomy palm
urban roost
thorn bane
#

logistics

urban roost
#

Can you elaborate on that? Like lag between the usage at the destination and the belt being filled up?

thorn bane
#

afaik mk5 belts have less throughput than 780 but others can probably tell you more

torpid robin
#

Each segment loses throughput

#

So I guess having a 780 is fine for like 1 segment lol

#

The more the worse is i@ guessing worse

wind spade
#

yeah, though the loss is on max throughput, so you should be fine using mk5s with like 730-740 ipm

#

there's pretty much no reason to max belts in this game anyway (unless you already have a maxed belt)

torpid robin
#

Exactly

#

Unless out of a miner

#

And I guess just make it one segment and you’d be fine . Get it into train or split it ASAP

proper scarab
#

So I’m having trouble wrapping my head around aluminum productions extra water. I’m using the sloppy aluminum recipe so I don’t have to deal with silica. And I have 5 refineries that need 200 water each. The 5 refineries they plug into produce 120 water. So 80 times 5 is 400. So I reduced my 1000 water input down to 400 from my water extractors and I still have a water bottle neck were so constantly have to flush my whole system to keep the aluminum flowing. I’ve even reduced my coming from the extractors down to 225. And I still have to flush my pipes to keep aluminum going. What’s going on here?

minor thunder
#

it's possible that the output water is backing up, and the build is in fact underperforming slightly, which just ends up making it worse. You could probably fix it with some valves that prevent the water from flowing back into the output.

#

Basically, you need to make sure that the water you add to the system flows only to the inputs, not to the outputs.

torpid robin
#

do this to allow the extractors to top up whats needed

#

you need to give your refineries prioity for the water output. as above said. the water is backing up

proper scarab
#

I have valves after each output to make sure it doesn’t back flow

swift robin
#

i think you only need one right before the junction where recycled water and fresh water meet

proper scarab
#

I just don’t know where the extra water is coming from. 120 *5 is 600 water. I need 1000 water for my first 5 refineries. So I down my water extractor I put from 1000 to 400. Ans then recently down to 225. And I still have a water back up.

#

I feel like I should have a water deficient but I’m still making so much it’s backing up. I don’t have any of the refineries overclocked. Just odd

swift robin
#

idk what to tell ya

#

i tried to prioritize my aluminum setup with the VIP pipe idea above before but it didnt work for some reason

#

so i ended up piping the recycled water past the fresh water input into the manifold for the solppy alumina refineries so that the recycled gets injected into the line after the fresh has been consumed and that started working lol

minor thunder
#

It's not that there is "extra" water, it's just that if even for a split second, your build stops, the inflow of water doesn't stop, so it'll grow unbalanced over time if either the inputs are ever not fully saturated or the outputs are ever blocked.

#

One thing you could try is to have 400 water feed into 2 refineries, and then the water output of all refineries goes into the other 3 refineries.

#

Not sure if it's totally impossible for that to back up though. You might still need a pump leading out of the 3 indirectly supplied refineries just to make sure the outputs never run full.

fierce ruin
#

2 coal miners set to 2 overclock each (200%), mk. 2 belts leading to 16 coal power generators with 6 water collectors powers 1200MW. The ratio for water collector to coal power generator seems to be 3/8. A friend helped me with that and it’s been tremendous help.

#

Learned this today while playing and figured I’d share it as it has helped my noob self learn to manage. We building up slowly but we’re doing nonetheless.

analog thorn
#

How many iron mines do I need to make efficient rotors?

bleak coral
#

that's not relevant, you just scale your setup to whatever the input for your ore is
also nodes have purities which changes their parts per minute, so you can't do ratios for miners cause that changes

proper scarab
molten whale
#

which takes less uranium? encased plutonium cell or instant plutonium cell

thorn bane
#

!wikisearch Encased Plutonium Cell

shadow prairieBOT
thorn bane
#

instant recipe uses less uranium

molten whale
#

thanks i kept on getting diffrent results

analog thorn
#

How do I balance 3 water gens for 8 coal factories?

solid portal
#

first one is generally easiest

tropic hawk
#

by rate of ease to setup, 1 is easiest, 3 is mid, 2 is hard

lament jolt
#

So recently I decided to set up a massive building to collect every raw solid resource on the map. I've built one station so far, 12 freight cars each with a mix of dedicated miners. Any advantage to using multiple trains in one direction versus a back to back train? I typically set up a train to act like a ferry, only going on a fixed route with each end facing the 2 stations. My raw ore storage site will house every resource (except uranium) the game has. I think it will exceed 2000 ISCs worth of ore when full. Mk5 belts, and all miners Mk3, sharded to either 780 or 600 or 300 for the impure. I know its a lot of work, and maybe not efficient...

tropic hawk
#

Point 1: Central locations are not very efficent for raw resource handling
Point 2: For trains, multiple trains on a single loop is best to get a high throughput, just don't do anything weird with the trains that causes them to overlap, and don't use a push-pull system

lament jolt
#

I was planning on having like 3 to 4 trains per biome, each with stations in line, but not connected except for the track between them. In the past I've messed with using spacers to keep stations neat, and my trains got weird

#

Oh, there will be dedicated factories for all the tier 1-4 stuff, with trains or drones ferrying everything out to the separate factories

tropic hawk
#

I would reccomend looking up the wiki for trains so you can do the math for the item throughput of each train so you know how many you need per line.

rich cipher
#

Can I ask a math question that’s not satisfactory related?

rich cipher
#

I need to find the base of this isosceles triangle and can't figure out how to word it so that google understands me....

fierce ruin
#

Don't google it

#

Symbolab has a geometry calculator

magic sparrow
rich cipher
#

Top angle is 2.5 degrees. Height is 3mi

wind spade
#

ah

#

would be better if you'd use the degree symbol then πŸ™‚

#

Β°

rich cipher
#

My b

thorn bane
#

sorry but how is that angle in that picture 2.5Β°

wind spade
#

if you'd draw a real 2.5Β° angle, then you wouldn't see a triangle, just a line that gets thicker

thorn bane
#

ye exactly

wind spade
#

still, the solution is in the image I sent πŸ€·β€β™‚οΈ

tropic hawk
oblique hollow
#

General math would be then:
Base = 2 * cos (alpha/2) * 3 mi

tropic hawk
#

and is the 2.5 deg angle for the two rights, or for the iso?

thorn bane
#

idk i just assumed theres no way they mean 2.5Β°

rich cipher
#

Yes lol. I just made the triangle in paint cause I couldn’t put it in words

#

2.5 for the whole triangle. I have a wireless antenna that is going to be broadcasting a wireless signal with a beam width of 2.5Β° and I need to know how wide that wireless signal would be after it has traveled for 3 miles

thorn bane
rich cipher
#

So really it’s actually a cone that we’re finding the base of. But I feel like the triangle works for this as well when I can just translate base of the triangle into diameter of the cone

oblique hollow
rich cipher
#

The first one @oblique hollow

oblique hollow
#

Right

oblique hollow
#

Also... Wait... No.
Tan, not arctan

#

Base/2 = opposite, 3.5 mi = adjacent

#

Cos or Tan should work then

#

..... Or better just Tan

rich cipher
#

I honestly did not ever take trigonometry in high school. So I’m glad y’all can help me out

tropic hawk
#

its geometry, not trig

oblique hollow
#

.... Yeah it should be Tan.
Base = 6* Tan(1.25)

thorn bane
#

"Trigonometry (...) is a branch of mathematics that studies relationships between side lengths and angles of triangles. "

oblique hollow
#

Its Trigonometry. Which is a part of geometry

thorn bane
torpid robin
#

the closest i got to this is school is 3,4,5 . or well Pythagorean theorem . and i only use it to make sure my set out is square when building πŸ˜‚

#

wait is 3,4,5 that. shit idunno its too late for this lol

rich cipher
#

translating all of this the diameter of the base of the cone im finding is 691.2576 feet. thanks @wind spade for an easy to read answer. What site is that?

molten whale
#

does anyone know the most nuclear pasta possible it would be funny to have a lot

wind spade
rich cipher
#

Thanks

thorn bane
#

@humble ingot if you underclock 4 coal generators to 100*((6.25)/(7.143))^(1.3) ~ 84% you can feed them with 1 compacted coal assembler

fierce ruin
#

I'm trying to start to use satisfactory tool, but I'm finding it a little bit confusing, which of the pinned planners do you guys recommend?

thorn bane
fierce ruin
thorn bane
#

xD
i dont realy use the input tab i mostly use it for either the whole map or certain factories from basic parts

fierce ruin
thorn bane
#

thats just the symbol the factories are different

fierce ruin
#

oh, nice

wind spade
#

you can change the icon if you want πŸ˜‰

#

it's done to easily distinguish between your tabs. When you hover over the tab, the name of the tab is shown (which you also can change)

thorn bane
fierce ruin
#

currently I'm with a non modular factory building rotor, rip and smart plating, but it's getting confusing af and I can't expand it without breaking my mind. I think I'll rebuild it and try modularizing stuff

wind spade
thorn bane
fierce ruin
thorn bane
#

nah thats like the factory

#

that was a new save with the goal to complete the space elevator

fierce ruin
#

then you modularized that?

thorn bane
wind spade
thorn bane
#

didnt turn out 100% like the planner but mostly

wind spade
#

estimate of the work remaining on the tool is still like 1 month at least though

#

but I'm trying really hard to finish it asap

thorn bane
#

nice its an awesome tool πŸ™‚

wind spade
#

there'll be some beta-testing phase as soon as it's usable

wind spade
bleak coral
#

That's the formula for converting production rate to clock speed, and it is indeed correct

wind spade
bleak coral
#

it's the inverse function of the one that uses ^(1.3), that one takes clock speed and gives production rate

wind spade
bleak coral
#

sorry typo, I meant the one that uses ^(1/1.3) not ^(1.3)

wind spade
#

they put the formula into a clock speed field, meaning it should be a formula that produces clock speed, right?

bleak coral
#

no, the formulas just look similar, this is the one they used

wind spade
bleak coral
#

just instead of operation rate/100 they used the ppm desired/ppm at 100% to get the operation rate in decimals

bleak coral
#

so this part gets the actual production rate in decimals right?

#

so the production rate in percentages from clock speed would be:

production rate = 100 x (clock speed/100)^(1/1.3)
#

and you can just solve for production rate to be able to do the opposite

signal nimbus
#

I keep telling myself that the solid steel ingot is guranteed to be in the first 18 hard drives (current progression/research) and I'm over halfway there... but every time I get the list and it has pure iron ingot on there, I get a bit annoyed.

fierce ruin
signal nimbus
#

nods

bleak coral
#

general pass done for checking for if machines are unlocked is needed

#

the alloy recipes have the same issue

#

along with anything that moves something from a less complicated machine to a more complicated one, though that's usually constructors to assemblers so it's not as noticeable

fierce ruin
#

Do you get alloy ones before the Foundry? I never noticed.

signal nimbus
#

Yeah, I noticed. At least those aren't horribly out of place, though. It's not that long between Tier 1 and Tier 3, but Tier 3 and Tier 5 are a ways apart.

bleak coral
#

nothing checks to make sure you have the machine for it, just that you have the parts unlocked

fierce ruin
#

Oof

signal nimbus
#

But not even all the parts... refinery recipes start at Tier 3, but you have (say for Pure Copper Ingot) copper ingots unlocked at the start.

#

...oh my gosh... fine concrete, wet concrete, and a black powder recipe. Haven't even researched black powder yet.

fierce ruin
#

if i have 4 smelters making 30 iron eahc per minute i get 120 iron per minute and i use mk2 converyer belt which moes 120 item /min but it gets clogged up wat i do no

signal nimbus
#

Did you overclock?

bleak coral
#

like they typed 3 instead of 5 somewhere

signal nimbus
#

If that's how they did it, they did it for the alloys too.

bleak coral
#

at least according to the wiki, the alloys don't even check for anything, they're just there from the beginning

signal nimbus
#

That's why I'm thinking they don't do those checks at all. Except... maybe research for a couple of them?

bleak coral
#

πŸ€·β€β™‚οΈ

#

There's definitely milestone and MAM checks, they just don't all make sense and/or aren't comprehensive enough

signal nimbus
#

True.

bleak coral
#

speaking of which, can you double check if supercomputers are unlocked with T7 milestone aeronautical engineering?

#

need to fix something on the wiki, but want to be sure

#

and am away from my gaming computer

signal nimbus
#

Yep.

#

Specifically that one and not Aeronautical Engineering 2 if that makes a difference?

bleak coral
#

it does, thank you very much!

signal nimbus
#

Np!

bleak coral
#

wait what's aeronautical engineering 2?

signal nimbus
#

Screenshots.

bleak coral
#

oh I don't think that's actually in game

signal nimbus
#

Nope, but... I have no idea if it's a separate coded thing and that makes a difference.

bleak coral
#

I think my favorite I've found mismatched prerequisites is the Electric Motor alt

#

cause it needs control rods, but you can get it if you have aeronautical engineering for some reason

#

which it doesn't need anything from that milestone

fierce ruin
#

Electric Turbo I can get behind.
Electric Motor I just.. can't.

bleak coral
#

I'll be honest I didn't even know it existed until today

#

or I forgot about it

fierce ruin
#

Rigour just better imo.

#

Β―\_(ツ)_/Β―

bleak coral
#

related what's with elecotromagnetic connection rod? it's faster but it switches AI limiters for HSCs, which are way more complicated and power hungry

fierce ruin
#

Not sure if they think that in depth when making the recipe? Like how else would you make an electric motor alt?