#math-and-meta

1 messages Β· Page 570 of 1

wind spade
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That's why you build production based on logistics, not logistics based on production. Or at least take logistics into account when building production πŸ˜‰

rapid herald
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Underclocking is so O.P. Overclock Miners/Extractors and Underclock everything else. I've power for days!

river night
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its just so annoying to build so many more machines

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rather make one more powerplant, personally πŸ˜„

fringe pawn
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The building count on underclocked pure ingot facilities and recycling loops... shudders

rapid herald
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SMART mod did make Underclocking so much easier. Hope they update it once Experimental goes Early Access.

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Want to Underclock, 81 Manufactures @ 11.344%? SMART Mod'll fix you right up auto connecting all four x81 inputs and the 81 outputs in less than 5 minutes.

wind spade
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Too op for my taste

frosty owl
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With copy-paste for recipes and Zoop I'm probably not gonna go back to smart...

thorn bane
old scaffold
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I think you misread that. He’s saying that with the mod you can mass underclock a ton of machines (lower speed and power consumption) instead of doing it one by one manually

molten whale
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how can this consumption exceed max consumption

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also is there any issues with mk1 pipes im trying to fufill 8.333 fuel generators with regular fuel but even thoguh my refineries are at 100% only half of the generators are running

molten whale
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sorry i thought i was a maths problem

thorn bane
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if i have 40 nuclear plants getting supplied by 13x 3 rods/5min and 1x 3 rods/15min
and the plants are balanced how will the input buffer look like?
i feel like it should be empty expect for 1 that has an extra rod but that 1 is not always the same reactor but im not sure

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or will all of them eventually have 1 extra?

rapid herald
# thorn bane so your saying a mod is making you use 30% of the power that seems balanced and ...

SMART mod does make it easy to build crazy size arrays of machines. But even without it, underclocking is crazy good.

For example: My "Plan" has me making 2 Crystal Oscillators a minute. Which is 2 Manufactures at 100% power totaling 110 MW. But if I instead build and feed 9 Manufactures underclocked all @ 22.222%, I'd only need 45 MW to run all 9. If I did 18 @ 11.111% I'd drop to just 28.8 MW.

thorn bane
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so youre saving 81.2 MW
thats 1 coal generator
i think its faster to build 1 coal generator than to build 7 manufacturs (if you dont have smart mod)
thats kinda my point without smart its never worth to underclock in my opinion
so smart mod just changes the balancing in that aspect since CSS balanced their game specifically around not having that

ashen girder
thorn bane
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sure

ashen girder
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Maybe +1 machine. πŸ€·β€β™‚οΈ

fierce ruin
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So here's my question on that:
If something needs 13.5 machines, it is less MW to do 13 machines at 100% and 1 at 50%, or do 8 machine at 96% and 6 at 97%?

You're building 14 either way so does one save you MW over the other?

fierce ruin
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πŸ‘ been doing that. Just confirming.

ashen girder
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It's ultimately a miniscule difference, though. πŸ˜‚

thorn bane
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why not just leave it at 100%?

fierce ruin
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That 0.5 MW though...

ashen girder
fierce ruin
ashen girder
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This is assuming a 4MW building.

thorn bane
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all at 100%

ashen girder
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Here it is with assemblers.

fierce ruin
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Ew.
Fuck that.
Yellow lights are....
Actually would rather vomit in my mouth every time I coughed than intentionally have a yellow light.

ashen girder
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And refineries.. πŸ˜‚

thorn bane
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so its just the yellow lights?

fierce ruin
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Yes.

thorn bane
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ah ok

fierce ruin
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Efficiency First.

ashen girder
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Manufacturers..

fierce ruin
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Yellow = Efficiency Loss.

fierce ruin
ashen girder
fierce ruin
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πŸ˜‚

ashen girder
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I can do blenders if you like?

fierce ruin
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I didn't care for the actual numbers.
Just the yes/no to my question.

So you posting numbers is all about making YOU feel better. πŸ™ƒπŸ˜‰

ashen girder
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Those numbers weren't even for you though.

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Those were for @thorn bane who asked what the point was.

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Although, those aren't actually the most correct numbers.. since they won't be running 100%, but you're still spending more MJ producing output.

thorn bane
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i mean underclocking those is less benefit than building multiple machines
and as ive stated before doing that is stupid imo

ashen girder
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Well, the point here is you've got enough machines. You can just underclock them in place to get better numbers.

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You need 13.5. You have 14.

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Do you run all 14 at 100%? 13 at 100% and 1 at 50%? Or 96.5ish%?

thorn bane
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still not worth the time imo

ashen girder
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To.. literally adjust the clock speed on one machine? Seriously?

thorn bane
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yep

ashen girder
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More power to you.

fierce ruin
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If I'm building the same number of machines it isn't about severity of benefit.
If I take 90-120s to fiddle with clocks and it is a benefit then worth.
πŸ€·β€β™‚οΈ

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Building more just to underclock all even further is a bit much though, so I agree there.

ashen girder
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I think we all largely agree there.

thorn bane
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i just think any time invested underclocking any building is never worth compared to making more power

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even if its just 2s adjusting the slider

ashen girder
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It takes you 2s to slide the bar? πŸ˜›

thorn bane
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probably more since most of the time you have to remember what to downclock to

fierce ruin
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You're really going to hate how often I save 5 MW when I already have GW to spare then....

ashen girder
thorn bane
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i mean sure if its for your ocd like yellow lights thats fine by me
i just chose not to because imo its not time efficient

ashen girder
fierce ruin
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Yeah, for me it is 100% about removing all yellow lights from existence.

ashen girder
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"Oh. My plan says 13.5. So this last one's 50%."

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Or, do what I do: let it stabliize then go to the last one, check its efficiency, and set its clockspeed to that. πŸ˜‚

fierce ruin
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(Which the funny part is, if you slot a power shard then UNDERclock the light is still blue πŸ˜‚)

ashen girder
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Also, I actually don't underclock either. I just disagree that it's wasteful to underclock one machine when you don't need the full output.

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But I like having backed up lines so I can just grab stacks of whatever whenever I want.

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(I also love geothermals. I like my power graph looking a little crazy.)

thorn bane
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im not saying its bad i just dont bother

ashen girder
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I mean. You are saying its bad though. πŸ˜›

thorn bane
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ok so if the last machine is only running at 50% it will also only use 50% of the power right?

fierce ruin
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All of my builds are pre-planned on my notepad so I build each machine and set its clock when setting it up anyway.
So for the 8x96, 6x97 example, those are set once then copy/pasted to the future machines @thorn bane
It's not like I build them all then go back and hop to each machine.

ashen girder
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Less than, actually.

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About 32% of the power.

thorn bane
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no bad time efficiency wise
the actual thing is good, just not worth my time

ashen girder
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Yeah, I get that. πŸ˜‚

thorn bane
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nono i mean actually only runnin half the time

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i guess half is 0.1 idle aswell

ashen girder
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Oh, even then, it's using 50% instead of 32%.

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50%+idle power.

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Instead of 32% continuous.

fierce ruin
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It saves you more to set it at 50 than to let it turn off half the time.

thorn bane
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so the power savings depends on the individual underclock percentage?

ashen girder
thorn bane
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eh

fierce ruin
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That's part of why I hate yellow lights so much.

ashen girder
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Hence Sev's original question.

thorn bane
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its different to compare it to a 100% machine and a machine running 50% of the time though

ashen girder
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Sure, but that's not what he and I were comparing.

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And I mentioned that my comparisons didn't account for that, because I already knew that it's strictly better to underclock n terms of power efficiency.

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<@&387163995947270144> πŸ‘† It was some cyrllic gibberish. πŸ˜‚ Looked like spam.

fierce ruin
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We're talking about the 0.5 from the 13.5 though.

Setting it at 100 and having it idle 50% of the time is more power drawn than just setting it to 50%.

thorn bane
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im just curious by how much

ashen girder
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Also, it's more like 32.9%. So call it a third. πŸ˜‚

fierce ruin
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12.3 MJ vs. 7.89 MJ for every 6s cycle.

ashen girder
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Lookit you coming in swinging with the joules.

thorn bane
ashen girder
thorn bane
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so no oc to 1 at 50% is 1% power and 1 at 50% to 14 at 93... is 1% power

ashen girder
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Assuming you never learned how to round, at least. πŸ˜‚

ashen girder
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Neither 53.3 nor 52.8 rounds to 54. πŸ˜›

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Oh, you're ignoring the idle power.

thorn bane
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ye

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well it would be 54.05 so who cares

ashen girder
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I wasn't even sure where 54 was coming from, so.. πŸ˜›

thorn bane
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but ye seems like no UC to 1 machine UC is roughly like 1 machine UC to all UC

ashen girder
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Here you go, manufacturers with 50% and no idle time.

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12x100% + 1x150% on the top.

hollow meteor
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you have to set what a machine produces. I have my clocking numbers figured out ahead of time, set one and copy paste. pretty easy to balance all at the same clock speed and it doesn't really take any more time to setup

thorn bane
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all my machines in my games are at 100%
actually miners at 2.5 but you get the point

ashen girder
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If you think about it, it can add up to pretty significant power savings over a single factory.

thorn bane
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well im sure its under 1 nuclear plant so i really dont care xD

ashen girder
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Sure, it's only 2 MW when you're looking at 14 smelters. πŸ˜‚

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Yeah, that's fair.

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Like I said, I don't do it either, but there's absolutely good reasons to.

fierce ruin
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Could do the comparison on Outpost 1 if you wanted a more tangible example.

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See how many MW are saved across 135 HMFs/min.

thorn bane
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sure

fierce ruin
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@ashen girder πŸ‘

ashen girder
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<_< ?

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Can't tell if I'm being asked to do something or being told something's gonna be done. πŸ˜‚

fierce ruin
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Being told to do something. Best of both options.

😏😏😏😏😏😏😏😏😏😏😏

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πŸ˜‚

ashen girder
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I don't even know what I'm being told to do tho.

iron prairie
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I think I've finally come up with a decent way of dealing with coal being 1:1 with iron for solid steel except for that little bit you need for gunpowder and gas filters.

Assuming use of T3 miners, take a pure iron and a pure coal node. Split off 60 coal for filters and gunpowder, leaving 720 coal for steel.

Then, run 8x pure iron refineries (280 ore -> 520 ingots) and smelt the leftover 500 ore, providing 1020 total ingots. Split off 720 for the steel, and you have 300 ingots left. You can then either match that with an impure coal node, use it for iron wire, basically whatever you want.

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Or, to think of it another way, by mixing in 8 pure iron refineries with your smelters, you can match a pure iron node with 1x pure and 1x impure coal nodes to get 1530 steel ingots and 60 spare coal for miscellaneous items.

ashen girder
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Coke steel? πŸ‘€

fierce ruin
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Love me some coke.

jaunty smelt
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anyone know best setup to get the most plastic and rubber ?

wind spade
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alt HOR + residual rubber + diluted fuel + recycled plastic + recycled rubber

jaunty smelt
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ok thank i look at that

deft lichen
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how much oil do you have available?

jaunty smelt
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1800

deft lichen
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this setup produces the most plastic and rubber, but is way more complex compared to the default recipe

jaunty smelt
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@deft lichen thank you i will have a look on there

versed mango
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Hello, not sure if this is the right channel, but I'm looking for a machine readable source of the recipe definitions of Satisfactory Recipes. I found the /CommunityResources/Docs/Docs.json file and looked into it, but it feels like the recipes are very strangely defined. Is there a logic or "language" behind such an example?

"mIngredients": "((ItemClass=BlueprintGeneratedClass'\"/Game/FactoryGame/Resource/Parts/IronRod/Desc_IronRod.Desc_IronRod_C\"',Amount=1),(ItemClass=BlueprintGeneratedClass'\"/Game/FactoryGame/Resource/Parts/IronPlate/Desc_IronPlate.Desc_IronPlate_C\"',Amount=1),(ItemClass=BlueprintGeneratedClass'\"/Game/FactoryGame/Resource/Parts/Cement/Desc_Cement.Desc_Cement_C\"',Amount=1))",
river night
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the costs are in unreal ini syntax, its just what it is, its not exactly hard to figure out that the conveyor pole (which I presume your example is) costs 1 rod, 1 plate and 1 concrete

versed mango
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yeah. the xample was conveyor pole

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hm ok. so i would have to figure out a way to parse this with the programming language i want to use

sullen cloud
river night
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as long as you can match opening and closing braces and pair up stuff like that, it should be relatively easy to parse. But yes it'll require some manual work, since its not an otherwise common format

versed mango
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well the language would be PHP so i guess this will be some creative regex

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I oculd try some native PHP ini parsing functions but i doubt they would work for these strings

versed mango
deft lichen
frosty owl
oblique hollow
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This is a raw export

versed mango
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Well i'm playing with a friend and i'm currently using google spreadsheets to track what productions we have and if the productions match and so on. but slowly i'm getting to the limits of this tool and it gets tedious to have to look up and add the recipes again and again. so i'm thinking of moving this to a PHP website as it is a language i do often.

so i don't need to have the data ultra up-to-date.

oblique hollow
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I threw the file into an online formatter and got a very clean result

versed mango
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a json formatter got me the overview. but i need to parse the ingredients and this unity ini format threw me off

oblique hollow
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unity?

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you doing this in unity?

versed mango
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sorry unreal πŸ˜„

oblique hollow
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ah, that.
i dunno how useful it would be, buuuut consider moving to the modding discord. theres a mod called ContentLib that allows recipe definition and overwriting which has all this plotted down much more neatly

versed mango
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and now i'm thinking of doing this in PHP.

versed mango
oblique hollow
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this is how the "simplified" approach would be

shadow prairieBOT
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Ask for mods over at the [official modding discord](#welcome message). - <3 @deft lichen

oblique hollow
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most recipes follow a format like above, just with more lengthy definitions

deft lichen
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well the items use full debug paths don't they

oblique hollow
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yeah, i think.
though every item has a unique identifier and mostly consistent path structure

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so by doing some generalization, you can define things with just the "Desc_[Itemname]"

versed mango
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Can I use ContentLib to "read" the current content of the Docs.json and print/write it for me in that more readable json structure?

oblique hollow
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hmmm.... you would have to ask Nog himself about that

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lets see....

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hm, no, I cant give you any more info.
you would need to join the moding discord and ask Nog about that

versed mango
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i'm on that discord now πŸ˜‰

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I will try to find and ask him

oblique hollow
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ah, didnt notice

versed mango
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Should I ask him in a channel or DM him?

oblique hollow
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em, ill dm you an invinte to his own DC.
forgot about that

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since this will probably be length

frosty owl
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What would the best way to reduce radiation in the unloading of uranium for unclear processing?
I was thnking: drone, fast belt to container, balance, fast belt to processing machines
I'm wondering wether balancing to keep the ore "mostly" into the container (and have as little on belt around the factory as possible) or if it'd be better to let the ore "spread out" radiation-wise...

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If it doesn't spread out, I shouldn't even feel the uranium belts, ideally, just some radiation around the unloading containerπŸ€”

fierce ruin
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it stacks, so there's actually not much difference. Keeping lots of waste (or radioactive products) in a container makes a bigger high rad zone, keeping items on a belt - no so much (as they're spread)

frosty owl
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Balancing avoid stacking anywhere but into the container, that's the point
Havigg radiation only in the container would be pretty nice

fierce ruin
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the main thing there is to avoid bottlenecks at the unloading station itself

frosty owl
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It's a drone πŸ˜†

hazy dune
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What do I split my ingots in to? Half to plates and half to rods? Or should I do a different ratio?

fierce ruin
hazy dune
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So what’s a good ratio for plates:rods

fierce ruin
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well, look at the recipes and do math πŸ™‚

hazy dune
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Not sure what maths to do

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Hold on I do know

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I think

fierce ruin
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e.g. when making reinf iron plates using base recipe, the ratio would be 1:3 (3 ingots for rods to 9 ingots for plates make 1 reinf plate)

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buuuut if using iron wire + stitched iron plate alt recipes, the ratio would be 5 : 3.704 (to wire, not rods) πŸ™‚

knotty frigate
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Question: I have a (600m long) belt that I want to hold a shuffled/random set of items. What's the best way to automatically load the belt such that I minimise the lengths of concurrent runs of the same item, and ensure that the repeat cycle for the loaded pattern is kept as long as practically possible

fierce ruin
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sadly, without mods you're unlikely to reach any stability in such a system

knotty frigate
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Planning to just loop the belt once loaded, rather than use it for live transport, as I don't want to keep the massive number of splitters & mergers needed to make and unmake such a setup. So it doesn't have to be perfect, just good enough to not have an obvious repeating pattern

fierce ruin
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well, in that case you can create any pattern entirely manually by placing items (1 of each or such) in a container and then outputting it onto the target belt
would take some time, though

knotty frigate
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This is why I'm trying to work out an automated way to do this, given I've ten belts of ~1200m length to fill πŸ˜‚ Oh how we must suffer for our art πŸ˜‚

fierce ruin
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well, "automated" and "random" don't go nicely together

knotty frigate
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that's why I mentioned repeat cycle in my above question πŸ˜‰ Not my first rodeo :P

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I'm looking into superpermutation algorithms

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Ultimately we do something approximating random via an inner & outer riffle shuffles, so that's basically how I'd arrange this

frosty owl
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This would also mean you could reproduce a pattern, given the same machines, and belt lenght

knotty frigate
frosty owl
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Also takes away the need for manual filling of the belt, once set up ^^

knotty frigate
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You are a genius, thank you πŸ’– Now to test this to make sure it actually looks right, and if I need to jumble it more I suspect a splitter and two unequal path lengths to a merger would suffice, maybe πŸ€”

frosty owl
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Anyone has a screen of a nice vertical transport pillar for pioneer movement? ^^ I'm looking for ideas πŸ˜†
Example: pillar with stairs and walls around it, with hypertube going along outside, or walkways+hypertube...

frosty owl
oblique hollow
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took a while to figure this out

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it interesting but not very practical and ruins the look of my factory with wonky 120Β° offset colors :I

fierce ruin
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at least now you can pretend you're making skittles

wintry aurora
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I thought the color of the liquid depended on what you're making?

oblique hollow
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Yep

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But if you use swatches, they override it

obtuse tundra
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let's say I was doing battery production. Water is "created" as a byproduct in the blender. If I were to send that byproduct water back into something else, could I subtract the amount of water created as a byproduct from the amount needed in the other production line?

oblique hollow
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Yes

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I do that for my battery production. I need 100 water for the acid, but make 60 as a byproduct

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So i only need 40 fresh water

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Just underclocking the extractor isnt enough of course. Limit them with a valve

wintry aurora
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I thought you're supposed to keep the fresh and byproduct water lines separate?

oblique hollow
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It depends

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Aluminum has LOTS of it and tends to clog

hazy dune
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45 ingots a min will get me 30 plates a min right?

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Cause the ratio is 3:2

deft lichen
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correct

hazy dune
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Thanks

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55 ingots a min should give me 5 reinforced iron plates a min surely

deft lichen
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I think you need 60 for that

hazy dune
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Thanks, saved me a headache!

obtuse tundra
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With drones can you really only send them to one port and then back?

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That seems incredibly inneficient

elder parcel
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Anyone have a quick link to the playthrough that maximizes ticket output. I couldn't find it on the interwebz

hazy dune
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With a normal limestone node what’s the best option, underclock my miner or just feed the rest back into the system?

elder parcel
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Depends on how many nodes are nearby. If just the one, I'd just underclock the miner.

hazy dune
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Yeah just the one

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I’ve just remembered I haven’t unlocked under and overlocking :facepalm:

fierce ruin
ashen girder
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I somehow missed that you could add more drones to a port. I've assumed this whole time they were 1:1.

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That makes them way more useful. πŸ˜‚

sullen cloud
ashen girder
fierce ruin
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In other news:
Are people still saying their pause nodes reset to 1s when they reload the game?

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Because I believe that is intentional.

ashen girder
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I haven't seen anything about it, but then people are still convinced trucks are broken. πŸ€·β€β™‚οΈ

fierce ruin
ashen girder
fierce ruin
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Meh. Not in the mood to atm. Sorry.

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Personal shit happened this weekend so I have a very one-track mind atm.

ashen girder
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Hope your day gets better then. No worries.

fierce ruin
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It should.

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Also I am moving from the DD back to the RD...
So there is a 63km loop that my 1 tractor is doing to move all my shit for me πŸ˜‚

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Takes 60 fuel per trip.

frosty owl
patent briar
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Interesting thought:

How efficient are drones in terms of MW for head lift compared to pumps?

IE, pipe fluid into packager, lift it really high up with drones, then unpack.

Assuming the drones go straight up and we ignore the other two axis of movement, purely using them for headlift

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I wonder if there is a breakpoint of headlift where the drone comes out ahead

still trout
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8mw for 50m of headlift, you'd need a really tall tower for it to be efficient

patent briar
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Hmm, I guess since drones use batteries though, and we cant easily directly translate a battery to actual grid power, its not really a 1:1: conversion

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I guess we can calculate how many megawatts 5 batteries takes to make though!

still trout
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materials to make it is uncomparable to power

patent briar
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right but making it consumes power, the Manufacturer uses 55 MW to produce 8 batteries/sec, and the Blender uses 75 MW to produce 3/sec

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Assuming a 1km trip, then I think if I am mathing that right, 5 batteries will consume 34.375 MW, is that right?

still trout
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how many batteries does a drone take, how much does the electricity for the parts for batteries, and doesnt a drone platform take some electricity too?

patent briar
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Ah but I suppose we need to calculate the total MW for the full crafting process, not just the last step

still trout
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a better measurement would be KJ/item

patent briar
patent briar
still trout
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since W = J / S

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yeah, with these numbers, we also need the back-and-forth time for the drone, and drone capacity

patent briar
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Ok so we have 100 MJ/sec from the drone port + 5 batteries per trip on the drone min, and then 1 battery is another km of headlift

still trout
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  • packagers
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conclusion: seems very inefficient

patent briar
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So packagers can do 2 water/sec, assuming we benchmark against mk2 pipes we need 300 packagers, which is 10MJ/sec a pop, so thats 3000MJ/sec for packaging.

Then another 3000MJ/sec to unpackage.

So thats 6000MJ/sec for the packing and unpacking.

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Wait why am I doing this this is dumb

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I am dumb

The way more efficient process is just using conveyor belts

still trout
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mm

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you know what's more efficient though?

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just use pipes

patent briar
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Conveyor belts use zero power (lol), so we should just assume using those.

They would consume 6000MJ/sec for 600 water/sec

still trout
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300 packagers is very bad

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conclusion: don't

patent briar
still trout
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yeah...

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for a single mk2 pipe

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we'd need to go up 37km for packaging to be more energy efficient than pipes with pumps

patent briar
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Yup! Though on another note, a single Mk5 lift can handle 1,560 water total on its bandwidth.

Which is slightly more than 5x pipes side by side! πŸ˜„

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Would take 1500 packagers on each end to handle that bandwidth though! πŸ˜„

still trout
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your math is slightly wrong btw, you said 300 packagers for 600/s, which is 36000/min

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right?

patent briar
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Oh thats right my bad

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I forgot its 300/min not 300/sec in pipes

still trout
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/s and /min are pretty different

patent briar
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for sure hold on lemme redo that, it may be waaaay less

still trout
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it will be way less

patent briar
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yeah only 5 packagers!

still trout
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damn

patent briar
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My bad hahaha, so thats only 10 packagers total

still trout
#

which is 300mw?

patent briar
#

100mw looks like

still trout
#

ah

#

still 12,5 mk2 pumps

patent briar
#

Which is the equivalent of 12.5 pumps, which would be 625m of headlift

still trout
#

yeah

patent briar
#

Thats... actually a situation you could create. Like if you are lifting fluid up a massive factory, like a big tower you built, that may occur no?

still trout
#

but why would you do anything that tall and pump liquids up there

patent briar
still trout
#

600m tall tower not happening in my books :p

patent briar
#

Thats uh... 156+ thicc bois tall!

#

very large haha

still trout
#

go for it, if you wanna

patent briar
#

But the bandwidth is very thicc. Equivalent of 2 pipes!

#

Actually 2.5 pipes but yeah

#

Summary: If for some godforsaken reason you need to move liquid up >625m, its more efficient to package it!

frosty owl
still trout
#

mm, but you also need a conveyor going down with the empty cans

patent briar
#

Actually that is specifically water, it may be better or worse for other fluids

patent briar
#

I will say though, for even less heights, 2 belts is a fuck tonne easier than having dozens of pumps lol

still trout
#

you wanna hear my solution?

#

don't build tall

fierce ruin
#

Can't you just use the fluid buffer mechanic to get that amount of headlift for free?

frosty owl
still trout
#

a drone station eats 100MW

patent briar
still trout
#

so 200MW for another 25 pumps equilevant

frosty owl
still trout
#

actually, since a conveyor handles 2.5, let's calculate that

#

12.5 packagers on both sides, 25 total

#

250

#

equilevant of 2.5 pipes, so 83.3MW/pipe

#

500m of lift?

#

eh

fierce ruin
patent briar
#

Okay so we can effectively calculate the formula as:

n = Fluid/Min consumed by 1x Packager at 100%
IE water, n = 120

m = meters breakpoint where packagers feeding a belt become more MW efficient

(600,000/8n)=m

fierce ruin
#

It's all fluid dynamics.

patent briar
#

Hmmm... I think I did the math wrong, thats not quite right, did I miss a variable?

fierce ruin
#

well yes, it's only "extremely not realistic" aka the game isn't complex enough to handle such situations in a believable way

patent briar
#

Oh no nevermind google interpreted the , as a . lol

knotty frigate
#

My belt content 'randomiser' works! nicely \o/

patent briar
#

so for water as an example, n=120, 600000/(8x120)=625 !

Yup, so the math checks out, water's breakpoint is 625m up

fierce ruin
still trout
#

for 1 pipe and 600 input

patent briar
still trout
#

try it with 2.5, the said capacity of a mk5 belt

patent briar
#

Well I guess belts technically get more efficient for <600 throughput as you have to round your fluid MW up to 1 pipe no matter what, IE even if its only 100 m3 of fluid, you still have to use a whole pipe, you cant use 1/6th of a lift pump

patent briar
#

So your breakpoint lowers cause you are calculating based on 3 pipes worth of input... hold on here I can... I can add this to the formula I think, one sec

#

Im gonna need to whip out google sheets for this one cause now we have two variables!

still trout
#

now make the formula with variables being input fluid amount and packager "efficiency" for said liquid

#

((2x/y)/round up(x/600))/8Γ—50=
x being input fluid amount and y being packager capacity
m is the break even point

#

i overcomplicated it i think

#

also probably full of mistakes

patent briar
#

Done!

#

Okay after redoing the math, the breakpoint for water is only 200m up!

#

Much less, I misread the math on items/sec for packagers

#

Or wait 400m? I forgot to double the packagers again

#

Oh right water is 60/min so....

#

Okay here we go, this should be right now I think...

heavy burrow
#

So I have been playing a few months (T7) but I’m in decision paralysis when it comes to planning my own bases. How do you know how many of an item to make if I don’t know what the next item I’ll need to craft/assemble/fabricate requires. Throw in alt recipes and my indecisiveness gets compounded. Does anyone know of a good guide to get started with the math and meta of the game?

stark bronze
#

Rebuilding everything once new meta is unlocked is the easiest, but if you want to plan ahead one of the strategies i discovered is to try and overbuild basic stuff and let resources balance between them

heavy burrow
# stark bronze Rebuilding everything once new meta is unlocked is the easiest, but if you want ...

I understand what you’re saying. I guess Im more mad at myself for only building enough for now and also because β€œI didn’t spread my factory out enough and now I’m paying for it” situation. Plus I went the Autosorter route for multiuse belts to a central storage and have no clear way to clean up my mess without days of rework OR a fresh start. I do appreciate the advice though.

fringe pawn
#

Do a fresh start in a different part of the map. I started in the grasslands, for instance. But now I'm mostly in the dune desert and northern forest.

stark bronze
#

starting location only matters before your first tractor

topaz hedge
#

or train. lol

#

I started in northern forest, and I'm mostly in grasslands now.

ashen girder
#

Trains v Belts

knotty frigate
#

(for the math and meta regulars, the thread has been made to try and move a debate from #satisfactory-experimental into a more appropriate channel)

thorn bane
cinder silo
#

Wouldn't a lower mark belt also limit throughput?

river night
#

only to 60, if you want to go lower you need to add stuff

cinder silo
#

Posted question in wrong section, sorry.

dark summit
#

Wouldn't this just mean more belts and still the same amount of radiation in one area?

frosty owl
frosty owl
thorn bane
#

so exactly how much i need so my belts are never full

#

the initial reason was because that node only gives 300 so i just let it fill an ISC until i go find another uranium node

frosty owl
#

What's consuming such a weird amount?
I'm surprised how yoh always end up with massive balancers/reducers jacelul

thorn bane
#

40 nuclear plants is 333.333 uranium

#

i wanted multiples of 10 for nice waste balancing

frosty owl
#

Ahhh, makes sense...
Though... Wouldnt it be easier to balance the waste itself? πŸ˜†

#

In the end, the waste just needs to be split between in 4, sending 3 to the blenders and 1 to the accelerators, regardless of how much waste is coming in πŸ€”

thorn bane
#

no as in 300 waste -> 8 non-fissile belnders

#

so i never have more than 15 waste in my blenders for minimum radiation

frosty owl
#

Eg: I make the rods in setups of 150 uranium/min. This makes for some very nice numbers all along the production chain (excluding silica, quartz crystals and rubber, those are a bit weird but easily overflowable). This means it makes 3.6 rods meaning 180 waste/min, exactly 1.8 accelerators and 3.6 blenders. All pretty neat numbers ^^

thorn bane
#

i guess if you underclock the accelerators and blenders its fine
i just wanted all of those at 100%

fierce ruin
#

Everyone hates Fertile Uranium 😭

thorn bane
#

fuck fertile uranium

#

its bad for sinking rods AND its bad for using the rods

fierce ruin
#

That would be what you do with fertile things. 😏

frosty owl
fierce ruin
#

Doesn't it net you more rods per uranium though?

frosty owl
thorn bane
#

333.333 uranium -> 13.333 rods manufacturers (actually manifolded because uranium stuff isnt that radiactive so i dont bother)

frosty owl
#

Urgh, I so hate that choice of numbers ahahahah

#

I've gotten really sensitive to ".xxxx" in SF jacelul

thorn bane
#

id rather have weird numbers for uranium to have clean numbers for plutonium

frosty owl
#

I'm saying you could have both xD

#

The 100% clock on plutonium makes it a bit harder, but still doable

thorn bane
#

(exactly .333 btw since its 40/3)

#

btw i dont think i have a single machine underclocked

frosty owl
#

I can only say that about Iron Wire constructors hehe

#

I'm kind of excited to finish up nuclear processing today... But I'm also scared... What if I find I need to redesign again or something? jacelul

thorn bane
#

oh btw do you know if the machine is using the oc percentage or if it calculates the runtime and then rounds?

#

im just hooked up my extra 12.33 manufacturers πŸ™‚

#

hoping i didnt screw up on silica or quickwire

lone moth
#

how do u produce 100k mw

#

nuclear?

thorn bane
#

yep 40 nuclear plants

lone moth
#

holy shit ahhAHAHAHAHA

frosty owl
frosty owl
thorn bane
#

i know the items per min gets translated to overclock%
but does the overclock% get translated to cycle time

frosty owl
#

I don't think there's rounding between the clock and the production cycle timing...
Never noticed that

thorn bane
fierce ruin
#

Ugh, I just realized I will be using over half of all quartz on the map this run...

thorn bane
#

im actually using way more limestone than i thought
3336 limestone but only 1000 quartz/800 sulfur

fierce ruin
#

Crystal Computers and RCUs are chewing through it.

#

The ratio is perfect, so it's too good to ignore.
Just a logisitics concern atm.

frosty owl
thorn bane
fierce ruin
#

Artistic sushi still has that aesthetic appeal to it πŸ™‚

#

Manifold sushi... I'm sorry I ruined it...

frosty owl
#

Wdym "artistic"? XD
It's supposed to be mainly compact in this case

fierce ruin
#

"Balanced" sushi I would guess is the more correct term then.

thorn bane
#

ye i care way too much about time efficiency than to do sushi in my actual playthrough xD

fierce ruin
#

The clipping and the yellow lights are the reasons I respect you, but I will never like you.

frosty owl
fierce ruin
#

What do you need that much silica for anyway?

thorn bane
#

silicon circuit boards
im planning on 20 assembly director systems for dem nice coupon

fierce ruin
#

Fair.

#

I will still never automate Project Assembly parts πŸ˜‚

frosty owl
thorn bane
#

you dont need 20 ADS for the elevator xD
thats purely for awesome points

fierce ruin
#

By the time I get to acquiring my 4th golden cup, I am confident I will have unlocked everything in the shop.

#

Even with all the new additions.

errant sable
#

I’m not a fan of the space elevator parts

thorn bane
#

ye you dont need 7 million points per min to buy anything
its just purely for feeling awesome

errant sable
#

they feel grindy compared to the rest of the game

#

idk how to describe it

thorn bane
#

its imo the only real endgame
how many points can you make per min

fierce ruin
#

The entire game is grind?

frosty owl
fierce ruin
#

So something feeling grinding in comparison to grind is.... an odd perspective.

errant sable
#

it feels more grindy

fierce ruin
#

It's literally the same process as making any other part...

errant sable
#

parts for new tiers feels like you’re learning how to make new items and setting up production lines

thorn bane
errant sable
#

elevator parts is β€œfuck you we need 4000 of this stuff you unlocked 2 tiers ago”

fierce ruin
#

Parts for Project Assembly feels like why we are on the planet in the first place?

thorn bane
#

they are litterally the most advanced parts you can make? (atleast the last one)

fierce ruin
#

For each tier they are.

errant sable
#

the phase 4 parts aren’t as bad as the others

#

phase 3 is my least favourite

fierce ruin
#

So the literally grindiest grind of grindfest isn't as bad as the others???

errant sable
#

2500 of a really simple but expensive item

#

expensive for the amount of iron required

frosty owl
fierce ruin
#

Amount of iron required in a game with infinite resources...

thorn bane
#

i meant if there were no tedious space elevator parts the game wouldnt feel as rewarding
sending that space elevator is sooo satisfying BECAUSE it is hard

errant sable
#

even 50 versatile framework per minute takes a ridiculous amount

frosty owl
thorn bane
#

having a flat powergraph thats equal to the production

fierce ruin
#

I do feel like when they get closer to launch they will add in us being able to see Project Assembly like in the E3 trailer. Which may help some feel more rewarded as they can visually track their progress.

frosty owl
thorn bane
#

oh sorry
just too much work (again not time efficient)

fierce ruin
#

Kek, I need 420 Oscillators/min.
BLAZIN

errant sable
#

funny weed number haha hehe

frosty owl
#

Also, 100% efficiency with manifolds can take forever to be achieved unless you prefill everything properly :P

#

Though, I find it kinda funny how my nuclear processing factory consumed about as much as your end-game factory... Nuclear is really a time sinker jacelul

thorn bane
#

oh btw i did some math some days ago and the 4th space elevator is roughly 60x the resources of the 3rd one

thorn bane
frosty owl
#

At the top of my head, I'd say only balanced. The quartz-limestone ratio needs to be maintained

fierce ruin
#

If you make each line need 780 or less of both combined you can manifold it with smorts...

frosty owl
#

Sure, but the 7 splitters per 8 machines ratio was pretty cool xD (that's including the underfloor poggers, btw)

fierce ruin
#

Balanced sushi still LOOKS better, I will never shy away from that.

frosty owl
#

But about smorts...

fierce ruin
#

Yes?

#

When I get to T8 this run I am going to make a billboard that says "The Cake was a Lie, but the Pasta is Real" which a giant nuclear pasta image behind it.

frosty owl
#

The system takes in 90 quartz and 150 limestone every 4 assblers. That's a total of 240 every 4, meaning one can balance sushi split from a belt with items for 8 assemblers max (mk4 input, mk5 outputs). Chaining smorts, one can go up to 12 machines per belt easily instead

fierce ruin
#

πŸ™‚

#

Just put the overflow sinks at the end during spooling so the limestone can flow out while the qtz catches up.

frosty owl
#

4x3.25 to be exact

thorn bane
#

12 machines
looks at planner saying 74.2

frosty owl
#

I think you should really start thinking in setups xDDD
Eg: 74.2 = set of 8 machines, 9 rows and something, possibility of grouping them up in sets of 3 rows, change clock to have only 9 rows, or make 9 even rows and make the 10th to manage overflow and weird numbers....

#

Notice how both 8 and 9 are very convenient splits :P

fierce ruin
#

Given how "powerful" (<- debatable, hence quotes) mixed belts with chained smorts can be, I have started thinking about things in terms of setups, as you say.

Alters floor layout but also simplifies it.

frosty owl
#

Where I'd be like: I'll have 9 setups of 8, that's 9 belts, quickmaff

thorn bane
#

oooooor
you make 1 giant manifold

frosty owl
thorn bane
#

ye ofc

#

im actually doing 2 lines because i dont have enough space :(

frosty owl
fierce ruin
frosty owl
#

Have I ever mentioned dhaving more SMORT/POGS than splitters in my nuclear setup...? hehe

fierce ruin
#

Still haven't really found a use-case for poggers myself yet, but I am sure I will get there.

#

Supers outpost will be pumping 48/min so I will definitely have the resources for them πŸ™‚

#

Although... if we think Quantums will require Supers I may need to increase that...

frosty owl
#

Imagine trying to feed a smort manifold for uranium fuel rods (<60/min total, ECR, oscillators, beacons) AND one for cells (~600/min, Sulphur, silica, quickwire) from the same belt. How to split the items for the 2 manifolds? :D

fierce ruin
#

Ah, that would do it.

frosty owl
fierce ruin
#

That is so, so spaced out.

frosty owl
#

... There uranium too on the belt though

fierce ruin
#

Also you should be able to reduce each of those to a single belt coming out of the floor, no?

frosty owl
fierce ruin
#

When you say "walls" but I SEE NOTHING.

frosty owl
frosty owl
fierce ruin
#

😬

frosty owl
# fierce ruin So you're just going to leave this all sitting in the open... with no walls?

Decoration is yet to be figured out, but I was thinking to leave the "front" open, yes.
The sides would have angles walls up to normal wall height for the rest of the factory (you can see the angled walls in pic), then I'll have pillars to fill up, add details and support the next floor (same as the one below), that will match height with the refineries behind

#

I can post a few screens of the Floorplan if interested. I could definetlyuse some opinions/suggestion/critiques if aviable πŸ˜†

fierce ruin
#

I will trade you feedback on that for feedback on my current internal debate. πŸ™‚

frosty owl
#

Sounds good

fierce ruin
#

Given how I do outposts I have resolved to have a single exception to the "limited items" rule.
This would be a "basics" outpost and I'm trying to decide where to draw the line for it.

#

Currently the item in question is Stators.

frosty owl
#

Here can be seen the general Floorplan. The idea was for it to be as simple and easy to understand as possible (compared to the previous version), while also being balanced and getting rid of the balanced sushi's downsides (using it only where it never jams period). The 3 foundations wide middle belting space seems a bit wasteful... But might just be right once I get into pillars and vertical transport between floors...
Right side refineries for the first floor, left for the second, the rest of the processing converges towards the rods manifacturers
https://media.discordapp.net/attachments/840238842082623540/909631944302673930/Screenshot20211115-03244100000.png

frosty owl
fierce ruin
#

If I do everything from Hub0 to the end of T2, you get:

Plates, Rods, RIPs, Wire, Cable, QW, CSheets, Rotors, Modular Frames. (AILs allowed but not confirmed as they are available pre-Coal)

This makes sense and has a definitively drawn line at both T2 and pre-Steel.

However, do Stators warrant their own outpost? 😬

frosty owl
#

Could even be a bus for all I know...

fierce ruin
#

I appreciate the color-coded refineries, lol.

deft lichen
fierce ruin
#

And honestly I'd say take this setup and split it down the middle into 2 buildings.
You've got the space for it and seeing the conveyors leave one building to enter across to the other could look cool.

frosty owl
deft lichen
#

AI limiters can be used for smart splitters before tier 3 is available

fierce ruin
deft lichen
#

no window walls until aluminum?

frosty owl
fierce ruin
fierce ruin
frosty owl
#

The empty left side for refineries will fit the refineries for the next floor (equal as the first less the refining)

fierce ruin
#

Also when I say split, this is what I mean.

frosty owl
#

1 refinery floor = 2 manifacturing floors in my mind

fierce ruin
#

Same exact size, just build walls where the lines are and as you go up you don't need the 3 founds in the middle per floor, just have the belts run across.

frosty owl
fierce ruin
#

How many floors are you planning to make?

frosty owl
frosty owl
fierce ruin
#

How many floors are you planning to make? πŸ™‚

#

2x = ?

frosty owl
#

Probably 1 refining one with plutonium processing on top

#

That would pretty much reach the cliffs next to the factory, the "top layer" for my rails anyway

fierce ruin
#

How many total refining floors are you making God damnit....

#

πŸ˜‚

frosty owl
#

Just one, vertically (300 uranium/min)
Two side by side, divided by the stations needed (2x7 cars)

#

Then I can copy-paste or remake the design up to 1800 uranium/min if needed

fierce ruin
#

So if you're having 1 floor, how does 2 of the other floor become "tall and narrow"

#

Then I can copy-paste or remake the design up to 1800 uranium/min if needed

THIS -- HOW MANY FLOORS IS THIS?!?!

#

That's what I have been asking the whole time, lmao.

frosty owl
#

A single refining floor, with 2 processing floors in front
Just extended to the sides, pretty much πŸ˜…

fierce ruin
#

But then going UP. when you copy paste.

#

So at MAX CAPACITY you're running 6 refining floors, 12 manufacturing floors.

#

If you're not going UP, then how do you have TALL, NARROW buildings?

frosty owl
fierce ruin
#

Hmmmm....

#

So you're not stacking these like towers?

#

I feel like that could add to the whole aesthetic...

frosty owl
#

Eh, I'd rather not... Even just for FPS

#

Also, plutonium on the top floor, remember? I feel like leaving that open, with the accelerators to show, would be cool ^^

fierce ruin
#

Only if you built a factory cart track through all the loops. πŸ˜›

frosty owl
fierce ruin
frosty owl
#

Fair xD

fierce ruin
#

And if you cut out that middle part every floor you'd have tons of those belts crossing between them. Which looks cool AF,

frosty owl
#

Btw, if you'd like more details about the stator thing, I'd appreciate if you could add an example, as the approach I suggested is quite use-dependant (as is your question after all xD)

frosty owl
tropic hawk
#

Project Log, day 1: The Facility.

Admins just gave me greenlight to make the nuclear plant. I will design it so it has a modular input, Reactor Throttle, SCRAM, and other things that come along... May FICSIT take notice of my efforts...

fierce ruin
#

So the line for "basics" ends at T2. Which I can fully get behind.

#

Rotors and Frames being the most complex "basic" parts tbh.

#

Though you can do both entirely from iron if you elect to.

frosty owl
#

I've yet to work on big-scale rotor factories...
What do you feel like you'll need them the most for?

fierce ruin
#

Rotors won't be big scale though because they are in the basics outpost?

frosty owl
#

Dunno why it autocorrected to rotors πŸ€¦β€β™‚οΈ

fierce ruin
#

Stators?

frosty owl
#

Yeah

fierce ruin
#

Regular motors will probably eat most of the output.
Need to figure out how many ECRs I will need.

#

ECRs, HSCs, and Nuclear are the only things I haven't planned out fully yet.

frosty owl
#

Well, I'm neck deep into the most uranium and aluminium efficient route for uranium and plutonium if you ever want to ask some merdy details xD

#

ECRs I've always done them in the nuclear processing up to now. By overflowing the steel due to weird pipes numbers

#

Well, this time it worked out more nicely as I'm overflowing just enough to feed the beams constructors for plutonium...

fierce ruin
#

Can drop me a DM with the nuke info?

tropic hawk
frosty owl
#

By making the reactors able to be throttled you mean in steps (like 6 or 12 or 24 at a time) or each individual reactor? And would that mean also disabling the production behind or just sinking the excess rods?

tropic hawk
#

Mainly able to control which reactors are running by changing production, as well as sinking everything if the SCRAM lever is flipped. (yes, I am going to need hundreds of sinks, I know.)

frosty owl
#

What I have atm just processes 150 uranium/min into rods using the uranium as quickly as possible to minimize the radiation. In order to do that I set up:
-A single train for ores, 7 cars. All ores and processed items are balanced so the final items reach the cells/rods manifacturers ASAP
-One drone for the uranium

tropic hawk
#

lever*

#

it is a lever that basically cuts all rods from going to the reactors and connects the reactors to a tripped circuit that will automatically shut them all off

frosty owl
#

I'm not much into those kind of designs just because I got too hooked to the Hoverpack πŸ˜†
Being able to use it in uranium processing areas too is just JaceGasm

thorn bane
#

remember how i said i wasnt sure on silica/quickwire production?
turns out i didnt have enough concrete for encased plutonium cells so now everything is full stacks
fuck me

obtuse tundra
#

Is it more viable to use drones for long or short distance transport?

jade minnow
#

Long distance, low throughput

obtuse tundra
#

I feel like if you use them too long distance on quickly generated resources the throughput would have a bottleneck

obtuse tundra
wind spade
#

yeah like that

jade minnow
#

Yes. Because the cost for the batteries is quite high, you should only transport higher tier items via drone

obtuse tundra
#

Interesting, I mostly use trains but I transport things locally at my nexus with drone. For example my rifle cartridge line is mostly done by drone

jade minnow
#

I mean you can do everything by drone if you want πŸ˜›

#

I rather like the trains also for longer routes

obtuse tundra
#

I have complex and massive railways built up in the sky so I love adding to them

hard vessel
#

Is there a distance where trucks become more cost efficient than belts?

obtuse tundra
#

Any super long distances should be done with truck. Probably anything over 400-500m

jade minnow
#

Belts transport your items for free. Trucks use fuel. So a belt will always be more cost efficient (only one-time cost while building)

hard vessel
#

Deciding how much of my refining I want to be on location vs brought over to the main factory.

jade minnow
#

But if you have massive belt highways say goodbye to your FPS

hard vessel
#

True. Need some mods to update so I can get my favorite covered belt mod back.

obtuse tundra
#

I would say that refining items on location is always better. Outposts > Nearposts

wind spade
#

I'm very interested in your opinion on this:

What long-range transport method would be your choice? Long range = distances over 1-1.5km. You can choose multiple

1️⃣ Belts
2️⃣ Trucks
3️⃣ Trains
4️⃣ Drones
5️⃣ I don't do long range transportation
6️⃣ Modded (teleportation, etc.)

thorn bane
fringe pawn
wind spade
fierce ruin
#

Mods... 😭

fringe pawn
#

First I should take a good look at SCIM and see what I'm doing now that is over 1km

fierce ruin
#

Also I have the plan for my "Basics" outpost πŸ™‚

wind spade
obtuse tundra
#

Soon teleportation wont need to be added with mods

obtuse tundra
#

Superposition oscillators will be one of the next parts added to the game

fierce ruin
#

Given the drones auto-kill you if you try to ride them because the devs think flying from point to point is too powerful... you think they are adding teleportation?

wind spade
obtuse tundra
#

Yes. Let me go find it and I'll screenshot it

wind spade
#

that would completely invalidate any other mode of transport

ashen girder
#

He's looking in the "unreleased content that was removed from the game and we're not supposed to talk about" file. πŸ˜‚

obtuse tundra
#

No i'm not, one sec

ashen girder
noble timber
obtuse tundra
thorn bane
noble timber
#

Trains are way more efficient than belts

thorn bane
#

not power efficient

fierce ruin
#

"Often Used In" does not mean "Player Will Get To"

ashen girder
noble timber
#

They are cheaper over long distances so you could argue that the power taken to produce the massive cost of belts in more than a train will consume

fierce ruin
#

For all you know Supers are a story-related item that helps you teleport OFF PLANET to end the game.

obtuse tundra
#

It wasn't there beforehand

ashen girder
#

Superposition oscillators aren't new.

thorn bane
fierce ruin
#

Again, given drones auto-kill you for attempting to FLY because the devs don't even want you to FLY...

You can expect teleportation all you want but you are ignoring a massive billboard if you choose to do so.

fringe pawn
# wind spade that would completely invalidate any other mode of transport

Sort of. You'd still need to make it to the point of unlocking it, so for quite a while you'd still perhaps be using trucks and other things. If it has a high fuel cost (power, SAM, uranium, and/or nitrogen?), that could make its use cost prohibitive enough that it couldn't be a full replacement. Or maybe with enough effort it could be a full replacement for all other transport, but I feel like that's similar to the issue we have now with drones.

obtuse tundra
#

If devs actually didn't want you to fly they would have phased out hyper tube cannons

noble timber
fierce ruin
#

Oh dearest Jesus...

wind spade
# obtuse tundra

sure but that doesn't tell us anything.

First, they may change the text in the future
Second, there's no mention of what teleportation are we talking about. Maybe it's just player teleportation? Maybe it's very limited and can't do big items or big amounts of them?

Also devs mentioned several times that item/player teleportation is something they are very careful with, as it's very OP mode of transport

fierce ruin
#

Go watch the video on drones. They say the exact words of "we felt flying was too powerful"....

noble timber
#

I’m not having another train argument today though πŸ˜‚

wind spade
ashen girder
obtuse tundra
#

It would simply have to be super costly to do it

fierce ruin
#

How do you define cost in a game with INFINITE RESOURCES?

wind spade
#

or in power, which translates into resources/min

fringe pawn
#

Teleportation could provide a use case for plutonium power.

fierce ruin
# wind spade cost in resource/min

If you go by this metric it simplifies in terms of balance.
The cost will either be worth it -- which make teleporting invalidate all other modes of travel.
Or it will not -- which makes it useless.

obtuse tundra
#

Well only at a certain point do you have effectively infinite. On top of having to reach that point it could cost tons of power and resources to create, and it would be a building so you'd still have to collect those parts

wind spade
#

initial build cost is pretty much irrelevant (and only locks content behind tiers). upkeep cost (cost per minute) is what defines how costly a thing is (since map resources are limited)

fierce ruin
#

Yes, which makes the technology binary in nature.

fringe pawn
#

Holy crap, I've been greatly underestimating distances this whole time

wind spade
fierce ruin
#

πŸ‘

thorn bane
#

ye my main bus is like longer than 1-1.5km idk about the poll xD

obtuse tundra
#

I don't actually see how it would invalidate other forms of transport. Trains and other vehicles are a means of transporting items. Hypertubing transports you personally. Teleportation would be a long distance form of personal travel. It would be balanced by requiring more upkeep the longer the distance between two gates

fierce ruin
#

Given the entire logistical system is based on throughput in terms of items per minute with a component of travel time:
Instantaneous transport of any item or person is automatically better than all other methods.
Meaning it comes down to cost.
If cost = worth, Better
If cost = not worth, Useless

obtuse tundra
#

And again, it would just be a faster version of hypertube cannons which the Devs don't support removing.

frosty owl
frosty owl
#

Especially after Particle Accelerators items pick up

wind spade
fierce ruin
#

It would be point-to-point transport without respect to terrain -- drones already do this.

wind spade
#

if something takes 20 minutes to transport but can do 100000/min, you just wait 20 minutes and then it's no longer relevant

frosty owl
#

The cost can be relative to what you need to transport
Is it worth expanding batteries to transport 100/min coal? Probably not.
But is it worth it for 40 turbomotors+20 nuclear pasta+40ADSs... the story is different

obtuse tundra
#

Your argument is super black and white. It would only transport people. So throughput is nonexistent unless you personally plan on transporting items yourself. You keep alluding to drones and other vehicles but we're talking PERSONAL transport

fierce ruin
#

Which then rolls back to transporting the player.
Which routes back to my initial assessment regarding drones auto-killing you because they don't want you to fly.

patent briar
#

I would be fine with teleportation if it had an enormous, like really enormous, power cost each time you teleport

obtuse tundra
#

And then my argument of hypertube cannons already being a thing which trumps yours

patent briar
#

Like you need to hook up an entire field of battery banks holding power, and it takes awhile to charge up enough power to handle 1 teleportation

fierce ruin
#

It really doesn't though...

#

But again, if you choose to expect them, have at it.

obtuse tundra
#

Explain how? I can travel the entire map quickly with hypertube cannons and go wherever I want in no time at all

wind spade
#

hypertube cannons weren't added though. They were a glitch that they kept because they don't want to take fun away from the community (see also - cheatcrete, ...)

fringe pawn
#

Okay, I replied 1 and 5 to the poll. I only have a couple ore highways using belts that get to right around the 1 km mark. These would be a PITA to do with trucks and trains because of elevation changes and terrain. I believed belts were my easiest option at the time, and I still believe that at a glance, but I'd be happy to allow others to look and tell me what they would have done.

patent briar
#

Teleportation would only thus be feasible if you have a massive turbofuel or uranium array setup and running with enormous extra power supply, and chances are youd still be limited to 1 teleportation maybe every 10-15 minutes while waiting for it to recharge.

That I would consider balanced and fine enough

obtuse tundra
#

@wind spade Agreed, but they still kept it and that's the point

ashen girder
#

1 somersloop per teleport at the start, 1 mercer sphere at the receiving end.

obtuse tundra
wind spade
#

they are trying to keep the game balanced and fun. Some things are just in the game even though they are OP, just because they don't want the backlash of the community if they've removed it (no matter how OP it is)

ashen girder
#

Game requires 149 each to actually beat.

obtuse tundra
patent briar
#

Id be fine with yeah, perhaps teleportation requiring alien tech and thus you are limited to only building maybe, lets say 4 teleportation points max

patent briar
#

But Im hesitant to ask for that, because then you can run into "I accidently deleted my stuff 2 weeks ago when I started the game, so now I cant build any teleportation because I didnt know it was important"

fierce ruin
#

Still sad he isn't in the new movie 😦

fringe pawn
#

I think limiting teleportation buildings to the number of Somersloops would be kinda cool.

obtuse tundra
#

I think it being finite would defeat the overall point though

ashen girder
#

Each one requires at least 2 plutonium nuclear reactors at full OC to keep running.

obtuse tundra
#

That would be fine lol

fierce ruin
#

In keeping with them being "the same as hypercannons" there is a 40% chance they kill you instantly when you try to use them.

ashen girder
#

Tearing a hole in reality tends to be fraught with danger.

fierce ruin
#

69% jace_smile

#

Also @ashen girder

Outpost Zero: Basics

Plates - 200/m
Rods - 200/m
Wire - 600/m

400 Wire to Cable for 200/m
CSheets - 200/m
Frames - 49.5/m
AILs - 105/m
QW - 180/m

Area limitations: 3600 Fe, 1200 Cu, 780 Ct
Build cost: 2624.605 Fe, 1190 Cu, 750 Ct

πŸ™‚

#

My project for the afternoon.

fierce ruin
#

I know 😭 it is the only exception to my limited items per outpost rule.

#

But it is capped at T2. I believe that is fair.

#

Starting with Steel everything has to be specialized.

#

Which THAT one is going to cost me 1420 Coal/Iron per min... 😭

#

Ok it is actually ridiculous how every lategame item goes cleanly in 45.

#

Turbo Motors - all recipes
FMFs - all recipes
RCUs - all recipes
Supers - all recipes

#

Cooling systems - all recipes

#

HSCs - all recipes

#

It's probably a shorter list of items in the game that DON'T go into 45.

fringe pawn
#

Here's a real transport scenario that I believe I've seen other people encounter. Pulling these bauxite nodes to the border of the Islands and Dune Desert for processing. I used belts. What did others do, or what would you do?

ashen girder
ashen girder
ashen girder
#

Once I get drone infra up I'll probably switch.

ashen girder
fierce ruin
#

Miner chained to like 6 max-height conveyor lifts πŸ˜‚

ashen girder
fierce ruin
#

Yeah but they don't go as far as what he's pulling them.

ashen girder
#

Yeah, same.

sullen cloud
fringe pawn
#

I screwed up the screenshot, but the far right is a pure node, passing by a normal node in the middle. Then there are 2 more pure nodes up on the cliffs overlooking the Islands.

fierce ruin
#

We need a "yeeter" that you have to pair with a U-Jelly for strictly down-vertical transportation of items.

thorn bane
ashen girder
fierce ruin
#

Y33T-3R

fringe pawn
fierce ruin
#

Could have it going up to, but also has to be paired with jelly.
1 conveyor output.

So you can still do lifts, but if you want you can provide power to this and it takes more space but it LOOKS awesome and you don't have to chain lifts as much as just angle these properly.

#

πŸ˜‚ Would be so much fun to watch, lol

#

And would be the second instance of things being moved in stacks, because it would launch/catch one stack at a time.
Limited internal inventory though and you are still rate-limited by the single-belt output.

ashen girder
fierce ruin
#

Indeed.

ashen girder
#

I need to replace my aluminum belts with a proper tower.

#

I need to do a lot of things. πŸ˜‚

#

This game low-key becomes kind of a chore after awhile.

fierce ruin
#

I may make a QA post about this Yeeter idea....

ashen girder
#

We could have an Assembler-packager that produces one stack in a box then dumps it out as a physics object.

#

THen it just interacts with bouncy ramps/whatever per usual.

#

Then a vacuumer that sucks it in on the other end.

#

I.... I really want rube goldberg factories now.

fierce ruin
#

Because it's another belt alternative, would shine in vertical instances but could technically be chained horizontally if you wanted.

fierce ruin
ashen girder
fierce ruin
#

Hmmm... balancing them is power, space, and they are paired so you can't have them shooting to multiple different drop points...

#

You could chain them by just connecting another to the output of the first, but given they shoot only complete stacks that wouldn't be the most effective throughput at all.

wintry aurora
#

Is there a place that lists the power consumption of each specific building type? I'm trying to wonder whether 8 assemblers would be less power than x numbers of constructors.

fierce ruin
#

Wiki.

#

Assembler is 15 MW, Constructor is 4 MW.

ashen girder
fierce ruin
#

30 Constructors = 8 Assemblers

ashen girder
#

They do presume a certain precursor chain, though, so you might still want to do your own math.

wintry aurora
#

Hm, yea, ok.

#

I just wanted to look in general.

ashen girder
#

(They specifically assume every input is produced with the lowest WP cost, for the record. Which isn't always, or even usually, the best pick for your needs.)

fierce ruin
#

I just gave you the comparison πŸ™‚

#

Sinking Copper Powder is always the best pick for my needs.

ashen girder
#

Oh Copper Powder.

#

You can tell someone was like "You can basically make copper completely irrelevant at this point. How can we force people to use it?"

#

"Oh, I know!" πŸ˜‚

fierce ruin
#

After you get your golden cup it is good only for sinkage.

#

πŸ™‚

ashen girder
#

Is it even good for that?

fierce ruin
#

Yes. Because I feed on pain.

sullen cloud
thorn bane
#

still need more data but afaik pasta is pretty good sink wise until you hit map resource limits

ashen girder
#

Especially since you can use copper to seriously bulk up your factory for better point-producing stuff.

#

(Yay alloy ingots.)

fierce ruin
#

Some men aren't looking for anything logical. They can't be bought, bullied, reasoned, or negotiated with.
Some men just want to watch the lizard doggos burn in a pile of ashes soaked in their own blood.

errant sable
#

sink color guns

fierce ruin
#

Oof. Rest in Peace.

errant sable
#

oh lmao i keep forgetting they're getting removed in u5

fierce ruin
#

If we could automate rifles and rebar guns I 100% would make an arms factory.

ashen girder
#

WTB alt for carts that takes copper powder.

fierce ruin
#

Carts?

ashen girder
#

Cartridges.

#

Pewpew ammos.

fierce ruin
#

I was thinking factory carts, hence the confusion.

ashen girder
#

I'd be okay with being able to mass produce factory carts with copper powder.

fierce ruin
#

Lol

ashen girder
#

Makes just as much sense. πŸ€·β€β™‚οΈ

fierce ruin
#

Idk why we can't automate rifles and rebar guns πŸ˜₯

ashen girder
#

Plutonium waste, copper powder, nitric acid and sulfuric acid maybe.

fierce ruin
#

Like we can automate MINERS, but not guns?

ashen girder
#

They only added that with drones.

fierce ruin
#

I remember that recipe being in before drones...

#

But I could be wrong.

#

Drones just gave it somewhat of a function.

fierce ruin
#

I am wrong. πŸ˜‚

ashen girder
#

My two favorite words: "I" and " πŸ˜‚ "

fierce ruin
#

I will just have to make like 200 rifles by hand and loop them on a conveyor with some wall trickery to make it look like they are automated.

ashen girder
#

Put a sink inside and sink the mats for making the rifles.

#

So it looks like it's being fed and producing.

fierce ruin
#

I could simulate automated parachutes too!!!!

ashen girder
#

Doo eet!

fierce ruin
#

Because we SHOULD be able to automate those....

ashen girder
#

..you can't? 😦

fierce ruin
#

No. We get fucking polyester automated as fuck fabric but can't fucking automate the parachutes... FUCK

ashen girder
#

You can't. 😦

lament wraith
#

Help. I need to split 400 into 270/130 and then 9x30/10x13

#

we can go up to 480 if that helps in any way

ashen girder
#

I would use a splitter.

#

Maybe even 2.

lament wraith
#

very helpful

ashen girder
#

Honest, though. πŸ™‚

#

Why do you need to split 400 into 270/130 instead of just.. not doing that and letting it sort itself out?

lament wraith
#

cause efficiency

ashen girder
#

There's no net change in efficiency.

lament wraith
#

but straight power consumption lines make the serotonin go burrrr

ashen girder
#

Godspeed to you then. πŸ™‚

#

Might even want 3 splitters for that.

wild radish
#

Just use a smart splitter to send everything to a mk3(270) belt then take the overflow(130)

dark summit
#

Only need one splitter now

fierce ruin
#

@lament wraith split evenly then split one half again. Merge the first half with one of the second quarters but make the output a mk3 belt to force it to be 270.

ashen girder
fierce ruin
#

Better safe than sorry here.

lament wraith
#

Y’all are too clever

frosty owl
# lament wraith but straight power consumption lines make the serotonin go burrrr

Agreed though, his point was that you can get the flat power draw even without load balancing the line by:
Split and let overflow sort itself out (longest method before 100% efficiency)
Smart split and send the overflow towards one of the lines (quicker than the previous one)
Load balance the line (takes a few splitters/mergers but is the fastest)

frosty owl
ashen girder
#

They've always been the ones messing up my splitter math.

#

If you split a Mk5 line onto a Mk3, Mk4 and Mk5 output, the Mk3 somehow gets more than it's should.

fierce ruin
#

They were invented to fuck with the math, so that sounds like they are working as intended.

frosty owl
#

Or does it behave like than only when MK3 are involved (and one is still using different mks for outputs)?

ashen girder
#

Like Mk4s onto a Mk1/4/1 split exactly like I expected it to, every time.

frosty owl
#

The most guilty, huh...?

ashen girder
frosty owl
#

I'm wondering if having 2 outputs be the same can even things out at least between the 2 mk3... I tend to rely a lot on balancing, here and there, so I'm kinda interested...

ashen girder
#

Then do the math to figure out what you actually expect to see.

wind spade
#

then check splitters if they kept some items in their buffer

frosty owl
#

Sure, but that's a lot more effort than asking you about it :P

ashen girder
#

Yeah, well. I can't do much right now! If you want the answer you're gonna hafta get it yerself.

frosty owl
ashen girder
#

Smart splitters are even worse.

#

They like to flip shit around too. πŸ˜‚

frosty owl
ashen girder
#

If you do, there's that thread for splitter stuff.

frosty owl
ashen girder
# frosty owl Wdym?

Best way I can describe it is they'll drag an item a few ticks occasionally.

wind spade
ashen girder
#

I think it's related to the overflow stuff.

#

But basically I was sending down 2 quickwire and 5+ wire, and in certain configurations, it'd wind up sending the 2nd quickwire down the line after 2, 3, 4 wire.

frosty owl
#

Ah yeah, overflow does that

ashen girder
#

Yeah, it's weird and messy and strange.

frosty owl
#

Overflow is not about maintaining ratios, it's just to handle dividing item lanes imo

ashen girder
#

Still a weird and inconsistent behavior. πŸ˜›

frosty owl
#

Which is part of why many get angry at mixed belts because "they don't work as they should" imo xD

ashen girder
#

Yup.

frosty owl
ashen girder
frosty owl
#

In order how, like in the same order on the belt as when they came?

#

Why is that relevant?

ashen girder
#

...?

#

That seems like a reasonable expectation to me.

#

If ABCABC comes in, and I have C come off, I would expect the output to be AB-AB-..

#

Not AB-BA-.

frosty owl
#

I fail to see how that can be an issue outside of my balanced sushi stuff, but that's what "any undefined" is for

#

Or.. Well... Programmable splitters too

#

Following your example: your belt has 3 items on it, you need to send 1 to another lane. Then why would you even consider setting the other lanes to "overflow", risking having item C in lines that should only have A and B?

ashen girder
frosty owl
#

Though, I do agree that the order of the items changing might be confusing, if the end result isn't acceptable to you, you're just using the wrong setting for the situation

#

In this case, overflow where you should set "send C to right, any undefined elsewhere" instead

ashen girder
#

I think you forgot what channel we're in. πŸ˜›

#

I couldn't care less about the end result there. I just abuse smart splitters and go on about my life.

frosty owl
#

I guess weird results aren't a surprise in that case

ashen girder
#

Not at all, but it's something to be aware of if you're trying to be precise with them.

#

I just... don't..

frosty owl
ashen girder
#

I was just.. answering your question. πŸ˜‚

#

I don't care that they flip shit around.

#

I don't ever put myself in situations where that matters even a little bit.

frosty owl
#

Fair enough

fierce ruin
#

go to #screenshots and vote for which alt recipe i should use please

#

Solid Steel. Not even a question.

wind spade
#

all three are decent if you make use of them

fierce ruin
#

which one?

#

Whatever you need

fringe pawn
#

3 is pointless. I like 1 slightly more than 2.

fierce ruin
#

Might never use any of them. Just pick something you think you want to use.

wind spade
#

3 is useful imo

#

2 unlocks turbofuel

#

1 is also useful

#

(Obv all situational just like all recipes)

fierce ruin
#

i like the first one. (im just put all my coke into awesome sink) but what do yall think?

fringe pawn
#

If you think you'll use it, definitely 1. Nothing special about the others.

fierce ruin
hoary igloo
#

I figured this out while writing it, but in case someone else wants a stab at it:

Consider the following pipe layout:

  a   b   c
  |   |   |
+-+-+-+-+-+-+
|   |   |   |
1   2   3   4

Assume mk2 pipes, letters are outputs (max 600/s) and 1-4 are inputs (max 400/s). Inputs may or may not be actually turned on, and outputs may or not actually be needed.

Is there any combination of inputs and outputs that would prevent maximum throughput?

#

(Answer: ||If inputs 1&2 are the only ones producing and outputs B&C are the only ones requesting, maximum throughput is not possible, likewise for 2&3 vs A&B. Avoiding this is fairly trivial though, with at least two possible simple solutions.||)

fierce ruin
#

just got steel screws and you have got to be kidding me

#

260 screws a minute

#

FOR 5 STEEL BEAMS A MINUTE???????

#

i can make a whole ass 10 modular frames a minute factory with one constructer WTF

patent briar
#

So after seeing the post about the "powered splitter" I have been sitting thinking about what possibilities there are for abusing this, cause it seems like it has a lot of potential

#

Basically, you can turn conveyor belts on and off with power with a clever trick involving packagers

hoary igloo
#

@patent briar Link?

patent briar
# hoary igloo <@!175774092287279105> Link?

You just make a Packager <-> Unpackager loop, and you feed your "real" belt you want to turn off and on through a merger to share a belt with the bottled liquid, and then smart splitter it back off

#

You can then disable/enable to belt by turning the Unpackager off and on

hoary igloo
#

huh.

patent briar
#

If its off, the bottle pile up and block the merger, nothing can get through

#

If you turn it on though, items can pass through

#

You have to sacrifice a small bit of max bandwidth of your belts for some bottles but, you can underclock the packagers a fair bit so you only lose a couple items/minute, which is barely anything on Mk5 belts

#

You can basically scale between two things:

Clocking the packagers down means they take up less of the belt bandwidth, so more "real" items/min can flow through.

However, this also lowers the response speed of the system so to say, it will keep letting items through for a little bit longer when you kill power

#

The next level up is, if you put an overflow splitter before all this, you now have a splitter you can flip flop between output A and output B by flipping a switch

frosty owl
# fierce ruin I appreciate the color-coded refineries, lol.

(Sorry if I come back to this just now, I just remembered xD)
I tried to colore code each machine to its production (eg: AI limiters black and dark green, quickwire yellow and black, iron rods black and "ingot gray"...)
Dunno how well that works in the final result πŸ˜… πŸ˜†
I haven't painted the MFs yet

fierce ruin
#

If you're out painting MFs you're likely to get punched.

patent briar
#

This is the jist of it

#

I tried it out and it works pretty well.

The question is..

How can we abuse this or leverage it...?

jade minnow
#

That is very confusing. You have 2 lines arriving at one coal gen but it has only one input. You need to connect them before.

wanton sedge
#

I know it's pretty basic for a lot of players here but I saw some people asking questions about water/coal generators. This is a perfectly efficient setup for those just starting out. Works 100% efficient for 120 coal, very easy to replicate.

#

fixed it arnihilator, sorry about that

patent briar
wanton sedge
#

guess that's probably easier lol

#

probably looks way neater too

patent briar
#

Yeah, since you can easily stack 1 generator on top of another, I go for a vertical setup, this is my power plant atm:

#

Bottom layer like so, 16 water extractors all underclocked to 75%, each one of them pipes straight up two 2 generators directly above them

wanton sedge
#

I guess the other one was more for beginers, just doing something basic and horizontal

fierce ruin
#

which one?

fringe pawn
#

3? None are exciting, and I would argue 1 is pretty bad. Because of how common limestone is, I'd generally rather just use more limestone.

topaz hedge
#

HMF factory is done.. now to turn these all into FMF

#

best FMF recipe lol

fierce ruin
#

just got done with my hmf factory and it was pain

#

hurts me to see them going into a sink

topaz hedge
# fierce ruin that pains me to look at

You should do that with all your factories. it's a good "load test" to make sure you didn't miss anything before feeding them into the next production line.

#

at the end of the chain though.. all of my factories end in a sink lol

topaz hedge
#

for the amount of effort to make a hmf.. they really arn't worth a lot of points :/

fringe pawn
#

It's all about silicon circuit boards for sink points, then everything else is an afterthought until you're sinking stuff like ADS and rockets.

topaz hedge
#

everything made with them is worth loads, but the frames themselves are worthless.

dusk juniper
#

Are there any "getting started" or other noob friendly resources for maximizing efficiency? Not sure if I'm asking in the right place. Basically I'm just getting started in tier 2, and want to automate rotor/reinforced plate production but it seems that this is highly inefficient given my current buildings at my disposal

fringe pawn
topaz hedge
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at tier 2. there's not much you can do.

dusk juniper
topaz hedge
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You've got the really nice one to have (casted screws) go forth and screw things together and milestone up.

dusk juniper
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Screw all the things.

I wonder if with 2 normal iron nodes I can hack 4 smelters into some blob of a factory for the two components

surreal dune
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is there an easy way for the production planner to tell me how many Nuclear Power Plants I can build if i mine all 3 Uranium Nodes at 250%?

topaz hedge
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tiers 5-6 are when you'll really start to want to look at efficiency, and that's when you'll normally have enough alts, and tools to ramp up production and do it efficient.

fierce ruin
dusk juniper
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Gotcha, what would your advice be in the meanwhile? Just make the factories without touching overclock, and fill in gaps with manual crafts?

surreal dune
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there's 4, but 4th is impure

topaz hedge
topaz hedge
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and have fun

surreal dune
topaz hedge
topaz hedge
surreal dune
fierce ruin
pulsar idol
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unless u want to waste plutonium

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i mean sink

feral nova
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Worth noting you'll end up with plutonium waste which can't be sinked. So plan out a nuclear waste storage area far away from anywhere important.

fierce ruin
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Sinked 😬

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Also it's useful to see your plut conversion line whether you plan to burn it or sink the rods.
So either way πŸ€·β€β™‚οΈ