#math-and-meta
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Truck station won't fit below the structure, I'm looking at the spaces where I have belts to see if I can at least thread through them and get as far as the void shaft, from there it's a non issue
I've had that happen like here where I put RIP over here, but I ended up needing them all the way over there at that assembler stack. Granted it's a much smaller scale.
Do you draw those pictures yourself
Are those not roads next to the structures?
Realistically, I'd try making all the non-radioactive items needed for the rods in the same complex, so you can just send them on a single belt (iirc they should all fit on a mk5)
That road goes through that, and the plutonium fuel rod facility is in the void ๐
๐ธ ๐จ ๐ฎ ๐ฒ
I wish I could draw that well
Down there.
Drone them 
Wow ๐
All I need to do is get the belt to that column, the rest is already set up below.
The small scale aluminium factory blew up to be larger than I expected which is why the heat sinks ended up so far away.
taro, has your acid plant for the nuc setup been giving you any problems? for some reason the water backflow from the non fissile uranium into the nitric acid never seems to believe 216 out = 216 in
I solved that problem by drawing spare coal, building seven coal stations to take up the waste water & building three more water extractors for the sulphuric acid in-feed.
rofl, yea, that'll do it
The general acid refinery was a disaster that kept clogging so when I realised there was spare coal at the nearby aluminium plant, the problem practically solved itself.
yea, i'm getting irked at my current setup, every time i turn around it's breaking on me, dunno if i want to spend time actually fixing it properly or just keep bandaiding it with the inflow valve i have from another water pipe
On paper my loop should have been perfect, 315 water in, 315 nitric acid out, 315 wastewater back, 315 sulphuric acid out, but in reality it choked hard.
yea... stupid paper, always lying
So now it's 630 water in, split between two pipes, 315 out going to generate electricity via the seven coal stations taking 45 each.
๐
To make it look right, I needed to move the existing water pipe over 2 metres to fit the second one in, and expand the tiny water pump house by 40% to take the extra extractors.
That's a copper mine.
and of course there's no coal near the edge of the swamp, so, yep, time to ignore this problem till i remember it again
The copper mine ๐
Jeez looks like a silicon die
Is that a CPU ๐
Looks vaguely like one, yea.
Just a map of all that.
CPU shaped anyway.
The rest of it is down there.
Prison colony
I hadn't thought of the object limit, I'm hoping I don't hit it especially when the power store tower goes up.
I should get some objects back from that limit when I decommission the turbo fuel & the existing power store.
i usually scoff at people who build big flat platforms, but seeing the underside of yours - thats pretty cool. I like the style.
And it does still flow around the landscape, even if it dominates it in other ways -which is pretty on theme for a megafactory situation.
(and I doubt object limit will be an issue for you, as you dont seem to do be doing any insane decorating things like a 100 beams to make some design on every window)
The biggest decoration thing is the walkways and their railings, It is fairly spartan beyond that ๐
Once all the conveyors and the like are set in stone, I can complete the underside of the structures and install the supports so they don't have that needless floating look.
Why'd you choose the Grassy Plains? any particular reason? Most of the time I see mega/giga factories in the Dunes
Grassy plains made some sense since that is my nuclear setup, the waterfall up top feeding the power stations there, and the reprocessing built at the bottom of that waterfall.
Yah - Most of my buildgs are circular hang off cliffs on the edge of the savanah, and they all need supports but im wiating till im finished with belt/transportation/logistics
I'm very slowly threading a conveyor through the undersides of the place so I can get heat sinks where they're needed ๐
My guess is: the nitric acid and sulphuric acids ran out first (more machines using those, so more load loss), so the wastewater start being underproduced, causing the sulphuric acid production to starve even more, causing the byproduct water to be produced even less until the system is full of nitric acid but with no sulphuric acid and byproduct water
Close?
I'm actually not sure, All I saw was the neighboring particle accelerators & blenders quit, I went over to the refinery to find not only was the loop full of waste water, the sulphuric acid refineries that were fed exclusively by that waste water decided to stop producing even though water & sulphur were there, clogging the entire thing.
Eventually with nearby coal going begging I decided to use the coal generators to sink the excess fluid and just rely on new feed for the sulphuric acid, that way I don't get a loop based crash that would knock out my whole nuclear chain when I swap to it for exclusive power.
Sounds like you ran out of nitrogen for some reason ๐ค (unless the nitric acid refineries just broke somehow)
I assumed it was an issue with the vip connecting the waste feed to the acid refinery, but there isn't much going wrong in the design
I'm overproducing nitrogen by about 400, it's just crazy.
Bleh wrong vip junction pic but the general acid refinery used an identical one.
I feel like its not a bad idea to always have some sort of overflow waste usage in these systems - even if they arent planned to be on/used much, something to catch too much overflow to prevent locks
The seven coal stations use exactly the 315 waste water so the issue ended up completely solved, I feel the closed loops would have been more elegant, but the failure mode when it's something as critical as power is a catastrophic mess.
I'm sorry if this is a stupid question but.... I just got a coal generator running, and I decided to make another, so I just split my pipe right before my buffer thinking that the buffer should help maintain my water pressure for my original plant to keep it running while any excess runs downhill to my secondary one
Now i'm running into cap issues. Both generators are max overclocked
I flushed the whole system so I could diagnose my issue, and now I can't get any water at all into my buffer
In terms of power generation you are almost always better off constructing additional generators instead of overclocking them
Does the math work out when you overclock it just burns more resources for little return?
That's something I wondered
Lol as I typed this, my main coal plant started working intermittently. Grid looks something like this /_/_
250% clock speed on your coal generator will only result in 202.35% increase in resource consumption and power generation
Something didn't work
I'll remove the power slug things
I'm going to just make more plants then lol
And finally!, heat sinks have arrived ๐
Are any of these particularly good and I'm just not realizing it?
I'm thinking Compacted Coal, but I'm not sure
Cuz compacted coal is just normal coal that is more efficient, right?
compacted unlocks some other recipes to be found.
Oh shit, right?
I wouldn't say it's more efficient than regular coal, but it has it's uses.
Turbo fuel for one, though its use is debatable, or even avoidable if going nuclear.
Fused quick wire also has a use if you have spare copper and can't be doing with moving caterium to where you're working.
Whyyyyy are electric switches hard clearance?
Ok thank you. This is my first time being this far in the game
And I feel like I didn't really build anything significant because I focused on teching-up research
Yeah, that's what I figured. I just unlocked Phase 4 for the Space Elevator
but there is no reason to hurry either if you dont want to. As Sevrahn says, its a solid plan if you dont like rebuilding. Or your like me, 325 hours in, still havent unlocked trains, rebuilding an entire 2 biome transport network cause i didnt like how it looked ๐คท
I'm test firing my nuclear build that I've spent more than a month on, finally seeing plutonium rods reaching the sink now ๐
on my fourth restart of the world too
I can relax & slow down, no must rush before spire coast changes get announced ๐คฃ
Similarly, Since it will take me dozens upon dozens of hours to build something, I dont mind using say... Turbofuel, because it will work just fine and ill get 50-100+ hours out of it before I even start planning a nuclear facility ... lol. My philosophy is to build the thing that then lets you build the thing so you can destroy the old thing to build the new thing the first new thing enabled you to build.... ๐คฃ
(no one says mine is effecient though. Never mistake that :p)
The first few plutonium rods from my waste free setup, I'm just sitting by watching it ๐
I understand that fully, I will skip turbo fuel when I next start a world.
Whats the mats cost for a 10 nuclear power plant?
i really wonder how tiny these Plutonium Rods really are. considering a 12 foot nuclear rod lasts about 6 years and ours last ... what... less than a minute? :p
Normal rate
๐
with blenders?
im kinda looking for a good midgame power source since packaged diluted duel and def. turbofuel both kinda suck
Yokess
by that time all those things should be well automated and really producing if you want/need nuclear
I'm moving from a super sized turbo fuel to the nuclear I'm just testing now.
How much power is a 10 nuclear power plant give?
25000mw.
Ok
i just feel like the loop takes so much time that its not really worth since its temporary anyway
hm ive been thinking of maybe just making alot of rubber and pet. coke coal gens
Even with my radiation planning, there is one place in my reprocessing setup I can't go without a hazard suit, where manufacturers make plutonium fuel rods themselves, everything else is perfectly safe.
yee i just want something until turboblend fuel
i always wait unil warte recycling and particle accelerators take alot if power
That's a point, I haven't checked my power usage since I onlined the whole thing.
I'm well in good order ๐ , decommissioning the turbo fuel when I can get around to demolition is definitely a go.
How do you plan to start up the nukes ? ๐ , this has got to be good.
That'll be rough, open the taps and hope to hell there is enough fuel and gens to get the nukes rolling before it goes tits up.
yeah but ... how long is temporary? a few hours? Yeah not worth it. dozens of hours of game play over a couple weeks? Maybe...
10-20h id guess?
I'm still testing the nuclear grid to ensure I got all the kinks out of the system ๐
your call on your time spent tho. Its kind of a personal calculation that no one can say for you.
until nuclear
well im asking for the most optimal time efficient way
Seeing conveyor lifts dropping and retrieving stuff in the waste processing room is quite hypnotic.
Yeah thats what i mean. If its going to take you 10-20 hours just to set it up and then spend the next 10-20 hours immediatly setting up Nuclear or something... totally not wroth your time. throw something slapdash together with some awesome sinks to kill the byproducts if you need extra power
no i mean it runs for 10-20h because then i have nuclear xD
ye def fuel is kinda dope
i dont like resiudal fuel its sooo many machines
Keeping a can with 200 uranium rods in it cut my start up time from 5 minutes to 15 seconds ๐
arent they super far?
i always use the one near crater lake
thats super far o.O
i use the one you see north on that map
super close
I'm kind of waiting on the spire coast change, I would love to relocate my refineries there after the turbo fuel power station is taken down.
Were it not for the spire coast changes in the future, I wouldn't have gone nuts with nuclear.
My nuclear site has it's own independent aluminium refinery that uses only 300 bauxite, separate from the half built monster on the east coast.
I'm not at the point where I feel like I need or want nuclear yet.
I took down the factory that processed the east coasts ingots because the thing was built in the mesa on the eastern border of the dunes, another place as far as I know is getting a rework.
The 5.25 plutonium rods I produce per minute would be barely worth burning.
It would take a major rework of my entire nuclear setup, swapping to some alts, going from blenders to manufacturers with the encased cells and so on to up my nuclear fuel output.
This is the very first time I've entertained nuclear at all though, when all is said and done, I think I did ok with it ๐
I stayed the course after building my encased uranium cells setup, I didn't feel like demolishing 42 blenders and it's infrastructure, in hindsight I could have done it better.
I probably could just burn the plutonium I do produce, there wouldn't be a whole lot of waste from it but I think I'd only get a handful of nukes running off 5 per minute.
That is an issue for future me, assuming I need the extra power.
Lol, the to-do list won't list the need for 32000 power stores worth of mats for the next project ๐
That's a lot of stators to stockpile
Use plut rods to run your trucks. Burn the freed fuel for power. No waste!
Q: Is it still a sushi belt, if I'm using smart splitters?
Just needs to be a mixed belt.
I have belt carrying almost all fixmass things through my wreath-factory-gift-box, siphoning the branches and ornaments, then merging the output to same belt midway. I suppose that qualifies?
is there any way to avoid the smart splitters? It gets quite clunky to set them up then set the filter in each one
Nope, have to use smart/programmable splitters in order to sort it, and I agree, it's clunky to set up without a copy/paste function.
the 'feed machine with single input' method?
while this is awesome in theory, I do not trtust my belts to be well behaved like that
Assuming only the components are on there.
I think I tried that back un u3 with a manifold, ended up not working.
A 'mistakes ISC' may be something I do on all lines regardless of type going forward. If something ends up in there, you know you have a problem.
Time for me to reload, rip out another VIP that was in a mission critical area and build four coal plants to siphon water .... talk about unreliable, runs fine for a whole lot of hours then chokes up twice in four minutes.
embrace the power of dedicated recycling refineries!
how on earth do you efficiently feed 50.4 Fuel rods/min into 126 Reactors?
That refinery is tiny, on purpose, it uses two whole refineries, one for baux the other for scrap, Fortunately there is 600 coal on the belt and only 285 is being used so I can spare 60 right off the refinery to burn the water off via coal generators.
pure split, or pre-fill
No idea, he never responded, I'd assume using a balancer for radiation reasons, but who knows ๐ตโ๐ซ
I actually have a 'smart splitter' setup for lower radiation.
Smart splitter at every reactor, with main output to overflow.
This ensures the reactors get filled in order.
The main belt is mk 5, so any 'extra' rods besides the 50 + couple at entrance zip past.
At the end, I loop it back to temp storage, which feeds the whole plant via mk1 belt. The overflow gets sunk.
This way the radiation at each reactor is small enough that you can walk beside them.
I went with a 1-100 load balancer for that, was a pain to come up with what amounts to eleven 1-5 balancers connected with 25 pairs of 2 ways, It works perfectly but I still haven't figured out how.
After my initial prime, and connect the fuel, each reactor always has two fuel rods, no more no less.
I just decided -pre-fill was easier. Not running all of the nukes at once yet. I have control room to turn them on in stages.
Load balance looks kind of a tangle from overhead because scim also shows the waste belt on the same level ๐ตโ๐ซ
I made damned sure to test the thing in a variety of ways with 100 concrete before I hooked up and tried to run the thing with fuel rods, 1 bag at each out every time ๐
does the current splitter state gets saved by game, or it can rest at game load?
I actually don't know, I still don't fully understand the mechanics of that monstrosity I created.
If it didn't the power station issue would self correct within 5 minutes, the bit I'm not fond of the idea of is some stations would have 1 extra fuel rod, it isn't much but I'm pretty sure a non saved state error like that would eventually cause some stations to be radioactive as fuck.
even full 50 rods stack and some on belt do not make them that much radioactive
I shouldn't be touring the place much when it's running anyway, I do hope the splitter balance state saves ๐
Guess I remembered wrong, start taking damage when closer than 1 wall above the top of power plant.
Mine when it's going, you have to clip inside the reactor building to take damage, if it stays that way or not depends on the splitter state saving between sessions.
Another use for signs, one giant post it note to log in next to between game sessions ๐
its just one of the background options
@wintry aurora@cinder siloRSS?
i know this channel aint for mods, but i think thats RSS, really simple signs mod lol
Funnily enough, it's saved
I say "funny" since fluids clearly have load bugs instead 
That's the best news I've read considering how complex my nuclear load balancer is ๐ โค๏ธ
It is a large billboard using one of the background options, I just used it as a huge reminder post it note ๐
This sort of setup took surprisingly long to break and survives loading even on different hardware (they might break due to precision issues depending on design iirc)
#math-and-meta message
That's some serious testing, I'm guessing any error rate at the power station will be a very slow burn if any thanks to it only being 21 parts per minute.
Yep, non-full belts shouldn't have any splitting issue, period (imo)
I blame the screen's system's failure on trying to split a full mk5 in two MK4s. Having all mk5 or maybe MK4 in, MK5 out would probably have kept it going
A MK1 similar example I made merged copper and limestone and "dumb split" (with a normal splitter) the resulting MK1 belt to a smelter and a constructor. I ran that for 30+ hours before dismantling it and never saw it fail
Nice to have some good news ๐ , I had two critical VIP's randomly quit working seemingly random, and after 4-8 hours of normal operation, since I absolutely cannot afford those to quit as it's a part of my nuclear power infrastructure, I pulled the plug on them and sunk the excess water using coal generators, seven and four respectively.
Yep, so I've heard (I do some lurking~), but I'm not free enough to offer checking them out ๐ ๐
I'd like to make sure wether they fail for user error or 'just because" one day~
This one was the worst of the two, a completely idiot proof piece of piping at a micro refinery caused a massive radiological incident after it spontaneously stopped working after 4h of smooth operation
I suspect connecting the junction directly to a floor hole could have made things a bit weird
(since the shape might not be exactly what the McGalleon tested for or just because "floor hole buggy")
Alternatively, leaving some very small pipe segments (like the ones between the valves and the junctions) may cause issues...
So yeah, I see a few reasons why it might have not worked ๐
I could very well be wrong, ofc
That floor hole wasn't actually involved in anything, I clip through them not connect them just to make pipes look less terrible.
https://www.satisfactorytools.com/production?share=umlHyBKuk7bhAjCbCbNX hahaha im gonna die
Why are you even producing screws in excess?
Storage stuff
You don't even need to store screws for anything, lolwut.
The only thing you need them for outside of handcrafting is the awesome store.
I'd also try to find recipes that cut down on screw usage as that's a good chunk of the constructors.
Or steel screws at least.
I Need to do hard drive hunting first
Would you say you've elevated your truck route?
Once I'm done with ficsmas I'm going to tear down and redo my crude oil with overclocked extractors ๐
I think we need a video or at least screenshots ๐
Can't be as bad as my ficsmas factory lmao
No more long windy roads up and down cliffs, now Iโll just hurtle my trucks through the air to get where theyโre going ๐๐๐
For snowballs which stack to 500, a ppm of 200 would fill an ISC in 2 hours, right? Just checking if math is right, and trying to decide how much I want to do.
Yes
105 minutes
I'm trying to math off of the SCIM planner as it's the only one with the christmas stuff (yea yea, heresey, I know)
I got 120 mins. 48 slots * 500 per slot = 24,000 total items, / 200 per min = 120 mins
That's my math too.
Mhh, that's still a bit sketchy to me 
I wouldn't trust doing a VIP with pipes that aren't completely horizontal (at least in the involved segments) or has very short pipe segments
Checks out, I (erroneously) did 42 slots
But then, I'm not sure how many ISCs I'll actually make, even just one might last a whole year, no idea.
I doubt I've thrown more than a couple hundreds explosives
depends how many biomes you need to denature
a tree looked at me funny once, now i must kill its whole family
I've used quite a bit from fighting mobs.
Somewhere around an ISC worth I think? Between half and full one.
Thats why I tore it down and went with an open loop instead.
It might've worked by just adding a pipe support and distancing the valves half a meter more 
Probably explains why so far the main aluminium refinery hasn't broken down, the junctions there are like 24 metres long, the pipeworks at the micro station and acid refinery were much more compact due to the size of the facility itself.
I feel like many issues can caused by a "too small" pipe segment ๐
At least when dealing with delicate and precise stuff like this
I need some help with some maths, if anyone is so kind as to help. Basically, I am building a massive power storage bank of 1000 power storage units. I am attempting to build an enclosure that is as close to a perfect cube as possible, with the highest density of batteries. Knowing that each battery measures in at 6mX6mX12m and each foundation is 8mX8mX1m, and each wall is 1mX8mX4m, how would one calculate the smallest possible cube structure?
I think I actually found a way to solve it, if anyone would like to check. I decided to take the volume of the battery, which is 432, multiply by 1000 (amount of batteries used) which equals 432,000m^3 and then took the cubic root. Then went and divided by 4 (height of walls), which gives me Z in amount of walls. Then again took ~76 (roughly cubic root of 432,000) and divided by 8 to give me foundations, which is 9.5. So I guess the answer to my question, is an 80mx80mx80m cube, which has a volume excess of 80,000m^3. This is going to be a fun project ๐
and they told me math would never be useful
haha, its not too terribly complicated but I just couldnt figure out where to start until I typed it out. Only issue is, 80/4 (height of cube divided by wall height) equals 20, but each floor needs to be separated by 3 walls. So now I have to find a cube shape that has a height divisible by 12m, or 3 walls and a width/length divisible by 8
Looks like the answer is 96mx96mx96m unless I want to mess with catwalk floors. That's a lot of concrete
I used a whole lot of concrete in my prototype power store than was 18 rooms each containing 100 power stores, my full scale store/emergency power is going to take up all 18 geo-thermals and contain 32000 stores ๐
Oh fun! The end goal is actually 10 cubes, which of course we are calling tesseracts, for a total of 10,000 stores or 1Twh, fun side project because why not.
Gathering the geo-thermals and having the wiring not look terrible is part one of the project, I'm already moving thousands of stators to a staging point.
The entire project is intended as a huge hedge against any changes being made to nuclear setups as I'm shifting to nuclear exclusively soon so I can commence demolition of a colossal turbo fuel station that I have in the spire coast.
Aww man, getting rid of the turbo fuel station? That kinda hurts to hear, but now that plutonium is a thing, that's not a horrible idea
Each of the four towers going up will have 8000 stores, 400 per floor.
Yeah I don't really want to demolish a structure that took about a month to build but if the spire coast changes eat the place, I'll never be able to take it down.
Fair enough, I'm not sure if we've even built by spire coast yet, so I guess not a big deal for us, but I totally get it
I got done ironing out the nuclear bugs yesterday, was a slight plumbing issue that caused a gigantic radiological disaster, I managed to make half of the grasslands a death zone because heat sink production quit on me ๐
Oh how fun! Yeah I'm not maining our nuclear generators at this point, and honestly, I'd be scared to. I honestly am not a massive fan of building factories that require fluids, but I'm definitely getting better
The fluids to worry about in nuclear is really just waste water, I fed that to coal generators which is a reliable way to eliminate 45 water per.
I originally had closed loops for recirculating water, a design fault on my end made the system temprimental, so I ran open loops using the coal gens as a sink, they also return a bit of power for their trouble to boot so win/win.
Not a horrible idea at all, just then have fluctuating power production if you are using it as a sink.
If you load balance feeding fuel to the nukes as well, you minimise radiation by not having mountains of unused fuel sitting in a belt system,
If the nuclear infrastructure is running full tilt, and it should be, those coal gens will also go at max, no deviations.
I see, my brain was kinda broken and wasn't thinking how you would set that up, that makes more sense, lol
Calculating my power cube is hurting my brain enough as it is apparently, lol
Mine will output 3,200,000mw at max when completed, the reason for such an absurd number is to give me a backup on tap power source I can close the circuit on should a game change knock out my nukes, when fully charged I should have several weeks worth of power to get my generators back online.
Five geo-thermals connected to the emergency grid, thirteen more to go.
A bit of a better pic, now that I finished the floor
- Alu solution
- Alu scraps
- Heat Sinks
Many hours later, this test of a single junction VIP valve is still going, so, despite what shintu felper and maybe mcgalleon (according to shintu) said about it needing two junctions in order to work properly. Just thought I'd mention here.
Through saves and reloads as well?
Iโll have to check tomorrow. No reason it shouldnโt still work.
guess I found one error in @wind spade calculator
set up a rubber factory and it didn't add up properly
after going over the number the calculator uses one to many blenders and HOR refineries
guessing the blender recipe got changed or something?
the whole setup is out of sync actually
the input of 300 resin is the byproduct of the turbo fuel power plant btw
I've run several of those successfully, but still trust McG :P xD
I feel like the single-junction version can work only in some more specific scenarios than the 2 junctions version
There's nothing wrong there. I suggest you either make sure of your claim or at least present some specific issue (like "the number of machines doing A is X instead of Y") before "pinging the creator in desperation" ๐ ๐คฃ
Checking out the actual recipes used should clear up your doubts ๐
I've gone over it many times already
only difference here is I use the residual rubber for the recycled plastic and overflow the rest with a smart splitter at the end
Difference between what and what?
uh?
the visalization at the calculator feeds the recycled rubber back to the recycled plastic
How else did you expect it to feed rubber to a process requiring rubber? 
read up as I told you
I don't get what's throwing you off, the plan is perfectly normal for a diluted fuel + recycling loop
I use the 220 residual rubber and overflow whats left back to the output
problem for me is the 5.6 blenders got backed up and the HOR thus got backed up and the whole loop fails
So what?
As long as you feed enough rubber to the plastic setup you can overflow however much you want (supposedly, 780/min)
.... That's not an issue with the planner ๐คฆโโ๏ธ
That's an issue with how you built the setup, the plan is perfectly fine, is it not? ^^
Morning folks ๐
its not hard to set up 6 blenders and one at 60%
that produces the total of 560 fuel needed for the recycled plastic and rubber
according to the calculator
but that backed them up
The production plan is perfect. If you don't get the output you want, that's on you
To clarify, I'm not trying to be mean, but telling you sure facts: the issue is un how you built it, so let's focus on that
If it's anything like my uranium processor, it should work perfectly, or my general acid refinery then it'll be a disaster ๐
both recycling recipe refineries are connected to a mk2 pipe from the 6 blenders that produce 560 fuel
so that is 7 for plastic and 13 for rubber with one on each clocked down to match
There's a plethora of reasons why the HOR can back up in such a reason. First off, you said the HOR backed up, right?
So the HOR isn't being consumed, is that due to a lack of water for fuel or fuel output being full?
Keep troubleshooting like this until yoh see the specific issue (eg: rubber output is backing up, reducing fuel consumption, clogging the fuel output, clogging the HOR output in turn, that's my guess)
Still doesn't answer: did it lack water or was the fuel output full? Why was the fuel output full, did rubber or plastic production not consume enough... And so on
If they just lacked water, it'd be the easiest to fix
I tried my first test run of my facility... Failed immediatly, I forgot to turn on a section of water extractors in my rush 
Whoops!
Totally never seen such a stupid mistake before...
I have a ton of cosmetic work to do around all my nukes before I online it full time ๐
Brrrrrruuuuuhhhhhhh.... Don't you even mention cosmetics

I am sinking the full 780 belt to make sure its all used
Too late there bud, parts of the facility look incomplete.
and the fuel backed up
Erm, is that belt intended to be fully saturated 780?
I build for full belts and overflow to a sink what is not used
no way in hell I calculate for the full end factory for every stage
If you're merging those on more than a single segment, the refineries should back up on rubber as I mentioned in my first example (again, you're not troubleshooting properly: saying "I'm sinking the rubber but the fuel backs up" is just part of the info needed)
The problem is a 780 belt seldom gives you the full 780 unless it's a one section belt, that dropped throughput if you're shoving 780 in will clog.
you make no sense Vencam
Ask whatever isn't clear to you, I'll clarify. I spent plenty of time dealing with similar issues, I can assure you of my confidence in resolving such issues ^^
Though my wording may not always be the clearest ๐ (non-native English)
as I said fuel backed up eventually when sinking the end rubber
Your english has always come across as perfectly fine!
As I said, saying "I sink a 780/min line of fuel" DOES NOT imply that the refineries producing rubber can't back up (bugs with max capacity belts)
Which is why, to know for CERTAIN the issue of your fuel production, the steps to rule out any other possibilities are:
-Check if the Fuel had enough inputs to be produced (the issue isn't a lack of input). If not, troubleshoot the inputs (no issue here)
-Check if the output if full. If full troubleshoot the output (here we have the issue)
Now, since the output is full, you HAVE to go check why is it full, which means checking out the rubber/plastic refineries
I'm betting on expecting 780 out of the belt is the sole cause.
Same
I have some very sorry experience with 780 belts, they never deliver as advertised ๐คฃ
not going to happen as I'll not get the full 300 residue from the power plant anyway
I use one less fuel generator than the max 600 turbo fuel
JUST ๐ USE ๐ FULL ๐ MK5 ๐ FOR A SINGLE ๐ BELT SEGMENT ๐
so that system backs up slightly
Ever seen what happens in game with six 5km long single section mk5 belts ? ๐
which means the 30 or so rubber overflow from the recycled plastic inputs will probably not happen much if at all
So... You're saying your fuel backs up in your blenders, BUT your fuel consuming refineries (plastic/rubber) are running fine? Did I get something wrong? 
That's on you for trying to break the game just to avoid using trains :P 
yeah the fuel consuming refineries were running at 100%
I actually split the 6 blenders now so 2 are separate for the recycled plastic
How do you know the recycled rubber and plastic refineries are running fine?
hopefully that will help... fluids can be weird at times
they were not backed up or lacking anything
Did you check out if all the refineries have empty inputs AND empty outputs
*full inputs
Sadly, this isn't enough to answer that... Some just say so, then half an hour later specify: well I didn't check ALL of them ๐คฆโโ๏ธ
So, just making sure: you did check the in/out for each refinery and didn't assume it for anyone, right?
Good rule of thumb. But you did assume greeny's calculator was wrong (which is not the case) xD. Stuff happens ๐
emptied them and deleted way to many times to reset it as well
testing with a split fuel system now
see if it was some weir thing with that
I think we should move to screenshots of the setup... I can't really get why the fuel backs up exactly, assuming it's really being consumed as fast as it should be
Please tell me there isn't a mk1 pipe hidden inside a pipe junction, I hate that, that mistake brought my aluminium refinery to it's knees some weeks back.
You were quite far from maxing out your pipes' capacity, so I would blame the piping only if you made some really weird things ๐
This actually made me surface a nice thought: some say sushi factories like mine are "too easy to break", but one could see that as "if there's issues, they're shown immediatly"
๐คฃ
||Well, it's not really as simple as that, but still...||
My first iteration due to the huge number of buffers I had (only used to make it look cool) broke after eleven days when the buffers filled.
I learnt avoiding that thanks to a much smaller scale example luckily ahahah
(Single sulphuric acid buffer in cells manifacturing)
My cell manufacturing uses small buffers mostly just to keep some spare acid in the system, somehow the place managed equilibrium.
tbf greeny have a warning that things might not be accurate after update 5
That refers to other things. You can be certain of the numbers the planner gives you, they always work as long as you can implement them in-game properly
Naturally, the planner doesn't take belt limits and such into account, that's for you to figure out. It just points out what recipes, in what numbers and what inputs would be required to make a certain output
I've run plenty of similar setups myself but (unsurprisingly to some), I prefer to limit them to 720/min for the final output so I don't have belting issues on that side
put up a picture in #screenshots
middle row at the top
the 2 farthest blenders and now feeding them fuel separate
it was all one system earlier
which should work just fine
That should reduce the flow to less than 500/mib for the rest of the fuel pipework, which surely isn't bad
The mk2 pipes seem to work ok below 570 cubic metres.
Why do the rubber refineries seem to have so little plastic though? Walk us through the plubber belting
my power plant uses 133 generators so I avoid saturating the full 600
its all filling up again now after I flushed it a bit
||On a sidenote, I now remember why I prefer piping below the floor: better clarity for refineries' beltwork
||
takes a while for the buffer in each of the 13 recycled rubber refineries to fill up
I did the same with that colossal turbo fuel station I have, it let me review the pipework from below just by standing there and looking.
I've started adjusting the size of pipe segments on pipes close to one another just so they align their flow indicators for me to put a glass cover on top 
So how did you belt the plastic and rubber?
I'm assuming you're: merging the plastic, manifolding it to the rubber refineries; merging the rubber, sending that to the plastic, merging the overflow with the residual rubber to reach 780/min, correct?
the rubber made from residue is fed to the ones making plastic
what is left of that is overflowing to the end output belt
its merged with the rubber from the 13 refineries making recycled rubber
the last splitter on the row of 7 refineries making plastic is a smart splitter with overflow
to make sure they all get the rubber they need
And now I see where thing can potentially go very wrong... I'll explain the situation I see, you tell me of it's close to what you noticed or not ^^
When you start the system, first HOR starts being produced.
Then, Fuel and Residual rubber kick in
Now, the recycled plastic refineries will probably be already getting residual rubber the moment they finally get fuel, but the rubber refineries are still waiting for plastic
Finally, the plastic refineries go jn full swing and produce the needed amount of plastic to feed the rubber refineries.
Issue: the rubber refineries need 13 stacks of rubber to reach full efficiency. Before that, they'll not consume as much fuel as you expect them to, making it back up. If the fuel backs up too much, the HOR production may start backing up. If the HOR production backs up, you have less polymer resin. If you have too little polymer resin you can't make enough residual rubber to sustain the recycled plastic at 100%, meaning the rubber refineries back up even more on fuel until the system eventually clogs
Enough buffering for fluids could easily prevent this
ahh makes sense and maybe that is why its been working for a while now
I flushed some fuel pipes only
probably enough to make room for the fuel in the pipes and its all in sync
as long as i get enough resin and the recycled plastic is fed 100% it should be fine
and I do have like 30+ rubber leeway there
So the system can't ramp up properly because of products in the system aren't there to allow it to do so, choking the in feeds.
You need to make sure fuel/HOR are never piling up ๐ (or plan for that if they do)
Which made for a surprisingly fun troubleshooting session IMO ๐
OR you could load balance the plastic to the rubber refineries 
An industrial buffer in an off shoot should be able to hold on to the excess fluid while the whole system kicks in.
And here I was fully laying the blame on the out belt ๐ฆ , sorry.
damn fluids again as usual ๐
the pipes are not full now so should be fine
everything is running 100%
My first mistake was treating pipeworks like round belts, the fluid mechanics kicked my arse every time.
unless it gets out of sync due to save freeze or some lag
Speaking of... @shrewd yacht Your 780/min rubber output belt will surely slowly back up once the system outputs at 100% (of it can keep up maximum efficiency, that is), but that shouldn't be an issue... I think...
The system shouldn't clog due to that, even if your rubber refineries pile up rubber ๐ค
I have a sink right after the 13 refineries as well to catch stuff there
You can use the merger trick to fuse the 780 in to a single segment provided it isn't an immense one (that crashes the game haha)
before the final merge
The only issue with loading is the fluid loss bug, you know already? ^^
never heard of it
That should be self correcting since the system backs up on startup, and introducing a buffer should catch it to prevent lockups.
That said, 5 cubic metres tends to vanish from the systems hidden buffers on reload that can wreak havoc on closed loops if not planned for.
bleh...
Each machine requires 5m of "ghost" fluid (that will not be processed) everytime you load the game. This goes for any machine consuming fluid everytime you load the game
Eg: 50 fuel generators drain ~250m of extra fuel from the connected pipework each load
oof
I might actually use this example for a reddit post about possible "hidden dangers" of manifolding. Would that be fine with you @shrewd yacht?
~thanks
if this can help others figure out why things are not working
My old turbo fuel station planned around the full 600 before I found out about the throughput issues, I had to underclock some generators as a work around.
One of the simpler work arounds for that was have a sink for the excess polymer form the HOR being made.
That way the HOR could keep being produced
problem here was fluids backing up not the resin
It was a fluid backup issue on startup while the system ramped to full capacity that made it choke up though.
I had a 3000 crude to 4000 rubber 4800 plastic station and had to trouble shoot a lot
Hmm thatโs odd. The diluted fuel should have just been filling the pipes
heh
Oh yehh, sure, keep it going! If I'm allowed to add the screens to the post, that can help greatly! ๐ (You can leave me your Reddit handle if you'd like credits)
Have you fixed it or is it still causing issues?
same as here I believe
I think I fixed it without really knowing it hehe
flushed some pipes and that got it moving
Cool beans, next thing I was going to suggest was to loop all the manifold pipes so fluid was coming from both ends
and I also split the 6 blenders so that 2 are feeding the recycled plastic separately
Urgh, you loopers and your unreadable flows! 
I did make a loop for the ones feeding the 13 refineries doing recycled rubber
It fixes so many issues!
Imo, it's often the least elegant solution to the issue (if there is one to begin with, in this case looping's not even necessary) ๐
Yeah, take the two former-loops in my nuclear reprocessing as an example, it was a disaster!.
Meh, I preemptively loop these days
Coal station to take up water approach solved two serious problems in my case ๐คฃ
left incoming is from the power plant resin overflow
one of the refineries merge from that and the local HOR/resin production
Which is exactly what I try to keep people away from ๐
Doing that preemptively just takes away the readability of your pipes for no particular reason. This in turn can lead to issues caused by not understanding the flow of fluid correctly since you never experience non-looped flows
To clarify, I'm not saying looping is bad, I'm saying relying on it mindlessly, or suggesting it "just in case" is a bit excessive
I ended up doing a loop for the fuel generators at the far end
That sort of merge can increase your issues when/if your HOR backs up. As Cobalt suggested, having an overflow connection for the resin would be the safest choice ^^
I do overflow to a sink near the power plant as well for resin
but that was more for initial power plant setup
if HOR backs up I'll be short on resin...
hopefully it will not happen as the rubber from resin is more than what is needed for plastic
the 11 refineries produce 220 rubber and 186.667 is used for plastic
Good point
the rest overflows to the merger at the end
In the end, it was all just a fuel issue rather than a HOR issue
pipes filled up before it was used to make recycled rubber basically
causing a cascading effect with to little resin to make rubber to make plastic to use fuel ๐
and with to little plastic fuel was not used for rubber as well
bit of a mess with the incoming crude, but I got fed up with the fluid not filling the pipes
small buffer higher than the refineries fixed it
I'm glad fluid hammer isn't a mechanic in this game, I'm too used to right angled pipes ๐คฃ
it was feeding from under the foundation before for a cleaner look
sulfur is so far away from oil on the map it feels like
fairly long belt to get it over
I did the epic sulphur belts, pain in the posterior! , If you can, give trains a shot.
maybe in the future if I have to get materials from the other side of the plateau or the dunes
The problem in my case was throughput, six 780 belts of sulphur not being quite 780 by the time they got to my compacted coal plant caused a few stoppages, Only after I had a similar issue with my bauxite also on six colossal belts did I even find out about the belts not delivering as advertised past one section.
hah
I nearly always have a buffer connected to a pipe system if it pipes a produced fluid. It's quite handy un many ways
The bauxite now has a "parity" belt to enforce 780 at the refinery end, I left the turbo fuel station alone with the future spire coast changes looming, it wasn't worth the effort.
if you go with a 600 turbo fuel system you'll have no problem
My turbo fuel station burns 4000 turbo fuel ๐ฆ
600 sulphur can feed two of those setups
so if you use 780 belts for 600 then its fine
I rely on 700-720 max from mk5's nowadays, I still have legacy systems to fix but I am so not trying for max belt throughput, it just doesn't work.
hehe
wonder if they find a way to fix it or if they are forced to rebalance for less
would be a nightmare if they have to rebalance
The problem in the end turned out to be totally non intuitive, had it not been for a dedicated community of people who test retest and record the results, I would have been totally blind to the problem and seeing factories just stalling or outright stopping.
I had a very fun time watching a setup to check for the 780/min bug 
I placed down a ISC (A), connected it to a smart splitter. The main output went to a zig-zag of a mk5 snake (all 1 segment) reaching another ISC (B), with overflow going to an overflow (O) container.
Finally, from B i sent a belt back to A's input (3 segments, only 2 of which sharing a belt-belt connection)
It was very fun seeing items pile up in B due to the very short belt leading to A and backing up, while the giant mk5 snake had no issues whatsoever 
I'm still "collecting" Geo-thermal vents for my emergency power project ๐
Plan is all 18 on an isolated circuit with 32,000 power stores.
poor PC
As a mostly passive structure I don't anticipate any serious problems, It won't be any worse than all my nuclear infrastructure completely consuming most of the grasslands, waterfall and the nearby void.
Collecting geothermal was how I "started" my current save ๐ (tbf, I built it in creative though)
hah
I still don't get this creative thing v0v , I'm approaching the geothermal vents from below in m my now famous tunnel network ๐ , their isolated power grid will run via poles along the top of those tunnels.
haven't got supercomputers yet
could probably buy some with thickets, but I got like 25k power generation capacity now and using 5-6k
Super computers were "ok" to automate, I used caterium computer alt, and two manufacturers worth fed one manufacturer doing supers perfectly, the numbers were great ๐
can add another 600 turbofuel in the same area as well once I get a mk3 miner for the sulphur node
next on my list is to get them going
just wanted to get the rubber supply sorted out
should have enough for everything with a 780 belt
Oops, incomplete hyper tubes when in underground tunnels are dangerous haha.
What don't you get about creative? How it works? ๐
That I don't see any game options for it so I can more freely experiment with things.
I'm not exactly arguing in favour of it with the whole unlimited resources thing, but I guess it could be a let your hair down and go wild with the ridiculous.
Ever wondered how I build shafts through multiple layers of terrain, well here's how, temp hyper entrances to boop through the barriers ๐
I had to do seven of those to get the impure uranium shaft from the top of mount improbable to the Z axis baseline.
I shall refrain from telling you how I despise such approaches because I consider them "cheap tricks". That's just my personal preference and shouldn't affect your gameplay, so I'll keep it to myself, how nice of me 
It's not an in-game options, people usually use SCIM or mods to get it ^^
Ahh right, I don't use those sorta things, maybe if it becomes an official in game option I'll do such a creative world and see how hard I can crash the thing.
Seems fine ๐ค
I believe we figured out the issue
fluids back up before the system can get going and never recovers
Yeah I think it's easily solved by using the residual rubber to prime the loop
Just "priming the loop" would have sufficed...
Or balancing instead of manifolding 
(Yes, this is actually a case where balancing would have prevented the issue)
What I mean: balancing the plastic input for the rubber refineries would have avoided the issue (fuel not being consumed fast enough>Not enough HOR consumption>Not enough resyn>Not enough residual rubber>Not enough plastic for recycled rubber) while still being more compact and simpler than most other (non-manual) solutions such as: adding buffers for the fuel, sinking some products...
After the whole radioactivity thing, I gained an appreciation for some balancers in the mix.
I still think balancing is (generally) underappreciated and thought to be more complex than what it is to achieve some results
And I think the fact that the wiki immediatly offers solutions like "n:m balancers" as if they were the holy grail, rather suggesting clock adjustments (which can be much easier to deal with)
End result: people burning out trying to make humongous balancers where they could have changed the clock of a single machine to have a much simpler split to begin with
I never found balancing to be particularly complex, in some situations I just couldn't make it fit well in small facilities that are wholly parallel.
It was just more straightforward to manifold, it worked well, until suddenly it didn't with a huge radiation death zone ๐
Newer manifolds will be broader fed by a split in order to cut prime times, the spool up times are a pain, and where possible in the simplest applications It's just as well to balance.
I agree on that. Mixing balancing and manifolding objectively leads to the best results, even if one just looks at time taken (ideally, the time taken to make a balancer is offset by the priming time avoided)
Balancing only becomes a problem when people want to do uneven splits like this, and insist on using a line of machines all clocked the same, or just a single overclocked machine.
With my manifolds, if I add machines to balance numbers, I put my underclocked ones first in line to shorten prime times on the end of the row, it's like no effect in the long term but it's a habit I got in to,
Oh the wavey line of the growing geo-thermal grid haha.
I'm actually not sure if underclocked machines are better earlier or later in the manifold
Better in terms of 100% speed time
I honestly don't know myself, I just do it for the sake of consistency and habit these days.
Nine geotherms down, nine to go!.
This area on the western border of the dunes, just above the spire coast is also going to get caught up in the spire coast revamp right?
The precision of the changes map isn't necessarily perfect. I would bet on that area being subject to change.
I remember going there and thinking no way it was finished.
I'm thinking the same, I postponed the project there until I know more.
I think the answer is easy: earlier, as it means you'll have to fill the inventory of machines that will use less items/min (thus taking less time to prime the manifold)
I put machines with clocks different from the others in front of the row for a very simple reason: so I don't have to run the entire bulding to check the important machines (that are usually the ones with different clocks from the rest) ^^
Makes sense.
I like to put them last sometimes. Generally just one end of the row or another, often the odd numbered one when thatโs the case. Occasionally in the middle. Placement has no effect on the manifold as far as I can tell.
it totally doesnt. I generally put them last as well
I'm not 100% sure either, but what I do know is that on the biome map, the mesas along the river are considered part of the Spire Coast biome and the top of the mesas look pretty unfinished, plus those two massive unfinished caves.
other than I suppose under clocked machines first in the manifold slightly reduce the start up time in feeling, but probably not in actuality
I've suspended any construction there, it isn't worth moving everything up there only to do the shuffle later on.
I think it does (slightly) affect manifold fill time (see my answer to greeny about it)
Other than its probably 4-6 months before there is even a chance of a change there, and thats assuming its in Update 6 and not >6 or even 1.0
Why not in actuality?
The uncertianity is the problem here, it's probably like the early days when many biomes were still in flux. Skybases are probably fine, but you never know.
CS suddenly adds 6 more mantas at higher altitudes too 
I can see it affecting fill time a little, seems to help fill in the back of it quicker. Not by much though.
Because its still the exact same amount of items required to fill the hoppers of all the machines/saturate the belt. The difference is that a few less get used in the begining than at the end - which can mean there is a slight improvement in that overall output will hit the required number earlier with the underclocked machines first, but we're talking the difference of like maybe 1-2% faster.
So it feels faster at first because the 2nd/3rd machines start reachign 100% seemingly much faster because the Underclocked machine fills its internal hopper faster (due to using it slower) but in the end ... its negligable
diminishing returns here too the more machines in the manifold. 2-3 machines will see a greater "reach full output" even tho the last machine isnt filled (or ever filled) with underclocked first, but 30, or 50, or 100? wont be noticible
unless with 30 machines 10 of them are underclocked, not just one
In sets of three machines, sometimes I put the underclocked one in the middle as it helps with the output balance a little, but that's a preference thing and not a functional one as it doesn't actually matter
The machines (excluding the last 2) filling up faster is exactly what makes such a manifold fill faster ๐ (of corse, this is assuming you're providing as much as the machines would need, the worst case scenario for a manifold)
Sure, the difference might be small, but that's not the point I wanted to make, just wether or not underclocking the first machines instead of the last ones would help fill the manifold quicker or not ^^
fair enough.
In the end it's debatable enough to end up as personal preference and habit imho.
Agreed, the effect isn't significant enough to make one spot better than the other.
It might actually be worth looking at the advantages too, in some scenarios... 
While this definetly doesn't help in "noticeable" amounts for anything over 20 machines... Maybe a combination of high-tier recipes (very slow consumption, <20 machines) and very weird clock requirements (eg: wanting to clock 2 ore more machines at less than 50%) could lead to interesting advantages in placing the underclocked machines differently
Thinks about the very weird needs that can come up with nuclear manifolds
Just maybe...
I have been quite wary around nuclear manifolds, the none radioactive lines all have any underclocked machines at the start, radioactive stuff went to load balancers in the end to cut on the hot zones.
thing is tho, the whole thing about manifolds is they become saturated and then it doesnt matter (as long a you have all inputs up to required amounts) - once saturated that will output the same amount (assuming again input is constant and enough) forever.
So the start up time advantages dont really translate to anything for SF
I'm curious how people build manifolds for, say, HMFs in practice. I never notice the saturation period for manifolds because I start with the ores and work my way up. So all my machines can saturate while I'm building toward the end. But if you build from the other direction you can't do that. Or if you are powering the whole factory only at the end.
The start up time difference is likely measured in seconds.
I haven't built things top down yet, like HMF downwards. I've done that sometimes with DSP, but not Satisfactory.
I start building often at the end of a line so I can get the machines and the likes in, but work from the start to complete and power up so the manifold lines are full by the time I turn on the end product producers.
I only do that to ensure the factory output is where I want it.
Though it's not neccesarily a linear bottom up like tier by tier, I tend to do in sections or production lines.
Makes sense for manifolds I suppose.
I've found myself doing the factory shuffle often enough that sticking to only the one approach just doesn't work.
I'm thinking between <10 seconds and >10 minutes , considering all the scenarios we've thrown around up to now 
True, I was only thinking in terms of saturated manifolds, I hadn't considered anything slower mostly due to me being distracted.
Still "collecting" those geothermal vents ๐
I'm assuming a scenario where one provides just as much as needed. If one just provides more, there's no point to make xD
||I'm at my second round of testing||
What do you mean specifically? Like top down or bottom up?
I build thr whole factory subsection, then connect it to its own grid before adding power. The I go work on another project while it saturates. I come back after a few hours to debug it.
But I usually yave 5 or 6 different projects on going that I flit between
I'll build either way depending on the circumstances, and topography.
It wouldn't be the first time I've had to change plans because of eyeballing a location, thinking I have room, then discovering to my cost a wall would end up in a hillside or cliff.
I haven't felt the need to yet, though I've found that sometimes with bottom up, I tend to end up with sides merging.
Probably like when in U3, I made the choice of deciding to cram the refineries into the cave-like space where the oil nodes are in Blue Crater.
Of course, I was a newb back then.
I did something similar in the same place in my first save back in update 3, built a monster fuel power station there (not even dilute lol)
Had I tried to modernise the place with lessons learned since, I would have had to rip the whole thing out because the water was paved over with generators.
I made a small (30 or so?) diluted packaged fuel one over there, later built a big one at the lake forest nodes.
I think when I finish hooking these geothermal plants up, I should be ready to use the main grid for the initial emergency power charge up haha, it would take years for 32,000 power stores to build to full capacity otherwise.
You literally have 32k power stores? How much capacity is that? You could almost run the factories off of just that for long periods of time (which is probably the point).
I have a measely 40 or so.
3,200,000mw raw output, the place is only partially built though, I'm replacing the prototype power store under the main base.
Being able to run everything off them is my particularly huge hedge against balance changes knocking out my nuclear.
Oh I see, I misunderstood that as 32k individual buildings, not capacity.
Yeah, the whole thing is 4 towers (when finished) with 20 floors of 20x20 power stores, most of it including tens of thousands of stators is still sitting in cans ready to be assembled.
Yes it's three million output ๐
Make them in the shape of duracell batteries, lol :)
For nuclear, do the nodes work out where max overclock mk3 miners will power an equal number of generators per node? or are there balancing issues to the point where it's better to consolidate all uranium mined to one location?
The prototype sitting under the main base is only 1800 stores, for an output of 180,000.
Yea, I just have a measely 40 or so that I built early on when power was still tight.
I belt all the uranium to roughly where the central uranium node is and process it to encased cells right there.
I lack the skill & finesse needed to build the towers in to giant batteries.
Depending on recipes used, each uranium node can equal an exact amount of generators
Thank you guys! ๐
Lol what, I crashed my grid!
same
I'm just not sure how because I only use a third of what I produce.
And that's with the nukes being off.
Clipped a cable somewhere I'd bet.
Oh well, troubleshoot time.
Happened to me when I split the power grid in the main base (what I call the main base) without realizing it until the coal generator side crashed. Added a few redundancies after that.
Having some kind of power overlay would be helpful I think.
Found the fault, I'd actually crashed the impure geothermal, when I hooked in to the rest, they all crashed.
Hover pack user error basically.
Bruh... Is there a known bug with pipes 
Second time my game crashes trying to make a certain pipe already 
I'm so in the mood to file a QA report 
I had that pipe = game crash thing during my turbo fuel station build, after five crashes I tore a section down and built again.
Your stuff is huge though.
That was all the way back in U3 in my case though, I'm surprised the bug persisted this long.
I'll try rebuilding the buffer, but I should still keep the save since it seems reproduceable (maybe)
Definitely keep the save, just mark it "crashy" so you don't try to build on it.
"SFR pipe connection crash.sav" sounds good enough
There is something weird going on with my geothermals, I'm taking the cables out and rewiring, I connected the crashed grid to the next group and those crashed!
It's crash day
Haven't had issues with geothermal, and I used hoverpack all the way. Granted it was connected to the rest of the power grid.
I'm building and tearing down minifactories to get the last milestone before i start on nuclear lol
Look at the weird capacity, it plunged hard THEN crashed.
Deconstruct and replace time I guess.
Doing that now.
Twelve geothermal power stations are hooked up, it seems to be running properly now.
It just surprised me that the crash cascaded instead of simply reset.
I ran the numbers. For 6.5 smelter producing iron ingots, the startup time is 15 minutes 13.75 seconds if the underclocked machine is first. It is 32 minutes 5.87 seconds if the underclocked machine is last. The difference in production for those first 32 some minutes is 5937.5 ingots vs 6021.5 ingots.
wait, double the startup time and barely 1% difference in production? jfc lol
Wait also the underclocked machine last results in more production even with the longer startup time?
The only reason for the difference in production comes down to the amount of the input held in the underclocked machineโs input buffer. When putting the underclocked first it withholds those resources from the higher producing machines until the belts are saturated. So the difference in production is not going to be more than the difference of 1 machine at 100% vs 50% for 30 minutes, which isnโt that much.
Ah that makes sense
32 minutes for 6 smelters 
ok how many materials should i need to make 150 rotors
What recipes are you using? Satisfactory tools can help you answer that question as well.
at 90/minute the fused quickwire recipe is quite nice. am using that for my pending computer/circuit board factory
holy crap I was way behind there, just ignore me. that was from like days ago LOL
can manifolds work in two directions like this? or only one way
Yes, no issue with that
great very good
@proven prawn I divided sushi in these rough categories (very official nomenclature): sushi manifold (literally a manifold, but with a mixed belt and smart splitters, one splitter output per machine input)
Saturated sushi: a FULL sushi belt, capable of backing up and resume operation, but also only capable to feed a si gle machine (through 1 input)
Balanced sushi: sushi belt that can't back up but can feed multiple machines via a single input
Now, both 2 and 3 can be turned into 1 by just adding smart splitters. What I do in my save is a mix of 1 and 3, where in some cases I provide 4 items to some manifacturers via 3 belts (2 items can overflow, 2 not)
Ofc, sometimes I just manifold and sometimes I just balance too
I'll probably use the standard sushi complete with smart splitters with my first go during the starter base rebuild after my power tower is completed ๐
Many more would do so if we had copy-paste for smart splitters 
Oh, right, maybe a guide on "sushi manifolds" might help out too...
basically sushi manifolds are the ones i right now consider the best and most stable, though the idea in my cases would be try to meet the production numbers of all the machines in the line as much as possible, use smart splitters on all of them so nothing can clog in any scenario and can always resume as long as enough materials are present to feed the entire line, so its like balanced sushi manifolds basically, sort of.
The last part of your message is exactly why I made a post specifically on "Balanced sushi Splits!" ๐
One can use that either to split balanced sushi lines or just to balance-split mixed belts to then feed sushi manifolds (which can cut down manifold priming times immensely)
might also extend the idea for the other production methods but still use smart splitters for all inputs of the machines, so nothing can clog in any scenario in those cases also, as it would be the best idea, mainly because that was always the issue with the rod plant, one in which i would definitely want to fix with future designs, that nothing can stop the entire factory from restarting as long as it has enough materials to do so.
Setting up multiple smart splitters without copy paste can be a pain, even signs get copy paste so I don't get why the splitters don't.
I see some traces of clogging trauma in this message 
||And I feel a bit responsible for that ๐
||
I was so disappointed about that after U5 
The moment I read they updated their model and UI I was already assuming they added the copy-paste too 
Whereโs the post on that? I think I saw it in the questions channel though.
do people use a specific software to make stuff like this?
naaa don't be, it was a good prototype design, just one that in practice needs some...reworking, though yes I probably do have clogging trauma because of it
Its a website
Funfact: there's less than 8 guides on "sushi", which makes for a very easy search
https://www.reddit.com/r/SatisfactoryGame/comments/roomxk/balanced_sushi_split_how_to_properly_split_mixed/?utm_medium=android_app&utm_source=share๐
5 votes and 2 comments so far on Reddit
Was trying to find it on the discord though.
Ohhh 
Fun fact: theres 1 manual for pipes so i hold monopoly 
tell me about it...like why
what is the website called?
Not my fault mixed belts are so interesting there's more than 1 person willing to make a guide on them
๐คฃ
thx
So we have learned a important fact, pipes are so boring that nobody wants to make guides about them
Hm, the method I use for the iron and copper sushi manifold works just fine, did have to set the last two to overflow on the main line to keep it from leaking.
Or so complicated nobody understands them and now they all cower in fear 
That kind of loop is the kind I'm the most scared of trying, actually ๐
๐
I fear the system might saturate with overflow since there's nothing preventing it from doing so (other than controlling the in-out exactly, which kind of defeats the purpose Imo)
I sink the overflow.
and here im designing sushi overflow myself with no fear๐ though i do fear one thing, which is water byproduct, because there isn't a simple way to handle this, infact all kinds of liquid byproducts scare me at this point๐
Liquid byproducts, either use water in power (coal generator) or package and sink (requires dedicated plastic production)
Not sure what all of the liquid byproducts are off the top of my head
thankfully water isn't that bad, as in worst I can just send it to a wet concrete and get it out of systems that way but if i didn't have that alt i would be in trouble๐ฅบ
HOR and water are the big ones.
Without alternates, HOR>fuel>power/packaged fuel
And as previously mentioned, water into packages and sink or coal generators (which may fluctuate depending on your setup and byproduct amount)
I used coal power to shed excess water, fewer belts carrying stuff in and no sink installation.
Another more complex option in the case of aluminum manufacturing is to have an initial set of refineries fed with water extractors, and additional refineries to consume the byproduct water
with packaged water being a 1 to 1 conversion would definitely be to expensive compared to even using wet concrete so I can't imagine any scenario in which I would even want to go that route, even with 1:3 plastic alts being as good as good as they are, there is definitely better uses for plastic, sometimes i wish we had like a water sink, but currently only mods provide that solution๐ฅบ
lol be careful asking for a liquid sink
very heated discussion in #satisfactory a day or two ago about it lmao
Limestone is common enough that you can spare some for drainage and thereโs usually one somewhere nearby. So, wet concrete makes sense.
lol i bet, but i can no logical reason at the very least having for not having it for something simple like water.
Because ficsit does not waste ๐
considering most other things in this game can be sinked currently, even radioactive material with processing like rods that doesn't exactly apply....
And for oil byproducts, you can make fuel directly from oil and sink the resin directly instead of having to process it with water if you so choose
I guess I haven't understood what you mean then 
Aren't you sending the overflow back on the main line (at least for the most precious items)?
When itโs fully running, thereโs no leakage, I can show in a bit.
i don't think its possible to not have any leakage, at least with a sushi manifold setup, even if its as balanced possible, it wouldn't be able to reach convergence, because of consumption rates and travel distance on belts, in other words the last machines would always have consumption issue, so either you have to go with balanced belts, which makes the setups less compact, or go with excess just so all of the machines stay full, but in either case with manifold sushi your basically always having to sink the overflow in basically all of these cases, though you can reduce the amount by going priority mergers for the main lines, this can reduce the amount of sinking but can't reduce it to zero, this is because we don't have a exact priority merger in game and the math to get the same behavior can't be made to be exact, still with enough work one can still get a fairly efficient setup.
One way to "priority merge" is to use lower tier belts to control how much one side merges over the other
I can see it not having leaks... But then why set up the overflow to begin with? Or is it just for the startup?
For the startup, plus the fact that I'm not actually doing anything with the steel plant atm.
Give me a bit to actually get there.
Would underclocking also be a viable solution to the lack of a priority merger?
I don't quite agree with this. I think leakage can be avoided unless you use only smart splitters
To clarify, I'm referring to that post I made about how a programmable splitter can cause less (if any at all) "leaks" than a smart one (or rather "how to take an exact amount off a mixed belt", just different wording).
What do you mean? O.o
Whole thing, which is almost 3K/m worth of steel.
simply having lower tier belts won't accomplish this fact, this is because the game only uses the merger as just that, a merger, meaning no finite control over which side gets used over the other, and if your doing something like a backfeeding remerging on a manifold sushi line, if you don't design a more complex priority merger, this backfeeding line most of the time won't merge with the main one, or the behavior is mostly unpredictable, especially if your running both the main lines and feeding close to this limit, you can't limit it at these points either by simply using a lower tier belt, as it would basically break the entire system as all the machines in the line would be starved for resources then. So then your basically forced to use a priority merger which does take the ones from the merging line like 99.99% of the time, but then there is that 0.01% of the time that you then need the sink to account for, because of how the math works and all.
oh lawdy
So essentially you're saying you have inputs A and B of the same item, and you want input A to go through most of the time and input B to go through only when necessary
Sorry just trying to wrap my head around the problem lol
It'll take a bit of time to spool up to max.
There isn't anything to agree or disagree, this is a fact, manifold setups basically can't properly be done without some degree of excess, all of my testing confirms these results, its because of the fact of a consumption, b that machines all have a stacking amount, and because the delivery from point a to point b takes x amount of time being items aren't actually in the machine until they have been delivered across the belt distance which takes a variable amount of time also, now you might be able to avoid this with balanced sushi lines for sure, but sushi manifolds, no your going to find this task basically impossible because of how ingame mechanics work.
But I've tested and it runs 100% at 100%
(my setup, not what slecht is talking about)
The 0.01% will pass through only if the prioritized belt is full and backing up though!
That's an important distinction, as one can still have the required priority inside certain (controllable) parameters
(This message has been delayed by internet issues)
can i double check some math with a smarter person
That's what the channel is for my guy
ok
so im doing compacted coal and ill write my thought process and someone can tell me if im right or wrong
Might be 780 tho never know
coal gens
Eep, sulphur is too valuble for that.
lol if he wants to do compacted coal he can, nothing wrong with that
not really in the early game, and ill only waste power if i do it wrong, which is why im making sure my math is right
He can go back and tear it down later if it's that detrimental to his experience
Eon: let me check my math
#math-and-meta : literally everything you're doing is wrong, so let's start there
I know but we should present arguments against it and let him make his own judgement ๐
we're a loving community, honest
lol
Just as Sev mentioned, there are ways to set it up with no leaks. I suggest you ask him about the specifics, though, given he has more recent experience with such setups ^^ (I'm fairly certain I can set up such a system, but haven't done so recently ๐คทโโ๏ธ)
It's math and meta not min and max
mid phase 2, 1200 mw on one pure coal node, a temporary steel factory
Didn't the MK of the belts involved make quite the difference...?
ill do everything in a single block so i dont side track, which i tend to do
It takes a bit but once fully spooled up and equilibriates, there is no overflow. @frosty owl
Much clearer picture, thanks! (Sorry if I didn't answer before, having internet issues)
Smarts instead of?
I thought those were outside the context to begin with xD
A series of splitters and mergers can also emulate a smart merger in terms of ratios from 2 different inputs of the same items
I have exactly one manifold with smarts, and that's my bio shaker & floor paint maker.
For which setup, and yea, the buffer is key here for attaining equilibrium.
bio shaker?
No need I have tested such setups so I know it doesn't work so I'm not going to try to something I haven't been able to prove that it will work with no issues ๐
Chuck in random wood leaves alien carapaces flowers and shit in one end, out the other comes solid biofuel & paint cans in to their own storage.
Also, this thing uses MK5 throughout because it's 780 all the way through.
I'm combining that place with a throw crap away sink so it'll do two jobs ๐
Avoided the MK5 bug by splitting almost immediately from the miners and then merging close to the machines.
Meanwhile, yesterday, I thought the MK5 bug was killing another setup, but turned out I had miscalculated how much a MK5 could carry vs the number of buildings I made.
might be able to achieve some results with https://www.reddit.com/r/SatisfactoryGame/comments/m4gpyc/belt_throughput_bug_and_some_solutions/?utm_medium=android_app&utm_source=share as the game seems to like combined belts for precision calculations, could be interesting to test more
60 votes and 33 comments so far on Reddit
cc=compacted coal, cg=coal gen
so first i decided on how many gens to go by, which is 35, by using the 50cc=7cg
and the math im not entierly too confident in is the energy
one cc has 630mj of energy, but it takes 36mj just to produce one, which leads to a net value of 594mj
adding in the fact that im using mk2 miners on 1 normal sulfur node at 208+1/3%(250/m) and 1 pure coal node at 104+.5/3%(250/m), which adds 6((208+1/3)/100)^0.6mj and 3((104+.5/3)/100)^0.6mj, wich is 3 and 9.3mj
that leaves us with 581.7mj
lastly its water, which costs 10mj. With all water extreactors producing 112.5/m(93.75%) water will cost 9,6mj
.75m^3 of water is consumed every second, which means for every cc it takes 6.3 water, which is 60.5mj, which leaves me with a net energy production of 521.2mj
@proven prawn Using this picture as an example (assume having prefed the machines and sending as much items/min as consumed and that all machine take from the manifold in the same instant, for simplicity): the worst case scenario is one where an item that "should" go to the first machine skips it and goes all the way down the line (since all the other machines don't want that item, only the first machine could accomodate for it). Now, if you take away the overflow belt, that one item either gets buffered by the last machines/belts/splitters or it makes the whole line back up by one item... But in BOTH cases, the issue is resolved almost immediatly as for the next production cycle the first machine will want an "extra" item, meaning one less item will make it down the line, fixing the issue.
also why is joules defined as watts per second when its the other way around
Sorry if I'm lagging behind the convo, internet issues
Does that mean it would like suhi belts even more?
I just care wether or not suche "issues" can be controlled by the user or not ^^
After all, if it's worth battling against complexity to obtain a result or not falls down to one's preferences (on which, I shall not comment)
Also, Taromani tried that and things got buggy and crashy over long distances.
Don't know what the limit is though.
i realize that the water is gonna be the same either way wich makes it pointless to calculate
the wiki did
oh wait
it defined at as mw*s
im dumb
well now i dont have to ponder on that anymore
also i can split the sulfur between the normal and impure node that are next to eachother to increase the net energy
You should max overclock miners anyway, and if you're that worried about power, you need to build more.
while fine and good, i only care about end goal production numbers and what can be done to keep those numbers constant, in other words for most of my setups trying to keep a perfect number to consumption basically doesn't work, because of the issues I mentioned which results in worst case the scenario, the last machine waiting for resources some of the time, which definitely always want to avoid, so while there is some ways you can work around this, it would always result for me in most cases with the last machine being starved for resources for some period of time, now maybe if this was a extra machine and production that i didn't care about this would be fine, but i dont design most of what i make that way so its usually not how i plan things out.
Keep in mind I did that with my six bauxite feeds, that are between four and six kilometres in length, the game really didn't like it, got choppy then froze ๐ฅถ
Yeah, no kidding it did for something like that (Taro also passed the object limit, so stability is not a thing in that save anymore ๐)
๐คฃ
What I'm trying to say is that to have that one machines not starving, all you have to do is:
-Prefilling the manifold
-Providing as much as you're consuming (not MORE!
By doing this the only possible scenario should be one where the last two machines keep running at 100% even if you haven't primed those 2 specifically
If that is not the case, maybe you should look into your inputs rather than the distribution system ^^
Ofc, I understand if you're just sick of dealing with this and want to just manifold it normally, sushi-balance it or whatnot, I'm just arguiging my point that "sushi manifolds done properly don't leak"
I did have to set the last two to overflow to get it to fill properly. I initially had another smart splitter after the shushi ones as a feedback splitter which sent the leaking bits back into circulation, but then I found that just setting to overflow did the same effect.
Huh... What do you mean?
Did you set the last 2 splitters on "overflow" towards the middle? Instead of...?
@wintry aurora I always put a buffer (storage) in my overflow loop, I think it really helps pre-filling manifolds
I missed your question earlier, lemme get back to the area. Really oughta set up a hypertube or something. Only a few min hoverpack flight from the main area though.
@wintry aurora definitely experiment with a cyclotron-accelerated hypertube system, cuts way down on travel time
Wouldn't help if I haven't set up a hypertube over there yet.
Also true. But you can use the above as a template for a launcher -- as long as you can run power to it, that'll get you cross-map pretty dang quick
I don't like this abuse
What I do is for the last foundry in both rows (what I'm pointing at, and it's backed up now because I removed the sinks for the steel ingots since I didn't intend to leave it that way), I put the two splitters for each machine on overflow for the center and the needed ore for the correct side (yes, I accidentially put the ore on the wrong side for the left set at first), the rest of the line behind those have any on the center.
(sorry for image wall)
I did try setting to any or any undefined, but it kept leaking for some reason and making the last one not work so well.
Try simplifying and don't run smart splitters? Just do a straight manifold with buffered overflow loopback
OH I see what you're trying to do, the reason this jams up and doesn't work is because of the way machines process parts:
a smelter will only run a batch of parts when it has BOTH sets (A) and (B) available, but there is space between the smart splitter and the machine, so you can get an extra part of (A) on the line and it'll jam until the machine sees (B) from the other belt. If (B) isn't on THAT belt, the machine jams
so I don't know if there might be an issue somewhere on the smart-split line, but I can promise you it'll be WORLDS easier to just run two parallel manifolds underneath and belt up to the foundries
TL;DR I bet the reason you're seeing leaks is because some machines can't take more parts and just overflow, and your overflow isn't buffered so you get even more dips in efficiency
That's how sushi manifolds are supposed to work isn't it? Looks like the internal buffer is what's making it work.
@wintry aurora there are a few other considerations -- your through-belt speed should be as fast as you can manage it, but MUST be faster than the sum total of the parts feeding it at every point
Hrm, lemme doublecheck that.
I believe I did overclock slightly to account for 39 when I had 38 so I could do even rows.
Yea, I made 26 and overclocked to 1.5, so, it really should be able to work without leaking. https://www.satisfactorytools.com/production?share=32BOLYuD6G0qJG7qAXSQ
Ok so lets say i wanted to over clock something for example i geuss to 125% and the cconsumsion rate is 30 items pm what would the math be for that? My best geuss is 30 * 1.25?
Yes
Sorry I've caused you soany back-and-forth ๐ ๐
If using satisfactory tools, when the number of machines is over 2.5 for a given item, dividing by the desired number of machines will also give the overclock number.
Wonderful screenshoting, makes things perfectly clear 
I got some thoughts on this... Are you fine with the expanded version, or shall I put some extra effort and try making a TLDR? ๐
Expanded version is fine I guess? It did likely have something to do with the buffer, but I thought the buffer size was the same otherwise.
Using the feedback method to keep it in the system did work though.
You're right about that (it has to do with the buffer) the point is how you use the buffer. By chance, have you read my post about how programmable splitters can take items off a belt better than smart ones?
Was that the reddit post? I'll look back at that. I did a quick read of it earlier.
Well, as long as you're familiar with the concept it's fine
Poggers are more intelligent than smarts.
That's why they require supers.
The point is how using different settings to let the items flow through the splitter affects the internal buffer of the splitter (both pogger and smort) and in turn the output of the item you're actually filtering for
This can make the difference between having leaks or not
Iirc it is setting the middle to both Any Undefined and Overflow?
SEE I DO LISTEN WHEN YOU TALK
https://www.reddit.com/r/SatisfactoryGame/comments/roomxk/balanced_sushi_split_how_to_properly_split_mixed/?utm_medium=android_app&utm_source=share๐ Shouldn't this still work with MK5? Maybe it was marginal enough for the smart splitters buffers to catch it here.
5 votes and 2 comments so far on Reddit
Though on this point I realized something, reading what smjjames wrote earlier: using a smort with "any" in the middle should actually yield the same exact result as "any undefined+overflow" with a pogger
Which, as obvious as it may be, is something I haven't really thought about yet ๐
Oh, no, that's for exact splits, the manifold doesn't require that ๐ (since the splitters back up on items, the exact amount of items is pushed through regardless of how precise the split is when the belt isn't full)
And no, with MK5 input the split is not even anymore 
I did try setting the others to overflow while testing it, but it felt like it was filling up too slowly, so, I set it to any. Not sure what effect on leakage that would have though.
What is the best way to split into 5?
TECHNICALLY, I think the whole manifold would fill up faster using overflow 
Using "Any" should send both ore 1, ore 2 AND overflow from the other outputs through the middle, right?
Look up 1 to 5 balancers.
Ty
Split in 6, merge 5 together and merge the remaining 1 with the input (before you split in 6)
This works for any 1:X split btw~
Alright, I got sidetracked... Let's get to the point xD
Normally it would send the overflow, but I believe it was also partially because the copper and iron didn't fill up in sync, so, the iron was ahead somewhat.
I'm not too familiar with that recipe, so that might be the case 
My point was based on the assumption that a manifold fills the fastest if you fill up the machines in succession, leaving all the other ones without ore if possible
I think that the version you made using "any" for all splitters but the last couple that has "overflow" instead should run without too much leakage. I fear there might still be leakage because I don't trust smart splitters to not have leaks using "any" (I made this point a few messages back, where I prefer poggers instead)
It might work, it's just a gray area for me ๐
It may also have been that I didn't sink a little bit of the ore from the manifolds first, so, there ended up being some extra iron in front. Regardless, once it completely filled up, it was fine.
I know for certain: using programmable splitters sending "ore 1" on the right, "ore 2 + overflow" on the middle and ONLY THE LAST COUPLE without overflow, the system doesn't leak at all. The last machine shouldn't fill either
I'm just trying to understand if using "any" with smorts can reproduce this exactly (or if it has enough leeway to not have issues even if it doesn't do the exact same thing)
I could just do some testing and figure it out... 
Manifold
--S--S--S--S--S
| | | | |
I use a 6 splitter then have the extra line loop back into the main feed
That would be the Balancer method.
so why not use more quartz in the calculator @wind spade?
I like to use silica in my alu ingots to save on bauxite
16,000 power stores down, 16,000 more to go!
uh? you mean those battery thingies?
Yeah, part of my emergency power system.
jeeze
I'll get some distance from the facility and snap off another picture, it is a bit large.
Bigger than I anticipated in fact.
no doubt if you've placed 16k of them
how is that affecting fps?
guessing its not to bad as you're probably cpu limited anyway ๐
It did judder somewhat as I moved away from it to my starter base, I need to stage more materials because all the industrial cans that were full of parts are now empty and moved to the roof.
Still looms quite large and I backed quite far away.
got some RCUs going last night and I'm starting to notice the cpu load now
heh, nice looking
It's 4 structures of ten floors each right now has 4000 stores, 400 per floor.
I am considering to fill a floor below my fuel plant
The original plan is 20 floors, accessed and connected to the mains from below.
There is a 3x3 tower in the centre of all four of those towers that has a stair well and access to them.
Is this a 'hey, look what I've got' setup, or you actually need that much?
Less than one foundation across, I allowed for a full foundation though.
powers torage? 6x6m. fits nice one per foundation
This place is the ultimate backstop and hedge against balance changes causing nuclear chaos since I'm retiring the turbo fuel.
The place is only half built, the roof is just bare concrete because that's where floor 11 is supposed to go.
in scissors mode or without?
scissors mode?
something tells me it was 2 wall sections + the new 1m tall and a 1m on top for the floor
the one where you get a lot of clippings
Eww, no clipping in there.
I got 16m or less below my fuel plant to work with
That's the arrangement, taken on the incomplete ground floor yesterday before any of the curtain wall went in.
guess I can't fit two floors of batteries in that
1 wall height
the new ones fit in one 4x4 section no?
two and half wall + whatever the wires and floors take.
three catwalk stairs up to the top of the power store.
ok so I can only fit one level below
unless you start thinking 3-dimensionally, instead of 2,5D
When I get it added, the bottom floor of the central (tiny) tower will have the power switch that is to be thrown in case of emergency.
Right now I'm taking a break from construction, I'm going to be seeing bloody batteries in my sleep ๐ฆ
so the batteries need 12m clearance above
3 regular wall sections + a 1m one for the 1m foundation on top
At the minimum, you can see the walkway running near the top of the battery is 12m above.
if only we had lower and thicker ones
I probably should have build power stores all over but I have had this place in the planning stages for months, It's only now my nukes are ready to run properly I focused my attention on it.
they are just 1-2m to tall to fit in the same 3 wall section height that the smaller builds do
like constructors and smelters
I build my factories with 20 metres clearance, I can put the lights overhead along with power connectors without it looking painfully cramped.
though with the lights and stuff now I might add another wall section to give it more air
I did this with some manufacturers...
When this emergency power tower is completed it will make for one hell of a screenshot, I'll probably name it "the Tunnel Rat's folly" for the likelihood of it actually being called in to service, but I'd rather have it and not need it, than need a power source and not have.
Make sure you add the "Practical Purpose: BECAUSE I COULD, OK?" in there somewhere ๐
that building fits 12 manufacturers
could have gone with the steeper roof to give more space for lights
I could definitely do that ๐ , I actually hope I don't need it, but if nuclear takes any balance changes that tower will have enough capacity to run all my stuff for weeks on end while I unfuck everything.
what kind of balance changes could make nuclear stop permamently?
I actually don't know, that's why I'm hedging, the last nuclear changes through a lot of people in to disarray with the 10x waste production and the addition of the plutonium cycle, Sooo, I'm taking no chances since I'll be running on nukes exclusively before too long.
oooo, that's a good one, if it's four towers you can label them B, I, C, O
Hmm, some of my stores haven't refilled since I filled dozens of industrial cans for the construction project, I have no choice but to take a break while my starter base recovers.
I need another 80,000 stators, I have 11,000
noticed in many setups you use pure alu ingots instead of the one with silica
I don't, the tools pick them
is quartz valued for other things maybe?
based on total available on map or?
I use pure aluminium, I cba with silica!
Yeah they are weighted based on total map availability
limiting factor in game right now is bauxite afaik?
pure alu saves 60 quartz but uses 28 bauxite
since for every 1 bauxite theres 1.1 quartz on the map it efficient to do that trade
so I try to use cheap silica to save on it and use the abundant limestone as well
The point at which you're using default alu ingot, you're probably also using cheap silica.
have you maxed all the bauxite nodes yet?
But I agree pure ingot is fine for most people
I never thought about it that way, I aimed to eliminate silica and simplify the aluminium production. the place is large enough as is without swapping 144 smelters for a similar number of foundries ๐
can't remember the smelter vs foundry number atm
I think space wise its around the same as you use less foundries
If you don't want pure alu, disable it ๐คท
foundries need more beltwork
its just more resource efficient since you save more quartz than you lose bauxite
Oh I do disable it, just wondering about the weighing of resources and why silica combo was not used by default
Resources are weighted based on map ratio. So f.e. if iron is three times as common as copper, using 2.9 iron is better than using 1 copper
or in this example theres 9780 bauxite and 10500 quart so 1 bauxite is ~1.1 quartz
I see, so saving 80 bauxite to make 780 ingots is not enough because it cost almost 300 quartz
exactly
- its more simple and uses less space
kinda dont like recipes that are more efficient without downsides but ๐คท
my thinking was that "what else am I going to use the quartz on?"
When running on a large scale, the extra belts can be a bit of a chore, but nothing serious, I just prefer the sloppy>pure approach because I was also able to more easily deal with the resulting math to boot.
Or rather quartz is ~6.703 and bauxite ~7.196
I do use silica for the circuit boards, and crystals for oscillators
silicon circuit boards
insulated crystal oscillators
infused uranium cells
crystal computers
caterium computers tbh
ye id use that aswell but if you have a bunch of spare quartz why not
bit more of a pain with all the wire, but plenty of caterium around
Even if you use cheap silica, default ingots are pretty expensive in terms of quartz. Sloppy+electrode+default ingot (maximum possible ingots) still uses 7~ quartz for every 9.8~ bauxite. That's most of the quartz on the map, leaving you little room for oscillators and RCUs.
both quartz and caterium are both used to help with other resources like copper/oil even though they are not strictly better
Better is very subjective anyway
one thing weighted resources misses is that 40% copper 40% caterium 40% quartz is better than 120% copper (since thats not possible)
the circuit boards are an example of this where the default recipe is actually less weighted resources than silicon and still nobody uses it
and I'm not going nuclear unless I have to so no need for quartz there
Hard to quantify that when each resource can only have one value ๐คท
I'll suck up all the oil before nuclear ๐
probably going to be limited by sulfur tbh
Map location matters as well. If you've got oil and bauxite in the same place, and quartz and coal are relatively far, you're going to want to do electrode, sloppy, and pure ingot.
nuclear uses alot less sulfur
Nukes aren't so bad but you should build the entire chain before throwing the switch so you keep radiation off the map if that is a concern for you.
doubt I'll ever build big enough for it to be an issue
a mk3 on normal sulfur node can support two turbo fuel plants and that is a lot of power
I originally built a colossal turbo fuel before update 4 and the nuclear waste processing was a thing, I had no intention of just storing huge amounts of indestructible waste forever, so I had enough fuel generators to match the output of 50 nukes, trouble is, that place is in the spire coast, so I built nukes afterall ๐
Crystal Computer or riot.
LOL
(Literally the only PC recipe I use)
I use caterium computer, the output of two computer manufacturers fits perfectly per one super computer manufacturer.
Crystal lines up perfectly with RCUs.
Sounds like an excuse for me to have both going ๐
imagine caring for ratios 
Underclocking ftw anyway
I just simply produce enough for both and split the belt ๐
and underclock or sink whats not used
Fair. But as you said, what else are you using Qtz on?
Computers seem to be the decision point.
If you go Ct, you're swimming in Qtz.
If you go Crystal, you're swimming in Ct.
๐คทโโ๏ธ
Like, I was genuinely trying to find a spot for QW Stators because I have so much extra Ct.
Use both for some semblance of balance so you're swimming in neither ?
so basically do both?
caterium computer vs crystal
PRETTY COLORS
one for the RCUs and one for SCs?
as you can see crystal uses way too much quartz
Not sure why your Ct is using Qtz at all.
silicon circuit boards
Unless you're using RCUs in your Supers recipe ๐
Ct Circuit Boards >>>
Also how tf are you using Nitrogen in a PC recipe?
thats not just computer thats everything
Silicon circuit board and crystal computer? Computers without oil.
Oil is outright abundant, I don't see any reason not to just use it.
Without how many PCs I make... I don't think I'd have enough Qtz for that ๐
use caterium to make copper wire, problem solved
oils is not an issue tbh
Ct CBs all day. But Crystal PCs
and with the new nodes we got plenty
I need to feed more belts to use more of the coke my existing refinery throws up though, it's being wastefully sunk instead of turned in to circuit boards.
Location. There are places with quartz that aren't particularly close to oil.
Need an AIL alt that uses CBs..
distance doesn't matter ๐
Location isn't anything that can't be fixed with trains trucks belts and drones.
pipe it or train it ๐
Right. That's an increase in complexity, though. It's not better or worse, it's just different.
True, I have been single minded enough to belt 300 quartz 10km for my nuke setup on the opposite corner of the map, as such I seldom see distance as an issue, other people have differing thought processes.
At no point have I ever seen trains as a time saver versus long belts. That is only my own experience.
Trains are more of a throughput saver when saturating long belts, and you'd need two, you can just double a mk5 belt though and still get 780 to point b
Once you have a rails looping around the whole map, hooking up new resource deposits and delivering them wherever you need them is so much easier than building long belts
I never managed to fit the stations in to small locations, it always looks outright odd.
Here's my factory, incidentally. Plenty of drones in use, but there's no obvious place that trains would be worthwhile: #screenshots message
blue is belts red is trains
but then again the easiest solution is to just not have long logistics and just use the resources as early as possible
Trucks >>>
xd
Trucks do have the advantage of needing very little infrastructure.
more waste per minute would do it
but really I hope no more balance changes are done as I think its about as balanced as it can be now, though i wish power usage went back to the way it was, aka consumption of fuel was equal to how much power was actually being used, but no idea if that would ever be changed, but i wish that part at least was changed.
There's my bauxite feed (2 pure and 1 normal) coming out of the jungle down to the Islands oil fields. Even with zooping now making trains and towers easier, I think long belts are still the easiest way to bring these together. Now that trucks don't fall through the map I can see an argument for those, but that requires more terrain clearing and ramps.
I use that example because it's my longest belt.
I am confused.
I sent my building train to resupply, and after it finished docking, I've set the destination back to build site (only destination).
The train left the base, arrived at my refinery midway, entered the loop at said refinery instead of going to build site, turned back and went back to my main base.
There is turned around again I think, and is now going to refinery again... WTH?
check the loading settings, are these fluid trains, are they set properly to wait until they can fully load, did you make sure to properly set the waiting conditions also?
no waiting conditions, pure default load
now the train arrived at my building site, waited for couple seconds, then.... drove away
Base at bottom, refinery on right, build site top. the train arrived and drove away... double headed train, if that matters, but base station has only one entry, so it cannot turn around.
am i understanding that its going to a station that it its not set to in the timetable or am i misundestanding the issue๐ค
It looked like it went back to main base station, but I'm couple km away, so didn't see if it arrived there, or just turned around before base at another loop.
I would for sure either way go check on it and drive with it as it goes along the path to get a clearer idea of whats going on.
I sat with it. The train returned to refinery, turned around at the loop there, then went back to my building site. This time it stayed at the station. I'm confused wth just happened.
and what is set in the timetable as it should be following๐ค
Just a building site as only destination. And the station is dead-end, so it should just stay there... unless it wanted to drive away, turn around, and arrive with other end in.