#math-and-meta

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soft scarab
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Also just want to say this map is beautiful Taromani, love it

cinder silo
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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

wintry aurora
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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.

digital fractal
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Do you draw those pictures yourself

soft scarab
frosty owl
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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)

cinder silo
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That road goes through that, and the plutonium fuel rod facility is in the void ๐Ÿ˜›

frosty owl
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I wish I could draw that welljace_smile

cinder silo
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Down there.

frosty owl
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Drone them jace_smile

soft scarab
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Wow ๐Ÿ˜

cinder silo
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All I need to do is get the belt to that column, the rest is already set up below.

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The small scale aluminium factory blew up to be larger than I expected which is why the heat sinks ended up so far away.

near zenith
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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

cinder silo
near zenith
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rofl, yea, that'll do it

cinder silo
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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.

near zenith
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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

cinder silo
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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.

near zenith
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yea... stupid paper, always lying

cinder silo
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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.

near zenith
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๐Ÿ‘

cinder silo
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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.

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That's a copper mine.

near zenith
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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

cinder silo
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The copper mine ๐Ÿ™‚

sinful knoll
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Jeez looks like a silicon die

cinder silo
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That is about 75% of my nuclear infrastructure.

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The other 25% is here.

sinful knoll
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Is that a CPU ๐Ÿ˜‚

wintry aurora
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Looks vaguely like one, yea.

cinder silo
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Just a map of all that.

wintry aurora
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CPU shaped anyway.

cinder silo
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The rest of it is down there.

sinful knoll
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Prison colony

cinder silo
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I hadn't thought of the object limit, I'm hoping I don't hit it especially when the power store tower goes up.

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I should get some objects back from that limit when I decommission the turbo fuel & the existing power store.

oblique notch
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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.

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(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)

cinder silo
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The biggest decoration thing is the walkways and their railings, It is fairly spartan beyond that ๐Ÿ™‚

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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.

oblique notch
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Why'd you choose the Grassy Plains? any particular reason? Most of the time I see mega/giga factories in the Dunes

cinder silo
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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.

oblique notch
cinder silo
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I'm very slowly threading a conveyor through the undersides of the place so I can get heat sinks where they're needed ๐Ÿ™‚

frosty owl
cinder silo
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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.

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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.

frosty owl
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Sounds like you ran out of nitrogen for some reason ๐Ÿค” (unless the nitric acid refineries just broke somehow)

cinder silo
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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

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I'm overproducing nitrogen by about 400, it's just crazy.

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Bleh wrong vip junction pic but the general acid refinery used an identical one.

oblique notch
cinder silo
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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.

chilly hazel
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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

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Now i'm running into cap issues. Both generators are max overclocked

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I flushed the whole system so I could diagnose my issue, and now I can't get any water at all into my buffer

static venture
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In terms of power generation you are almost always better off constructing additional generators instead of overclocking them

chilly hazel
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Does the math work out when you overclock it just burns more resources for little return?

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That's something I wondered

static venture
chilly hazel
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Lol as I typed this, my main coal plant started working intermittently. Grid looks something like this /_/_

static venture
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250% clock speed on your coal generator will only result in 202.35% increase in resource consumption and power generation

chilly hazel
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Something didn't work

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I'll remove the power slug things

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I'm going to just make more plants then lol

cinder silo
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And finally!, heat sinks have arrived ๐Ÿ˜„

wet yacht
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Are any of these particularly good and I'm just not realizing it?

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I'm thinking Compacted Coal, but I'm not sure

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Cuz compacted coal is just normal coal that is more efficient, right?

versed violet
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compacted unlocks some other recipes to be found.

wet yacht
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Oh shit, right?

wintry aurora
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I wouldn't say it's more efficient than regular coal, but it has it's uses.

cinder silo
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Turbo fuel for one, though its use is debatable, or even avoidable if going nuclear.

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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.

versed violet
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Whyyyyy are electric switches hard clearance?

wicked tinsel
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a lot of stuff that shouldnt be is ๐Ÿคทโ€โ™‚๏ธ

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why are lamps hard clearance?

oblique hollow
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oh oops

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classic discord moment

wet yacht
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Ok thank you. This is my first time being this far in the game

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And I feel like I didn't really build anything significant because I focused on teching-up research

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Yeah, that's what I figured. I just unlocked Phase 4 for the Space Elevator

oblique notch
cinder silo
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I'm test firing my nuclear build that I've spent more than a month on, finally seeing plutonium rods reaching the sink now ๐Ÿ˜„

oblique notch
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on my fourth restart of the world too

cinder silo
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I can relax & slow down, no must rush before spire coast changes get announced ๐Ÿคฃ

oblique notch
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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.... ๐Ÿคฃ

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(no one says mine is effecient though. Never mistake that :p)

cinder silo
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The first few plutonium rods from my waste free setup, I'm just sitting by watching it ๐Ÿ™‚

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I understand that fully, I will skip turbo fuel when I next start a world.

oblique notch
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Fusion Batteries when?

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You dont want Nuclear powered trucks?

pulsar idol
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Whats the mats cost for a 10 nuclear power plant?

oblique notch
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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

pulsar idol
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Normal rate

cinder silo
thorn bane
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with blenders?
im kinda looking for a good midgame power source since packaged diluted duel and def. turbofuel both kinda suck

pulsar idol
oblique notch
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by that time all those things should be well automated and really producing if you want/need nuclear

cinder silo
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I'm moving from a super sized turbo fuel to the nuclear I'm just testing now.

pulsar idol
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How much power is a 10 nuclear power plant give?

cinder silo
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25000mw.

pulsar idol
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Ok

thorn bane
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i just feel like the loop takes so much time that its not really worth since its temporary anyway

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hm ive been thinking of maybe just making alot of rubber and pet. coke coal gens

cinder silo
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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.

thorn bane
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yee i just want something until turboblend fuel

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i always wait unil warte recycling and particle accelerators take alot if power

cinder silo
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That's a point, I haven't checked my power usage since I onlined the whole thing.

thorn bane
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ye dilited fuel and turboblend are very very close

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xD

cinder silo
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I'm well in good order ๐Ÿ™‚ , decommissioning the turbo fuel when I can get around to demolition is definitely a go.

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How do you plan to start up the nukes ? ๐Ÿ™‚ , this has got to be good.

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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.

oblique notch
thorn bane
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10-20h id guess?

cinder silo
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I'm still testing the nuclear grid to ensure I got all the kinks out of the system ๐Ÿ™‚

oblique notch
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your call on your time spent tho. Its kind of a personal calculation that no one can say for you.

thorn bane
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until nuclear

oblique notch
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yeah, use the lasso

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its one of the drop down selections

thorn bane
cinder silo
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Seeing conveyor lifts dropping and retrieving stuff in the waste processing room is quite hypnotic.

oblique notch
# thorn bane well im asking for the most optimal time efficient way

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

thorn bane
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no i mean it runs for 10-20h because then i have nuclear xD

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ye def fuel is kinda dope

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i dont like resiudal fuel its sooo many machines

cinder silo
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Keeping a can with 200 uranium rods in it cut my start up time from 5 minutes to 15 seconds ๐Ÿ˜„

thorn bane
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arent they super far?
i always use the one near crater lake

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thats super far o.O

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i use the one you see north on that map
super close

cinder silo
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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.

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Were it not for the spire coast changes in the future, I wouldn't have gone nuts with nuclear.

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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.

wintry aurora
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I'm not at the point where I feel like I need or want nuclear yet.

cinder silo
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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.

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The 5.25 plutonium rods I produce per minute would be barely worth burning.

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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.

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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 ๐Ÿ™‚

cinder silo
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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.

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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.

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That is an issue for future me, assuming I need the extra power.

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Lol, the to-do list won't list the need for 32000 power stores worth of mats for the next project ๐Ÿ˜„

fringe pawn
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That's a lot of stators to stockpile

versed violet
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Use plut rods to run your trucks. Burn the freed fuel for power. No waste!

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Q: Is it still a sushi belt, if I'm using smart splitters?

wintry aurora
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Just needs to be a mixed belt.

versed violet
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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?

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is there any way to avoid the smart splitters? It gets quite clunky to set them up then set the filter in each one

wintry aurora
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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.

versed violet
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the 'feed machine with single input' method?

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while this is awesome in theory, I do not trtust my belts to be well behaved like that

wintry aurora
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Assuming only the components are on there.

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I think I tried that back un u3 with a manifold, ended up not working.

fringe pawn
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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.

cinder silo
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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.

versed violet
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embrace the power of dedicated recycling refineries!

surreal dune
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how on earth do you efficiently feed 50.4 Fuel rods/min into 126 Reactors?

cinder silo
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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.

versed violet
cinder silo
versed violet
# cinder silo No idea, he never responded, I'd assume using a balancer for radiation reasons, ...

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.

cinder silo
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After my initial prime, and connect the fuel, each reactor always has two fuel rods, no more no less.

versed violet
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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.

cinder silo
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Load balance looks kind of a tangle from overhead because scim also shows the waste belt on the same level ๐Ÿ˜ตโ€๐Ÿ’ซ

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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 ๐Ÿ˜„

versed violet
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does the current splitter state gets saved by game, or it can rest at game load?

cinder silo
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I actually don't know, I still don't fully understand the mechanics of that monstrosity I created.

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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.

versed violet
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even full 50 rods stack and some on belt do not make them that much radioactive

cinder silo
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I shouldn't be touring the place much when it's running anyway, I do hope the splitter balance state saves ๐Ÿ˜„

versed violet
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Guess I remembered wrong, start taking damage when closer than 1 wall above the top of power plant.

cinder silo
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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.

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Another use for signs, one giant post it note to log in next to between game sessions ๐Ÿ˜„

wintry aurora
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How did you get it to do that?

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Looks like an assemblage of various shaped signs.

oblique notch
fierce ruin
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@wintry aurora@cinder siloRSS?

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i know this channel aint for mods, but i think thats RSS, really simple signs mod lol

frosty owl
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I say "funny" since fluids clearly have load bugs instead hehe

cinder silo
cinder silo
frosty owl
cinder silo
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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.

frosty owl
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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

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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

cinder silo
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Nice to have some good news ๐Ÿ™‚ , 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.

frosty owl
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Yep, so I've heard (I do some lurking~), but I'm not free enough to offer checking them out ๐Ÿ˜… ๐Ÿ˜†

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I'd like to make sure wether they fail for user error or 'just because" one day~

cinder silo
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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

frosty owl
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I suspect connecting the junction directly to a floor hole could have made things a bit weird thinking_helmet (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 ๐Ÿ˜…

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I could very well be wrong, ofc

cinder silo
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That floor hole wasn't actually involved in anything, I clip through them not connect them just to make pipes look less terrible.

hardy plaza
wintry aurora
hardy plaza
wintry aurora
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You don't even need to store screws for anything, lolwut.

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The only thing you need them for outside of handcrafting is the awesome store.

hardy plaza
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Oh wait u right

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Im dumb

wintry aurora
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I'd also try to find recipes that cut down on screw usage as that's a good chunk of the constructors.

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Or steel screws at least.

hardy plaza
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I Need to do hard drive hunting first

static venture
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Would you say you've elevated your truck route?

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Once I'm done with ficsmas I'm going to tear down and redo my crude oil with overclocked extractors ๐Ÿ˜„

soft scarab
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I think we need a video or at least screenshots ๐Ÿ˜„

static venture
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Can't be as bad as my ficsmas factory lmao

soft scarab
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No more long windy roads up and down cliffs, now Iโ€™ll just hurtle my trucks through the air to get where theyโ€™re going ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

wintry aurora
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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.

soft scarab
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Yes

frosty owl
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105 minutes

wintry aurora
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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)

soft scarab
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I got 120 mins. 48 slots * 500 per slot = 24,000 total items, / 200 per min = 120 mins

wintry aurora
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That's my math too.

frosty owl
frosty owl
wintry aurora
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But then, I'm not sure how many ISCs I'll actually make, even just one might last a whole year, no idea.

frosty owl
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I doubt I've thrown more than a couple hundreds explosives

near zenith
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depends how many biomes you need to denature

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a tree looked at me funny once, now i must kill its whole family

wintry aurora
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I've used quite a bit from fighting mobs.

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Somewhere around an ISC worth I think? Between half and full one.

cinder silo
frosty owl
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It might've worked by just adding a pipe support and distancing the valves half a meter more jace_happy

cinder silo
frosty owl
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I feel like many issues can caused by a "too small" pipe segment ๐Ÿ˜…

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At least when dealing with delicate and precise stuff like this

ashen zenith
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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?

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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 ๐Ÿ™‚

lament phoenix
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and they told me math would never be useful

ashen zenith
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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

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Looks like the answer is 96mx96mx96m unless I want to mess with catwalk floors. That's a lot of concrete

cinder silo
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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 ๐Ÿ˜„

ashen zenith
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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.

cinder silo
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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.

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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.

ashen zenith
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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

cinder silo
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Each of the four towers going up will have 8000 stores, 400 per floor.

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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.

ashen zenith
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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

cinder silo
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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 ๐Ÿ™‚

ashen zenith
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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

cinder silo
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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.

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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.

ashen zenith
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Not a horrible idea at all, just then have fluctuating power production if you are using it as a sink.

cinder silo
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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,

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If the nuclear infrastructure is running full tilt, and it should be, those coal gens will also go at max, no deviations.

ashen zenith
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I see, my brain was kinda broken and wasn't thinking how you would set that up, that makes more sense, lol

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Calculating my power cube is hurting my brain enough as it is apparently, lol

cinder silo
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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.

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Five geo-thermals connected to the emergency grid, thirteen more to go.

frosty owl
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A bit of a better pic, now that I finished the floor

  1. Alu solution
  2. Alu scraps
  3. Heat Sinks
wintry aurora
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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.

fringe pawn
#

Through saves and reloads as well?

wintry aurora
#

Iโ€™ll have to check tomorrow. No reason it shouldnโ€™t still work.

shrewd yacht
#

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?

shrewd yacht
#

the whole setup is out of sync actually

#

the input of 300 resin is the byproduct of the turbo fuel power plant btw

frosty owl
frosty owl
# shrewd yacht the whole setup is out of sync actually

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" ๐Ÿ˜… ๐Ÿคฃ

#

Checking out the actual recipes used should clear up your doubts ๐Ÿ˜‰

shrewd yacht
#

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

frosty owl
#

Difference between what and what?

shrewd yacht
#

uh?

#

the visalization at the calculator feeds the recycled rubber back to the recycled plastic

frosty owl
#

How else did you expect it to feed rubber to a process requiring rubber? thinking_helmet

shrewd yacht
#

read up as I told you

frosty owl
#

I don't get what's throwing you off, the plan is perfectly normal for a diluted fuel + recycling loop

shrewd yacht
#

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

frosty owl
#

So what?
As long as you feed enough rubber to the plastic setup you can overflow however much you want (supposedly, 780/min)

frosty owl
cinder silo
#

Morning folks ๐Ÿ™‚

shrewd yacht
#

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

frosty owl
#

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

cinder silo
#

If it's anything like my uranium processor, it should work perfectly, or my general acid refinery then it'll be a disaster ๐Ÿ˜„

shrewd yacht
#

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

frosty owl
#

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)

shrewd yacht
#

blender backed up first

#

and thus they didn't use the full 280 HOR and so on

frosty owl
#

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

frosty owl
cinder silo
#

Whoops!

frosty owl
#

Totally never seen such a stupid mistake before...

cinder silo
#

I have a ton of cosmetic work to do around all my nukes before I online it full time ๐Ÿ™‚

frosty owl
#

Brrrrrruuuuuhhhhhhh.... Don't you even mention cosmetics tired_jace jacelul

shrewd yacht
#

I am sinking the full 780 belt to make sure its all used

cinder silo
#

Too late there bud, parts of the facility look incomplete.

shrewd yacht
#

and the fuel backed up

cinder silo
#

Erm, is that belt intended to be fully saturated 780?

shrewd yacht
#

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

frosty owl
cinder silo
#

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.

shrewd yacht
#

you make no sense Vencam

frosty owl
#

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 ๐Ÿ˜… (non-native English)

shrewd yacht
#

as I said fuel backed up eventually when sinking the end rubber

cinder silo
frosty owl
# shrewd yacht as I said fuel backed up eventually when sinking the end rubber

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

cinder silo
#

I'm betting on expecting 780 out of the belt is the sole cause.

frosty owl
#

Same

cinder silo
#

I have some very sorry experience with 780 belts, they never deliver as advertised ๐Ÿคฃ

shrewd yacht
#

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

frosty owl
#

JUST ๐Ÿ‘ USE ๐Ÿ‘ FULL ๐Ÿ‘ MK5 ๐Ÿ‘ FOR A SINGLE ๐Ÿ‘ BELT SEGMENT ๐Ÿ‘

shrewd yacht
#

so that system backs up slightly

cinder silo
shrewd yacht
#

which means the 30 or so rubber overflow from the recycled plastic inputs will probably not happen much if at all

frosty owl
#

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? thinking_helmet

frosty owl
shrewd yacht
#

yeah the fuel consuming refineries were running at 100%

#

I actually split the 6 blenders now so 2 are separate for the recycled plastic

frosty owl
#

How do you know the recycled rubber and plastic refineries are running fine?

shrewd yacht
#

hopefully that will help... fluids can be weird at times

#

they were not backed up or lacking anything

frosty owl
#

Did you check out if all the refineries have empty inputs AND empty outputs

#

*full inputs

shrewd yacht
#

I've gone over the setup for 3 hours now LOL

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no idea how many times I've checked

frosty owl
# shrewd yacht I've gone over the setup for 3 hours now LOL

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 ๐Ÿคฆโ€โ™‚๏ธ
So, just making sure: you did check the in/out for each refinery and didn't assume it for anyone, right?

shrewd yacht
#

I never assume anything ๐Ÿ˜‰

#

I've checked them god knows how many times

frosty owl
#

Good rule of thumb. But you did assume greeny's calculator was wrong (which is not the case) xD. Stuff happens ๐Ÿ˜†

shrewd yacht
#

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

frosty owl
#

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

cinder silo
#

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.

frosty owl
frosty owl
cinder silo
#

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.

frosty owl
#

I learnt avoiding that thanks to a much smaller scale example luckily ahahah
(Single sulphuric acid buffer in cells manifacturing)

cinder silo
#

My cell manufacturing uses small buffers mostly just to keep some spare acid in the system, somehow the place managed equilibrium.

shrewd yacht
#

tbf greeny have a warning that things might not be accurate after update 5

frosty owl
#

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

shrewd yacht
frosty owl
#

Here is fine too xD

#

Where are the plastic refineries?

shrewd yacht
#

middle row at the top

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the 2 farthest blenders and now feeding them fuel separate

#

it was all one system earlier

#

which should work just fine

frosty owl
#

That should reduce the flow to less than 500/mib for the rest of the fuel pipework, which surely isn't bad

cinder silo
#

The mk2 pipes seem to work ok below 570 cubic metres.

frosty owl
#

Why do the rubber refineries seem to have so little plastic though? Walk us through the plubber belting

shrewd yacht
#

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

frosty owl
#

||On a sidenote, I now remember why I prefer piping below the floor: better clarity for refineries' beltwork jace_smile||

shrewd yacht
#

takes a while for the buffer in each of the 13 recycled rubber refineries to fill up

cinder silo
frosty owl
#

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 jace_smile

frosty owl
shrewd yacht
#

the rubber made from residue is fed to the ones making plastic

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what is left of that is overflowing to the end output belt

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its merged with the rubber from the 13 refineries making recycled rubber

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the last splitter on the row of 7 refineries making plastic is a smart splitter with overflow

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to make sure they all get the rubber they need

frosty owl
#

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

shrewd yacht
#

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

cinder silo
#

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.

frosty owl
#

You need to make sure fuel/HOR are never piling up ๐Ÿ‘ (or plan for that if they do)

frosty owl
frosty owl
cinder silo
#

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 ๐Ÿ˜ฆ , sorry.

shrewd yacht
#

damn fluids again as usual ๐Ÿ˜›

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the pipes are not full now so should be fine

#

everything is running 100%

cinder silo
#

My first mistake was treating pipeworks like round belts, the fluid mechanics kicked my arse every time.

shrewd yacht
#

unless it gets out of sync due to save freeze or some lag

frosty owl
#

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 ๐Ÿค”

shrewd yacht
#

I have a sink right after the 13 refineries as well to catch stuff there

cinder silo
#

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)

shrewd yacht
#

before the final merge

frosty owl
shrewd yacht
#

never heard of it

cinder silo
#

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.

shrewd yacht
#

bleh...

frosty owl
#

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

shrewd yacht
#

oof

frosty owl
shrewd yacht
#

good thing I don't use the full 600 on my fuel plant heh

#

thats fine with me

frosty owl
#

~thanks

shrewd yacht
#

if this can help others figure out why things are not working

cinder silo
#

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.

shrewd yacht
#

another angle of the same setup

vapid gorge
shrewd yacht
#

problem here was fluids backing up not the resin

cinder silo
#

It was a fluid backup issue on startup while the system ramped to full capacity that made it choke up though.

vapid gorge
# shrewd yacht

I had a 3000 crude to 4000 rubber 4800 plastic station and had to trouble shoot a lot

#

Hmm thatโ€™s odd. The diluted fuel should have just been filling the pipes

shrewd yacht
#

heh

frosty owl
# shrewd yacht

Oh yehh, sure, keep it going! If I'm allowed to add the screens to the post, that can help greatly! ๐Ÿ˜ (You can leave me your Reddit handle if you'd like credits)

vapid gorge
#

Have you fixed it or is it still causing issues?

shrewd yacht
#

same as here I believe

#

I think I fixed it without really knowing it hehe

#

flushed some pipes and that got it moving

vapid gorge
#

Cool beans, next thing I was going to suggest was to loop all the manifold pipes so fluid was coming from both ends

shrewd yacht
#

and I also split the 6 blenders so that 2 are feeding the recycled plastic separately

frosty owl
shrewd yacht
#

I did make a loop for the ones feeding the 13 refineries doing recycled rubber

shrewd yacht
frosty owl
cinder silo
#

Yeah, take the two former-loops in my nuclear reprocessing as an example, it was a disaster!.

vapid gorge
#

Meh, I preemptively loop these days

cinder silo
#

Coal station to take up water approach solved two serious problems in my case ๐Ÿคฃ

shrewd yacht
#

left incoming is from the power plant resin overflow

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one of the refineries merge from that and the local HOR/resin production

frosty owl
# vapid gorge Meh, I preemptively loop these days

Which is exactly what I try to keep people away from ๐Ÿ˜†
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

shrewd yacht
#

I ended up doing a loop for the fuel generators at the far end

frosty owl
shrewd yacht
#

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

frosty owl
#

Good point

shrewd yacht
#

the rest overflows to the merger at the end

frosty owl
#

In the end, it was all just a fuel issue rather than a HOR issue

shrewd yacht
#

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 ๐Ÿ˜›

#

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

cinder silo
#

I'm glad fluid hammer isn't a mechanic in this game, I'm too used to right angled pipes ๐Ÿคฃ

shrewd yacht
#

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

cinder silo
#

I did the epic sulphur belts, pain in the posterior! , If you can, give trains a shot.

shrewd yacht
#

maybe in the future if I have to get materials from the other side of the plateau or the dunes

cinder silo
#

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.

shrewd yacht
#

hah

frosty owl
cinder silo
#

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.

shrewd yacht
#

if you go with a 600 turbo fuel system you'll have no problem

cinder silo
#

My turbo fuel station burns 4000 turbo fuel ๐Ÿ˜ฆ

shrewd yacht
#

600 sulphur can feed two of those setups

#

so if you use 780 belts for 600 then its fine

cinder silo
#

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.

shrewd yacht
#

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

cinder silo
#

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.

frosty owl
#

I had a very fun time watching a setup to check for the 780/min bug jacelul

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 jacelul

cinder silo
#

I'm still "collecting" Geo-thermal vents for my emergency power project ๐Ÿ™‚

#

Plan is all 18 on an isolated circuit with 32,000 power stores.

shrewd yacht
#

poor PC

cinder silo
#

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.

frosty owl
#

Collecting geothermal was how I "started" my current save ๐Ÿ˜† (tbf, I built it in creative though)

shrewd yacht
#

hah

cinder silo
#

I still don't get this creative thing v0v , I'm approaching the geothermal vents from below in m my now famous tunnel network ๐Ÿ˜„ , their isolated power grid will run via poles along the top of those tunnels.

shrewd yacht
#

haven't got supercomputers yet

#

could probably buy some with thickets, but I got like 25k power generation capacity now and using 5-6k

cinder silo
#

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 ๐Ÿ™‚

shrewd yacht
#

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

cinder silo
#

Oops, incomplete hyper tubes when in underground tunnels are dangerous haha.

frosty owl
cinder silo
#

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 ๐Ÿ™‚

#

I had to do seven of those to get the impure uranium shaft from the top of mount improbable to the Z axis baseline.

frosty owl
#

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 simon_smile

frosty owl
cinder silo
#

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.

wind spade
shrewd yacht
#

I believe we figured out the issue

#

fluids back up before the system can get going and never recovers

wind spade
#

Yeah I think it's easily solved by using the residual rubber to prime the loop

frosty owl
#

Just "priming the loop" would have sufficed...
Or balancing instead of manifolding jace_smile
(Yes, this is actually a case where balancing would have prevented the issue)

wind spade
#

You can't really balance fluids ๐Ÿค”

#

Or just flush the fluid system xD

frosty owl
#

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...

cinder silo
#

After the whole radioactivity thing, I gained an appreciation for some balancers in the mix.

frosty owl
#

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

cinder silo
#

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 ๐Ÿ˜„

#

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.

frosty owl
#

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)

fringe pawn
#

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.

cinder silo
#

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.

wind spade
#

I'm actually not sure if underclocked machines are better earlier or later in the manifold

#

Better in terms of 100% speed time

cinder silo
#

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?

fringe pawn
#

I remember going there and thinking no way it was finished.

cinder silo
#

I'm thinking the same, I postponed the project there until I know more.

frosty owl
frosty owl
cinder silo
#

Makes sense.

wintry aurora
oblique notch
#

it totally doesnt. I generally put them last as well

wintry aurora
oblique notch
#

other than I suppose under clocked machines first in the manifold slightly reduce the start up time in feeling, but probably not in actuality

cinder silo
frosty owl
oblique notch
#

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

wintry aurora
#

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.

frosty owl
#

CS suddenly adds 6 more mantas at higher altitudes too jace_smile

wintry aurora
oblique notch
# frosty owl Why not in actuality?

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

wintry aurora
#

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

frosty owl
# oblique notch Because its still the exact same amount of items required to fill the hoppers of...

The machines (excluding the last 2) filling up faster is exactly what makes such a manifold fill faster ๐Ÿ‘ (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 ^^

oblique notch
#

fair enough.

cinder silo
#

In the end it's debatable enough to end up as personal preference and habit imho.

wintry aurora
#

Agreed, the effect isn't significant enough to make one spot better than the other.

frosty owl
#

It might actually be worth looking at the advantages too, in some scenarios... thinking_helmet
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...

cinder silo
#

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.

oblique notch
#

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

fringe pawn
#

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.

cinder silo
#

The start up time difference is likely measured in seconds.

wintry aurora
#

I haven't built things top down yet, like HMF downwards. I've done that sometimes with DSP, but not Satisfactory.

cinder silo
#

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.

wintry aurora
#

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.

cinder silo
#

I've found myself doing the factory shuffle often enough that sticking to only the one approach just doesn't work.

frosty owl
cinder silo
#

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 ๐Ÿ™‚

frosty owl
#

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||

wintry aurora
oblique notch
cinder silo
#

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.

wintry aurora
#

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.

wintry aurora
#

Of course, I was a newb back then.

cinder silo
#

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.

wintry aurora
#

I made a small (30 or so?) diluted packaged fuel one over there, later built a big one at the lake forest nodes.

cinder silo
#

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.

wintry aurora
#

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.

cinder silo
#

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.

wintry aurora
#

Oh I see, I misunderstood that as 32k individual buildings, not capacity.

cinder silo
#

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.

wintry aurora
#

No, wait, that's 3 million output.

#

Still a hell of a lot of them.

cinder silo
#

Yes it's three million output ๐Ÿ˜„

wintry aurora
static venture
#

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?

cinder silo
#

The prototype sitting under the main base is only 1800 stores, for an output of 180,000.

wintry aurora
#

Yea, I just have a measely 40 or so that I built early on when power was still tight.

cinder silo
cinder silo
frosty owl
static venture
#

Thank you guys! ๐Ÿ™‚

cinder silo
#

Lol what, I crashed my grid!

magic ivy
cinder silo
#

I'm just not sure how because I only use a third of what I produce.

#

And that's with the nukes being off.

wintry aurora
#

Clipped a cable somewhere I'd bet.

cinder silo
#

Oh well, troubleshoot time.

wintry aurora
#

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.

cinder silo
#

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.

frosty owl
#

Bruh... Is there a known bug with pipes tired_jace
Second time my game crashes trying to make a certain pipe already disappointed_snutt

wintry aurora
#

Weird that they'd all crash.

#

First time I've heard of that one Vencam.

frosty owl
#

I'm so in the mood to file a QA report jace_happy

cinder silo
#

I had that pipe = game crash thing during my turbo fuel station build, after five crashes I tore a section down and built again.

wintry aurora
#

Your stuff is huge though.

cinder silo
#

That was all the way back in U3 in my case though, I'm surprised the bug persisted this long.

wintry aurora
#

Oh

#

Must either not be a common bug or it's a pretty specific circumstance.

frosty owl
cinder silo
#

Definitely keep the save, just mark it "crashy" so you don't try to build on it.

frosty owl
#

"SFR pipe connection crash.sav" sounds good enough

cinder silo
#

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!

frosty owl
#

It's crash day

wintry aurora
#

Haven't had issues with geothermal, and I used hoverpack all the way. Granted it was connected to the rest of the power grid.

static venture
#

I'm building and tearing down minifactories to get the last milestone before i start on nuclear lol

cinder silo
#

Look at the weird capacity, it plunged hard THEN crashed.

wintry aurora
#

Deconstruct and replace time I guess.

cinder silo
#

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.

silent roost
near zenith
#

wait, double the startup time and barely 1% difference in production? jfc lol

soft scarab
#

Wait also the underclocked machine last results in more production even with the longer startup time?

silent roost
#

The only reason for the difference in production comes down to the amount of the input held in the underclocked machineโ€™s 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 isnโ€™t that much.

soft scarab
#

Ah that makes sense

frosty owl
#

32 minutes for 6 smelters hehe

warm crown
#

ok how many materials should i need to make 150 rotors

stuck iron
native marten
#

holy crap I was way behind there, just ignore me. that was from like days ago LOL

mortal inlet
#

can manifolds work in two directions like this? or only one way

frosty owl
#

Yes, no issue with that

mortal inlet
#

great very good

frosty owl
#

@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

cinder silo
#

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 ๐Ÿ™‚

frosty owl
#

Many more would do so if we had copy-paste for smart splitters jace_happy

#

Oh, right, maybe a guide on "sushi manifolds" might help out too...

proven prawn
# frosty owl 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.

frosty owl
#

The last part of your message is exactly why I made a post specifically on "Balanced sushi Splits!" ๐Ÿ˜
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)

proven prawn
#

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.

cinder silo
#

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.

frosty owl
frosty owl
wintry aurora
neon compass
proven prawn
oblique hollow
wintry aurora
#

Was trying to find it on the discord though.

frosty owl
#

Ohhh jacelul

oblique hollow
#

Fun fact: theres 1 manual for pipes so i hold monopoly jace_smile

neon compass
frosty owl
oblique hollow
neon compass
#

thx

proven prawn
wintry aurora
#

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.

oblique hollow
frosty owl
wintry aurora
#

I sink the overflow.

proven prawn
#

and here im designing sushi overflow myself with no fear๐Ÿ˜† 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 point๐Ÿ‘€

static venture
#

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

proven prawn
#

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 trouble๐Ÿฅบ

wintry aurora
#

HOR and water are the big ones.

static venture
#

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)

cinder silo
#

I used coal power to shed excess water, fewer belts carrying stuff in and no sink installation.

static venture
#

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

proven prawn
#

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 solution๐Ÿฅบ

static venture
#

lol be careful asking for a liquid sink

#

very heated discussion in #satisfactory a day or two ago about it lmao

wintry aurora
#

Limestone is common enough that you can spare some for drainage and thereโ€™s usually one somewhere nearby. So, wet concrete makes sense.

proven prawn
#

lol i bet, but i can no logical reason at the very least having for not having it for something simple like water.

static venture
#

Because ficsit does not waste ๐Ÿ™‚

proven prawn
#

considering most other things in this game can be sinked currently, even radioactive material with processing like rods that doesn't exactly apply....

static venture
#

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

frosty owl
wintry aurora
#

When itโ€™s fully running, thereโ€™s no leakage, I can show in a bit.

proven prawn
# frosty owl I guess I haven't understood what you mean then <:thinking_helmet:47992873448112...

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.

static venture
#

One way to "priority merge" is to use lower tier belts to control how much one side merges over the other

frosty owl
wintry aurora
#

Give me a bit to actually get there.

static venture
#

Would underclocking also be a viable solution to the lack of a priority merger?

frosty owl
wintry aurora
#

Whole thing, which is almost 3K/m worth of steel.

proven prawn
# static venture One way to "priority merge" is to use lower tier belts to control how much one s...

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.

static venture
#

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

wintry aurora
#

It'll take a bit of time to spool up to max.

proven prawn
# frosty owl I don't quite agree with this. I think leakage *can* be avoided *unless* you use...

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.

wintry aurora
#

But I've tested and it runs 100% at 100%

#

(my setup, not what slecht is talking about)

frosty owl
#

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)

near imp
#

can i double check some math with a smarter person

static venture
#

That's what the channel is for my guy

near imp
#

ok

near zenith
#

the answer is probably 42 though

#

so, beware your calc

near imp
#

so im doing compacted coal and ill write my thought process and someone can tell me if im right or wrong

static venture
#

Might be 780 tho never know

near imp
#

coal gens

cinder silo
#

Eep, sulphur is too valuble for that.

static venture
#

lol if he wants to do compacted coal he can, nothing wrong with that

near imp
#

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

static venture
#

He can go back and tear it down later if it's that detrimental to his experience

near zenith
#

Eon: let me check my math
#math-and-meta : literally everything you're doing is wrong, so let's start there

cinder silo
#

I know but we should present arguments against it and let him make his own judgement ๐Ÿ˜›

near zenith
#

we're a loving community, honest

near imp
#

lol

frosty owl
static venture
#

It's math and meta not min and max

near imp
#

mid phase 2, 1200 mw on one pure coal node, a temporary steel factory

frosty owl
#

Didn't the MK of the belts involved make quite the difference...?

near imp
#

ill do everything in a single block so i dont side track, which i tend to do

wintry aurora
#

It takes a bit but once fully spooled up and equilibriates, there is no overflow. @frosty owl

frosty owl
#

Smarts instead of?

#

I thought those were outside the context to begin with xD

static venture
#

A series of splitters and mergers can also emulate a smart merger in terms of ratios from 2 different inputs of the same items

cinder silo
#

I have exactly one manifold with smarts, and that's my bio shaker & floor paint maker.

wintry aurora
#

bio shaker?

proven prawn
cinder silo
# wintry aurora bio shaker?

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.

wintry aurora
#

Also, this thing uses MK5 throughout because it's 780 all the way through.

cinder silo
#

I'm combining that place with a throw crap away sink so it'll do two jobs ๐Ÿ™‚

wintry aurora
#

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.

proven prawn
near imp
#

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

frosty owl
#

@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.

near imp
#

also why is joules defined as watts per second when its the other way around

frosty owl
#

Sorry if I'm lagging behind the convo, internet issues

near imp
#

ik

#

i will work on that once i know i am doing the math right

wintry aurora
frosty owl
wintry aurora
#

Don't know what the limit is though.

near imp
#

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

wintry aurora
#

You should max overclock miners anyway, and if you're that worried about power, you need to build more.

proven prawn
# frosty owl I just care wether or not suche "issues" can be controlled by the user or not ^^...

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.

cinder silo
frosty owl
#

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 ๐Ÿ˜†)

cinder silo
#

๐Ÿคฃ

frosty owl
# proven prawn while fine and good, i only care about end goal production numbers and what can ...

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"

wintry aurora
#

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.

frosty owl
#

Huh... What do you mean?
Did you set the last 2 splitters on "overflow" towards the middle? Instead of...?

tough hound
#

@wintry aurora I always put a buffer (storage) in my overflow loop, I think it really helps pre-filling manifolds

wintry aurora
tough hound
#

@wintry aurora definitely experiment with a cyclotron-accelerated hypertube system, cuts way down on travel time

wintry aurora
#

Wouldn't help if I haven't set up a hypertube over there yet.

tough hound
#

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

wind spade
#

I don't like this abuse

wintry aurora
# frosty owl Huh... What do you mean? Did you set the last 2 splitters on "overflow" towards ...

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.

tough hound
#

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

wintry aurora
#

That's how sushi manifolds are supposed to work isn't it? Looks like the internal buffer is what's making it work.

tough hound
#

@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

wintry aurora
#

Hrm, lemme doublecheck that.

#

I believe I did overclock slightly to account for 39 when I had 38 so I could do even rows.

wintry aurora
rapid iris
#

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?

frosty owl
wintry aurora
frosty owl
wintry aurora
#

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.

frosty owl
#

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?

wintry aurora
#

Was that the reddit post? I'll look back at that. I did a quick read of it earlier.

frosty owl
#

Well, as long as you're familiar with the concept it's fine

median heath
#

Poggers are more intelligent than smarts.
That's why they require supers.

frosty owl
#

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

median heath
#

Iirc it is setting the middle to both Any Undefined and Overflow?

#

SEE I DO LISTEN WHEN YOU TALK

wintry aurora
frosty owl
frosty owl
#

And no, with MK5 input the split is not even anymore delayboi

wintry aurora
#

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.

modern coral
#

What is the best way to split into 5?

frosty owl
wintry aurora
modern coral
frosty owl
#

This works for any 1:X split btw~

#

Alright, I got sidetracked... Let's get to the point xD

wintry aurora
frosty owl
#

I'm not too familiar with that recipe, so that might be the case thinking_helmet
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 ๐Ÿ˜…

wintry aurora
#

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.

frosty owl
#

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... tired_jace

wind spade
proper karma
#

I use a 6 splitter then have the extra line loop back into the main feed

median heath
#

That would be the Balancer method.

shrewd yacht
#

so why not use more quartz in the calculator @wind spade?

#

I like to use silica in my alu ingots to save on bauxite

cinder silo
#

16,000 power stores down, 16,000 more to go!

shrewd yacht
#

uh? you mean those battery thingies?

cinder silo
#

Yeah, part of my emergency power system.

shrewd yacht
#

jeeze

cinder silo
#

I'll get some distance from the facility and snap off another picture, it is a bit large.

#

Bigger than I anticipated in fact.

shrewd yacht
#

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 ๐Ÿ˜›

cinder silo
#

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.

shrewd yacht
#

got some RCUs going last night and I'm starting to notice the cpu load now

#

heh, nice looking

cinder silo
#

It's 4 structures of ten floors each right now has 4000 stores, 400 per floor.

shrewd yacht
#

I am considering to fill a floor below my fuel plant

cinder silo
#

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.

versed violet
#

Is this a 'hey, look what I've got' setup, or you actually need that much?

shrewd yacht
#

whats the clearance needed for the batteries again?

#

no clipping

cinder silo
#

Less than one foundation across, I allowed for a full foundation though.

versed violet
#

powers torage? 6x6m. fits nice one per foundation

cinder silo
#

This place is the ultimate backstop and hedge against balance changes causing nuclear chaos since I'm retiring the turbo fuel.

shrewd yacht
#

thinking height

#

was it 10m?

cinder silo
#

The place is only half built, the roof is just bare concrete because that's where floor 11 is supposed to go.

versed violet
#

in scissors mode or without?

cinder silo
#

scissors mode?

shrewd yacht
#

something tells me it was 2 wall sections + the new 1m tall and a 1m on top for the floor

versed violet
cinder silo
#

Eww, no clipping in there.

shrewd yacht
#

I got 16m or less below my fuel plant to work with

cinder silo
#

That's the arrangement, taken on the incomplete ground floor yesterday before any of the curtain wall went in.

shrewd yacht
#

guess I can't fit two floors of batteries in that

cinder silo
#

The catwalk stairs are 8m right?

#

No 4m, sorry I'm not thinking right.

versed violet
shrewd yacht
#

the new ones fit in one 4x4 section no?

versed violet
cinder silo
#

three catwalk stairs up to the top of the power store.

shrewd yacht
#

ok so I can only fit one level below

versed violet
#

unless you start thinking 3-dimensionally, instead of 2,5D

cinder silo
#

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 ๐Ÿ˜ฆ

shrewd yacht
#

so the batteries need 12m clearance above

#

3 regular wall sections + a 1m one for the 1m foundation on top

cinder silo
#

At the minimum, you can see the walkway running near the top of the battery is 12m above.

shrewd yacht
#

if only we had lower and thicker ones

cinder silo
#

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.

shrewd yacht
#

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

cinder silo
#

I build my factories with 20 metres clearance, I can put the lights overhead along with power connectors without it looking painfully cramped.

shrewd yacht
#

though with the lights and stuff now I might add another wall section to give it more air

#

I did this with some manufacturers...

cinder silo
#

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.

median heath
shrewd yacht
#

that building fits 12 manufacturers

#

could have gone with the steeper roof to give more space for lights

cinder silo
versed violet
#

what kind of balance changes could make nuclear stop permamently?

cinder silo
#

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.

near zenith
cinder silo
#

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

shrewd yacht
#

noticed in many setups you use pure alu ingots instead of the one with silica

wind spade
#

I don't, the tools pick them

shrewd yacht
#

is quartz valued for other things maybe?

wind spade
#

Tools pick most resource efficient recipes

#

Weighted resource efficient to be exact

shrewd yacht
#

based on total available on map or?

cinder silo
#

I use pure aluminium, I cba with silica!

wind spade
#

Yeah they are weighted based on total map availability

shrewd yacht
#

limiting factor in game right now is bauxite afaik?

thorn bane
#

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

shrewd yacht
#

so I try to use cheap silica to save on it and use the abundant limestone as well

fringe pawn
#

The point at which you're using default alu ingot, you're probably also using cheap silica.

versed violet
#

have you maxed all the bauxite nodes yet?

fringe pawn
#

But I agree pure ingot is fine for most people

cinder silo
shrewd yacht
#

can't remember the smelter vs foundry number atm

#

I think space wise its around the same as you use less foundries

wind spade
#

If you don't want pure alu, disable it ๐Ÿคท

versed violet
#

foundries need more beltwork

thorn bane
#

its just more resource efficient since you save more quartz than you lose bauxite

shrewd yacht
#

Oh I do disable it, just wondering about the weighing of resources and why silica combo was not used by default

wind spade
#

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

thorn bane
#

or in this example theres 9780 bauxite and 10500 quart so 1 bauxite is ~1.1 quartz

shrewd yacht
#

I see, so saving 80 bauxite to make 780 ingots is not enough because it cost almost 300 quartz

thorn bane
#

exactly

#
  • its more simple and uses less space
#

kinda dont like recipes that are more efficient without downsides but ๐Ÿคท

shrewd yacht
#

my thinking was that "what else am I going to use the quartz on?"

cinder silo
#

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.

wind spade
#

Or rather quartz is ~6.703 and bauxite ~7.196

shrewd yacht
#

I do use silica for the circuit boards, and crystals for oscillators

thorn bane
shrewd yacht
#

caterium computers tbh

thorn bane
#

ye id use that aswell but if you have a bunch of spare quartz why not

shrewd yacht
#

bit more of a pain with all the wire, but plenty of caterium around

fringe pawn
#

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.

thorn bane
#

both quartz and caterium are both used to help with other resources like copper/oil even though they are not strictly better

wind spade
#

Better is very subjective anyway

thorn bane
#

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

shrewd yacht
#

and I'm not going nuclear unless I have to so no need for quartz there

wind spade
#

Hard to quantify that when each resource can only have one value ๐Ÿคท

shrewd yacht
#

I'll suck up all the oil before nuclear ๐Ÿ˜›

#

probably going to be limited by sulfur tbh

fringe pawn
#

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.

thorn bane
cinder silo
#

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.

shrewd yacht
#

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

cinder silo
#

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 ๐Ÿ˜„

median heath
shrewd yacht
#

LOL

median heath
#

(Literally the only PC recipe I use)

cinder silo
#

I use caterium computer, the output of two computer manufacturers fits perfectly per one super computer manufacturer.

median heath
#

Crystal lines up perfectly with RCUs.

cinder silo
#

Sounds like an excuse for me to have both going ๐Ÿ™‚

thorn bane
#

imagine caring for ratios jacelul

wind spade
#

Underclocking ftw anyway

shrewd yacht
#

I just simply produce enough for both and split the belt ๐Ÿ˜›

#

and underclock or sink whats not used

median heath
#

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.

๐Ÿคทโ€โ™‚๏ธ

#

Like, I was genuinely trying to find a spot for QW Stators because I have so much extra Ct.

cinder silo
#

Use both for some semblance of balance so you're swimming in neither ?

shrewd yacht
#

so basically do both?

thorn bane
#

caterium computer vs crystal

median heath
#

PRETTY COLORS

shrewd yacht
#

one for the RCUs and one for SCs?

thorn bane
#

as you can see crystal uses way too much quartz

median heath
#

Not sure why your Ct is using Qtz at all.

thorn bane
#

silicon circuit boards

median heath
median heath
#

Also how tf are you using Nitrogen in a PC recipe?

thorn bane
#

thats not just computer thats everything

fringe pawn
#

Silicon circuit board and crystal computer? Computers without oil.

cinder silo
#

Oil is outright abundant, I don't see any reason not to just use it.

median heath
versed violet
#

use caterium to make copper wire, problem solved

shrewd yacht
#

oils is not an issue tbh

median heath
#

Ct CBs all day. But Crystal PCs

shrewd yacht
#

and with the new nodes we got plenty

cinder silo
#

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.

fringe pawn
median heath
#

Need an AIL alt that uses CBs..

shrewd yacht
#

distance doesn't matter ๐Ÿ˜›

cinder silo
shrewd yacht
#

pipe it or train it ๐Ÿ˜›

fringe pawn
cinder silo
#

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.

fringe pawn
#

At no point have I ever seen trains as a time saver versus long belts. That is only my own experience.

cinder silo
#

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

elfin stump
#

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

cinder silo
#

I never managed to fit the stations in to small locations, it always looks outright odd.

fringe pawn
#

Here's my factory, incidentally. Plenty of drones in use, but there's no obvious place that trains would be worthwhile: #screenshots message

thorn bane
#

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

median heath
#

Trucks >>>

thorn bane
#

xd

cinder silo
#

Trucks do have the advantage of needing very little infrastructure.

proven prawn
# versed violet what kind of balance changes could make nuclear stop permamently?

more waste per minute would do ityes 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.

fringe pawn
#

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.

versed violet
#

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?

proven prawn
#

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?

versed violet
#

no waiting conditions, pure default load

#

now the train arrived at my building site, waited for couple seconds, then.... drove away

versed violet
proven prawn
versed violet
proven prawn
versed violet
proven prawn
versed violet
#

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.