#math-and-meta
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Or ... maybe Factorio train logic handles that stuff different.
heres the current idea sheet
thats literally the only thing we dont have
everything else is already possible with block and path signals
Ah, it is like naming all your stations the same name in Factorio.
Won't let you or it just shits the bed?
it allows you to name stations the same but that doesnt "group" them
you just lose track of stations because now you got 2 seperate stations under the same name
Yep.
this signal idea was more of a multiplexer approach
originally i didnt think of "what if it chose an empty path if theres 2 exits with the same number"
You're just moving the logic to the gate instead of the station name picker.
gate/signal
yea the station names only determine the end goal of a train, but trains dont adjust their path usually
so i had the idea to force them to recalculate
a special signal where they fully stop, get a new path ordered to them, and then they check if their current goal can still be reached with this new path
because apparently, right now, dynamic repathing is complicated
so this was a simplified approach where its not fully dynamic
How many freight cars would my train need to efficiently deliver 1080 bauxite per minute across 3000~ meters?
Yes. All the cars.
Make it look like you're playing "Snake" and have only one apple left to eat.
Are you using 1080/min at the destination?
The intent is to
well ... let's see 2 cars would be 1560/min for as long as it takes to drain 48 stacks. As long as you can fill 2 train cars and deliver them before the others empty?
Only 2?! I prepared for 6
err ...32.
Mostly considering the distance, not sure how long it'll take
Wait, 32 cars?! How would I even split this into 32 cars ๐
32 stacks of items, silly.
Yeah, but is there a good way for calculating it?
Standing on the loco with a stop watch?
Doesn't it display at the station with the new update? Anyway, I'm more so thinking in advance of actually building the train tracks
I don't know ... I only built a train track (horribly) in my modded U4 world.
What do people do when it comes to making fuel? Standard, Alternate1 or an unlockable alternate?
I'm using the I think an alternate ... Oil --> Residue and Plastic nuggets --> Residue to fuel.
I dedicated an entire oil geyser to the project. Got 40 fuel gennies out of it. I could probably do more with the diluted fuel recipe ... but I needed the plastic/rubber for other ... things.
this seem needlessly complicated, why not just have repatching on path signal, as its name suggests
cuz thats too easy
nothing wrong with that
yes
and while we are at it, path signal needs a special state for partial clearance
maybe blue like in factorio or flashing green
partial clearance?
can go left, cant go right kind of thing
right now, they are always red until train approaches
point of that being?
they are always red because they wait for a train to enter their block and "transmit" their path to them
guess it has to do with the way it doesnt want to needlessy early reserve a path?
the other thing is: when to trains determine that they need to repath?
after waiting at a path signal for 5 minutes?
should be enough if its intended way is blocked and it would need to (start) stopping
if its intended way is blocked it could simply mean "theres a train on my exit"
yes, thats the point
and that other train could still move
no need to reconsider a route if its probably just delayed a bit
if there is alternative route that offers no delay, then it should be taken tho
should, yes, but it can't as it's not programmed that way.
So I have a question
What is wrong with liquids and pipes in this game
The pipe on the left looks like this
The vast majority of peoples preconceptions of stuff being "wrong" is purely because pipes can flow backwards and they arent accounting for that
The pipe on the right looks like this
I have accounted for that and I have tried adding pumps
Work your way backwards on the dead pipe til it doesnt look like that
But that just stopped the flow of the liquid, even though I made sure they were in the right direction
There is a specific bug I have found
Where if you have Pipe A -> Pipe Floor Hole -> Pipe B, and then you place a llift head pump on Pipe A before the hole, it "breaks" the connection to the floor hole, and Pipe B doesnt get any fluid
Rebuild the involved pipe segment(s), maybe even the pipe supports
And you just have to redo the pipe between Pump <-> Hole
restart game
Reinstall Windows
But, usually, its a head lift issue otherwise
The game gives you a visual for your headlift as well, which not everyone knows
This is the only pipe currently working
I can not figure out why this wont work
Its probably head lift
Are you powering them?
Connect a pipe to the upper row, go into build mode with a headlift pump in hand, hover it over the pipe pointing the right way, but dont place
those pumps look unpowered
What pumps?
You will see a visual for head lift
I dont have any in the photos
Im gonna say this is almost certainly a headlift issue
chances are the bottom row of pipes is just low enough to clear your headlift, but the top row is above your headlift
The 5 pipes the pumps are on arent the ones I am working with right now
Im trying to get the first one to work
But seriously first do that thing I said to do
also whats so bad about that. does the flow rate at least equal 40/min on average on both sides?
the pipe going down doesnt have to be full
well the flow rate says 23 so, its almost definitely above headlift slightly and its choking hard
so I presume yeah, its broken and my tip will help them see why
@haughty roost Did you do the thing I said yet?
Just hower a pump over the pipe but dont place it?
yup
Why would that help
It will show you your problem
^
however, this does not work with refinery head lift
there will be no ring to snap to
because normal production machines dont produce these rings
Do only pumps show it? I thought all machines that make head lift show the indicator now?
nah still not
RIP
Actually weird thing I am finding is... your head lift rounds up to the top of the pipe it seems
Though it seems to not get full throughput, its weird
I guess pipes dont understand "direction" fully and have shorthands internally for how full they are
yes that would be the volume
the bubble icon
So I moved it down and it works just fine
SO WHY DONT PUMPS HELP IT
It doesnt work without pumps and it doesnt work with pumps
When I moved the pipe down it works fine without any pumps
But when its above the doorway it doesnt work with pumps and it doesnt work without pumps
bugged
Alright, lemme relog then
this is what should happen
the less fluid you produce the longer it takes to fill the pipes
and 40/min is REALLY slow
Yeah, nothing is working
I can just put all the pipes on the ground
I dont really want to, id like to have that doorway there, but for some reason pipes arent working for me
verify your game files
I keep getting errors about verifying game files
Ill probably just make a new world from scratch
errors when verifying?
I have made many mistakes in this one and this world just seems to keep messing with me
No, when opeing the game
opening*
cursed savefile
Yeah
So ill just make another world
I havent really done anything that huge in this world other than getting to the level I am at now
there are a few issues indeed that persist only on some savefiles
i had that happen to me with pipes when i broke a valve
that broke all valves in that save, forever
Well, thanks for trying to help
anyone calculated how long it will take to grind ficmas presents to finish the research tree?
as of right now all you need is to grind enough to build a present tree, and you can build a fully automated factory for all parts
which you should, as later unlocks are likely to get expensive
nice
ficsmas any% speedrun when
It's time gated, so, you can't really speedrun that.
You can with changing your pc date
or just wait until the 25th and time your speedrun then
changing the date is not recommended as not all content is even in the game yet, as the devs have stated
Who would have thought a simple rewiring job at my aluminium refinery would take four hours!
Rewiring as in re-piping or...?
Rewiring as in the places electrics, there was pumps and other crap cabled in that have since been removed, but due to how I wired the place, I pulled a few too many bits of the rats nest and the whole thing went dark, so I gutted & rewired it in a more orderly manner.
Oh lol.
It gave me an excuse to run power off beams instead of a disorderly manner right off the ceiling to boot thanks to some U5 toys.
Yea, I had accidentially split my base area into two power wise and didn't realize it until one side of it crashed it's grid.
I've so done that ๐คฃ
I also had ghost lights for a couple of hours, they were fully disconnected but they didn't let that keep them from shining, I had to connect/disconnect them again to make them realise there was no electric ๐
Hey guys still fairly new compared to most of you guys. Im looking at making a turbo fuel plant/power generation on the northern end of the map. Im thinking about just using 2 of the prepped 600 oil lines I have for that purpose and reserving the rest for other production. Ive tried to use SCIM and the other factory planner to plan out what I need but im having a little trouble configuring it correctly to show me what Im gonna need. Want to use the packaged fuel alternate that seems to be popular for this purpose. Can anyone kick me in the right direction to get started
have you used satisfactorytools to lay out the production lines?
I think I looked at that one as well but I think Im approaching these tools wrong
if you want a more step by step, imkibitz has a pretty good tutorial, but it's using packaged fuel in refineries from an older update, so you need to replace that step with the packager
yeah ive looked at his streams, theyre great and fun but sometimes he glances some of the more in depth info lol
or I need to pay attention better
usually the crazy stuff isn't on his letsplays or streams, but youtube playlists, they get a bit buried sometimes
The BEST Fuel Generator Power Plant Tutorial, 300 Oil to 16,700 MW! - Satisfactory Tips
Satisfactory tips and tutorial time! Today is a Satisfactory Fuel Power Plant tutorial that uses 300 oil, 600 packaged water, 400 compacted coal, and 66.6 refineries to make 16,700 MW of power! This is an advanced Satisfactory tutorial that requires 4 altern...
oooh, thanks for that link. I dont have alclad production yet so hopefully that wont hold me back. I was hoping to solidify the power grid first
you only need diluted packaged, compacted coal, and heavy oil rewsidue alternates
well and turbofuel xD
lol
yes, that also
if the beltspeeds are too high, you can just pare everything down to a 480 input
I think I have those but Ill make sure before I start, otherwise back to adventure mode for more hard drives
btw the default recipe is mostly capped on sulfur so i woulnt build it too big so you dont need multiple sulfur nodes
yea, i have been using the same 300 oil -> 138 turbofuel generators for 22.2gw of power for the last 200 hours or so
only now spending the time getting a nuc setup
i much prefer turboblend fuel but ofcourse you need the blender for that which is later
thats kinda why i wouldnt build something really big since you want to use turboblend for that
yeah ive heard about nuclear, want to get more established/experienced before I tackle that beast lol
one normal oil, 2 normal sulfurs until you get mk3 miners, 666 turbofuel per min
but again, with the switching of refinery unpacking from update3 to packagers
Imho avoid the spire coast if you're doing turbo fuel, the station can be colossal and it's on the cards for an update as far as the landscape goes.
wasnt that site outdated or something?
idk use https://www.satisfactorytools.com/production
i never actually used it
just ripped the pic lol
this was before i joined the cult of greeny
i think its stupid go for X oil into X turbofuel
youre capped by sulfur
id rather use a full 300 sulfur node and use what ever oil i have available
Im hoping to get into nuclear before that update, then I can play around with changes there
default turbofuel uses more sulfur than oil
but theres WAY less sulfur than oil available
I have an immense turbo plant in that area and I'm racing to get my nuclear going just in case it gets bricked by a future update, just don't use half of the worlds sulphur like I did converting 1800 oil in to 4000 turbo fuel, it takes ages to build that big ๐
Chop chop. You only have.. checks notes.. 6-9 months to do it.
(Disclaimer: I have no special knowledge. I am not a goat in a tub.)
id do something like this i think
83 gens
You should have seen the chaos my aluminium plant was in earlier, god that was a frustrating fiasco, and it was caused in part by one section of mk1 pipe ๐
I saw your discovery! Ouch. D:
I have some sulfur that I use for my compacted coal power plant but by no means tapping much as far as sulfur goes, would be ok with kiling a sulfur node even if I have to search for one to get some lasting power set up
83, rookie numbers ๐ , I did 888!
I got it in the end and the place is Finally running after the fifth rebuild ๐
id just build that with turboblend fuel (well i wouldnt id go nuclear xd)
i think the default turbofuel recipes is super overhyped
the sulfur you need for it is insane
The sulphur use is crazy, my nuclear is planned with plutonium sink so 266gw give or take should handle any power needs.
is there a more sulfur friendly approach for turbo fuel
most ive used is 50gw and thats 20 assembly director systems per minute...
turbo blend fuel
but you need the blender for that
My turbo fuel plant produces 133gw.
so id just build a small default turbofuel plant just to get you through aluminum processign so you can unlock the blender
well small ~80 gens or something
Imho I went way too far, getting just dilute fuel will allow you to expand power with relative simplicity.
eh i hate diluted fuel
defautl fuel is best fuel xd
I do have the blender open, have been trying a minimalist approach to moving up the tiers
Dilute does double the resulting fuel with trivial steps.
Its really just a dodge for piping in oil from all over the shop and having all your gens in one space.
its still the same amount of buildins though (roughly)
and by that point you have like 5 oil nodes nearby that you wont use all of
its actually LESS space to use default fuel over diluted
I'm burning four nodes (two normal and two pure) for my turbo fuel, all other oil everywhere else can be used for something more constructive.
well you dont need that much power
Depending on what future updates do, I'll leave the fuel station in place and just focus nuclear.
I'm partly building that because I've never done nuclear before and it's a challenge ๐
nuclear is fun ๐
right now with the extractors OC'ed I have 3300/m oil ready to pull the trigger on, not including the I think 600 thats being rolled in by train. Im just thinking of tapping 1200 of that max for the power setup
That's my current nuclear map, it still lacks copper processing, iron wire and a foundry for fuel production.
pretty much want to set up a robust power grid so I wont be held back by power until I get to nuclear
encased cells are produced in another facility not captured on that screen, sec.
Here it is.
yeah I have a ways to go before I start playing with that voodoo. absolutely loving the journey so far though
conventional fuel is the most reliable with straight forward setups, the resin output from the refineries can go straight in the sink, no fuss.
When unlocked, you can also build a mountain of power stores, their job is to kick in when your grid does get overloaded so you can shut off what's just blown it and reset without your power generators being brought to their knees.
Im just concerned about capping the setup and having to revisit power before I get to nuclear.
I do have I think 5500 in storage connected to the grid on a switch
If you built a fuel station in the crater & on the oil islands you should be good for ages, build as many stores as you possibly can, their power for emergancy scales well for something so cheap.
been doing a little ground work in preperation for this project, probably will need to kick that reserve power just to start the fuel generation
I have 1800 under my base, they can put out more juice than my turbo fuel station.
You won't need to risk tripping if you online in stages, 1 row of refineries & their fuel gens at a time, that way your power comes up faster than your consumption.
so the blend fuel approach is more complex but more efficient for the production of turbo fuel
I know, I blacked out my entire grid when I powered my turbo stations refineries in one go. I only had 7200 from my coal station, and the refineries wanted 20000ish in total ๐
it actually doesnt use coal so you need less other resources
only oil ๐
Moving off coal to oil also lets you use that coal in steel production & aluminium.
and sulfur
its just easier to find spots that have oil+sulfur than spots that have coal aswell
also the reason i dont like diluted fuel cause theres some spots that just dont have water
Good point, I have a mapwide belt tunnelway bringing half the worlds sulphur, it was tricky to get started mostly just getting to the ndoes.
yeah that was my hope, wanted to make a really good amount of power so I can retire my compacted coal power
compacted coal as a fuel? as in directly in to a coal station? ouch!
freeing up the coal and sulfur for other things
yeah my main power is compacted coal right now
The extra burn on the compacted coal is just going to be swallowed up by the machines needed to make the compacted coal, Imho you should have just used regular coal & explored another node ๐ฆ
sonofabeetch, drone ports only have one input slot?!
that's going to cause me some troubles...
You can smart splitter sushi if you're wanting mixed drone loads of small numbers.
yea, one for batteries, one for transpo
i was hoping to use them to ferry 1800 qw to my irradiated factory
fleet of drones blacking out the sky it is
qw in to a rad haz zone? probably should have a train doing that or three belts.
i'm making a mountaintop factory to isolate the radiation hazard, you know, for safety
totally unrealistic to have trains climb that slope
doin it for the memes brother
I get you, all the worlds uranium is processed in that one room , it's deep under the world.
bigbrain moves
The uranium fuel production is over the void in the grasslands and it's larger.
if you balance your radioactive stuff the radiation is quite minimal
You can walk around my nuclear handling stations with minimal exposure.
i'm not particularly worried about the actual radiation levels, i'm already working through a zero-waste recipe, but again, we doin this for the realism, THE MEMES
I probably went a bit far on my mission requirements but I'm committed now to burning all the uranium.
Just 3,6 roentgen ๐
thanks for the insight btw on the fuel situation guys
so how should I handle automation of building enough canisters/fluid tanks so as to not back up various lines?
I had sudden fluid buffer nightmares before I realised you meant the cans.
are you sinking them?
cause if you resued them you odnt need that many which you can just craft form a box -> def. canister -> box
Do you have the steel canister recipe? , it's pretty straightforward having a foundry spam those.
I need like a priority/smart merger or something
ngl, i just kinda build a bunch, throw them in until they overflow, then take some out
my problem is if I build too many, the various manufacturies that use them will occasionally back up, because the belts are full of empty canisters
building selfcontained pack/unpack loops and just chuck a isc of them in there, and wait and watch
I'm also working on making my nuclear look cool ๐
Belt Compressor strikes again!!!
just remove the constructor ones the loop is full (as soon as you get unused canisters in the box)
hey, that's sort of what I've done
Markings on the ground never gets old for planning placements.
thats pretty slick
@thorn bane here's my attempt so far
I'm using the Storage Teleporter mod, if the small solid blue buildings aren't clear
I think it might have taken me longer to label that image than it did to come up with the idea and build it in-game....
The modern railings & lift holes can make for a cool ingress/egress point for belts inside of the factory.
idk i dont like the idea of sinking extra canisters
id just fill up a line and then disconnect the canister supply
To drop the railings like that when they intend only to snap to the edges of the 8x8 foundations, just drop catwalk crossings flush with the foundation, it lets you freely place the railing, you can just del the crossing after and the railing is level with the ground ๐
Quick question, If I plase a splitter ontop of a lift it clips thrue it so it looks like the goods are coming in from the bottom. It looks pretty cool and works like a charm. But my question is. Is this a bug or a feature or both?
As far as I know itโs intended
so uhh if this was fully charged...
Yes power, much demand
question, i need 18 coal generators, i need 2 pieces of 8 coal generators, another place of 8 coal generators and then 2 coal generators, but how do i do this setup in such as a way that the load is nicly distributed?
yes but wouldnt that take alot of time until all 18 coal generators are working at 100% efficiency?
you can prefill the generators with some coal, or you can only input the water after the machines have some coal backed up
manifolds just do that, a load balancer would be overkill here
Heyo! I have a math question.
Assume a resource node provides 240 / min. What is the optimal way to determine the number and configuration of splitters to achieve a split of: 176.25 and 63.75.
Please see my solution in the attached photo.
A tool for planning factories in Satisfactory
Is there a formula/calculator to determine this without me hand doing the math?
also splitting into 3s didn't yield a useful result
To add complexity a given splitter output can be split into either two or three with the potential solution existing in either branch. This means that the optimal solution could be a mixture of splitters with two or three outputs.
=IF(L2="",
"",
IF(I2="",
INDEX($I$2:I2, 1,
MAX(NOT(ISBLANK($I$2:I2)) *
COLUMN($I$2:I2) -
COLUMN($I$2)+1))
/L2,
I2/L2))
it will return the maximum non blank cell index (using some indexing magic) and divide it with the adjacent cell
essentially, the index(...) replaces the I2 in case I2 is empty, where index is the index of the previous non-blank cell above I2
this is could be used for getting the value of a merged cell without using VB
apparently this doesn't work properly if attempting to read a cell which contains a formula, since ISBLANK includes formulas
aaand it appears as though i've no idea what i'm doing
Hence why I told you to just make a python script at least xD
well i just realized, if i made a python script to do this, it would basically be the same thing that greeny's production planner does, and crossing over into the territory of the discussion in the #915743639433527306
there's no easy way to do this without bruteforcing every combination of production
so therefore, finding which belt is cheapest can probably be easier by hand than by using tools
even most peeps seem to be able to tell you off-hand which one is easier, but i have a suspicion that calculating every possible recipe combination will reveal results that not everyone thought of
Yes, but then you wont be able to do the same for other things rapidly
that's why there's the ongoing discussion about finding a way to calculate recipe efficiencies
Anyways if you get me an easily parsable list of all recipes in the game I can try to write such an thing
no dont
you see, the problem is that in later tiers, byproducts come into play
those byproducts can be used to simplify the workflow down to the beginning
Never doubt my programming abilities
well the thing is
join #915743639433527306 and read the pinned message
your help would be appreciated
๐
Js ๐คฎ
xP
i like when i can re-arrange the nodes so there's no overlapping lines
btw this is to produce one iron plate with all the 'best' alt recipes
Size matters too you know
So does power
can't have everything
So maybe something like Points / (Size * Power * Constant)
this is if you maximize iron plate production
388k plates/minute
rather fascinating
don't know why but this one has -0/min byproduct: alumina solution
maybe i can report this to @wind spade ๐
What would you rate in order of importance in terms of production volume for Aluminum Sheets, Aluminum Casings and Aluminum Ingots (left unrefined in case of recipes using them as is), and assuming that every alternate recipe is available?
You need aluminum ingots to make the sheets and casings in the first place, itโs volume is going to follow the other two.
Yes, but since they're also needed for some other recipes, I don't want to convert all of them into casings / sheets... But I also don't want to leave too many leftover, if they're not equally important as casings and sheets.
Sheets above all for MK5 belts
I have two normal bauxite nodes and one pure node, now all turned to ingots, and I'm trying to decide what treatment to give to the pure node. Only production of other items matters, since surplus can always be used for building materials.
Arenโt aluminum ingots only used for those two items, including alts?
Such as for the MK 5 belts, I'll have plenty for those regardless of which
Some ingots are used for the heat fused frame alt iirc
It's used for Heat-Fused Frame alternate, and empty fluid tanks
And the heat fused frame seems to be the top efficient choice for fused modular frames
Oh, didnโt realize, I thought al sheets were.
Fuel usage in normal recipes is 
I think you are better off deciding what recipes for higher tier parts you will use and then decide how many casings / sheets to make
Well
In this save I've always devoted one node for just one core material, so I'm doing the same with Bauxite
Sheets are more of a build material
Casings are used more in products
Sheets are for base heat sink recipe and conveyors, mostly
Ok that's kinda what I was thinking too now that I've discounted the ingots as-is
So its "build more stuff" vs "assemble more products"
Imo sheets first cause mk 5 belt
Always assemble more products, since for building I can't use them as fast as they're going to produce anyway!
And I'm playing at a leisurely pace, so the stockpiles will build up regardless
The only thing still in question is the Classic Battery alternate recipe, which uses sheets
Which is not only more efficient than base battery, but also much less of a pain in the ass
There's nothing to question about that, classic battery is just betterest
I finally cannot delay automating Crystal Oscillators and Radio Control Units anymore...
what are your opinions on the base/alt recipes on them? I am still not convinced which way I should go
Not much of a difference for the oscillators (I use the alt), I think, but the RCU recipe should be decided carefully if you plan for many of those
at the moment I plan to automate them so that I have enough resources for Blenders for a proper (540/min) Oil setup for both Rubber and Plastic.
the alternative would be to handcraft them (or buy them in the Awesome Shop) and get the oil stuff done first
For a quick setup, you can probably just choose the recipe that is the most convenient to you given your aviable resources ^^
hmm... have to think about this again... would like to keep it "simple"... for certain definitions of simple ๐
Which is exactly why I haven't made any assumptions on which recipe is best for you xD
Depends too much on what's convenient for you to use for them, there's plenty of choices ^^
What's this about? ๐ค what do you need recipes for? ๐ค
There's the wiki.....
Does it have an easily parseable list of all items?
I like to use that list of subjective analysis of recipes as a quick search list sometimes.
Dunno about parseable though.
I can give you one once I get hpme, I'm just wondering what you want it for (didn't read the whole conversation)
Oh wait, you said all items, not all alt recipes.
Well I'd like to give a go on making a recipe analyzer like you guys are doing.
But instead of weird languages I'll go with C++ cuz speed ๐
There is that drop down category list?....
The analyser doesn't use any language yet and it would most likely use linear solver anyway, which iirc is written in c
Also I'd like to try to make an editor where you can design a factory.
And maybe in the future make it possible to test it as well
Yeah, fair. I just wanted to clarify, I don't know what "weird language" you talk about when talking about the analyser lol
weird languages:
JS
Python
Perl
Ruby
PHP
@oblique hollow The refinery is FINALLY fixed, I greatly appreciate the assistance you & others provided with my pipeworks nightmare ๐
None of them were mentioned really
Also JS is kinda forced if you're talking about web app
Well JS was sorta xD
With the website
Not really anymore ๐
We got WASM
Yeah but I was talking about solver, which is separate from the website
It's called via an API
Anyways the ones I listed was just the common weird languages xD
Which still requires javascript ๐คท
Yeah true, but you don't write that
If you want to run it on browser/node side
Also typescript is great, makes javascript pretty good
Lets agree to disagree :kekw:
please don't write websites with wasm
no reason to make web even worse than it is
does someone have setup for 10 nuclears?
greeny's tools have all the setups you'd ever need
I think they're asking for layouts.
@cinder silo Hey, how many nuclears do you have? Dunno if that person is asking for layouts or not.
i would need both
I built for 105 nuclear plants, standard recipe, 1050 encased cells > 21 fuel rods.
Is the current in-progress nuclear & 70% of the stage 2 infrastructure.
Iron wire for stators & the fuel bridge are the parts I'm building right now.
Btw when do you get home?
I just got here, having dinner atm, you can DM me
Makes note in book of when exactly greeny arrives at home.
For... purposes...
For Science right???
Sure ๐
its always about the Science LOL
won't really help you, it was one-time trip, I just went shopping and for dinner xD
I work from home
still need it?
Regarding the diluted (blendered) and diluted packaged fuel conversation this morning (#old-questions-and-help message) about whether one is more costly power wise or not, I looked in greenys calculator and using roughly the same amount that I produce (I forget the exact amount, but I know it's 1600 something or so), diluted packaged https://u4.satisfactorytools.com/production?share=4miePrHYssWFhnca5pHa is actually slightly more energy expensive than diluted blendered https://u4.satisfactorytools.com/production?share=IbjS44V8PuEGl13j7XnF . Not by much though, ~133-150MW difference in the case of 1600/m, so, charly was right on that point.
I guess
Almost negligible I'd say. Maximized out, the difference becomes 2600Mw, but if you're building at THAT scale, such a difference is negligible.
There... aren't any not weird languages. ๐ค
Latin is pretty non-weird. ๐
Have you seen latin? It's weirder'n most.
How many ways are there to conjugate things?
Like, c'mon. I'm an adult, I don't wanna spend that much time conjugating.
Given how many languages are based on it, you could argue it is pretty normal and we all made it weird. ๐
Ehhhh. Disagree. ๐
where's my DM then ๐
Was waiting for you to send it xD
Gotta follow those instructions better. ๐
Was there a discussion on DPF vs. diluted fuel? When I did the math a couple months back, diluted fuel was a few MJ cheaper. IIRC, I also did some semi-pointless math involving fluid pumps, and found that while technically you can move DPF upwards for free w/ conveyor lifts, you'd need to send it several hundred meters upwards to break even vs. diluted fuel.
Someowhere, last night, yeah. Someone thought DF was worse than DPF.
No, that was the conversation this morning (like five hours ago)? It was about power though, not efficiency.
Could have been two different conversations though.
I'm referring to one around 12 hours ago. I think it was in #old-questions-and-help though. ๐คทโโ๏ธ
Looks like 70 MJ per DPF, 45 MJ per DF. Said player probably forgot how comically expensive packagers are to run.
Damn, building a Diluted Fuel Plastic/Rubber factory is MUCH faster than building something based on Diluted Packaged Fuel ^^
100%. It surprises me anyone thinks DPF is better beyond "I liek packaged fuel".
DPF looks nice (as a factory) if done right... but it takes a LOT time to build properly aligned
I just built a 540 Rubber/min. factory... just need a few more belts and the water extractors and its done... only took a few hours
I actually still use DPF on my small plastic+rubber+gas filter setup because it's small and I haven't bothered changing it over.
Though if I ever rebuild it or something, I'm certainly gonna use the blender.
Yeah, I have DPF because I built it before I had DF.
I have a 9 GW DPF powerplant... it helped me to get through Tier 6 and beyond ^^
instructions unclear, got API stuck in toaster
Ok time to try make this program ๐
good luck with solving 2^150 cases in our lifetime ๐คทโโ๏ธ
More like good luck storing 2^150 cases on a 2^40 ssd
I got 3*2^40 ๐
I mean yeah 2^150 is theoretical maximum, but there will be a lot of invalid cases
but even like 2^80 is still insanely much
Why not just generate a single value for each item?
And then at runtime use those values to calculate the true result?
maybe move this to #915743639433527306
The answer to why not is, like in most cases, "because it's not that simple".
does anybody have like a blueprint drawing of the best setup for fuel power?
best in what way
of power output per oil
10 refineries, 8 blenders and oil pump
if you don't have blenders, you can do diluted packaged fuel, it's technically the same
in like an hour I will unlock tier 7 and 8 so should be good
how much fuel generators will this feed?
66.66666
god dammm
got to up my automation first then
is that like a website you use to do that?
just wondering what did you use to make this?
my website
cool!
damm cool website
I used to use that website, but i stopped playing since before update 4 came out
glad i could find it again
@wind spade Minor bug with the calculator, https://www.satisfactorytools.com/production?share=vH0YMrRNjni4VNHZNfsq has a rod and screw box separate from the rest but connected to each other, however, they have 0 production in them. It doesn't affect the thing as a whole, just an oddity.
That's the sacrificial belt. It's there to ensure the others understand what might happen to them if they misbehave.
Weird how that's close to describing an overflow belt
๐
I have 12 Outputs of 93.75 = 1,125
& I have 20 Inputs of 56.25 = 1,125
but I have no clue how to do this.
Anyone able to help?
Manifold.
!wikisearch fuel generators
yep
Thereabouts, yea,
and how much will be spend on keeping the machines needed online?
You can check in the U4 version of the planner, the values haven't changed.
aah thank you I didn't know
9,1k that's nice
Have to copy the values over manually though.
Soonโข๏ธ
I haven't done anything with oil so is 300/min a lot?
nope thats very very low
the HOR and diluted fuel recipes are very efficeint
It's one normal node at max overclock.
alright seems like a realy good way to get power then
now I just need the components to craft a billion fuel generators
I wrote a NixOS config for hosting a dedicated server.
This might help others with setting it up.
https://gist.github.com/cyber-murmel/692ac72a807848ffb963ac047ef9ed57
I'm not 100% sure if this is correct or if I've made a mistake. But the tool seems to agree that this is the most sink points you can get (assuming power is free) from the map.
may interest @viscid shadow ^
(and also tons of other people I don't want to ping)
how many points/min is that?
seems weird that its so low ADS
ye thats also what the other calculator gives
also here are your points lol
Interesting.
here's with that included
How do I use that sink function or is it a WIP and not released on the site yet looks like?
it's a thing I quickly hacked in because of the sink talk in #old-questions-and-help
oh sorry and 12.6 plutonium fuel rods for sinking (and without instant Pcell and Pfuel unit) ๐
'k
may be added to tools later
yes pls that would be awesome
would just need to polish it a bit and give it a nice UI
most likely won't be part of the big UI update that I'm planning today or tomorrow. But who knows, maybe I'll add it ๐ค
if not, it would be part of next update
which also should be out before christmas
Is my math wrong? According to the recipes I need a total of 1345 quickwire per/min for this tiny setup up of 6 x Manufactures and 4 Assemblers. 3 x Caterium Computers, 3 x Highspeed Connectors and 4 x A.I. limeters....
nope thats right
quickwire is the screws of lategame
Crystal Computer ftw
Thats mental man. To do any kind of large scale production you got to have like tens of thousands of QW being produced....
This depends on recipe choice tbh.
my setup
I really don't get the hype of Ct Computers, but I'll admit it's probably just because of how much I see in the Crystal variant.
cause 580 caterium > 771 quartz + 314 caterium per computer
the amount of quartz is just not worth
I guess if you have a large setup of C.Osilators then the Crystal computers are a great idea.
you just feed the fused quickwire directly into the computer manufacturers
You're assuming any Ct used in the Crystal setup for 1.
Also the way Crystal PCs ratio into further recipes is just too perfect for me to ignore.
well yes cause caterium circuit boards and insulated crystal oscillator
even without caterium boards you still have insulated crystal oscillators
I was typing to the effect of Insulated Oscillator.
How you do your CBs is up to the person.
well i think using 200 caterium to save 700 quartz is worth
I don't fault you for that.
I don't have much else I use Qtz on. Majority of it goes into Oscillators.
Silicon boards are where it's at.
if you have two 780 belts pulling from a isc, is the output actually 1560, or is there some weird internal lag which lowers it down
i remember something about engine limits on belt speeds and that's why there's nothing over a 780 individual belt, but idr if that also affects double pulls from the same location
For the first segment you get 1560.
The more segments of mk5 you have the more throughput you lose.
ISCs are weird in how they handle mixed materials.
^ that too
If it's all the same, it should work as expected.
(With the limitations on mk5 belts noted as expected here )
it's a short run, maybe 6 manufacturers long, doubt there'd be that much loss per distance, unless it treats splitters as "new" belts
I just treat all mk5s as 750's when I actually care about per-minute precision. Works fine.
780 slows down over segments, ISC is also weird sometimes
i like this thinking
Keeping in 750 they always behave. Pushing to 780 you'll lose 5-10 in your accuracy and it can throw off precise systems.
can also probably change my two isc deep buffer into a double stack of single outputs
also, 750 is such a nicer number to do math with, 780, ugh
765 would probably be my upper limit tbh.
Sticks with how much is based on 45 nicely.
ye i go for that roughly
Trying to do even hundreds is LOOOOOOL for machine precision.
Just do 90 and save yourself the headache.
The splitters actually help in that scenario
Eg: if you output 780 from a miner to a sink with >1 belt segments the miner will eventually back up. If you have a splitter/merger/ISC (anything with a buffer) between each segments instead, the miner won't back up
Just a FYI 
huh, how bout that, thanks for the tip
It's "just" the belt-belt connections that cause issues, apparently
yea, i've seen some interesting graphical glitches happening there, good to know
Alt recipe chances
anyone know a rough distance that a tractor can travel with coal as fuel?
coal has 300 MJ * 100 stack size, tractor uses 55 MJ/s and travels at max speed of 55km/h = 15.3 m/s. So 30000/55*15.3 gives 8.5km at max speed. Replace 15.3 with estimate average speed to see how much it gives
hmm, it's using the slightly circuitous route from grasslands to the western oil fields, atm with 1 refuelling station only, i made the path using an explorer, gonna build a tractor soon and test it out
but basically if it does half of max speed on average, you can do half max distance, which is 4.25km
oh, damn, i thought any vehicle path would be loadable by other vehicles
apparently not
yeah each vehicle can only do it's own paths
I guess to prevent cheesing the system
you would drive path with one vehicle and then use another vehicle for which the path is impossible to drive
it sort of made sense to me, let the explorer find the path, and the tractor then follows it
oh yeah, the explorer can easily traverse certain hills and stuff
path length 6856m fuel per trip, 75 coal
Damn I was thinking between 8 and 10km xD
i just made a tractor path on the same as the explorer, no problems, less fuel, and now i'm gonna start trucking some plastic and rubber back to the main base
ah, i just got hit by my own pathing truck and yeeted under the map
is it possible to make all the things close to 100% efficient in a single starter area?
or would you need to branch out further for more iron/copper etc cause the base isn't enough
I guess it depends on where your base is located
For instance there are two locations in the northern forest where you have 4 and 6 pure iron nodes next to each other, then there are other locations where you might find 1 or 2 impure iron nodes.
my mate started us in the grasslands, impure everywhere
my last solo build was in northern forest and i found the 4 pure iron nodes, it was glorious
Yes that's where I started because it has 4 pure iron nodes, 2 pure copper nodes, 2 pure quartz nodes, 2 pure limestone nodes and 1 pure coal node very close ๐
I started my first SF session there... sometimes the node density is a little bit much, not enough space to build nice factories around these nodes... and always the thought "I should really disable my mini-megabase there to build something efficient" ๐
Ngl, I would have been quite disappointed if this actually happened to be the final meta for points

hi everyone, does anyone know an easy way to split inputs in order to fed each foundry with just the exact amount of input they need instead of going to overflow? For example, I need to split a main bus of 55 items/min into just 2 lines, 1 of 30/min and the other with 25/min but its a pain in the ass to calculate the appropriate percentages with the 50/50 or 33/33/33 splitters and unions
yeah that's why a lot of people use manifolds. Though you said you don't want to use them ๐คทโโ๏ธ
30 and 25 is 6:5, a 11 part split
So just use x2x2x3 to get 12 and merge one back
I mastered the balance yet I only do the fold
This part was explicitly stated by the devs multiple times that paths are tied to vehicle type ๐คทโโ๏ธ
If possible, I prefer adjusting the clocks so I don't have to do any "bothersome" balancing (eg:60/min>30/min>15/min>10/min.... in order of how easy it is to get that amount)
Else you should probably look up the pictures on balancing in the wiki ๐
im stuck in a loop that i dont want to be stuck in. i need power to make power
and im using 550/600
and the other crap has to stay online
Geysers
More biomass burners?
just get some nukes lul so ez
More coal generators then, youโll have to isolate the power section from the rest though.
alright
I have one word for you, just one word:
batteries
you get those later though
naturally, by "batteries" one nearly always means power storage
and it's exactly near the coal.
yes
i know
thats the last milestone in tier 4
theres a difference between first milestone and last milestone
but hes at 3 and 4 because of the coal right
except milestones aren't particularly ordered
well it costs 200 steel pipes so im guessing you need the steel first
you'd need steel, but you'd need it for stators anyway
sure but thats way later than coal power
nah, no milestones at the same space phase are "way later" from each other
slightly later - sure
if, after unlocking steel, you refuse to have some amount of steel production going - then naturally it'll be a problem for unlocking other stuff
but why would you do that?
i think time wise its like 50% more id guess
youre talking about a person that just got coal so he doesnt have that much time spend in the game
he's talking about "must have power to make power" problem, which isn't really something that easily happens with just coal.
yes? miners + water pumps
I don't see much ways to spend ~600MW on something that's both not iron and not steel
rotors and RIPs?
that's iron
so?
Just build a bunch of biomass burners at that stage to buffer.
meaning, you automated them and now you can expand your coal power easily
still means he doesnt have steel yet
so he cant use power storages
600MW is actually the minimum i usually recommend but thats kinda assuming you dont waste power
Maybe ask what he has.
he wrote 550/600
Oooor just pray xd
I write production down inside my factories with signs
So basically i turned my game into my excel sheet. A very decentralized excel sheet
if you arent hand calculating production chains, are you really playing?
scribble your madness in a notebook like a real crazy person
you have walls around you don't you, that's free real estate
excel is great
but you can also use tools like https://www.satisfactorytools.com/production
thats what ive moved onto after my excel sheet got messy
M guys i think im going crazy, iron alloy ignot (2 copper and 2 iron for 5 ingots) with solid steel (2 iron ingots and 2 coal) for 3 steel, so with 4 iron ore, 4 copper ore and 10 coal produce 15 steel ingots
Imagine having to do the same for colors too 
#screenshots message
I started doing that ๐
I show the inputs as well at that end of the factory so I can keep easy track of production chains.
How did you change text color?
Bruh, I put signs on individual belts sometimes 
The color options are the first ones in the signs' menu. There's up to 3 iirc, for text, background 1 and background 2
OHHHH. I wondered what that was for.
The first colour altered the text (small billboard)
its actually so nice for sushi xD
What about fonts? I know there's unicode stuff that was done, but I don't know unicode.
No font options (yet?)
I haven't seen anything for fonts.
They really need a lot of intermediate signs. :P
Luckily, you can combine them interestingly
So many that implementing resizeable signs might be easier.
True
Yea, but I don't want to have to edit every single piece.
I'll have a few nice screenshots regarding that soonโข๏ธ ๐
As for the factory itself, as a manifold it's taking an age to fill this time, good thing the stator factory down the line doesn't have steel just yet ๐
They're aso lacking a questionmark symbol, I mean, if you have exclaimation mark, it seems obvious.
I look forward to seeing them, any new idea's good ๐
Come to the dark side, we have load balanced lines 
Thats what my infrastructure is at now, I still need to do copper ingots & plates, and steel pipes to start producing fuel cells ๐ตโ๐ซ
i once was a young apprentice just like you
I don't think I could wrap my head around load balancing for using all the worlds uranium with default recipe's like I'm doing now with bog standard manifolds.
It's all about how you set up and divide the factories and processes ๐
I did that with having every building for it's own job, in some cases that's 50-80 machines.
I'm going to have to sink uranium fuel initially as well, I have no provision for storing the waste so the reprocessing facility needs to be designed.
I did originally have a massive tomb setup only to tear it down with uranium waste reprocessing being available.
Temporary storage might be neccesary? I mean, you're going to have to test run.
Of course, I know nothing about nuclear setup and it's not first time for you.
With the sink doing it's thing I can monitor the whole fuel production line to see if it holds up, same as what's happening now with the encased cells, that's been running smooth as silk.
In those scenarios, if I wanted to just reduce the waiting times in a simple manner, I would balance most of the input and overflow the rest to the remaining machines (either with weird clocks or the ones that would make splitting the input hard)
Eg: 69 smelters for ingots. I split the iron (assuming 2 starting lines) five times to get 64 lines (simplest balancing, much compact) and add a smart splitter before the balancing to feed the remaining 5 smelters via manifold or whatnot
Also the visuals, this is the design for my fuel bridge, there will be another just like it carrying waste, over the void ๐
69 smelters? my aluminium plants 144 smelters going full tilt with six outputs ๐
In a way I do wish there were WAY faster belts so I don't end up with giant parallels like that.
Little difference ^^
Split 5 times to 128 lines, overflow to the remaining 16
Game can't take it from what I understand ๐ฆ
It's actually easier to balance than 69 xD
What do you mean?
Some error with faster than mk5 belts, hell even mk5's aren't perfect.
I know, but what's the issue with that and balancing?
That 144 smelters are fed in groups of twelve, merging to six outputs.
Ahh sorry I went off on a bit of a tangent there ๐ฆ
I'm going to have to give load balancing another shot, I failed it hard with my starter factories, I just don't know how to make them compact, or in some cases make the numbers work.
In the end it's why I went manifold nuts.
Like the trains>trucks>drones naa all belts thing, my gameplay has actually suffered some because I'm missing out in that way.
Overall, you can avoid all throughput bugs by limiting the use of maxed belts to 1 segment only, everywhere. So:
-Miners on pure nodes must be split within 1 belts segment from their output
-Never merge items up to 780/min for longer than 1 belt segment
(Mergers/splitters/ISCs and anything with a buffer can divide 2 belt segments, it's the belt-belt connections that cause issues)
Some splits can be madness to achieve. I think it's worth doing only in some situations, depending on how much effort you're willing to put and how easy are the numbers you're dealing with. Mixed approaches of balancing and overflowing/manifolding can give great results (good reduction of waiting times) for relatively little effort (much less thinking and beltwork required than "pure" balancing")
Just my opinion on balancing
Ouch damn, I have some belts that are like four kilometres, and that isn't an exaggeration ๐ฆ
The more belt segments, the bigger the "loss" of item/min can be ๐
Loss of max throughput *
My longest range bauxite from mine to refinery according to scim is 3.9km.
When I built all of this I didn't know loss of throughput was a thing.
So I'm making fuel power and in this video he has his pipes 1 lower than the generators and 1 pump for each fuel generator why?
because they like wasting power I guess ๐คทโโ๏ธ
feed pipes from top, easy
also post to one channel only
Definitely not how I'd do fuel even though I often feed pipes from below.
like this? or de they need valves
how do i do math of m3/minute of drones on 2km distance ๐
this is how my fuel are often piped in, or most large scale fluids because I can have the mass of plumbing underneath a platform.
feeding fluids from above is better iirc
for fuel is it like conveyers? where you need to equally split them or just have everything connected?
It's really looks and ease of organisation, I learned the hard way pipes can be fickle with my aluminium refinery.
but will my setup work just the same as yours?
should
alright thank you
Canisters / min is same as m3/min
Just let it transport them and then see how much you get
so my plans for world domination are at hand. presently im setting up a large number of fuel generators, using alternate recipes. Presently i will (hypothetically) have 5850 Heavy oil residue from making plastic and rubber. i need to evenly distribute the HOR in a way that wont have any one item OVER achieving in a sense.
presently i will need the HOR to go into turbo fuel at a rate of 30/minute, Petroleum Coke at 40/minute, and Fuel at 50/minute. How would i best go about sorting that out?
fluids can't really be load balanced, so just connect it in whatever way makes sense to you
I usually recommend connecting them in groups, e.g. 3:4 or something, based on the ratio between them
i no joke have a notebook out and have been trying to figure out a way that will make sense.
like. trying to, in some capacity, load balance it.
load balancing in satisfactory is pretty much never needed
i must maximize. its gonna be my lifes work
you can maximise even without load balancing
world domination is a must.
the only way to get any concept of load balancing with pipes would be with using valves to restrict flow, but that also has the problem that flow can be a bit inconsistent, and if you limit flow, it can never catch up again if it ever dropped a bit, so its often worse then just connecting everything together and making sure you have enough supply
ok. i think ill wing it and see what happens lmao. Im trying to get a kickstart to my power since update 5 ruined my trains i had plenty of time to fix, and didnt. so now im making a new mega factory and just trying to jumpstart some power.
yeah, with the fluid loss bug on save load, balancing with valves wouldn't work
Load balancing fluids isnt needed with overflow. And it also gives you no extra benefits like with belts
if my plastic and rubber machines overflow with HOR then i wont get any more of them? so i dont want that?
The only thing you need to do is balance your inouts
Why should they?
You know how many of those you have, so you know how much HOR you make
So you know how much you need to dispose
thats why im trying to load balance as much as i can.
Why would load balancing help with that
thats the plan, im worried about the oil residue. if that backs up the machine stops
Then dont make it back up
why would it back up
You know the PRECISE number you produce
if you make it in ratio
Yeah, just have enough refineries.
If you set up machines that consume X amount of HOR, there is no problem
thats what im doing right now. is figuring out how to distribue the amount of HOR im making into further product so i can make turbo fuel
Well the only further products really is fuel
Or coke
With alts it a bit different but these are your main HOR products
turbofuel alt recipe.
Turbo Heavy?
yeah.
i have 3 things i need to sink it into and i want to evenly distribute it
i dont wanna sink a bunch into petroleum coke and then wonder why that portion of my factory is backed up.
Then just use a valve to limit the amount going into each "section" of your production.
If you need 230 HOR in total to make turbo, set a valve to 230
And then that goes to your turbo heavy refineries
I still don't understand your issue.
- figure out your products (e.g. I want 200 fuel, 50 turbofuel and 300 petroleum coke)
- figure out how much HOR you need (e.g. 5000)
- make a group of HOR refineries that produce enough HOR for fuel, connect them to fuel refineries
- repeat for all HOR targets
done, finished, no balancing needed, nothing to worry about
Fluid balancing at BEST is simply setting a valve limit for a main pipe going to a production line
The rest is overflow / manifolding
and even that doesn't really help much with anything
which shouldn't be ignored ๐
i want a maximum amount of turbofuel. but i dont know how far i can push that number while making sure it runs at 100% efficiency.
or as close as i can.
efficiency isn't related to balancing
????
Why not.
Its a game of
"5850 HOR - ( X times consumption per refinery)"
even with manifolds you can easily reach max efficiency
Solve for X
4000 turbo fuel uses half of the worlds sulphur supply if you're using the classic recipe, that's only two pure & two normal oil wells.
manifolds do not decrease efficiency, same as load balancing doesn't increase efficiency. Efficiency is simply [number of items provided]/[number of items needed]. If you provide enough, you reach 100% efficiency
the only thing that changes is "time until everything runs smoothly"
machines need to fill, so what
ok so the recipe im using is "turbo blend fuel"
the goal is to make as much of that as i can.
ah now thats easier to solve
you dont know how much HOR to make into fuel, yes?
what fuel recipe do you use
i need to make sure that i dont OVER produce any 1 item involved in the END result.
"diluted fuel"
thats easy enough then
then build just enough refineries lol
Very straightforward.
if 10 refineries produce exactly the amount of materials you need, then you would never overproduce if you built exactly 10 refineries
thats not the issue im encountering. i need to make sure that i dont sink the Heavy Oil Residue into too much of 1 item. so its not as simple as "i need 3 items made with the HOR so just take my current number and divide by 3" that would make 1 of the items over produce and cause the factory to back up.
15 fuel needed,
diluted turns one HOR into two fuel.
so you need 30 + 7,5 HOR for 45 turbofuel.
as for the coke: 1 HOR = 3 coke.
so thats 7,5 extra HOR
in total, you need 45 HOR for 45 Turbofuel
easy peasy 1 to 1
each box consumes only the amount it gets. You never sink more than needed. The issue is non-existent
(numbers are just example, works with any)
machines dont "overconsume"
as soon as they are full, thats it, they wont accept more. the rest of the HOR goes to the next machine
if you want you exact ratios, its:
out of 45 HOR needed for 45 Turbo,
66.666% goes directly into the blender
16.666% go into making fuel and
16.666% go into making coke
ok bet, thank you.
Turbo blend uses less sulphur right?
yes.
less than normal but it also need more oil than normal
I'll revisit my turbo fuel plant in the future, it is a truly archaic monstrosity, and it has buffers! , buffers I tell you! , I probably could do with modernising it when I have an idea what coffee stain will do to the spire coast ๐
Mine has closer to eighty two split amongst the fuel & turbo fuel in & outfeed.
Old pic, but Buffers!
Old mindset, archaic build, it does need revisiting ๐
Those things in the form of tank farms are one reason the turbo station is so ungodly huge, and it was built back in U3
You can see the layout here, there are two floors, each buffer set is double stacked on each floor.
hehe U3, back when packagers didnt exist
The packager was added halfway through U3 lifecycle iirc, I haven't revisited it's water works since U4 release so all the pipes from 40 extractors are misaligned.
The spire coast changes being unknown have put me way off updating the place.
well halfway to U4 rather
๐
Feeding that place with twelve conveyor belts bringing in coal & sulphur is what got me started with the tunnelling, I couldn't find a very clean way of moving so much mass across the map without high altitude sky bridges and I dislike those ๐ตโ๐ซ
be like me and feed it with 20 factory carts instead 
I haven't used a factory cart, I take it they still load at truck stops.
Having dozens of those zipping around would make a factory floor more like an amazon warehouse!
Three projects demanding my time, copper plant for ingots & sheets, steel plant for pipes & some beams, or the ficsmas factory.
how much turbofuel you get out of blender from 1 pure
1 pure oil node?
1 pure fuel recipe
lets see.... 300 oil makes 400 HOR.
400 HOR = 400 Turbofuel, with diluted fuel and Turbo Blend Fuel
thx
any hints on which iron plate recipe to use? basic, coated, steel coated?
steel coated are technically most resource efficient if you want to use a bit of oil and coal to save tons of iron
but otherwise it's really up to you
yeah I was thinking about steel, since I started new save for U5 and I wanna go for max efficiency on everything
that really depends. Some people prefer local efficiency over global (meaning resources are weighted based on availability around the factory, not all over the map)
usually first thing I do in new map is build what I call "minifab", it creates a bit of everything up to HMF and all its output goes toward storage, and then I go for megafab, so global efficiency is what I'm aiming at
I've done something similar, early enough that half the fabs machines are sitting directly on the ground and don't get changed out until after I unlock fuel.
I build my minifab nicely since I don't plan on dismantling it, eventually it will just siphon ores from megafab untill basic materials storage fills up and then go idle
I think that's one interesting thing about this game that actually took me a while to figure out. Resource optimization really does not matter at all until you've gotten to the endgame, and even then it's more like "effort" optimization. It only really matters once you start making something that's going to use a significant portion of the map. Unlike Factorio where a) optimization is easy because there's no alternates, and b) limited resources mean you don't want to waste them, so you want to always maintain efficiency.
However, just because it doesn't matter, doesn't mean it's not fun xD
Meanwhile, Coke Steel: "Am I nothing to you?!"
I don't think steel coated plates makes a huge amount of sense without coke steel, personally.
But together, they completely eliminate iron ingots. ๐
using steel from oil to replace steel from oil
yes, solid steel ๐
If you're smelting iron, you may as well flatten it too.
I'll just hang out over here, without any iron.
yeah, coke steel is decent ๐
6.8 iron to 18 reinforced plates
(well, and extra 9.5 oil)
YOU SEPERATED OUT THE BACK AND FORTH ARROWS?!!
yay
you're giving me so many ui gifts this season sir
it's from development version, not yet published
smh
soonโข๏ธ tho
you will be giving me *
also, side note, did you just get luck with that specific chain, or have you also figured out a way to not let the graph edges cross each other
no I just moved nodes around
cause i definitally don't spend more time uncrossing edges than i do planning what i want built
I'm pretty sure it's impossible for some production lines
(please let me stop)
though, im pretty sure that's breaking into some angry graph theory algorithms which we dont want to mess with lol
there's a way to make them not cross (or cross the least amount) but that involves edges that are multi segmented and that isn't supported by the visualisation library I'm using
With really complex stuff, especially things that go to lots of stuff like water or pipes, it's probably impossible to make them not cross, though it should be possble to keep groupings together.
yea, this is also super totally a me problem, because i keep making sftools find solutions to 3 barely connected production chains at once and then get mad when the input waternode has like, 7 outgoing connections to refineries
I fear for my life asking this question, but can anyone point me in the direction of a... 7:7 balancer? Manifolds are not an option
Check Reddit. Wiki might have a link in the balancer page.
just a question, why don't you connect the belts 1:1?
Unfortunately I've spent awhile looking and found nothing, and experimenting in game is making my head go numb
because the inputs may not be provided resources evenly
satisfactory doesn't have variable production ๐ค
tl;dr; it's trains, so the throughput may not be matched perfectly between each station
uh yeah... train balancers are...... a difficult thing
mhm mhm
buffers should solve that
you either settle for a 7x7 balancer matrix oooor an "overflow manifold matrix"
there is no simple solution to this issue
bah, easy solutions are never very fun anyways
but a 7x7 balancer was what I was asking for
big ol industrial storage container buffer imo
i may be misremembering what the 7 x 7 does though....
bless soft clearance
I have 7 stations, station 1 may not provide any resources in the time that the other 6 do, so I want them to compensate buffers won't do because I want the facilities to handle max rates anyways, buffers would never fill
do you feed in 1580 per minute into the first station?
cause trains should show achievable throughput now
well you can just do buffers at train stations, but if you don't want easy ๐คทโโ๏ธ
it wont exactly be that, but you can definitely get more than 780 out of it
the buffers are just meant to compensate those 20 seconds of loading / unloading
the fact that trains completely pause during that period pisses me off to no end omfg
its a design decision to solve a race condition, apparently
since each of the stations produce the given amount on average, adding buffer to each one will eventually make everything work at 100%
ahhhhhh, ok, yea, i can see that being a problem actually
i rescind my previous rage, and downgrade it to irk
also now that I'm thinking about it, the balancer is not really needed anyway.
if one station doesn't provide items, then you're only getting 6/7 of the required items, hence only 6/7ths of production buildings will run. So it doesn't matter if one row doesn't run at all, or all rows run at 6/7 of capacity, you're still getting the same number of output items
the issue comes into play at the output of the facilities
I don't want one set of machines producing more/less than any other
for alternative reasons
it will only be temporary anyway, before buffers fill up
after some time it will get into a state where all rows run at 100%
over a long enough period of time any variation in train output will smooth out
don't sit with a clicker on your outputs, just go make another factory and distract yourself
I suppose so, but I figured a balancer would ensure full safety
Hard when my factory is the size of the map but I gotcha
basically, if one delivery of items is delayed, the machine doesn't run for a few seconds/minutes. But that seconds/minutes of extra production at the source doesn't disappear. It's still waiting to be transported, so next transfer will have more items than needed and buffer will fill a bit. If it ever is delayed again, it will use the buffer instead. But logically the buffer should never run out (or if it does, it then gets filled even more, which again reduces the chance of the buffer running out, even with delays).
Oh you clever goose
"But that seconds/minutes of extra production at the source doesn't disappear"
that's the key info I was overlooking
Thank you โค๏ธ
yeah, if you delay delivery it just means the extra items are buffered somewhere and will eventually make it to the factory anyway (and if the factory is designed to only take the exact amount, it'll be buffered in front of factory pretty much forever)
No, my factory is a burst factory, designed to take any throughput of items, and evenly distribute the reagents based on fixed ratios to other components equally. There exists no buffers technically, with the exception of transit as you've reminded me
that's weird way to build, but whatever floats your boat ๐คทโโ๏ธ
you might say whatever balances your boat
you can just use some of the online tools to do the math for you ๐คทโโ๏ธ
and then build manifolds, but with exact ratios
That's for smart people, and people with sense and limits and those who worry about space.
whoa, whoa, online tools, who could possibly be skilled enough to make that
what madness is this new reality
even more ironic since I'm a web dev and modder ๐ข
I guess the irony was that I made one of the tools ๐
would you like to join the cult of greeny, we have crisscrossed graphs and odd linear programming bugs for everyone
linear programming?
when will be see parabolic programming 
there could be a thread for website development in here i guess

Web Dev Discussion
that's called #off-topic-tech
seems like they talk about computer hardware in there
there's been tons of software talk in there. And this talk doesn't belong in #math-and-meta
web dev isn't software tho either 
it's literally a software development
which runs on... software
nobody goes to tech talk to talk about apache configuration
I did. Twice already
๐
so please go there and don't pollute #math-and-meta thanks
you are a stickler for offtopic
and you're not putting messages in correct channels ๐คทโโ๏ธ
one cannot be everywhere
A thread for website and cloud-based/online tool development
Okay, so... Here's an interesting idea. I'm thinking of making a FICSMAS Factory in which the end result is making two Wonder Stars per minute... plus also having half of each of the various components made being either sent to storage or sank into AWESOME sinks. But could use some help with the math on that when I return from work.
Okay, gonna condense it down so that I don't spam the channel too much with this, but here's what I've got for my math for this project... hopefully, I can get a bit of help with fine-tuning ratios and stuff.
In order to get 2 Wonder Stars per minute, I need four Assemblers making Wonder Stars. To make ONE, I'd need 5 Wreaths at 2.5/min and 50 Candy Canes at 25/min. So... if my math is right, just for that layer alone, I'd need... 20 Wreaths at 10/min and 200 Candy Canes at 100/min. Candy Canes are easy, with 1 Candy Cane at a rate of 5/min for 3 Gifts at 15/min... so... I'd need 20 Constructors with 60 Gifts running at 300/min? And Wreaths... that's the tough one. 1 Wreath at 1/min in the Assembler with 25 Branches at 25/min and 5 FICSMAS Bundles at 5/min. So that's... 10 Assemblers with 250 Branches at 250/min and 50 Bundles at 50/min...