#math-and-meta

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thorn bane
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you just 47 split its easy
(btw pls dont do this)

warm sphinx
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i did a merger and then a splitter

ashen girder
warm sphinx
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xD

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anyway, any easy setup to put 2 smelters into 5 constructors?

ashen girder
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Mergers at the outputs, splitters at the inputs. String them all together.

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Merger at the outputs, splitter at the inputs.

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2 mergers, 5 splitters.

warm sphinx
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or just 2 splitters?

ashen girder
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๐Ÿคทโ€โ™‚๏ธ You do it how you do it. I do it how I do it. I'd absolutely have 2 mergers and 5 splitters to connect 2 smelters to 5 constructors.

warm sphinx
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for this

fierce ruin
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That looks like so much for what could just be 1 line...

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Smelters - Merge.
Single line behind all constructors.

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๐Ÿ˜ญ

thorn bane
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i think the only has mk1 belts

fierce ruin
warm sphinx
thorn bane
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"build the space elevator"
thats like super super early

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oh wait wat

warm sphinx
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i made the space elevator and i demolished it

thorn bane
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ah sorry i got jebaited

warm sphinx
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btw, how would this be made easier with a mk2 belt?

thorn bane
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merge all iron ingots onto a mk2 belt
then from there split it off

fierce ruin
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Because you can just put it on 1 line.

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Like I said.
Smelters - Merge.
Single line behind all constructors.

warm sphinx
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ah

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well, my brain is as good as dead at this time, so i am gonna try that tomorrow

feral valve
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i gave a small inconsistency to submit for the channel : i have 2 belts of 600 items/minute plugged into 2 freight stations (1 each, no load balancing). There is not enough items to fill a car when the train loads, so each time the train loads the freight station is completely empty and begins loading again. The outgoing transfer rate is always below 600, usually around 590/min. Is this because of the loading animation?

wind spade
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most likely

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you need buffers for loading and unloading

feral valve
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i have, but is doesn't help

wind spade
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side view

fierce ruin
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How often does the train come through?

thorn bane
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if your train takes longer than ~5min youre limited by throughput by the train

wind spade
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same for unloading (just the other way around)

feral valve
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i have no problems unloading, it's loading that's the problem

fierce ruin
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How often does the train come through?

feral valve
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i didn't time it and i don't think the game display that info anywhere

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give me a minute, will time it when it comes next

wind spade
thorn bane
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ye ofc

fierce ruin
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600/min is the incoming from belt, which stop for 27s every time the train parks.
So route time is 600/min and then there is 27s of 0/min.

Hence the 590ish.

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Literal throughput between stations will be 600 though after the first couple trips.

feral valve
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i was wondering if the route was too long but seems it was too short

fierce ruin
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As long as the drop-off point isn't stalling for lack of resources I wouldn't worry about it.

feral valve
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well, i need to have an input of 1200/min

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hence the problem

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weirdly enough

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the iten output rate seems the be climbing. it's a 599 now

fierce ruin
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It takes a couple trips to balance out.

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On the UI that is.

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Same way if a machine drops to 0 efficiency and then you supply it enough to actually be at 100% it takes a while for the machine to say it has 100%.

feral valve
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argh, had interference irl and forgot to begin timing it...i was hoping we would get this info in this update, same as for the drones

fierce ruin
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The timer isn't terribly important tbh.

ashen girder
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Do we actually know what that time is? I've always wondered.

fierce ruin
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In the game or in the metaphysical sense?

wind spade
fierce ruin
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???

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Cycle time is not 2s per machine..

wind spade
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oh I thought you mean the delay before machine starts working again

fierce ruin
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Idek if he is talking about the game.

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Or if he's wondering what time is IRL. Conceptually.

ashen girder
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๐Ÿ˜‚ I meant the amount of time machines calculate efficiency over.

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It's clearly not instant.

wind spade
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what that time is

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it isn't "what time is"

ashen girder
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Some people struggle with reading. ๐Ÿ˜‚

fierce ruin
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I cawnt riid gud

ashen girder
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That's why Navy and not Air Force? ๐Ÿ˜‰

thorn bane
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time is 21:51 right now

fierce ruin
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And I want to say 3 min? But I can test tonight if the wiki doesn't have it.

ashen girder
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That seems exceptionally high..

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It has to be related to the cycle time I feel like.

fierce ruin
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Why?

ashen girder
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Because I've watched it change more quickly than that. ๐Ÿ˜›

deft lichen
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the startup delay varies by machine, if you're talking about that

fierce ruin
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Are we talking about startup delay time or the time window that the machine is averaging efficiency UI for?

ashen girder
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I'm talking about the time window. ๐Ÿ˜‚

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I don't know what y'all mean by startup delay.

deft lichen
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oh

fierce ruin
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Yeah. Time window.

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Idk where you 2 got start delay from tbh.

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Could be 1 min. Idk. Like I said I can test if no one else has the number.

wind spade
fierce ruin
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I need a nap first though. So if I talk in here again without mentioning it, remind me @ashen girder

feral valve
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the train cycle starts at 50'8'' and ends at 54'13' so a cycle of 4'5''

deft lichen
thorn bane
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but it seems fine

feral valve
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that's the thing, i's never full, at most 3 * 8 stacks + 1

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i say it that way because the last stack isn't full

wind spade
fierce ruin
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@feral valve it will be 600 after a couple trips.
The first couple just won't show that because of how rounding works.

thorn bane
feral valve
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default

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but yeah, given the upwards trend of the output i think it will reach 600 at some point

fierce ruin
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You have 600/min going and then a period of 0/min during the docking animation.
Every trip after that will have a burst ABOVE 600/min after the docking animation as the buffer catches the system up then will return to being 600/min, and then 0/min during the animation again.

All of that will average out to 600/min.

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That's part of why the dual-belted buffers are needed.

feral valve
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yes. also in worst case scenarion i still have one impure node n i'm not using so i can increase the input a bit to reach the 600

fierce ruin
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It's hardcapped when you try to push 1560 into a single car though because there isn't enough speed on the belt to exceed that so the system cannot "catch up".

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So you're locked to 1560/min across travel time and 0/min across docking time averaged out.

wind spade
stuck iron
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instant scrap?

fierce ruin
feral valve
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i'd say pure iron is the best

fierce ruin
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????????????????????????

wind spade
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depends on what you need

fierce ruin
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Greeny will say all are subjective.

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HA

feral valve
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well, i don't usually need batteries that much before i begin setting up my megabases

fierce ruin
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Multiple megabases? thinking_helmet

thorn bane
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dont do instant scrap
its resource inefficient and normal alu is alot of fun imo

fierce ruin
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Isn't that term implying single-location-does-all functionality?

feral valve
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umm, not really. for me a megabase is just a giant factory. it can be specialized, but it's simply giant compared to the majority of the other factories

oblique hollow
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instant is great dont listen to them simon_smile

feral valve
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for example, i'm currently working on a power generation megabase. 75GW in total, but it doesn't do much other than that

fierce ruin
ashen girder
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@fierce ruin Do I have the right idea? ๐Ÿ˜

fierce ruin
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I always hugged the wall in there too because while yes train, I left room for truck if I ever felt like I needed one.

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Truck may actually be simpler to do depending on layout ๐Ÿ˜‚

feral valve
fierce ruin
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Like I am an outposter, but many of my outposts are larger builds.

feral valve
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so to explain my previous statement : i only need a bit of batteries while unlocking everything, i don't go heavy on production until then. once i've unlocked everything is when i begin building up giant factories and ramp up the production of whatever i need, including batteries

fierce ruin
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@thorn bane is a filthy megabaser ๐Ÿ˜›

feral valve
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so i tend to prefer basic alternates to increase efficiency

thorn bane
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#TeamMainBus

fierce ruin
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#TeamMagicSchoolBus

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ADA is secretly Ms. Frizzle.

feral valve
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weird, now i have reached 600 on one, but the other station displays 610 o.O

fierce ruin
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Averaging, like I said.
The important thing is the delivery station isn't running out.

frosty owl
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#TeamOre-To-Manifacturing?

feral valve
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yeah, good enough for me. probably was some kind of small spike

ashen girder
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Anyone else use trains as brakepads for other trains? ๐Ÿ˜‚

feral valve
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if it wasn't too much trouble, probably would

fierce ruin
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Nap time though. Peace.

frosty owl
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Let us ping Sev some goodnights

dark summit
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Honestly if I could be bothered building more bases I would but I just chuck stuff on platforms in my little area

thorny pine
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what do people consider to be the better turbofuel recipe and why?

oblique hollow
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theres 2 but the blend fuel usually wins due to sulfur limits

thorny pine
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ok, that makes sense, i see a lot of people on youtube that dont use it

oblique hollow
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its quite fast but on the downside you need blenders

thorny pine
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600 crude and 300 sulfur for 20k mw of power though

oblique hollow
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it consumes a bit more oil

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compared to the normal turbo recipe

thorny pine
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so the constraint is the sulfur then, that makes sense

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thank you

oblique hollow
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usually yes due to it being needed in nuclear

sullen cloud
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The blended one needs way less space.

fringe pawn
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Sulfur always ends up being a resource of constraint.

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Bauxite might be a solid runner up.

glacial stag
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Anybody got opinions on using the recycled plastic and recycled rubber recipes?

I'm thinking about maxing out diluted fuel production to feed generators and then just take some of that fuel to crank out all the plastic and rubber I need with the alt recipes. I'm not sure what to do with all the polymer resin besides sinking it though.

fringe pawn
glacial stag
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Is it worth the hassle of doing the residual rubber and plastic? They're pretty power intensive and it takes a lot of refineries to use it all up.

oblique hollow
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If you want to maximize your output: do residual rubber

fringe pawn
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If you don't need any of those products you can sink the resin. Those are the only worthwhile recipes.

oblique hollow
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Its not that small of an amount of resin you get out of it all

fringe pawn
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Yeah, residual rubber is the way to go. Make just enough fabric to automate a small supply of filters for your gas mask and hazmat suit, then turn the rest into residual rubber.

thorny pine
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I was considering making 3200 (2x 600 crude to 1600 heavy oil residue to diluted fuel) fuel to use the recycled recepies to make rubber and plastic

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its certainly a lot of refineries

fringe pawn
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Oh yes it is

thorny pine
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and a lot of power (have to look at my notes but its like 12-13k mw of power total)

glacial stag
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I guess some of this comes down to the scale of my factory playstyle. I really can't be bothered to get a production line for most things higher than one mk5. belt. I build in lots of buffers and do batch production of more expensive stuff when it's needed.

fringe pawn
glacial stag
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Oh, I've got plenty of oil. I just bring it all in by train to a single refinery facility which I don't really have the time to make big enough to handle all the input.

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I guess I'll "waste" the polymer resin then, as the recycled alts seem to make my production line simpler and less prone to backing up.

oblique hollow
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You could use residual plastic. One refinery of those can handle 3 entire heavy oil refineries

tropic hawk
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I know it is necessary, but i dislike that my computer has to go over all 17.2 GB of the game for a 51 MB (0.051 GB) update

knotty frigate
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Finest possible horizontal grid snap offsets? Using stacked frame bases we can get vertical offsets of just 20cm. The best I know of for horizonal grid offset is 1m via walkways, is it possible to get something even more fine? (whilst still being on the grid, rather than free placement)

glacial stag
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You can somewhat freely place a walkway on top of a pillar, but that's the finest "snapped" adjustment that I'm aware of. You might be able to hack it a bit more with the use of mini pillars, and I've seen some using road barriers to place walkways in other interesting ways, though I'm not sure if it gives you more granular placement.

patent briar
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I think Satis might be turing complete, but it would require some very silly things you do using... Packagers maybe? And water extractors? I think so

tropic hawk
patent briar
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Theoretically... you can control power in a circuit via a Water Extractor + Coal Plant

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But... heres the key, the extractor could be on a seperate circuit from the one the coal plant is on

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And... you can trigger an overload which shuts off an extractor by just drawing more power than that circuit can handle

wind spade
deft lichen
tropic hawk
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realizes i have to be at work in 13 minutes, and its a 10 minute ride there

patent briar
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which could, or could not, trigger a cascade of controlled shut downs across multiple extractors

knotty frigate
patent briar
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I mean this also can theoretically work with say, fuel generators too

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Basically any generator that is supplied its fuel by a seperate machine that also needs power to supply the fuel source

glacial stag
knotty frigate
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If we had true priority mergers to accompany overflow splitters, then belts alone would be turing complete

patent briar
noble timber
wind spade
patent briar
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But yeah I think you can also pull off a "turing tape" using the electricity grid instead, and rows of generators (each on their own grid)

noble timber
wind spade
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yeah, I was just replying to your "SF may be turing complete" with "it is and here's how"

knotty frigate
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What makes me not want to use power grids is not being able to tell the game "I don't care about this grid going offline", otherwise you could starve power generators

patent briar
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Basically, imagine something like this (very simple but a general idea)

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If the leftmost fuel provider shuts down, then after a bit the generator also will, which will kill the second provider, which kills the second generator, and so on

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But if you modify the clock speeds of the various machines, you can set "breakpoints" they shut off at, and you can connect external looping packagers or whatever to the individual grids

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Basically, you can manipulate each grid and how much load it has, and what its "shut down" breakpoint is

knotty frigate
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Oh dang, that rotor production NOT gate totally checks out :D

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And coupled with packager->shared belt->unpackager belt switch + toggling generators, then yes, you can control belts via logic right now. Also if you don't mind more fuse blown noises all the time, you could do a semi-pure electrical thing via powering sinks

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(if unpackager is not powered, shared belt locks and prevents fuel moving to generator, which in turn turns off a sink. Sink is fed from smart splitter, which then swaps to overflow output)

wind spade
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I think I've come up with (almost) belt-only NOT gate

patent briar
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Whats really powerful as I mentioned the other day with the packager loop is you can use it to toggle a "flop" between belts, which you cant do with a sink

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Simply by putting an overflow belt before the loop, if you turn off the loop it redirects items out the other direction

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You could then theoretically chain these loops to create a full blown "direct this belt of items to this destination" network

knotty frigate
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niiiice :D

patent briar
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Ive been trying to figure out how to actually utilize this in a clever way. Not sure yet

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The biggest thing I can think of is "turning off" train depots belts so they dont pull more items off the train anymore

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While still keeping the depot itself intact, for example if you use the same depot to send items to 2 factories, you may want to just turn off 1 specific type of item flowing, and keep the rest of the system intact.

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Also wait I guess. you cant even really "turn off" depots remotely easily anyways can you? Since rails power

knotty frigate
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If we had true priority mergers, we could reliably use this sort of thing as a logic gate

knotty frigate
patent briar
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What would be really nice is if we could just connect power to storage boxes.

Powering them "closes" them specifically (so they work fine and normal with no power connected to them)

knotty frigate
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Honestly before update 5 patch notes dropped, I was sure that golf was going to be Global Operations Logistics Framework, werein we'd get targets we could hit with balls to toggle power or do other things

knotty frigate
patent briar
#

I personally would like to see skateboarding added before golf, that was the first thing I thought of when I saw the half pipe ramps :x

feral valve
#

that golf thing was such a perfect bait and switch

patent briar
#

I have no idea whats up with the golf thing though, was that just a meme from players or did people really want it?

knotty frigate
feral valve
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i think it started as a joke then people followed the hype it generated

wind spade
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red is one type of item, blue is another type of item

input has to be double the output of this NOT gate (not sure if this can be fixed)

In normal circumstance (IN = 0, OUT = 1), the red belt provides 0, black input (production) produces 60, which is added to 60 extra and loops around. Right smart splitter splits 60 back, 60 out (has prio to the top belt, but it's only mk1)

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this is how it is with input 120 (overflow splits not visible in first image).

patent briar
#

Has anyone made mods like Bobs mods or whatnot, I forget the specific one but, in Factorio theres a set of mods that basically make the same game 10x longer (basically all the recipes have several more layers and steps inbetween, so you have to do a shit tonne more work to make the same stuff)

Basically turning 3 step processes into like, 15 steps

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Also adds a lot more buildings.

Like instead of just Miner, you would have to do Miner, then Crusher, then Sifter, etc etc

wind spade
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here's complete schema with just important stuff (number = belt speed/production, OF = overflow)

knotty frigate
wind spade
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the green SS is a sorter

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all other SSs are overflow splitters

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I don't see any magic turning on ๐Ÿค”

knotty frigate
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Ah, I see, it's removing the helper items?

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And in is always a helper item?

wind spade
#

input items are always sunk (red ones), just if they are present (IN = 1) then it reduces the throughput on the green belt so that OUT = 0 (because of the rightmost overflow splitter)

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(also I just realised the OF on rightmost splitter is wrong, sec)

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there, fixed

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red is input item, blue is output item. "production" is just anything that produces 60/min of blue item

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if red has 120/min, then blue output is 0. If red has 0, then blue output is 60/min

patent briar
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This seems like the same concept as the Packager loop, but you dont need to halve your bandwidth of production to stay within the blockers confines (in fact it should only ever so slightly reduce a Mk5s bandwidth by a couple items/min)

wind spade
# patent briar

wait, what's your IN and OUT for this gate? (I'm talking about NOT gate, not sure what's yours)

patent briar
#

this is just powering a belt on and off

knotty frigate
#

You both have the exact same thing.

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A belt switch

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Same logic Just implemented differently

patent briar
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Specifically, it controls "turning off" that middle belt of Bottles+items.

Which means the input belt will "back up" if you turn the system off, which means you could slap an overflow splitter on it to flop the items to a secondary belt

wind spade
#

I have a NOT gate. Soralin has belt reducer it seems

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oh, you control the packager manually

patent briar
#

yeah, basically what I posted is "flip a switch to turn this belt off"

knotty frigate
wind spade
#

but still isn't a NOT gate, since for IN = 0, you won't get OUT = 1

wind spade
patent briar
knotty frigate
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Just needs the packager loop to be fuelling a genny then yes, it works as a belt switch

patent briar
#

Oh snap thats right.... wait hol up

wind spade
#

yeah, I'm following upon the reddit post, just replacing that horrible 8 machine NOT gate with something more usable

patent briar
#

@knotty frigate If the output of the packager loop was fuel running a power source which controlled another loop, and then so on....

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๐Ÿค”

knotty frigate
#

so that there's always one that can turn the other back on

wind spade
patent briar
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That would require a NOT though unfortunately

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I presume you are referring to creating memory storage via 2x NAND gates in a loop, and thus making a... T Flip Flop I think it is?

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Oh wait snap it is both an AND and NAND gate depending on which you power, isnt it?

knotty frigate
patent briar
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If you power the bottle maker, its a NAND gate (powering it turns the belt off), but if you power the bottle consume, its an AND gate (powering it turns the belt on)

wind spade
patent briar
#

Oh shit if thats a NAND gate... yeah that is turing complete, easily

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Hold on a second here... I think I got this...

knotty frigate
wind spade
#

(in my case the "power" is the extra production)

knotty frigate
#

Packing loop:

  • Slower reaction time (needs belt to flood)
  • Minimal impact on belt capacity
  • No sink needed
  • No transformation of input item into different output item
  • Requires converting belt input to power (and carried with it fuse blown noise)

Belt overcapacity:

  • Rapid reaction time
  • limits output strength depending on inner capacity
  • Switches input item for a different output
  • No requirement for power network changes
  • carries sink overheads
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Both are great systems, a huge well done to both @patent briar and @wind spade :D

wind spade
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  • Switches input item for a different output
    this can be "solved" by processing output item to input item (picking a good two items)
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I'm checking if I can find an item that can has a recipe that doubles amount

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  • limits output strength depending on inner capacity
    I'm a bit confused here. It either outputs 60 or 0 (based on whether you input 0 or 120)
knotty frigate
patent briar
#

They both double to the other, taking fuel as a second input

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You can just supply sufficient fuel to all your "doublers" and convert back to the original item at original amount

wind spade
#

yeah I was trying to find a single input thingy

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would be easily doable with mods

patent briar
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I dont think there is one, I definitely would say though the power of flipping between Rubber <-> Plastic is super powerful for logic

wind spade
#

I could probably use copper ingots as a main item. Then the NOT gate would "produce" copper ore, which gets doubled by "copper alloy ingot" (taking a few iron ore as secondary input).

wind spade
patent briar
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@knotty frigate

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The fantastic bit about this is, its more than just a bit of memory. The output is the clockspeed of the generator, so its actually a digital output

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If you have the fuel at the end, for example, powering two generators, one is just connected to the opposite packager, and the second is connected to a grid...

You could easily make an adder, as you could have multiple of these connected to the same grid and that would naturally sum their power

wind spade
# patent briar

does a network restart automatically if it has power again? I'm not sure, but I think the answer was no at least in previous updates

wind spade
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yeah that's why I kinda gave up on trying to do it with power grids, they don't restart ๐Ÿ˜ฆ

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(could probably make a mod for it though)

ashen girder
#

WTB Automatic circuit breaker plz

wheat spear
#

hey all, sorry if this has been asked, but when looking at the fluid chart someone posted a few days ago, what does "1 Belt Breakpoint" Mean?

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would that be the headledft?

wind spade
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idk what's that table even. Where is it located?

wintry aurora
#

Might be in relation to the bug with belts? What fluid chart are you talking about though? I haven't seen it.

wheat spear
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it was something someone in here posted a few days ago

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breaks down the different fluid flows

wintry aurora
#

1 belt? Hm, which MK?

wheat spear
#

no idea LOL, that is what I am trying to figure out what that column meant

wind spade
#

what even are those values ๐Ÿค”

wintry aurora
#

I'm not even sure what that's even about anyway, is it talking about viscosity or something?

wintry aurora
wind spade
#

I can't even figure out what's the "fluid/min"

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it's not recipe output, because there's no recipe that outputs 40/min sulfuric acid

wintry aurora
#

Viscosity? I dunno.

heady dove
#

Fluid/min is typically the production at 100%.

wind spade
wintry aurora
wind spade
#

also turbofuel is 30/min, unless we count "unpackage" recipe

wintry aurora
#

We'd have to ask whoever made the chart.

wind spade
#

oooh

heady dove
#

We were typing our responses at the same time and I sent mine before I read yours.

wind spade
#

it's unpackage rate

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most likely

wintry aurora
#

See, context.

wheat spear
#

it took awhile to find it lol but here is some of the posters message

heady dove
#

Yep, Packager. Even with my theory, I think alumina solution is 240/min at 100%.

wind spade
#

would be nice if we got message link instead of screenshot

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so we can read context around the message

wheat spear
#

I guess I was just hoping this chart would help me figure out my flow issue.

wintry aurora
#

Belt breakpoint is saturation point? Again, which MK.

heady dove
#

What's the flow issue?

wheat spear
#

never done that before, let me find it again and get that for you ๐Ÿ™‚

wind spade
#

ah, found it

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also, I've read the context around it

wintry aurora
#

Any idea what belt breakpoint is?

wind spade
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the "breakpoint" means when packaging/unpackaging becomes more MW efficient than pumping the liquid upwards

wheat spear
#

I am trying to push Heavy Oil Residue up about 90m straight up

wind spade
#

the table won't really help you with that. It's just about efficiency of pumps vs packagers.

wheat spear
#

its the pipe on the right, I can't seem to enough flow past the turned pipe

wintry aurora
#

Most of those are kilometer plus ans it seems to really only be worth it for nitrogen and for alumina solution.

heady dove
#

2 mk2 pumps is 50m each.

wheat spear
#

I have moved the pump all up and down the pipe

heady dove
#

Base headlift is 10m

wintry aurora
wheat spear
#

i've first tried is at the bottom at the start

heady dove
#

10m up should work.

wheat spear
#

when then moved it up because that didn't really seem that it made much difference

wintry aurora
#

Assuming you already checked if they were facing the right way....

wheat spear
#

yep ๐Ÿ™‚

#

I've made that mistake a few times

#

I even have a small buffer at the top

heady dove
#

Last time i had a flow issue was because my refinery was producing too little. Took me ages to find that out.

wheat spear
#

to see if that would make any difference

wintry aurora
#

Actually, maybe try deconstructing the pipe and replacing it, I had a maybe similar issue earlier with the coal plants where the water somehow wouldn't flow.

#

On both ends to be sure.

wheat spear
#

ok

#

i haven't done a full pipe replacement yet

heady dove
#

Good point. I've had frozen conveyor belts that I just deleted and remade.

wheat spear
#

this is just a for show type place ๐Ÿ™‚ just trying to be creative lol

#

and semi functional for plastic and some power gen

#

thanks all

arctic hull
#

usually u should see some kinda of indicator as to where to put ur next pump....

gloomy gyro
#

So, with 540 screws per min for my 30 modular frames build, how do I apply them evenly to my assemblers without mk 5 conveyers? Do I like put screws into 3 assemblers then merge the other set into them, would that work?

fierce ruin
chilly bison
#

Wait, 540? Where's that number coming from?

#

Oh, typo, 840

#

I'd just split it onto two belts right away.

topaz hedge
#

Easy, pair groups of constructors to groups of assemblers...

chilly bison
#

Send each to half the machines.

topaz hedge
#

or use steel screw, and have 1 constructor directly belted into 1 assembler.

gloomy gyro
#

I'm doing this

topaz hedge
#

overclock or underclock if you need to, the power cost from overclocking a few constructors is quite small.

#

so you could overclock slightly, and build 9 constructors.

fierce ruin
chilly bison
#

Well 1:1 belting is going to mean you need to underclock heavily since the Constructor makes 260 and the Assembler only wants 140.

#

It's a 840 flow is the problem

gloomy gyro
#

it comes from 11, I underclocked the 11th rather than overclocking one

chilly bison
#

Oh right, I assumed this was a bolted frame line, my bad.

topaz hedge
#

Even if it's the case, it makes belting so much quicker and easier with 1:1

#

my suggestion is to build 9 constructors, overclock them so they produce 60 screws each, and directly belt them to each assembler.

fierce ruin
topaz hedge
#

it's a 120% overclock..

#

if you want to do that any other way, then that's on you

gloomy gyro
#

right

topaz hedge
#

option b is to again... seperate them into 2 groups

#

and build 12 constructors and divide them into groups of 6 and figure the math out for that.

fierce ruin
#

this will work fine with grouping up to 2 mk3 belts (which I assume you already have at this point)

#

and you can put mergers/splitters on both if you worry about uneven spread of screws

chilly bison
#

Or even have one in each group that's overclocked by .4.

gloomy gyro
#

well I built a little building, has 24 smelters on bottom floor, 18 constructors on each of the 2 middle floors, and then assemblers above them so the whole 1 constructor to 1 assembler straight belted won't work

chilly bison
#

That's still a nice even split

gloomy gyro
#

the 10 with 2 of them .4 is probably the best option

topaz hedge
#

in the future try to 1:1 screws with machines.. my hmf factory runs though something like 15k screws/min and there is no nice way to handle that involving more than 1 machine making screws per machine using the.

gloomy gyro
#

yeah I'm trying to make a HMF factory now except I'm using encased frames

topaz hedge
#

besides that, finding ways to group stuff up is kinda the secret to this game and large factories xd

chilly bison
#

Though since you're going ten into nine you'll have to have one belt that's coming in 50% from one side and 50% from the other.

topaz hedge
#

you can use the calculator, but you have to look past the xxx/min and consider how many machines, and how many machines are feeding that to find ratios for stuff that works within what a belt/pipe can handle xd

gloomy gyro
#

right

topaz hedge
#

my hmf factory is heavy flexible. bolted frames, and adheared iron plates. lots of rubber use, less steel use xd only using like 3k steel/min.. and 1920 rubbers for 60 hmf/min

gloomy gyro
#

alright thanks, I'll fiddle with it tomorrow

noble timber
#

My HMF factory took way to long to build

#

I guess thatโ€™s what I got for trying to make 10/min with no Alts way back when I built it

topaz hedge
#

Them heavy frames are serious

graceful sable
#

Y'all are to smart

sullen cloud
#

I still remember building my first HMF factory without any conveyor lifts before U1. That was fun ๐Ÿคฉ

gloomy palm
#

thanks google

fierce ruin
noble timber
#

There is no limit if you do file tweaking

gloomy palm
noble timber
#

Yes

#

If you want it to

noble timber
paper python
#

Any good way to do 4:5 split? Trying to get 2 Reinforced Iron Plate from 2.5

wind spade
#

apart from doing some weird balancing, you can just use a manifold

paper python
#

manifold is fill till it excess so it give to the next machine?

wind spade
#

yeah

frosty owl
#

The un-merged outputs would be fifths of the input in this case

chilly bison
#

Since it's a multiple of 3 you could just split it into nine belts and then merge four one way and five the other.

thorn bane
#

he wants 2 RIP into 2.5 so 5->4:1

fierce ruin
gloomy palm
#

xDDDD

#

i love that

fierce ruin
#

At least 5 because Satisfactory devs, right? ๐Ÿ˜

dull bolt
final spoke
#

I would even say at least 6

chilly bison
#

The other one is Killian?

fierce ruin
#

Killian.... he's the real mandarin in Iron Man 3, right?

chilly bison
#

No, he's a red panda on Youtube. But also what you said.

obtuse tundra
#

So it's super inefficient the way I use mergers and splitters. Let's say I'm creating smart plates which use a lot of iron. I tend to merge all my iron ingots as they come out, i.e. I merge them all in one direction, then I funnel them through splitters to their respective constructors, again splitting them all in one direction. This means that I have to wait a while before all the constructors operate at 100% efficiency because as I split down the line the first constructor receives 1/2 of the ingots, the second receives 1/4, the third 1/8 and so on dividing by 2 until you reach the end. Visually, this was a quick way for me to build factories and make them look neat. If I wait long enough the factory will operate at 100% efficiency but is there a better way to do this that improves the wait time or removes it all together without compromising visual integrity?

remote citrus
fierce ruin
#
  1. start your manifold from the midpoint, not from one end, or
  2. prefill all the assembly lines before turning machines on.
obtuse tundra
#

@fierce ruin That second suggestion will work beautifully, And that's quite a simple solution

#

Thanks so much

fierce ruin
#

precise load-balancing can be used at times, but mostly rather impractical (it costs way too much real-time hours to build all the splitting schemes)

fierce ruin
thorn bane
#

add a container to the input line so that when you connect it the system will fill instantly

obtuse tundra
#

@fierce ruin Agreed, I've always just used manifolds from an endpoint. It's funny though that I've been playing 2000+ hours and only in the past 6 months have I actually cared about this level of efficiency

remote citrus
fierce ruin
#

I did the total comparison on Diluted Fuel vs. Turbo Fuel... reddit post time ๐Ÿ™‚

thorn bane
#

diluted fuel evildoggo

fierce ruin
#

DPF > Diluted, I know.

thorn bane
#

nah no water > water

#

(atleast for turbofuel)

fierce ruin
#

Are you talking in terms of MW or just setup configuration? @thorn bane

#

TF was cool until U4, where there were suddenly tons of new uses for sulphur

thorn bane
fierce ruin
#

Fair, but this comparing maximum net MW potential. So there is a bit of water used in Turbo Blend because it is better from that perspective.

#

Which is why I can say DPF > Diluted tbh,

#

Baseline for comparison was 1800 oil.
Net Diluted MW is 53,800
DPF is 54,840

#

that's a... rather small difference

#

Turbo is 119,329.8133_, but uses all sulfur nodes on the map.
Turbo Blend is 73,076.66_

fierce ruin
#

I hate Discord randomly italicizing things..

tropic hawk
#

when you make a hypertube cannon that only goes halfway to the destination...

fierce ruin
#

Oh you made a launcher?
I have always fully connected point-to-point and just used the cannons to increase speed.

#

but where's fun in that?

#

it's too bad that making a dedicated "landing pad" for cannon is utterly impractical due to extreme fluctuations in the launch/flight phases

#

Efficiency is fun.

fierce ruin
#

@thorn bane would you say these are fair conclusions:

  • Diluted Packaged Fuel > Diluted Fuel, but up to you if 1,040 MW is worth the setup complexity.
  • Turbo Blend Fuel is superior if you are planning to keep the plant running and don't need the sulfur for anything else.
  • If you do a large enough DPF setup in T5/6, it can easily carry you all the way to nuclear power without you ever having to touch or redo it into Diluted or Turbo Blend during the T7/8 phase.
  • Massive Base Turbo Fuel setups use every Sulfur node on the map and are not in any way recommended.
wise hamlet
#

Hello everyone,
With update 5, I want to start a new game and absolutely max out the resources on the map. this means i need the right alternate recipes to achieve that, bearing in mind that some resources will go to power generation. Will be running the refined power mod (after smm is fixed for update 5), so that may alleviate some power needs.
I also want to find a good way to calculate how much of a particular resource i need for end game (x amount of steel beams, x amount of quartz crystal etc.).
Is there a resource out there to help me out?

wind spade
thorn bane
#

second time i died to reading discord god dammit

fierce ruin
wind spade
fierce ruin
thorn bane
wind spade
#

diluted packaged fuel is fun to set up. Diluted fuel is just... meh setup

fierce ruin
#

@wind spade it is also hard to precisely quantify DPF vs. Diluted. 1040/1800 would be 0.577_ MW/Oil, but as you reduce the total oil amount your Net MW also changed because you start underclocking buildings.

wind spade
#

yeah that's why I never include underclocking into power calculations

fierce ruin
fierce ruin
thorn bane
#

id use the lower building count recipe even if it was less resource efficient xD just for minimal power gain is an absolute nono

#

imo you go 30 normal fuel gens until blender and then make a big setup until nuclear

fierce ruin
#

So @thorn bane while I agree that Diluted and Turbo Blend are simpler and better, if a person wants to just do a setup they can do once and never touch again, DPF is a solid option.

wind spade
# fierce ruin Accuracy though ๐Ÿ˜ฆ

my point:

  • if I don't include underclocking, I can double output and double power and it's still "accurate". Underclocking one machine at the end doesn't make as much difference as if you'd underclock one machine, calculate power and then build 10 times as much
thorn bane
fierce ruin
#

That is fair. I'm not going to re-write my post though ๐Ÿ˜›

fierce ruin
thorn bane
#

also again i dont use any diluted fuel for turbofuel
def. fuel is good enough for turbo blend since you dont need alot

fierce ruin
#

Some people may find it more desirable to sacrifice building time now to not have to redo things later. ๐Ÿคทโ€โ™‚๏ธ

#

Def. Fuel?

thorn bane
#

default fuel

fierce ruin
#

Residual?

#

Like Oil > HOR > Fuel recipe?

thorn bane
#

nope too many buildings

wind spade
thorn bane
fierce ruin
#

Good God...

#

My dislike of your methods and respect of you individually grows with each new revelation...

thorn bane
#

its super low building count which is all i want from a temporary power setup

fierce ruin
#

@wind spade is this revised conclusion more acceptable?

  • Diluted Packaged Fuel > Diluted Fuel, but up to you if a roughly 2% MW increase is worth the setup complexity.
wind spade
#

oh, it's power production ๐Ÿ˜„

#

I was like "why would increase in consumption and more complex setup be ever worth"

fierce ruin
#

Yes. DPF and Diluted both generate 60,000 MW from 1800 oil.
Their NET MW is what differs.

wind spade
#

maybe mention that it's power production ๐Ÿ˜„

fierce ruin
#

Blenders chunk into the Diluted's net output.

#

The whole post is about power production, I don't think I need to re-mention that in the end conclusions ๐Ÿ˜‚

wind spade
#

well "MW increase" is automatically about consumption for me (especially if you're comparing two production lines), even if the post is about power production

wind spade
#

tables pls

fierce ruin
#

Make your own post you can format it however you want. ๐Ÿ™‚

thorn bane
#

taking 1800 oil as a baseline is a weird metric imo
i think i would prefer certain amount of generators as baseline and then back calculate the resources needed

fierce ruin
#

Set amount of generators is same total MW output and different oil inputs.
Which while that makes sense to some, most people looking at power I have seen are doing so in terms of "I have X amount of oil, how much does that give me?"

thorn bane
#

god i hate this so much
~300 in
~300 out
intermidiate steps are 6000 and 5100
and you thought screws are bad

fierce ruin
#

Automating Project Assembly Parts... ๐Ÿคข

wind spade
#

easy points ๐Ÿคทโ€โ™‚๏ธ

thorn bane
#

its more automating the most efficient awesome points item in the game
i dont need more SE parts

fierce ruin
#

Sinking LEAVES is easy points.
It's all a factor of time-per-point.

thorn bane
#

but i dont care about the actual coupons

fierce ruin
#

Fair.

#

Also given I am building this run for 1 stack per min of each item... after storage fills the points roll in, and as each new outpost is completed that just compounds on itself.

thorn bane
#

50 assembly director systems/min thinking_helmet

fierce ruin
#

No, because that would involved automating Project Assembly Parts....

#

Just the storage list is getting automated.

wind spade
#

project assembly parts are generally free doubling of points ๐Ÿคทโ€โ™‚๏ธ but it's your choice to not do them ๐Ÿ˜‰

fierce ruin
#

Indeed.

glacial stag
#

Anybody else tried rushing geothermal power instead of building fuel generators?

I started with 600MW of biomass burners switched to 1.2GW of coal and then added the total 4.5GW of geothermal power once I unlocked them.

Coupled with 3000MWh of batteries, I've had zero power issues running factories and trains all the way up to phase three and completely skipped fuel generators.

#

I'm pretty sure I'm gonna need to start adding nuclear soon, but that's really just to power all the things required to do nuclear.

thorn bane
glacial stag
#

I unlocked them and built them the normal way.

#

I only had the 1.2GW of coal plus batteries while I was doing it though.

thorn bane
#

isnt ~2 super computers/min already 1GW?

glacial stag
#

My total power consumption way higher than power production, but most of my factories were only setup to fill a quota (a storage container) so the average power draw was substantially lower. I didn't underclock anything.

thorn bane
#

how many supercomputers/min did you make
i feel like this would take a long time

#

its 50 to unlock right?

glacial stag
#

I had a bunch of parts to make supercomputers and then fully overclocked one manufacturer to make them.

#

I won't claim it was the fastest.

#

I did get some alt recipes though to make crystal computers.

thorn bane
#

ye i was thinking about that some time ago because theres actually alot of supercomputers near crashsites you can pick up

glacial stag
#

Yeah, not enough to unlock and then build the geothermal plants.

thorn bane
#

i guess you only need to make 13 then hm

glacial stag
#

I just made a janky super computer production line and eventually had enough to do all of the generators.

fierce ruin
#

@wind spade Commentor caught an error I made. Diluted is better than DPF (I forgot a 0 in the building count ๐Ÿ˜ฆ ).
Final point about how doing DPF in T5/6 and just leaving it until nuclear is still valid though.

#

16 Packagers vs. 160 Packagers is a smol difference of 1440 MW ๐Ÿ˜ฆ

thorn bane
#

its definitely an awesome idea and cool to see someone actually doing it
i might try that at some playthrough

glacial stag
#

I'll be relying pretty heavily on battery power to get nuclear started. It is very possible though.

thorn bane
#

how much power do you have?

glacial stag
#

Currently 4.5GW of geothermal, 1.2GW of coal and 3GWh of batteries.

#

I'll be expanding my battery capacity substantially though.

thorn bane
#

hm i think thad be too low power for me but ofc. you can always build additional fuel gens.

#

thats ~38 fuel gens and id make atleast 50

glacial stag
#

I just make sure that none of my factories have to run continually and also program the trains to stop if their drop off station is full.

#

Definitely been a bit more power conscious, but it's been fun to make it all work.

thorn bane
#

wait you have trains with 5.7GW?
how do you have enough power to build anything xD

glacial stag
#

I am usually running a power surplus actually.

#

Batch production is your friend.

fierce ruin
#

Interesting that Rigour Motors cost less Qtz per Motor than Electric Motors...

glacial stag
#

I was running 6 fully overclocked manufacturers to make the phase three parts and only used up about 20% of my battery reserve.

thorn bane
#

hm ok i just checked and i guess i only used ~6GW at the point where i unlocked nuclear power
but i usually wait until Particle Enrichment to setup nuclear so i dont have waste
i guess if you just store the waste until later 6GW could actually be enough

glacial stag
#

That bodes well for me. Thanks for the insight.

#

I've never actually done nuclear before. This is my fifth playthrough and I'm planning to actually do it this time.

fierce ruin
ashen girder
#

Meanwhile I'm sitting here with everything completely unlocked and I've never so much as mined a uranium deposit. ๐Ÿค”

#

Except the very final mug. ๐Ÿ˜‚

fierce ruin
#

Just did endgame planning because bored at work....
The only thing I will use HSCs for is ECRs, and in turn the only thing I will use ECRs for is nuclear rods...
Sadge.

thorn bane
fierce ruin
#

Indeed.

ashen girder
#

I think I produce like.. 8 GW total, on a sunny day.

fierce ruin
#

I guess I could use ECRs in Motors, but that's Quartz vs. Caterium cost.
Need to see how much my aluminium setup is going to take to make that comparison.

thorn bane
#

need them for drone ports

fierce ruin
#

Fair.

#

Heat Sink vs. Heat Exchanger in terms of aluminium which is cheaper?

glacial stag
#

If my primary goal for nuclear is to just produce the nuclear components for phase four, how many plants do I really need?

thorn bane
glacial stag
#

The nuclear pasta

#

Like, how much power does that really take to run?

thorn bane
#

1000 MW avg for 1/min

wintry aurora
#

Speaking of, what's a good power level goal for aluminium? a bit over a 10GW plant would suffice for a while?

thorn bane
wintry aurora
#

I don't know how big, I'm just future planning here.

fierce ruin
#

Still baffling me how many items in this game go cleanly into 45...

wintry aurora
#

Base 45?

fierce ruin
#

ยฏ_(ใƒ„)_/ยฏ

errant sable
#

idk

fierce ruin
#

Like, setting total production to an output that is a multiple of 45 automatically makes every machine in the entire line behave with no floating or repeating numbers (with the exception of sometimes the Miners being weird but who cares about those?).

wintry aurora
#

Hm, The build numbers don't look that bad for 68 generators, I could probably double that.

fierce ruin
#

Everything that looks complicated because it is in terms of 1.875 or 2.1825 or whatever.
Just round up to 45 and it is clean AF.

wintry aurora
#

Weird indeed I suppose.

errant sable
#

y=45/x when y doesn't have a repeating decimal

fierce ruin
#

Idk what is special about that number... probably some fractional thing. ๐Ÿคทโ€โ™‚๏ธ

errant sable
#

labelled with the y coordinate

fierce ruin
wintry aurora
#

grumble 134 doesn't go cleanly into anything other than 2....

fierce ruin
#

What do you need 134 of?

wintry aurora
#

Fuel generators.

#

I wanted to see how many rows I could do cleanly.

fierce ruin
#

Reverse look: How much fuel are you making?

wintry aurora
#

I'll just have to add an uneven somewhere.

fierce ruin
#

See above question.

wintry aurora
fierce ruin
#

Plz don't ever do your fuel production in precise terms of your generators ๐Ÿ˜ฆ

wintry aurora
#

Why?

fierce ruin
#

Fluid does not behave.

wintry aurora
#

Okay, what's the advice then?

ashen girder
wintry aurora
#

I didn't have a problem with doing that in U3.

fierce ruin
#

Genuinely if you want to do 134 generators, you should make enough for like 136.
Overflow hook to a packager that sinks the excess.

wintry aurora
#

I see.

fierce ruin
ashen girder
fierce ruin
#

?

wintry aurora
#

Not sure how to make a proper overflow, but I get the general gist is a tower of a pipe that goes up to JUST at the headlift limit.

ashen girder
#

"that orangutan"

errant sable
#

lmao

fierce ruin
#

Fair.
But if you make that graph as a reference table you can just set any new item to any of the many decimals on it and now it works out cleanly.

thorn bane
#

alot of recipes are not that bad if you just clock to 1/min
45 just build on that by having a bunch of nice prime numbers

ashen girder
#

I feel like you could build that chart for a lot of numbers though.. I bet 48 looks even nicer. ๐Ÿ˜‚

#

60 is probably chef's kiss.

fierce ruin
fierce ruin
wintry aurora
#

Babylon did base 60 I believe.

#

Random history factoid.

thorn bane
wintry aurora
#

Or was it base 30?

ashen girder
#

60 has 15 factors that divide into 4 decimal precision or better. 45 only has 13.

wintry aurora
#

Yea, Babylon did base 60.

ashen girder
#

45 just gets funnier number. ๐Ÿ˜‰

fierce ruin
errant sable
#

45/16

fierce ruin
#

Like HMFs.

ashen girder
#

Funny enough, I only went to 3 decimals by accident so that was the only one that's missing from my 45 list.

#

Going out to 5 decimals doesn't add any additional ones beyond that.

fierce ruin
#

The only recipe I can find on short notice that does not behave with 45 is Caterium Circuit Boards.

#

But that doesn't behave with 60 either.

ashen girder
#

90s even better..

wintry aurora
#

Anyhoo, 135 is a better generator number I think.

fierce ruin
#

And ofc Rubber/Plastic because those are best done in 81s

errant sable
#

gross number

ashen girder
#

126 is best.

wintry aurora
#

In terms of trying to divide into rows.

ashen girder
#

What do you mean?

fierce ruin
#

Steamed Copper Sheets hate 60's as well.

thorn bane
#

45 is coprime with 7 so anything that makes 7 is bad
cheap silica for example

wintry aurora
ashen girder
#

I'm stuck on what numbers would be better than 45 to base the math of the game around. ๐Ÿ˜‚

#

126 is magnificent.

wintry aurora
#

132/3 is close, 44.

ashen girder
thorn bane
ashen girder
#

Every number from 1 and 161 that has more than 20 up-to-5-decimal factors.

thorn bane
#

you jsut look at prime numbers that make repeating decimals
2 is fine since its 0.5 0.25 0.125
5 is fine since its 0.2 0.004
so you just slap on a bunch of 3s and 7s

ashen girder
wintry aurora
#

Yea actually, you can divide 126 more easily into some numbers. would like an even number of rows though.

ashen girder
fierce ruin
#

So Cheap Silica and Cat Circuit Boards don't go into 45.
Both of those, plus anything with a 2.8125 (HMFs, Turbos) doesn't go into 60.
And Rubber/Plastic still have their own little 81-based world.

ashen girder
#

Because suddenly Mk3 makes so much more sense. ๐Ÿ˜‚

fierce ruin
#

45 handling everything but 2 items in the game is... incredible.

#

45 * 6 = 270

ashen girder
#

60 doesn't tho. ๐Ÿ˜ฆ

fierce ruin
#

Yup.

wintry aurora
fierce ruin
#

Time for another reddit post.... ๐Ÿ˜

ashen girder
#

I'd be mighty surprised if it is.

#

Game designers love their spreadsheets.

fierce ruin
#

Reddit post does mean I have to check every single recipe though... ๐Ÿ˜ฆ

#

Things to do when I get home.

ashen girder
#

๐Ÿ˜‚ Yeah, they're worse than us.

wintry aurora
#

Mh, maybe I'll go with 132 generators instead.

fierce ruin
#

Every belt other than the mk3 hates 45's though, lol.

ashen girder
#

Can't make it easy. ๐Ÿ˜‰

thorn bane
wintry aurora
#

Due to liquids not behaving sometimes? ok.

glacial stag
thorn bane
fierce ruin
ashen girder
wintry aurora
# thorn bane due to the load bug

I think that's been fixed though, haven't noticed it in experimental. But then, the impact is going to be bigger on large setups like this.

#

Maybe someone with bigger setups as I do has noticed it, I dunno.

fierce ruin
ashen girder
#

Fine. Be that way!

fierce ruin
#

Belts being in 60's just to fuck with the machines being in 45's DOES make sense though ๐Ÿ˜›

thorn bane
ashen girder
fierce ruin
#

Very sensitive closed loops and large, few pipe setups will still have hiccups with it.

wintry aurora
#

Closed loops are used for aluminium plants right?

ashen girder
#

I'm firmly of the opinion you shouldn't use closed loops for fluids. <_<

fierce ruin
ashen girder
thorn bane
#

no closed loop for example is 100 water -> 100 sulfuric acid -> 100 water with non-fissile uranium
anything thats connected to a water source is fine

fierce ruin
#

Aye.

#

If you're trying to exact that loop with no connected outside water though... problems.

#

Which is what I meant by "sensitive".

ashen girder
#

"OSL". "Overly sensitive loops".

obtuse tundra
#

Holy shit I just got the electrode aluminum scrap alternate recipe. That should be insane right?

ashen girder
#

It's what I use.

obtuse tundra
#

Instead of just sinking my petroleum coke I could export it by train to somewhere with bauxite and sink the overflow. That frees up more coal for other uses

fierce ruin
#

You have extra coke just lying around?

wind spade
#

you could also just burn petroleum coke in coal gens if you want to free more coal

#

or use it for coke steel

obtuse tundra
fierce ruin
#

You have extra HOR just lying around?!?!

fringe pawn
#

The purple barrels are nice decor

fierce ruin
#

Decoration isn't extra though.

signal nimbus
#

...Never heard of that one. Last I heard, every bit of oil in the world needed to be refined into HOR for the top-tier recipe combos.

fierce ruin
#

Not every bit, lol.
Not even close. Unless your goal is specifically to use all the oil on the map.

versed violet
#

Meta/Decor/RL question:
I use to put my foundries/smelters on top of buildings with no roof over them because "hot stuff needs air circulation", but is that realistic?
I wonder if they should instead be locked tight inside building, to keep/share the heat for 'lower power usage' with big ugly 'HOT zone, do not enter without asbestos suit'?
[Plus I expect the stuff to be quite heavy, so it should go on bottom of the building, right?]

jade minnow
#

A smelter is the smallest production building in the game, isn't it? And I think a refinery or a blender is heavier than a foundry snuttstach_think

ashen girder
willow igloo
fringe pawn
#

Now I just need some grime covered orphans to be pushing carts around, coughing

ashen girder
ashen girder
versed violet
willow igloo
#

There was so much soot at this plant, they had guys on full shifts just sweeping

topaz hedge
#

RL refineries are not one building.. and huge lol

fringe pawn
#

Ooh, soot buildup inside buildings actually would look really cool

ashen girder
#

On the one hand: refineries and blenders would be heavy on earth because of how damn heavy water is. On the other hand: liquids are hysterically not dense in this game.

topaz hedge
#

explosion hazard*

versed violet
topaz hedge
#

coal dust go boom.

willow igloo
ashen girder
#

1m3 of water is 1000kg. (In real life)

versed violet
ashen girder
#

Currently. ๐Ÿ˜‚

willow igloo
#

1ml is 1gram. 1000 mL per L. So 1000 gram per L

versed violet
#

I got feeling the game has misplaced some commas.

willow igloo
#

However many liters in a cubic meter

topaz hedge
#

does the planet's gravity correspond with the weight of water(fluid) in this game. i think it does not. because somewhere i read that the gravity is stronger than earth.. which would mean water is heavier there no?

ashen girder
versed violet
ashen girder
#

I think the current numbers aren't mean to be remotely simulative and more a way of moving towards that.

versed violet
ashen girder
versed violet
ashen girder
#

It's also some sort of extruder.

versed violet
ashen girder
versed violet
#

[or just accept we have one generalized building concept for set of similar machines with similar functions]

ashen girder
#

That makes sense for everything but biomass and slugs.

versed violet
#

Imagine having to replace constructor with extruder when changing recipes!

ashen girder
#

Not sure I want to know how power shards are created, though.

versed violet
ashen girder
topaz hedge
#

iono. i like game as is. I try not to compare to rl. xd

ashen girder
#

That's like, a third of what we do in here.

topaz hedge
#

Not really.

versed violet
#

some of us try to make the buildings at least plasible. Walls, supports etc.
Then there are those skyramp heretics.

topaz hedge
#

most of the convos in here are.. math related to game. now rl generators.. those are fun.

#

imagine having to pull your generators in phase with eachother or they go boom..

versed violet
#

Coal power plants? Been in local one twice.
They are using windows!

eager solar
#

imagine having to power belts

ashen girder
topaz hedge
#

skyrampers want it.

eager solar
#

would make for an interesting game option, that's for sure

#

this and building overheating, also cable having their limits

ashen girder
#

The ones that I've seen want it, they want it to make long haul belts more difficult to justify.

versed violet
eager solar
ashen girder
topaz hedge
eager solar
ashen girder
versed violet
topaz hedge
ashen girder
#

๐Ÿคทโ€โ™‚๏ธ I honestly don't know. ๐Ÿ˜‚

topaz hedge
#

Any electric motor larger than 5hp is most often 3-phase

ashen girder
#

Huh.

topaz hedge
#

it's more efficient, cheaper. and it's a more powerful motor.

versed violet
topaz hedge
#

3phase motors are never 120v.

#

they're 208-480v

versed violet
# topaz hedge not really no.

Unless 110V countries commonly used 20amp and thicker wires, in europe I think 16A is the max for common single phase circuits.

topaz hedge
#

I mean with large motors. 3 phase is always 208,240,277 or 480 xd

versed violet
topaz hedge
versed violet
topaz hedge
#

that's neat. seems like it would cost more. but, if you wanted to run a 10hp lathe or aircompressor for something, ig you could lol

#

star is wye is it not?

#

triangle would be delta xd.

versed violet
topaz hedge
#

100A @ 240 is 24kW

versed violet
topaz hedge
#

xd. you're good. but for 3phase if you have 400V and 25A, that's 10kW on any 2 legs.

#

but if you use all 3, it's (400 * 25) *sqrt of 3 or 1.73

#

but the short answer as to why americans have 100A or now.. 200A main panels.. we like our air conditioners.

versed violet
#

I'm hitting why use 110V and only 2 phase power at most. Thats two factors that contribute to heavier,bulkier, more expensive wires.

#

(Plus having seen the abomination the US panels are, I think modern EU panels for breakers are far superior)

topaz hedge
#

I have no idea. I think it was considered safer or cheaper at one point and it just stuck around. There was once houses were built with aluminum wiring for branch circuits. Which is fine, if it's done properly, and maintained. which is wasn't so houses started burning down and it was made illegal.

versed violet
#

well, aluminium has two downsides - it gets brittle with age, requires thicker wires compared to copper, and does nasty stuff when screwed together with copper wire
Oh wait, thats three.
The upside is, that aluminium is much cheaper. So still used for feeder wire for house, when you can't afford to spend a 1k$ on a cable.

fierce ruin
versed violet
topaz hedge
#

for feeders it's fine, but the person installing those knows to use noox compound (hopefully) which protects it from oxidations. I've also used quite a bit of aluminum wire to install secondary panels in stores and whatnot because they don't want to pay for copper

fierce ruin
topaz hedge
#

I don't think it's a thing lol

fierce ruin
#

Sounds like a missed opportunity imo. ๐Ÿ˜‚ But there is probably a very good materials reason why it isn't a thing.

versed violet
#

For me personally alclad means 'fake cable, stay away'.
You either use actual copper, or stick with sized-up aluminium and brass clamps.

fierce ruin
#

It's possible that the properties that make it extremely corrosive resistant also make it very non-conductive. ๐Ÿคทโ€โ™‚๏ธ

versed violet
#

Actually, isn't aluminium more corrosion resistant?

topaz hedge
#

no

fierce ruin
#

"Alclad is a heat-treated aluminium, copper, manganese, magnesium alloy"

fierce ruin
topaz hedge
#

yes, but no. aluminum is bad because it's a highly reactive metal.

fierce ruin
#

That's the very top layer of alclad. Just high-purity aluminium.

versed violet
#

Oh look, the assemblers seem to be three phase+neutral (two+two cables coming from connection point)

topaz hedge
#

what makes aluminum good, is it forms a oxide layer to it's surface that sticks and protects the metal under it. unlike iron.

versed violet
#

Iron also makes protective oxidized layer, but that layer is brittle and takes more space, so it flakes off ๐Ÿ˜‰

fierce ruin
#

Thank the good Lord iron oxidizes... or hemoglobin wouldn't work ๐Ÿ˜‚

#

We would all just.. die.

topaz hedge
#

but the oxide layer is bad for conductivity, and worse when it reacts with whatever it's bonded too. and current flowing through things has a tendency to make them react in ways they normally wouldn't.. or would take a really long time

#

maybe life would've found another way?

versed violet
#

Think Navi actual blue blood

crimson night
#

need help quick, what percentage of constructor speed do you need to have for silica to need exactly 10 quartz

fierce ruin
#

Aye but red blood cells aren't made of copper.
So in an parallel we may be copper-dependent. In our current existence if iron stopped oxidizing we would be caput.

versed violet
crimson night
#

screaming

fierce ruin
#

Answer is a repeating decimal and the game caps at 4 decimals.

crimson night
#

do i have to overclock it using power shards?

fierce ruin
#

No, 10 would be an underclock.
Why do you need it to take only 10 though?

crimson night
#

ah, i could also make it take 20

fierce ruin
#

Again, why?

crimson night
#

i'm using a pure node using a mk.1 miner early game and need a quick source of silica, i found the answer as you said it's a repeating decimal

fierce ruin
#

Set the miner to 90 and just link it to 4 constructors.

#

90/min (75%)

versed violet
#

You can type 100*10/22.5 into the percent field, will be as close as game allows. Can't check without quartz at hand

fierce ruin
#

Repeating decimals though.
Put them miner down to 75% and then you get 4 constructors at 100%.
CLEAN.

ashen girder
fierce ruin
ashen girder
versed violet
fierce ruin
ashen girder
ashen girder
fierce ruin
#

There are scientists who believe in intelligent design, just saying. ๐Ÿคทโ€โ™‚๏ธ

fierce ruin
ashen girder
#

๐Ÿ˜‚ Last thing I'll say about it: I've never understood why Christians didn't just embrace the more Unitarian/Catholic/Agnostic view of creationism. God just, you know, invented evolution. Bam. Two birds, one stone.

fierce ruin
#

"Christian" has become a very broad term compared to its origin tbh.

topaz hedge
#

electricity.. electricity in different countries around the world.. properties of aluminum.. to the origin of life.. yup, sounds like normal convo flow xd

fierce ruin
#

Electricity flows like conversations.

#

Meaning: IT GOES WHERE IT WANTS TO.

#

๐Ÿ˜

oblique hollow
#

Technically the aluminum we use is Silumin

ashen girder
fierce ruin
topaz hedge
#

electricity does take ALL paths. so ig that checks out lol

oblique hollow
ashen girder
oblique hollow
#

oops tiny cap

#

there, should be enough

topaz hedge
#

hey, default aluminum recipe uses silica too in the foundry. that's kinda cool actually

oblique hollow
#

theres also Alusil

ashen girder
#

I hate scientists naming things.

fierce ruin
#

I am on that page currently, lol. You didn't have to grab the cliff notes.

oblique hollow
fierce ruin
#

STOP.

oblique hollow
#

BURN

ashen girder
#

"We can't use Silumin because it's already taken. Alusil it is I guess."

fierce ruin
#

Just let me read it myself dad.....

topaz hedge
#

i like the cliff notes. cbf to read about that stuff anymore xd

ashen girder
#

I guess "Alusil" is better than "EN AC-AlSi17Cu4Mg". That one just rolls right the fuck off the tongue.

fierce ruin
#

They nailed the alclad recipe though by forcing the copper in there.

ashen girder
#

Kinda weird they call it alclad though. ๐Ÿ˜‚

deft lichen
#

Alclad aluminum is apparently a trademark

ashen girder
#

It's cookware isn't it?

deft lichen
#

it's a variant of duralumin which is an aluminum+copper alloy

fierce ruin
oblique hollow
#

turbomotors use a lot of aluminum, and engine blocks are apparently the main thing made from Silumin / Alusil

ashen girder
versed violet
fierce ruin
topaz hedge
#

Maybe I want a cast iron engine block instead.

ashen girder
#

I like that we can build engines pre-fitted with NOS canisters, though. ๐Ÿ˜‚

fierce ruin
#

Wait. RCU's force Al too... damn.
But the MOTOR doesn't take any ๐Ÿ˜›

ashen girder
#

So, just to make sure I got my words straight: "alclad" just means aluminum cladding an aluminum alloy, right?

fierce ruin
#

In a nutshell, yes.

ashen girder
#

"duralumin" is just a specific copper-aluminum alloy that was commonly used in the "alclad" product.

wind spade
ashen girder
fierce ruin
#

Alclad is specific to having a pure Al layer around the alloy.

oblique hollow
#

if i google alclad all i get is a trademarked pigment paint

ashen girder
#

Yeah, strong feeling "alclad" as it was in the 1920s isn't in use anymore.

#

Even if we do still use aluminum clad paneling/sheeting.

fierce ruin
#

Probably changed/adjusted the alloy inside, but the term still meaning pure Al layer on top is the main part of its use.

oblique hollow
#

sooooo maybe alcoa suffered from the same fate the walkman did in certain countries

topaz hedge
#

it says that modern airplanes are a mix of unclad and alclad parts

ashen girder
#

Ngl, when I saw alclad, I thought "all-clad".

fierce ruin
oblique hollow
#

if a trademark name becomes too generalized, companies can lose the trademark

ashen girder
#

The company trademark that is still relevant. ๐Ÿ˜‚

fierce ruin
#

Don't even get me started on how much I love my ZUNE @oblique hollow .
๐Ÿ˜

ashen girder
fierce ruin
#

๐Ÿ˜„

warm sphinx
#

i have 5 rows of 120 iron ore each that needs to get smelted into a smelter, how can i do this setup with manifold part?

fierce ruin
#

30 per smelter... so 4 per row?

warm sphinx
#

ya but what would be an easy setup?

fierce ruin
#

5 rows with a mk2 feeding the 4 smelters?

Or do you have access to higher belts?

warm sphinx
#

no, mk2 is highest

#

for 2 lines

fierce ruin
#

Then just do the 5 rows of 4. Idk how to make that simpler.

warm sphinx
# tropic hawk so 600 Iron ore/min total?

ya but i think i got an design, i need 1 floor for plates, 1 floor for screws, 1 floor for the reinforced iron plates, 1 floor for screws 1 floor for rods 1 floor for rotors and 1 floor for iron wire

tropic hawk
#

ok. Just trying to make sure that we are all understanding. you just need 5 groups of smelters, each group has 4 smelters, or you can set up 2 rows of 10, and using item elevators and manifolds, progessively feed each belt with ore and just feed 2 long lines

tropic hawk
#

cool. glad I could help

fringe pawn
#

What's a 'sweet spot' goal for sink points? The approximate number of points unlock many things, but not all of them in the shop. I realize this is absurdly subjective. I'm mostly curious how long it would take using only silica. Even for all non-statues, the endgame production of 40k points from 2 normal silica nodes is pretty darned good, and 18k points when you're limited to Mk3 belts and Mk2 miners is also pretty good.

ashen girder
fringe pawn
#

Even when you're limited by Mk2 belts, 240 quartz per minute minute is 400 silica and 8000 points. That'll get you over 200 tickets in a day and a half of runtime. And of course that gets better over time.

fierce ruin
#

Real pioneers sink leaves.

#

That's the calculation.
How many leaves have to be sunk to unlock everything?

#

๐Ÿ˜‚

fringe pawn
#

At least flowers are worth 10 points each, are you allowed to sink those as you get them, too? ๐Ÿ˜ฆ

fierce ruin
#

No. ๐Ÿ™‚

fringe pawn
#

Wait, oops. I totally missed a zero on the sink points for 200 tickets. The chart I'm looking at isn't using any digit separators.

#

I knew that was too good to be true. Not that silica by itself isn't good to start, but silicon circuit boards as soon as you can.

fierce ruin
#

Caterium Circuit Boards only for this pioneer.

fringe pawn
#

1,813 tickets for everything? So around 110 billion points, which means 3x as many leaves a third as many leaves ๐Ÿคฆโ€โ™‚๏ธ

fierce ruin
#

Now just to ask Hannah if there are even 35 billion leaves in the game ๐Ÿ™‚

fringe pawn
#

If not, that's gonna need a lot of doggo petting.

fierce ruin
#

Can't pet them, too busy bashing their skulls in.

fringe pawn
#

400 silica and 8000 points per minute does get you 50 tickets in under 5 hours, so that's a solid start.

light trout
#

Good grief, setting up the North Coast oil for Blender Turbo Power is a monumental effort

#

I am ready to begin building 270 fuel generators >_<

#

At least the fuel generators won't take as much time, per generator, to setup as the fuel blenders, they only need one input and no output aside from power

vast jungle
#

do you go "dilluted fuel => turbofuel" or "turbo-blended fuel" ?

light trout
#

I should have done this in smaller chunks

#

diluted fuel in blender

#

Turbo Blend Fuel

vast jungle
#

I am thinking about the similar things at the moment... I am still stuck at Coal Power (I am currently Tier 5/6, so no blender at the moment) and thinking about the right way and time to transition to Fuel/Turbofuel power

#

Fuel production without Diluted Fuel looks especially horrible ^^

light trout
#

I've procrastinated way too long on rebuilding my starter base with a good mall and production

#

Power was my real reason so decided to go for broke

#

But ... that conveyor spaghetti mess of my base is going to have a tough time building the components I need for 270 fuel generators

vast jungle
#

If I were Tier 7, this would be my plan:

270 Oil => 360 Hor + 180 Resin (9 Refineries)
60 Hor => 120 Fuel (2 Blender)
60 Hor => 180 Pet.Coke (2 Refineries)
120 F.+240 Hor+180 P.C. => 360 Turbofuel (8 Blender)
=> 80 Fuel Generators
=> 12 GW

#

270 Generators... thats a LOT of power

light trout
#

I need 1350 computers, 4050 motors, 13500 rubber and 13500 quickwire

#

Turbo blended fuel generates 45 turbo fuel/min per blender

#

The fuel generators only burn 4.5 turbo fuel/min

#

So each blender running at full supports 10 generators

vast jungle
#

yeah

#

(my plan would be 8 blenders and 80 Generators, keep it "smaller" ๐Ÿ˜‰ )

light trout
#

I've got 27 blenders for the final step (plus 4 creating Diluted Fuel)

#

Actual output from the oil pumps without overclocking will only sustain 26โ…” blenders

#

So I guess technically I only need to built 267 fuel generators

#

wow, save myself from 3

vast jungle
#

its always a good idea to overclock resource extractors

#

unless its a rare node and you have MK3 miners ๐Ÿ˜‰

light trout
#

except not even overclocked, this is super tedious building all this out

vast jungle
#

at some point it might be easier to build a large nuclear setup, yes...

light trout
#

I have to use 2 pipelines for crude because I only have Tier 2 which supports 600mยณ, but I'm pumping 1140mยณ

#

Nuclear scares me a bit

#

I have the tech

vast jungle
#

since the Particle-Accelerator=>no-Waste route its okay...

#

you just need a good way to run your factory empty to get it non-radioactive if you need to change something

light trout
#

I want to build a robust, clean base with a mall setup first, wipe out my starter

#

I will need a lot of power, the improved alternate recipes for ingots requiring water consume more power, and as it was my power was iffy

vast jungle
#

yeah... all these Refineries ๐Ÿ˜‰

#

my problem is I have only 3.2 GW of coal power at the moment and I am not sure I want to add more...

topaz hedge
#

Nuclear is more mw per machine vs turbofuel if you count the reactors and fuel gens.

#

But it's a pretty huge undertaking to get it all built.

vast jungle
#

yeah, the build chains are both complex and long... especially if you want to sink the waste

topaz hedge
#

Turbofuel is much simpler, and less headache

vast jungle
#

what I am confused at the moment is that Turbo-Blended Fuel doesn't seem to be that much better than Dilluted normal Fuel

1/3 more power and similar number of machines

is it worth the effort?

wind spade
#

The default uranium only chain is fine imo

topaz hedge
#

That's what I've been wondering too Henning. Diluted fuel with blenders is so simple and the burn rate for fuel was halfed with u4

vast jungle
#

and no need for Sulfur and Coal

#

AND you have some "waste" Resin you can use for some optional plastic/rubber stuff (with a smart sink of course)

light trout
#

Turbo Blended can use diluted

#

Does need sulfur

vast jungle
#

it does... but its still comparable to diluted normal fuel

topaz hedge
#

Turn blended uses coke.. no coal

vast jungle
#

ahh yes

light trout
#

Yes but it does use sulfur

vast jungle
#

270 Oil => 12 GW with Turbo-Blended Fuel with Diluted Fuel
270 Oil => 9 GW with Diluted Fuel

topaz hedge
#

and less stuff to build..

vast jungle
#

my problem is I NEED additional power to get through Tier 5&6 before I can even get the Blender

topaz hedge
#

Maybe someone needs to take that math and go to the QA and ask them to increase turbofuel unit energy so it'll consume 3 a miunte.

vast jungle
#

does someone want to check these numbers? each for 270 Crude Oil (because nice ratios mostly):

Fuel (w.o. Diluted Fuel): 3 GW, 15 Refineries
Turbofuel (w.o. Diluted Fuel): 6.6 GW, 26 Refineries
Fuel (Diluted Fuel): 9 GW, 21 Refineries or 9 Refineries + 4 Blenders
Turbo Blended Fuel (w. Diluted Fuel): 12 GW, 11 Refineries + 10 Blenders
Turbofuel (Diluted Fuel): 20 GW, 53 Refineries or 41 Refineries + 4 Blenders

#

in this, Diluted Fuel suddenly really looks nice with Blenders

#

(and it reminds me of all the effort I had in my first playthrough with my two packaged-diluted-turbofuel powerplants ^^)