#math-and-meta

1 messages · Page 592 of 1

thorn bane
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hm now i wanna build some pure recipes using water trains thinking_helmet

median heath
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Diluted Packaged Water when?

oblique hollow
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Diluted Watered-down Package

soft scarab
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How about Dissolved Nitrogen Gas package?

oblique hollow
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Diluted²

soft scarab
#

Get your bubbly water

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Hey maybe with particle enrichment we’ll need heavy water sometime

thorn bane
#

particle accelerator water slide lets goooooooooo

oblique hollow
#

"lets go for the old *loooooop-de-looooop-de-*looop-de-loop-de-loo-de-lo-de-loodeloodeloodelololololoololo-llllllllllllllllllll "

thorn bane
#

idk they keep getting desynced causing the train to stay in the station longer even though theres a pipe between them

wintry aurora
#

Hm…. Pump all the fluid?

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Lol

thorn bane
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and the throughput is always ~1150 but its still getting more and more desynced

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and thats only 2 wagons not even 4+

wintry aurora
#

Add some cross feeds on the other end? Looks like you have it on one end.

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I wonder if the separate buffers are screwing it.

median heath
thorn bane
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according to the wiki 11m above the outlet

wintry aurora
#

Based on the height their at, at minimum for sure.

median heath
#

Fair.

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Imagine if different fluids had different weights so they required different amounts of headlift 😂

upbeat tide
#

Dont give em ideas

rough oar
#

What recipe would you go for? I have two options I can use for turbo fuel power plant. Need some brains to optimize it.

wintry aurora
#

What’s T-spine?

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Or where rather.

rough oar
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lol, its just name for power plant I am planning to build

wintry aurora
#

Ok

rough oar
#

it will be close to north where bunch of oil deposit is.

thorn bane
#

turbo blend is live turbo blend is love

wintry aurora
#

Out on the water may be ok, but it’s risky.

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The nodes and stuff would be fine though, most likely.

rough oar
wintry aurora
#

‘K then.

rough oar
#

Concern I have is first recipe needs lot of sulfur which requires to deliver from different area. Second recipe will make use of massive amount of blenders will make plant huge and complex.

wintry aurora
#

All I can really say is choose whichever one fits your resource situation best, or preferences.

thorn bane
#

wait is that turbo heavy fuel?
dont ever do that one
default is maybe debatable compared to blend but heavy is just no no

rough oar
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and not to forget 600 generators I have to attach in both.

median heath
#

Turbo Heavy needs a rework or literally no one will ever use it. 🤷‍♂️

rough oar
median heath
#

What does Nuclear have to do with the worst Turbo Fuel alt?

oblique hollow
#

turbo heavy best case exactly doubles the power you get compared to residual fuel

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and turbo blend is x 3

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while normal turbo is 2.222222222

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diluted turns that into
x 4 for blender and x4.4444 for normal turbo

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so technically normal turbo has a higher yield for the same fuel but also needs more sulfur

median heath
#

Base Turbo has higher MW potential but burns through more sulfur, which is why you just use Turbo Blend.

signal nimbus
#

I... know I'm an odd one out, but I kind of like Turbo Heavy for the relative simplicity. It's not equal to normal, but it is reasonably comparable (last I did the math in U3).

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Basically the lazy person's turbo fuel.

oblique hollow
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i dont like how much sulfur it gobbles up.
its just as easy if i do Oil to fuel and then normal turbo

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same amount of steps

signal nimbus
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That's completely fair.

cedar ivy
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what else are you wanting sulfur for?

signal nimbus
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Nuclear and Aluminum

cedar ivy
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aluminum makes sense, but wouldn't you be replacing turbofuel power with nuclear anyways

frosty owl
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Only while they have fuel in them. If you feed it a single rod, it will travel around without giving off any radiation jace_smile

cinder silo
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I guess it depends on how big you build the nuclear and if you have a modest turbo fuel system up.

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Most people don't build colossal monstrosities 🙂

frosty owl
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If your turbofuel setup is modest, yoh shouldn't lack Sulphur to begin with thinking_helmet

cinder silo
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Since I demolished my turbo fuel, I ended up with an excess of sulphur that I'll probably sink in to batteries 🤣

wind spade
frosty owl
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Sounds like a balancing challenge :jace_smile:

wintry aurora
#

https://satisfactory.fandom.com/wiki/Plutonium_Fuel_Rod Is anybody absolutely sure that plutonium fuel unit actually decreases the building count? Because I looked in my build and it doesn't, the default is actually less. Yes, it would vary by rrecipe, but there are lots of recipes behind it, but to be sure, I stripped all other alts and only toggled the plutonium fuel unit recipe and the default needs less buildings than the alt. Someone might wanna check that maybe?

tardy pivot
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@wintry aurora not sure what you mean with decrease building count. You need uranium waste to get plutonium fuel rods

wintry aurora
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I mean in the table on the wiki. Somethings not adding up because the alt doesn't decrease building count. I'm just saying 'hey, maybe someone should take a look at it because it's not adding up.'

cedar ivy
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are you considering the alternate recipes specified below it? it has several exceptions for its ingredient tree

wintry aurora
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For plutonium fuel rod? The only exception I see is instant plutonium cell and I'm not using that one.

cedar ivy
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`Among multiple ways to produce each of the ingredient, the recipe with the lowest WP is chosen. Exception is mentioned below:

Encased Plutonium Cell#Alternate recipes analysis - Instant Plutonium Cell
Heat Sink#Alternate recipes analysis
Steel Ingot#Alternate recipes analysis
Electromagnetic Control Rod#Alternate recipes analysis
Fused Modular Frame#Alternate recipes analysis
Radio Control Unit#Alternate recipes analysis`
merry kernel
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Quick question: Are you considering the building count per Plutonium Fuel Rod generated, or the building count to successfully edit:sink a given quantity of uranium waste?

wintry aurora
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It only lists instant plutonium cell, it doesn't say any other exceptions, the links just go to the parts own alt recipe analysis with no analysis connection to plutonium rods.

cedar ivy
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oh

wintry aurora
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I'm looking at it in pure numbers of buildings vs the chart and going 'something's up here'.

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Maybe I'm looking at it all wrong, I dunno.

wind spade
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maximise may be at fault - it doesn't optimise for raw resources

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also possible that they are talking per-plutonium-rod, not per-uranium-rod, idk

merry kernel
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I think that may be it, yeah.

wintry aurora
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Looking at production of 2/m rods, I checked the two recipes and default is 211 and with the alt, it's 194, so, yea, it's maximize at fault. Sorry for causing that bit of drama guys XD

wind spade
wintry aurora
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@wind spade Idea, a comparison mode of two plans. Might not be feaseable, but just tossing an idea I just had.

stuck iron
wintry aurora
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I don't have a github account though.

stuck iron
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I am only half joking 🙂

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github accounts are free too

wintry aurora
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Oh

wind spade
stuck iron
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hence the winky face

sharp otter
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Tenteen is 100 and 20 but it is not 120.

wintry aurora
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Huh? Random comment ok.

rough oar
merry kernel
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Since one of the more recent updates, you can have zero-waste nuclear power

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For a given value of recent

rough oar
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what about plutonium?

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you can convert uranium into plutonium fuel. But it still leave some amount of(not huge pile like uranium through) waste once you use it. I am trying to build radiation free.

merry kernel
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You can sink plutonium fuel rods, you don't need to use them

thorn bane
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thats like saying pure iron uses more buildings because you can build twice as many with the iron on the map

wind spade
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No

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Just store the waste somewhere or process it

oak garnet
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i kinda wish that most items would be deleted if they fall into the void if they are strictly re-produceable. cuz even trying to retrieve said items/vehicles to get rid of potential performance degradation brings in more problems

wind spade
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You can remove them with save editor if you want 🤷

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We can only assume, but the void probably isn't endless (due to us being on a planet), so stuff will pile up there if thrown into the void

cedar owl
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🔨

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Nitro scam moment

dull bolt
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<@&387163995947270144> - cleanup ping (:

candid iron
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Is stitched still meta? And are pure recipes meta if you have the power?

oblique hollow
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Sure

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They are still the most resource efficient, kinda

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But i personally prefer adhered iron plate

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As thats also quite efficient

median heath
heady vine
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when should i start care about meta?
spent just 20 hours, phase 2
like optimising things, but still want to enjoy gameplay...

thorn bane
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there is no 'meta'
people do so different things

median heath
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I'm confused as to how you're differentiating the terms...

You're saying that meta is unenjoyable?

heady vine
frosty owl
heady vine
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it is enjoyable ofc, but it lacks some things

median heath
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I'm still confused...

But honestly play your way. There are very few objectively better recipes, so 90%+ of all of it is up to how you want to build.

heady vine
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i played factorio before, and it was boring to see my friends just copypasting blueprints

median heath
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I am a strong advocate of not copying people.
Build YOUR factory, not someone else's.

frosty owl
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You can't copy-paste here, so while you can just try and copy someone else's idea, you still have to build it yourself (unless mods)
And understanding it often comes with building and using it even if you didn't understand it "on paper" ^^

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But ofc, the meta is full of spoilers, so...

median heath
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That's part of my confusion.
Like, even if you know that meta is Stitched Plates... how you go about setting that line up is completely up to you.

heady vine
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my idea is:
play by myself some time
get bored of unefficient factories
look for meta to stop wasting my human time
use calculators and other tools all the way (casue i'm a programmer and it's in my blood)

frosty owl
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If you enjoy fixing the efficiency, you can go as far as you want before seeking for help to go further 👍

median heath
#

Now I'm more confused because I am unsure what meta has to do with making your factory efficiency higher or lower.

Light green = efficiency
Light yellow = uninstall the game and rethink your life (unless you are ZyRa)

Changing recipes doesn't affect whether your efficiency on the UI is higher or lower.

frosty owl
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The recipe chois is so wide there might be multiple "metas" that you could be jnrerested in trying out ^^

wind spade
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meta is dark and full of errors

heady vine
frosty owl
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I think your plan sounds good in that regard: try things out in game, for any doubts you can clear then up or find answers here 👍

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My first playthrough was kind of just rushing to end tiers to "see everything" and restart 😅

heady vine
frosty owl
median heath
heady vine
thorn bane
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hm i wonder why its so hard to say whats meta in this game
i guess alot of people feel like doing the most efficient strategy is actually less fun
theres also the issue that theres no clear defined endgame thinking_helmet

heady vine
heady vine
median heath
#

You and I define outposts differently, but you do you.

heady vine
median heath
#

Put it this way: I will never have a "main base".
Everything is decentralized.

heady vine
median heath
#

When you get into building larger stuff... not really.

heady vine
heady vine
median heath
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If you're not even at trucks yet then no, you're not outposting.

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Unlocking the truck station is when ADA tells you "FICSIT encourages the creation of outposts."

heady vine
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i'm proud to have 1 tractor

median heath
#

In that case, yes, you can start decentralizing.

thorn bane
median heath
heady vine
#

i lack power supply rn - after coal gen i will be able to make few stations, and leave steel production where it's mined, maybe...

median heath
#

Well why you here then?? Go get powa

heady vine
median heath
#

Go home "sick" so you can get powa.

frosty owl
frosty owl
heady vine
heady vine
thorn bane
#
Satisfactory Wiki

Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.

heady vine
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i hope such links are permitted... you can see they lead to #screenshots

heady vine
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any ideas how to turn supply of a a bunch of 60/m output into 50/m input?

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rn i'm not sure if it's even solvable

median heath
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Why do you even need to do it?

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Send 60 down the line that needs 50, when it backs up, overflow split the extra 10 to wherever you want it.

thorn bane
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(thats the whole idea behind manifolds)

median heath
#

☝️

heady vine
median heath
heady vine
#

ok
cast bolts at 100% - 60/m
supplied to reinfirced plates assemblers - 50/m

median heath
#

Cast Bolts?

heady vine
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today i heard about underclocking... but i'm not sure i want it - because it seems that supply for those bolt constructors is perfect

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*screw

median heath
#

I'm going out on a limb here an assuming we are talking about Screws.

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You're self-inflicting a problem right now.

heady vine
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(isn't it the same?)

median heath
#

No..

wind spade
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or not do screws at all, stitched plates ftw

heady vine
heady vine
wind spade
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cast screws sound good on paper, but the recipe falls behind super early and I don't feel that it's worth to waste a drive on it

median heath
heady vine
wind spade
#

at least they would be useful later 🤷‍♂️

heady vine
wind spade
#

well checking recipes on the wiki and seeing what they can do is a pretty good thing to do 🤷‍♂️

heady vine
wind spade
#

bolts are different to screws

median heath
#

Screws fasten independently, like nails.
Bolts work in tandem with nuts.

heady vine
wind spade
#

caterium is actually possible to do super early

heady vine
wind spade
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because pretty much all screw usages will be replaced with screwless recipes that are better or with steel screws that are a way better alt for screws

heady vine
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it feels unecessary to build outpost for single mine of catherium without knowing what it's used for (cause game didn't tell me yet)

wind spade
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so the recipe will be useless for you very soon

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game will tell you when you'll put caterium into MAM 🤷‍♂️

heady vine
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as with sulfur...

oblique notch
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i hate being slow

wind spade
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there's a whole tech tree that you can unlock with caterium

oblique notch
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And by what... Tier 6 something? you have to have Caterium anyways

heady vine
median heath
#

Blade Runner, Zip Lines...
"Most importantly" to me -- Smart Splitters.

frosty owl
#

Poggers

heady vine
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just read about them.
my head exploiding - what can it be used for? (name just 1 thing except dumping overflow to sink)

frosty owl
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Feeding factories with more than 1 recipe or input via a single belt

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Or just manage overflow in lines

thorn bane
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hm how would you do 6 * 50 into 5 * 60 (cast screw -> RIPs)

heady vine
thorn bane
#

read chat

frosty owl
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Depends on the belt aviable...

thorn bane
heady vine
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well, a bunch of splitters which trasnfer overflow further down the line

thorn bane
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doest really work with mk2s though (unless you have smart splitters)

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would need mk3 and even then you need to inject for the last

heady vine
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and i was very confused when at the end i saw one straight 60 -> 50 belt... thought it was balanced lol

thorn bane
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and balancing is kinda big cause you need a 1/5 splitter

heady vine
thorn bane
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yep

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so are mergers

heady vine
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s--t

frosty owl
wintry aurora
heady vine
thorn bane
#

you have your numbers backwards i think
cast screws makes 50/min
RIPs need 60 screws/min

heady vine
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or is it reverse... so confusing....

thorn bane
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(unless you use smart splitters with any to machine and overflow down the line)

frosty owl
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It wouldn't be load balanced, it would just deliver with overflow

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Without smart splitting

heady vine
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if i split each in 2, that means back to 50+50?

frosty owl
#

You get 3 belts with 100 each (I imagine them trying to feed a row of machines in frot of the constructors)
Split the side belts in 2 again, feed the belts on the sides to the machines on the sides, the belt in the middle is split in 3 and feeds the middle machine
The remaining 2 machines get fed by merging the remaining 4 belts you have

thorn bane
#

ye i dont think that works

frosty owl
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It's not load balanced, it runs at 100% after overflow

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The last 2 machines mentioned would be the first to overflow

heady vine
thorn bane
#

that doesnt work unless you have smart splitters

thorn bane
#

because the splitter will split 50/50 not 60/40

frosty owl
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Overflow

heady vine
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it might be worth feading 60s by supliying two belts of 33.3

thorn bane
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once the 2 machines are filleed up it will look like this

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so it will overflow to 53.3 in the middle NOT to 60

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and the outer screw machines will just idle since they are only supplying 83.3

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this is the whole injected manifolds dont work without smart splitters argument

frosty owl
#

That's a good point

heady vine
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soo, it might be worth undeclocking to 40/m - much easier to split

thorn bane
#

well either underclock RIP so 50 or overclcok screws to 60 but ye xD

frosty owl
thorn bane
#

balancing would look like this

thorn bane
#

but ye you could just use smart splitters

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but ye once you have higher mk belts its just merge all -> manifold split all ez

frosty owl
heady vine
heady vine
thorn bane
#

https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays
yes basically the idea is to loop back some amount so you can split it as an even number

Satisfactory Wiki

A simple 1/5th splitter array
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some...

heady vine
#

this game really needs some monitoring/diagnostics tool for belts/splitters/mergers

thorn bane
heady vine
frosty owl
#

And you haven't even gotten into high MKs or belt mixing jace_smile jacelul

thorn bane
heady vine
#

ok, i wasn't sure if such system could reach desired configuration

thorn bane
#

it is from the start

frosty owl
#

Bruh, I'm finding so many possible issues and nuances trying to run this nuclear factory... jacelul

Now I'm rethinking the balancers where I (eg) split a mk4 into MK1 and 2 mk2 and merge them to get 300/min exactly on the output mk4 belt... Or so it should be hehe

thorn bane
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or the mk4 + mk2 for 600 thinking_helmet

frosty owl
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I might have to rethink those ones too, but I'm doubtful of the 3-way merge of the one I mentioned...
I've noticed cheap silica assemblers running out of limestone (150/min) and consequently filling up on quartz (90/min), so I'm blaming the balancing work atm

thorn bane
# frosty owl

isnt that pretty much a priority splitter (you know the old overflow similar to priority mergers) thinking_helmet

wintry aurora
median heath
upbeat tide
median heath
#

Equally bought and paid for.
Not "worthless" if they have a price tag 😉

wintry aurora
upbeat tide
median heath
#

Lol

upbeat tide
#

Before mods get annoyed

wintry aurora
#

It already went through a politics phase this morning, don’t think they want to again right now.

upbeat tide
#

Ah

nova kestrel
#

is there any way to split a flow of 45 items/min into two flows respectively of 25/min and 20/min? (I only have unlocked basic splitters)

upbeat tide
#

What are you trying to do? Maybe easier to overflow it rather than split like that.

river night
#

45 > 3x15 -> 15 > 3x5, combine 1x5 + 1x15 and 2x5 + 1x15

nova kestrel
thorn bane
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yep just manifold it
if not just think of it as 9 -> 5+4

river night
#

for these small things its probably easier to just manifold it instead of a 3 tier splitter

nova kestrel
#

I see

upbeat tide
#

Basiclly put both machines in a line and connect the input to the same source belt. It will balance itself out over time.

river night
#

but if you want to balance it, i outlined it above 🙂

nova kestrel
oblique hollow
#

yes

nova kestrel
#

good to know, thanks

upbeat tide
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Yup

river night
#

indeed if one output of the splitter backs up, all will go through the other outputs

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it doesnt freeze or anything

summer fox
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if i wanted to spilt 15 pm into 10pm and 5pm would a normal splitter work ? they would both be going into constructor that needs 10pm and 5 pm i`m thinking a normal splitter will balance it out in time

wind spade
#

yes

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it works even with more machines

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--S--S--S--S--S
  |  |  |  |  |
  X  X  X  X  X
summer fox
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but i though spilters, spilt directly eg 10 goes in put and 5/5 comes out, is that only the case when it is not directly inputted into a machine?

wind spade
#

you can't connect splitter directly to a machine

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the first machine overfills and that makes more items go forward second machine

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etc etc and at the end all machines are working at 100%

summer fox
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so does belt length has any input? like if one output has a very long belt and another output has a short one will that effect the spiltting

wind spade
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after some time, it won't, as long as you have enough input for all the machines, you're fine

fickle niche
#

too much math

wintry aurora
#

Whats the maximum output of train stations again? 1560/m or something?

thorn bane
#

due to docking its
1494 for 500 stack
1405 for 200 stack
1279 for 100 stack
1083 for 50 stack

upbeat tide
#

For trains its just easier to split the load into multiple train cars. For example if I am moving a 600 a min supply of sulfur by train I would split it into at least two cars. Three if its a very long distance route.

thorn bane
#

ye the old ISC into train for up to 780/min still works
its just that you can get more out now with "wait until full"

wintry aurora
wintry aurora
upbeat tide
#

Also with those low numbers just looking for a bit of uranium usage and not maxing?

wintry aurora
#

I'm doing 30 reactors since it's my first one. That way if things go wrong, they don't go catastrophically wrong.

upbeat tide
#

Ah, nice! Really the hardest part is just setting up the uranium rods them selves. The reactors them selves are straight forward.

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I did a full max 50.4 uranium rod setup.

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But for me anyway things get REALLY fun for plutonium 😄

sullen cloud
heady vine
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macking my coal gen (finally)

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have mk2 belts, 4 normal coal nodes (so i can make 480/m) and a sea

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how should i configure it?
i could use power shards on some coal gens... but i probably will need much more of them in near future.
so every consumes 15 c/m
therefore i can supply 32 of them.
45w/m for each one - so i can merge 3 extractors to supply 8 generators.
or make it efficient (as some guy suggested) and underclock water extraction boosting profit power output

oblique hollow
#

do not use shards on the generators (as you saw in the other channel) as it is inconsistent

heady vine
pulsar idol
#

how many uranium fuel rods needed for a 40 nuclear power setup?

wintry badge
#

And I like building generators on a platform directly above the water extractors

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Use power shards on the miner - producing more coal / m allows more generators and more power

strong yew
#

is there any documental material of like what flows directly into what so like high capacity iron ore vein -> ingots -> X number of iron bars

median heath
#

🤔🤔

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Factory planners have been around since the game was invented, yes.

heady vine
wintry badge
oblique hollow
#

give it some time

heady vine
#

so i placed entry near center generator

oblique hollow
#

thats how it is

heady vine
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and now its fine

oblique hollow
#

generator drinks water, water becomes less

heady vine
#

but flow can be at 300

oblique hollow
#

can be, but wont

heady vine
#

we can't water just self distrbute itself?

oblique hollow
#

you only make 270 to begin with

heady vine
oblique hollow
#

and? the extractors only make a total of 270m³/min

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it wont flow at 300 because you dont make 300

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the same way you cant have 240 items per minute on a belt when you only make 150

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the water does distribute itself, but its normal for flow to drop after each generator

heady vine
oblique notch
# heady vine and now its fine

If you were producing 270 and only using 150 then it would have been fine the other way to after time it takes a while for that stuff to fully saturate the first machine, and pipes are even a little bit more unpredictable than belts (which always split in predictable ways)

oblique hollow
#

then you were being impatient

heady vine
#

lol, i was trying to be ...

oblique hollow
#

waiting 5 minutes or 10 is not enough

heady vine
#

i waited 40 seconds lol

upbeat tide
#

You should all be insane like me.

252 water pipes and 252 water pumps

heady vine
#

i made a mistake - had to pump water up for 19meters - didn't whant to waste water space, lol

upbeat tide
#

With dead water zones all over the place dont blame ya

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I plan to put the reactors above the water pumps too

heady vine
#

whats dead water zone?

upbeat tide
#

Where water pumps dont want to place in the ocean

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It will say water is not deep enough even though it clearly is, or the pump outline just doesnt place properly.

vapid gorge
heady vine
vapid gorge
#

I always make sure all gens that require fluid are on standby with buffers and pipes full before starting it.

Did you end up resolving the issue?

#

And by dead water zone I assume they mean far from significant water source

heady vine
vapid gorge
opaque quarry
#

if the input and output is equal none of that stuff should matter right?

vapid gorge
vapid gorge
opaque quarry
#

D:

vapid gorge
# opaque quarry D:

It gets worse if you have to move the fluids up and down. Always best to do as few elevation changes as possible with fluids

opaque quarry
#

is this why im having trouble with my aluminum production?

#

the input and output is equal and shouldnt have any problems but it eventually fills up with water and stops and i dont really know how to fix it

stuck iron
opaque quarry
#

i have 4 water extractors and 2 aluminum scrap refineries feeding water into 4 aluminum solution refineries

#

the water is getting built up in the 2 aluminum scrap refineries

cinder silo
#

If you have coal nearby you can siphon off the excess water and get some power back out of the deal.

stark vortex
#

I usually Just use a pump to push the water back into the intake side, any extra just pools at the water pump

#

20MW to not need to think about it again ... is a small price to pay.

cinder silo
#

I have a very spotty record with closed loops, one success two failures.

opaque quarry
#

my setup currently has no pumps but i dont really know why i am getting excess water if everything adds up to 720 in and out

stark vortex
#

downtime in the system leads to the system hydro locking

#

this includes downtime caused by server slowdowns and saves.

cinder silo
#

My aluminium setup is essentially twelve closed loops that thankfully behaved and has been running for six weeks np.

opaque quarry
#

how would a pump help, it stops flowback?

stark vortex
#

I never had luck without using an extra inline pump. it would run like clockwork for a day or 2 but then it would bind

cinder silo
#

I tend to just use check valves if it's only backflow that needs arresting.

stuck iron
opaque quarry
#

a VIP?

stark vortex
#

as far as i understand the inline pump evacuates the drain line before the waterpumps supply water is used. so when I check my waterpumps there will be water build up in them but the system never locks.

opaque quarry
#

oh a valve might solve my problem hmm

cinder silo
#

It's highlighted with the dismantle tool, is one of the twelve vip junctions.

opaque quarry
#

what is a VIP

cinder silo
stark vortex
#

neat.

cinder silo
#

Some mechanic I don't entirely get causes the fluid in the bottom pipe (the back feed) to be prioritised over the top pipe (fresh from water extractors)

stuck iron
#

My other aluminum plant has the loop back feeding an exact number of renfineries so the fresh water and the loop back never mix.

opaque quarry
#

i dont even know if i have a loop back what do you mean by that

cinder silo
#

Mine is just twelve groups with their own priority, four refineries per loop.

stuck iron
cinder silo
stark vortex
#

all of these solutions are so much better than what I did my first time, Just ticket sinced all my output fluids that where not directly used.

stuck iron
opaque quarry
stark vortex
#

the metal containers is really what made that possible got it early on my first play through. it was really a sloppy wasteful way to do it.

#

But i got all the ALU I needed to make my T5 belts ... zoom zoom.

stuck iron
opaque quarry
#

okay thanks. i have split my system in half, one with the loopback and one without, to try and isolate the issue

#

hopefully the loopback one will break and the water extractor one will live

thorn bane
tropic hawk
#

just came over from the reddit... someone asked how to be more resource efficient, and a reply to that was to ditch the 'watered' recipes in favor for the alloy recipes, the only thing they needed water was for caterium, and for fuel.

frosty owl
#

Let the downvote rain begin~

bronze arch
#

For maximum power generation you should turn heavy oil residue into fuel instead of petroleum coal right?

thorn bane
#

if you use default recipes then petr. coke is better

#

2700 MW <- 36 coal gens <- 900 pet coke <- 300 HOR -> 200 fuel -> 16.6 gens -> 2500MW

bronze arch
#

okay thx ^^

wintry aurora
#

Hm, would a distance of roughly 1.5-1.7 km (exact distance yet to be determined) and a throughput of 83.5 quartz crystal be efficient for drones? It feels a bit low for train, but it'd be riding the same train (maybe) as the silica, and possibly concrete in my plan. So, I'm undecided if I'd like to use drone for that one or not.

thorn bane
#

that would be belt area for me but ye a drone would work, i have one doing 2.5km with 228/min

heady vine
#

what's an about optimal coefitient between production of just concrete and iron plates?
applications are - building conveyors, foundations...

wind spade
#

ideally you want to produce what you need

#

so instead of deciding at the beginning, just produce what you need right now and increase production when you need more

#

it also depends a lot on how fast and how much are you building

#

so it's impossible to say in general

heady vine
wind spade
heady vine
heady vine
wind spade
#

I'm 99% sure it's just a random number

thorn bane
#

(its actually not)

#

i used 68977 concrete and 6184 iron in U4
adjusted to U5 foundations prices thats 58539 concrete and 27060 iron

heady vine
wind spade
#

statistic are one thing, but I doubt there's a generic ratio used by "majority"

heady vine
thorn bane
#

i wrote mine down some time back in U4
you can get the data from SCIM

heady vine
thorn bane
#

i mean a foundations costs 5 concrete and 2 iron
soooo....

wind spade
heady vine
thorn bane
#

well nuclear power plants 2250
power lines 495.5
stackable power poles 280
pipeline supports 868

#

but those are just like 1% of your total concrete cost

#

and again so is iron?

heady vine
#

idk, i just reaslised that all plates are consumed immediately, but concrete builds up...
i want to balance it, but don't have enough iron production rn
and still need to setup steel factory

thorn bane
#

oh later mk belts dont use iron anymore if thats your concern

wind spade
#

I think much better approach is "just produce more than I need and sink excess"

thorn bane
#

if i would have build all my belts with iron instead then it would have been a 0.91 ratio (a bit more iron than concrete)
but that depends hugely on how you build

heady vine
#

balancing factory for phase 2 completion.
how to get rid of that 12.6 contrsuctors of cast screws?
i don't think i need excess of them, and balancing inout between 13 constructors is going to be pain...

thorn bane
#

!wikisearch manifold

shadow prairieBOT
heady vine
#

or maybe i should think excess of screws for points

wind spade
# heady vine eh. easy to say

make 30 concrete and 30 plates. If you feel like you don't have enough (often have to wait for items), add more production

heady vine
wind spade
#

(30 or any number really)

heady vine
heady vine
wind spade
#

because it is? both iron plates and concrete is just a few buildings

#

and even if it isn't, it doesn't really matter when you add it, since you still need to add it in the end. So it doesn't matter if you add it now or later

heady vine
wind spade
heady vine
wind spade
#

you will build it ANYWAY

heady vine
heady vine
wind spade
#

the time is the same in the end. if you don't want to waste time, then you really want to build as small as possible and add more later

wind spade
heady vine
heady vine
wind spade
#

not asking on discord but building 😛

heady vine
#

haha

wind spade
#

no but seriously - just build what you need at the moment, it's more time efficient than guessing how much you'll need in the future and then (most likely) getting it wrong

heady vine
wind spade
#

it does

hot hatch
#

If you guess and get it right, go buy a lottery ticket. Your luck that day would be off the scales.

thorn bane
#

well you can just overbuild
if you have 100 machines in a manifold but only take 2 machines worth out then it only uses the input of 2 machines and the power of 2 machines (roughly)

heady vine
#

so, regular splitter is a round robin that does nothing if one of the outputs is overloaded?

wind spade
#

no, skips that output

supple belfry
#

If a standard splitter fills up, it goes to the next output

#

(With a belt)

heady vine
wind spade
#

no

heady vine
#

oh, that changes everything

#

taking my words back

thorn bane
#

it helps to just connect a splitter/merger to some boxes and just see what happens

supple belfry
#

Buddy, from the little bit I’ve discerned, you seem to be really keen on saving time. This game is about efficiency, yes, but reaching anywhere near endgame is a 100+ hour affair, and completing the game in its current state is probably a 200+ hour affair, minimum. Don’t want to discourage you, but these worries about time management are pretty small beans.

thorn bane
#

but its super fun to some, i do exactly the same
obsessing 2h long over how to save 5min

hot hatch
#

And then taking 4 hours to knock it down to 4 minutes.

heady vine
#

i'm considering making hard item's assembly just out of containers and assembler without any production pipeline

#

it does work at the same speed, but doesn't waster your time on planning and building

wind spade
#

that wastes time in a long run

heady vine
wind spade
#

you want all stuff to be fully automated so you can use it

#

or rather at least the ~30 items you actually need for building

supple belfry
#

Yeah. You’re looking at a game with a really long tail. You can hand feed production, but that quickly becomes unmanageable if you hope to beat it in a timely fashion.

heady vine
wind spade
#

why not make the last step automated as well? 🤔

heady vine
thorn bane
#

and logistics ghasp

wind spade
#

you don't need any balancing, but you need planning for all of the game

heady vine
#

tbh my last execution of that idea ended up automated

#

but planning would do better if i knew what to expect next

wind spade
#

plan just for current stage

#

it's again the same "don't plan for what you don't know yet"

#

because you won't get it right anyway

stuck iron
#

This conversation reminds me of the xkcd automation chart

stuck iron
wind spade
#

build small module that you can copypaste for increasing production

heady vine
wind spade
#

they don't fit into dev's vision of this game

heady vine
stuck iron
#

I'm hopeful for more QoL building things though. I trust the devs.

heady vine
stuck iron
#

Not true

#

Scaling your infrastructure is one type of scaling

heady vine
stuck iron
heady vine
#

basically, i'm ascing you - how do you define scalability of production blocks?

stuck iron
#

Isn't adding another constructor to a manifold like adding another server to a load balancer (ingoring the differences of balancers and manifolds in satis)

wind spade
#

not scalability. Just make a block that makes e.g. 60 plates per minute. If you need more, just copy that block

heady vine
#

ok, i feel like i have to build that steel production before making further arguments

stuck iron
#

I think you are over thinking it and should just go with the flow until you've learned the game more.

heady vine
#

it may be.
my disatisfaction comes from unbalanced production (copper is underused and builds up quickly, high tech was pain but now i accumulated to much of it and lacking simple iron plates, steel requiers making long conveyors)

#

so it's coming from unreal problem.
it may be unsolvable, but definetely exists

#

at least not that type of overthinking 🙂

wind spade
#

follow simple steps:

  • figure out what you don't have enough of
  • build production for that item (finding nodes for it somewhere around the map)
  • repeat
heady vine
#

i still have to make myself comfortable with logistics over long distance

stuck iron
#

It can be. I've destroyed and expanded and rearranged many times

wind spade
#

at least early it's not worth it, resources are plentiful

hot hatch
#

End-game, it is. But early game, not really.

wind spade
#

building new production is just so much better than rebuilding existing one (at least early) regarding time spent vs gain

heady vine
stuck iron
#

It takes time but you will eventually start to have a goal in mind. Like "I want to build 4 computers a minute" you work back from that and figure out what you need.

wind spade
#

use online tools for production rates

alpine gate
#

yeah, there is a website for it

hot hatch
#

Might even be someone here that can point you to an online tool that will let you figure out production rates.

heady vine
stuck iron
#

Hmm do you know one greeny? ;)

wind spade
wind spade
#

that's like middle of the conversation, but ok 🤷‍♂️

heady vine
#

eh. that question started the programming analogy thread

hot hatch
#

You 12.6 constructors? Underclock one to 60%.

wind spade
#

this whole thread is "how to play early" and "ratio between resources"

heady vine
hot hatch
#

If one is underclocked to 60%, they'll balance themselves with a manifold.

heady vine
heady vine
#

so it's the other way around

hot hatch
#

That's where having a goal helps. I can tell you the production rate of my level 1 materials factory, because it's built to produce that rate for all of those materials.

heady vine
#

does it make sense to build 2 stations for tractors in order to transfer coal/iron to other location?

#

or am i forced to build conveyors?

oblique hollow
#

uh, sure, use trucks, why not

heady vine
oblique hollow
#

or use more tractors

heady vine
oblique hollow
#

oh, you are limited by belt, arent you

heady vine
#

yeah

#

so i will use trucks, and then upgrade belts

tough hound
#

@heady vine I think it's generally a good idea to build with 480 scale in mind. you'll spend a fair bit of time with Mk4 belts (480/m) and Mk2 Miners @ 200% (480/m) being your fastest option, so I scale my builds around that

tough hound
#

Maths check:

Using alt recipes for Pure Copper and Steamed Sheets, I get
1440 -> 1800 / 1800
Ore Sheets / Cable

#

So I should be able to split it into...

6 rows of 16 refineries (240 / line)
4 rows of 20 refineries (450 / line)
6 rows of 20-into-10 constructors (300 / line)

hollow pumice
#

How much iron ore does 1 mk3 miner produce on a normal node?

opaque quarry
#

240 at 100%

#

U can check wiki for that too

supple belfry
heady vine
#

oh no, i forgot about encased industreal beam...

upbeat tide
heady vine
#

eh

upbeat tide
#

Guesses the 40k reference didnt land... sadface

wintry aurora
#

Not sure where best to ask this, but, what's a typical bridge type for ~900m bridges? I was thinking a suspension bridge for this, but 900m is kinda puny for suspension bridges. I tried to google 900m bridge but got a ton of wifi accessories instead.

merry kernel
timber swallow
#

Is there a place in the game that you can see the recipient without needing to look at the machines?

wintry aurora
#

They're usually more on the order of kilometers.

merry kernel
#

I think you may have suspension bridges confused with another kind of bridge?

wintry aurora
#

I dunno. Been working on stuff ingame all day and tired now.

merry kernel
#

900m is perfectly appropriate for a suspension bridge, basically, and most examples are around that length

wintry aurora
#

Google fu would probably be better when not tired anyway.

heady vine
#

what about connecting everything to single poer network?

wintry aurora
#

If you want to, sure.

vapid gorge
#

Does anyone happen to have the final Crude to Rubber/Plastic cost per unit following max efficient recycled recipes?

upbeat tide
#

The max possible ratio is 1:3 for a recycled loop

#

Thats if you use

  • heavy oil residue alt
  • residual rubber
  • diluted fuel alt
  • recycled rubber alt
  • recycled plastic alt
frosty owl
#

Add "pure HOR" recipe and make that "1:4" jace_smile

#

||Can you hear Sev screaming?||

oblique hollow
#

I can make that happen simon_smile

#

Sev knows all to well what I'm capable of

thorn bane
#

pure recycled rubber when, made in the blender with a water input

oblique hollow
#

Turbo Rubber

wind spade
#

pure water recipe, water + water = more water

thorn bane
#

ah yes finally diluted water

wind spade
#

6 water + 3 packaged water -> 10 water + 3 empty canister, 4s craft time

oblique hollow
#

Dehumidified Water

#

Take the moisture away from water and put it in a bottle

frosty owl
#

If you put a Doggo on a pipe so that it spits in it, you require 20% less water as the Doggo makes the water wetter

#

TFW the final error in your factory was... a MK1 belt segment jace_happy

MK1 belts are the true final boss of SF tired_jace

tough hound
#

@frosty owl basically every factory I build ever, I'm strangely reassured it's not just me

#

and it's always some stupid 1m connector that I had in a mockup and just never deleted...

frosty owl
tough hound
#

I'm embarking on masochism today: squeezing in 176 refineries into the Titan Forest

upbeat tide
#

Im continuing project Nuclear Haven

tough hound
#

It fits. But.... only just. 20x25 foundation grid accommodates 96 refineries if you squeeze real hard

#

You don't need to squeeze that hard actually.

unique lodge
sullen cloud
#

@oblique hollow hey McK, where can I find the latest version of your pipe guide?

oblique hollow
#

Wiki or reddit post still

#

Aka pinned in this channel / wiki pipe page

sullen cloud
#

many thanks.

analog loom
#

Using all base level machinery, have 8 impure iron nodes, want to produce rods, plates and screws in a proportional, fully efficient amount, any ideas to the number of machines and what the output of each should be?

oblique hollow
#

unclear unless you have recipes that use those already

analog loom
#

No recipes yet for this run

oblique hollow
#

else its just a shot in the dark for "proper ratios"

#

i mean recipes as in reinforced plates or frames

analog loom
#

This is a base item storage. May extend it to include reinforced plates but just want to automate plates rods and screws efficiently

oblique hollow
#

just do like.... 20/min each and then your storage fills over time anyway

#

120/min is a waste, so is 60/min
and 10/min is too slow
so anything below 60 and above 10 can be decent for storage

thorn bane
#

i usually just take a normal node and make as much RIP/frames/rotors out of it as i can
so it would be 60 for plates 60 for RIPs 60 for frames 60 for rotors

analog loom
#

havent unlocked frames and rotors on this run yet, takin it slow

wicked tinsel
#

screws arent used for building really

#

so no point in storing them

tough hound
#

agreed, screws are almost always an intermediary part between other main parts

twin cargo
#

Now I've started sinking floor holes in

#

And the main pipeline runs underneath the platform

#

So much cleaner

tough hound
#

^ @twin cargo exactly, with the new buildables you can get everything below-grade... this is just proof of concept to show the spacing 😉

thorn bane
#

well no

tough hound
#

100 screws takes seconds to create, hardly worth a production line

thorn bane
#

it 100% is since you need RIPs/rotors

#

screws is actually the first thing i automate

tough hound
#

I might recommend against that... the stack size vs. consumption for screws is VERY low, so you need to store a lot per-part-created. It's generally more efficient to build your screws in-line with whatever else you need...

i.e., when building something that requires screws, it's almost always cheaper to build them onsite

thorn bane
#

no i mean screws->box for personal use

tough hound
#

ESP if you unlock Cast Screws, which skips a construction step

#

@thorn bane I'm just not sure I understand... I fill one large storage box and I'm good through like Tier 7

thorn bane
#

yes but that 1 box is important and is the very first thing i make in the game

tough hound
#

ok! play your way 🙂

analog loom
heady vine
#

any crucial purchases from awesome shop?

oblique notch
#

Nope. It's all cosmetic

#

Whatever floats your boat. But ramps and ladders make it much easier to get around

stuck iron
#

Beams and wall outlets can make for some clean wiring too

oblique notch
#

Yah everything else is just to make things look good. Ramps and ladders at least help get about before you get the jetpack or hoverpack

wispy harbor
#

So I was trying to do a starter 100% efficient build for Reinforce Iron Plates, but I dont understand how to do the 15/45 split or the 1.5x constructor split how does that work?

upbeat tide
#

Mwans you need 1.5 constructors. Do you have overclocking/underclocking unlocked?

wispy harbor
#

yeah

upbeat tide
#

Than that means build two constructors and underclock one to 50%

wispy harbor
#

I couldnt figure out how the belt work was

runic anvil
#

I believe for a 15/45 split you would need 2 splitters and one merger where the first split would be 30 and one of the 30 belts go into a merger and the other into a splitter. Then 15 back into the merger from the start to make 45.

#

Then final 15 into the 1.5x constructor

#

You should be using the top right one

wispy harbor
#

and the 50% splitter has overflow at that point or should it be ok?

#

60->30>15>7.5?

runic anvil
#

Overflow should only be available on smart splitters unless I'm understanding wrong sorry

upbeat tide
#

The simple soluton is to overflow the setup rather than a splitter balancer, but those are all options

upbeat tide
runic anvil
#

Ohh yeah like those manifold systems.. I still haven't figured how to use them efficiently lol

wispy harbor
#

I was trying to do a world with no manifold into machines, but had to balance to make the items

#

the first T8 world looked like spagetti,

upbeat tide
#

This is a LARGE example but scale as needed. But manifold is just a row of machines with the inputs and or outputs connected to the same feeder belt.

wispy harbor
#

then my friend and I got to T8 in like 80 hours played and we are trying to do a "world Rush" of T8 in 40

#

with spaghetti, and now we want a balancer world

oblique notch
#

Oh I see you said balancer world

wispy harbor
#

I was thinking 100% in the powerUI

#

yeah full balancer world

oblique notch
#

Then good luck. It's a pain

#

Might as well do Sushi belts at the same time

#

It be no extra work

wispy harbor
#

billion items per belt? that would drive my OCD mad

oblique notch
#

Yeah but if you're already perfectly balanced, it works as well.

#

Someone on here does it, it's in their discord name . Look for their screenshot and videos. It looks amazing when it's done right but I'd be a and hatter before I ever tried

wispy harbor
#

ahh

kindred laurel
#

Does anyone know by how much I can overclock a fuel generator if I have enough fuel for 6.6667 generators? I'm making 80 units of fuel per min

#

and since they each take 12 per min, I figure I'd make 6 and overclock one but I'm stuck on how much .6667 equals for overclocking

soft scarab
#

Normally it’d be 166% but over/underclocking doesn’t scale the same way with generators as it does with buildings

#

Why not just make 7 and either underclock the 7th or build a battery to go with it?

upbeat tide
#

You can directly type in 0.6667 into the clock text box and it should spit out the closest option for you.

Or just set it to 0.66.

fringe pawn
#

There's no functional benefit to underclocking the 7th generator, so you don't need to worry about clockspeeds, if you want. As long as all the fuel gets burned and you have power storage (which you should), it's all the same if you're producing and burning your 80 fuel.

wintry aurora
#

How do I stop this switchback loop of an intersection from slowing trains down massively, it has the worst problem of any intersection? Both directions. Ignore the train, that's just personal ride. There''s another switchback design that I made which doesn't seem prone to this problem, might use that.

potent rampart
#

For path signals, the train will slow ahead of the signal so it can stop in case it can’t reserve a path through the junction. It can only begin to reserve a path in the block ahead of the signal however, so if your block preceding the path signal is very short, the train will slow far ahead of the path signal because it can’t reserve a path. You can either make the blocks preceding the path signals longer, or use block signals instead.

wintry aurora
#

I see....

river coral
#

hi so I am building a late game iron factory and want to know what is the average amount of iron ingots that you guys produce!

frosty owl
# wispy harbor ahh

As Lynk said ^^
Efficiency-wise (how close to 100% your power draw and machine efficiency is), balancing or manifolding just change how long it takes you to get to the max. The difference is just in how it looks and in some details...
Personally, I really like to have items not stopping on the belts and have factories at 100%, thus balance quite frequently, but I still manifold the most cumbersome numbers because I can't be asked to make anything more complex than a 1:7 balancer or something 😆 (at least not for less than 10 machines or something)

So, TLDR: Both balancing and trying to achieve a perfect power graph can take incredible amounts of time, knowledge and experience. Go as deep as you like, but try not to burn out 😉

wind spade
river coral
wind spade
#

start by defining how much you want to produce

#

if you don't know that, there's no way you know how much you need

oblique notch
# river coral Ya... Idk where I should start on checking how much I need with not much of a ba...

Just build, and be prepared to rebuild or expand.

The game is very complex at later stages, If you've never been there before you have no idea what your in for.

Plus alternates means there are literally hundreds of thousands of possible combinations to make items (I'm not even kidding, it's something like 200k possible paths for Nuclear Rods alone - I have a file where I wrote a script to compute the possibilities)

Concentrate on one item at a time and just build. There is no waste, no way to lock yourself out of progression or to loose, and trying to make "enough now" and the beginning of the game you'll never make it to the later stages before you burn out

wind spade
#

technically there's infinite ways to make most of the items, since you can mix multiple recipes for same item in any ratio

frosty owl
#

Technically, it's still finite why_so_snutt

wind spade
#

not technically, practically

#

given the game limitation of 4 decimal places, sure, it's limited

oblique notch
#

Nah still technically. Because I literally computed every possible combination of alternates for every item needed to make nuclear rods

frosty owl
#

I'd say it's practically infinite instead thinking_helmet
As in: you could find all the possible routes... But will you? ^^

oblique notch
#

(Actuall I did it for all items)

wind spade
frosty owl
oblique notch
#

Yes with mixed recipies

wind spade
#

100% you didn't

oblique notch
#

Hold on a sec, let me get my kid back to sleep and I'll show you

frosty owl
#

I don't wanna see sleeping kids disappointed_snutt

wind spade
#

e.g. making 90/min wire:
3x wire constructor
OR
2.9997 wire constructor and 0.0001 fused wire assembler
OR
2.9994 wire constructor and 0.0002 fused wire assembler
OR
2.9991 wire constructor and 0.0003 fused wire assembler

I doubt you have ALL of these options

oblique notch
#

thsoe arent different combinations of paths

#

those are different combinations of setups

frosty owl
#

33% wire, 33% fused wire, 33% caterium wire, 1% iron wire jace_smile

oblique notch
#

we're talking two different things here

chilly oak
#

popcorns

wind spade
#

paths still mean you have to define ratio if one thing is produced in multiple ways 🤷‍♂️

oblique notch
#

They are still both the same way to make the item - some with wire and some with fused wire. But the setup is its own thing

wind spade
#

and we weren't talking about paths. We were talking about "ways to make X" 🤷‍♂️

frosty owl
#

They're not the same though thinking_helmet
Sure, you still make wire, but you can make it using (practically) infinite combinations of copper, caterium and iron

oblique notch
#

Yes, exactly. And youre talking about your base set up and i was talking about the combinations of ways to go from Iron Ore -> to some item. Sure, you can use multiple paths to get there, and you could setup different combinations of their paths in different ratios. But the actual path to get there is still finite in ways to do it. Ratios is setup, paths are the actual ways you could do it, nothing to do with how much you are producing.

#

to give an example:

    "item": "Modular Frame",
    "totalPaths": 1218,
    "allPaths": [
        "[Alternate: Bolted Frame] (Reinforced Iron plate + Screws) -> Reinforced Iron plate[Alternate: Adhered Iron Plate] (Iron Plate + Rubber) -> Iron Plate[Alternate: Coated Iron Plate] (Iron Ingot + Plastic) -> Iron Ingot[Alternate: Iron Alloy Ingot]  -> Resource Node (Iron Ore + Copper Ore)",
        "[Alternate: Bolted Frame] (Reinforced Iron plate + Screws) -> Reinforced Iron plate[Alternate: Adhered Iron Plate] (Iron Plate + Rubber) -> Iron Plate[Alternate: Coated Iron Plate] (Iron Ingot + Plastic) -> Iron Ingot[Alternate: Pure Iron Ingot]  -> Resource Node (Iron Ore + Water)",
        "[Alternate: Bolted Frame] (Reinforced Iron plate + Screws) -> Reinforced Iron plate[Alternate: Adhered Iron Plate] (Iron Plate + Rubber) -> Iron Plate[Alternate: Coated Iron Plate] (Iron Ingot + Plastic) -> Iron Ingot[Standard: Iron Ingot]  -> Resource Node (Iron Ore)",
wind spade
#

well if we are talking about base setup and you reply to us "I've done it for all items", then it doesn't matter what you're talking about, people get confused 🤷‍♂️

oblique notch
#

Youre the one who conflated what I said with setup. I said there are a hundreds of thousands of combinations to make an item. Not base setups.

wind spade
#

also I'm pretty sure that the number of paths is bigger than what you have

frosty owl
#

Ah, a convo on semantics... My cue to leave 😁

wind spade
#

since pretty much every item can lead to packaged stuff and then you can "make" canisters out of unpackaging e.g. sulfuric acid and add whole sulfuric acid stuff to the path. Yes the path doesn't make sense, but it's a path 🤷‍♂️

oblique notch
#

I'll accept that, because if you leave packaging in it leads to infinite loops. But containers are also not a starting point - they arent raw materials extracted out of the ground/water, so while yes you could freely run in a loop over and over again to make a longer path, is it really one? No, its not, its a fake path.

#

So while packaging is an option in there, the unpackaging is not (to prevent infinite loops)

wind spade
#

then you've disabled packaged diluted fuel

#

so the number is incorrect anyway

#

I've done the same thing a while back, I run into same problems with packaging as I'm talking about right now 😛

#

and at least from what I see from your dataset, it seems that you limit each item to be produced only by one recipe?

oblique notch
#

Thats just the top - its in order. So further down the line, it shows the other alternates as branching tress

wind spade
#

no, what I mean is e.g. you don't allow for iron ingot to be produced both by pure and alloy at the same time in one branch

oblique notch
#

No, but that path is not excluded further down - So its still there. Including with the same rest of the tree above it.

wind spade
#

I'm confused now, you say no, but then you say it's included?

#

e.g. for iron ingot, there's 8 ways to make it

oblique notch
#

So take for example:
[Alternate: Bolted Frame] (Reinforced Iron plate + Screws) -> Reinforced Iron plate[Alternate: Adhered Iron Plate] (Iron Plate + Rubber) -> Iron Plate[Alternate: Coated Iron Plate] (Iron Ingot + Plastic) -> Iron Ingot[Alternate: Iron Alloy Ingot]

somewhere further in that json file is:

[Alternate: Bolted Frame] (Reinforced Iron plate + Screws) -> Reinforced Iron plate[Alternate: Adhered Iron Plate] (Iron Plate + Rubber) -> Iron Plate[Alternate: Coated Iron Plate] (Iron Ingot + Plastic) -> Iron Ingot[Alternate: Pure Alloy Ingot]

exactly the same branch, only difference is the final leaf

wind spade
#

yeah, but there's nowhere Iron Ingot[Alternate: Pure Alloy Ingot AND Alternate: Iron Alloy Ingot]

oblique notch
#

Those would be, in effect, the exact same thing as the two i listed.

thorn bane
#

but where is this path

oblique notch
#

not different.

wind spade
#

one where you use JUST alloy, one where you use JUST pure and one where you use BOTH (since it's path, we don't need to know which ratio they are in)

frosty owl
oblique notch
#

no, they arent. In terms of a directed action graph, the one you listed is the same path, just with two leaves. The path ending one node higher up than the iron ingot. In terms of data analyis they are the same.

wind spade
#

then you exclude paths that are legit used in the game and your number is wrong

#

recycled rubber + residual rubber

oblique notch
#

you're trying to make this out like these are different things, when in fact, they are not. But hey. Its 330am, i have to work and shovel the snow in a few hours, so fuck it. Im not going to try and teach data science to you right now.

wind spade
#

they are different things, they look different on a graph

oblique hollow
#

Arguably Satis has a greater complexity than [2D game] due to the alts

#

Or rather... Greater depth

thorn bane
#

thats why mods exist

frosty owl
#

Oi, one F word was dropped already, let's keep it at that xD

oblique hollow
#

The recipes arent complex, but the combinations go deep

frosty owl
oblique hollow
#

Ah yes mods to make the game less unique xd

wind spade
#

These are three different graphs, even if you ignore the numbers and you only consider path

#

the third one isn't included in your "number of paths to make X"

thorn bane
#

tbf almost no one does that

wind spade
#

almost noone does majority of those 1200 ways to make modular frames 🤷‍♂️

#

but either you want to include all or you shouldn't claim that you've included all 🤷‍♂️

oblique hollow
#

Example path: rubber + residual fuel + recycled plastic > recycled rubber

#

That is one line

#

With the same product outcome at 2 different points

frosty owl
#

Bruh... I'm moving the plutonium rods manifacturers outside jace_happy
Plutonium cells' radiation levels are ridiculous disappointed_snutt jacelul

oblique hollow
#

Give em some fresh air so the normal air isnt as spicy

frosty owl
#

How come they're so much worse than Nuclear Waste?!

oblique hollow
#

Concentrated plutonium

wind spade
#

you get more waste per rod, don't you?

oblique hollow
#

Also, remember, waste is inactive stuff

frosty owl
#

Fair

oblique hollow
#

Rods are fissile, waste is "burnt out"

thorn bane
#

they should just make it so the manufacturer deletes the 30 cells while its running similar to nukes consuming the rod while running

oblique hollow
#

Oooor reduce stack size to 100 simon_smile

frosty owl
oblique hollow
#

5 waste per rod i think

thorn bane
oblique hollow
#

Make machines have shielding

frosty owl
#

What about that though?

wind spade
#

so the amount of radioactive stuff in one rod is roughly equal to amount of radioactive stuff in 10 waste

#

meaning you should be comparing 10 waste with one rod

frosty owl
#

Manifacturer with 200 uranium cells? You can hug it before feeling any radiation
Blender with 50 waste? Eh, just don't touch the blender and you shouldn't notice.
30 (not even 60!) plutonium cells in a MF? Yeah, let's leave a few tens of meters of clearance hehe

thorn bane
#

plutonium still has more thinking_helmet

wind spade
#

even then tho, plutonium waste has 200 item decay and rod has 120, so waste is worse

frosty owl
#

Nobody mentioned plutonium waste

wind spade
#

uranium waste is 10 compared to 50 of fuel rod

#

so 5 waste = 1 fuel rod

thorn bane
#

well its not the rods that are too radioactive its the cells

wind spade
#

plut cells = 120
plut rods = 120
plut waste = 200
uranium cells = 0.5
uranium rod = 50
uranium waste = 10

#

cells are same as rods apparently (for plut)

thorn bane
#

and you need 30 of em

wind spade
#

fair, but then it's not the cell itself, it's the amount of them 🤷‍♂️

thorn bane
#

wait the encased one is more radioactive than the original one?

wind spade
#

both cells are encased

thorn bane
#

no i mean Plutonium Pellet is 20 encased is 120 (but its 2:1)

#

encasing a cell increases radiation thinking_helmet

#

maybe it actually IS just a bug thinking_helmet

wind spade
#

compressing radioactive material

thorn bane
#

but its not its 2:1

frosty owl
#

It still feels disproportionate. 1 uranium rod manifacturer (with 200 cells, so items to make 2 rods) can be hugged safely, while a plutoniun rods manif with 30 cells (enough for 1 rod, equivalent of 50 waste) radiates for tens of meters...

#

I'm getting confused with the numbers but that feels like a 4x or more increase in radioactive radius to process the same volume of radioactive stuff

oblique hollow
#

Plutonium has a half life 185,317 times shorter than utanium

#

So an intensity increase of just x4 is actually really mild

thorn bane
#

but the radiation ratio is 5->12 in rods but 1->240 in encased cells

#

hm the more i read about this the more i think they actually just messed up the number jacelul

oblique hollow
#

Mind you the rods are also steel encased

frosty owl
twin cargo
#

Radioactive waste should slowly decay into byproducts if you store it for long enough :p

wind spade
#

which byproduct?

twin cargo
#

:D

#

Thorium-234 apparently

#

Wait that's u238

#

So, uranium waste would be mostly cesium-137 and strontium-90...

#

Cesium decays to stable barium

wintry aurora
#

That decay moves right back up in atomic number, that seems counterintuitive to me.

twin cargo
#

Making it unstable and attract another proton

#

You'll notice the isotope drops while the element rises

wintry aurora
#

I thought it was shedding a neutron or something, but ok.

twin cargo
#

Yeah, it sheds a neutron and gains a proton

#

I believe

wispy harbor
twin cargo
#

So it looks like uranium waste (strontium-90) is likely to decay into ytrium-90

#

Which has a 2.6 day halflife lol

#

Followed by zirconium-90

wintry aurora
#

Stronitum 90 has a half life of 28.8 years though, cesium-137 is a bit longer, so, even if decay truly were calculated, the timescale would be far too long to appreciably affect gameplay.

twin cargo
wintry aurora
#

It's not gonna suddenly drop by half one random day, I know that's not how it works.

twin cargo
#

Sure, it's random events that turn roughly half of the material into the new material over the halflife

#

Tons of decay events in that time, the decay process is what gives off the radiation in the first place

#

If it wasn't actively turning into decay byproducts, you wouldn't be getting radiation exposure from being near it :p

#

I'm just saying, for 20 stacks of waste, 1 waste per day should be turning into byproduct if it's sitting around :D

tough hound
#

@twin cargo Uranium occurs in several isotopes, commonly U238 which is fairly stable, U235 which is much less stable

twin cargo
#

I actually wanted sr-90

tough hound
#

OK STRONTIUM BYE

wintry aurora
#

I just mean that the time to wait for it to get down to background levels would be so long that it wouldn't help gameplay much.

tough hound
#

I will not be anywhere near strontium please and thank you.

twin cargo
wintry aurora
#

Yea like, suddenly STRONITUM or something.

twin cargo
#

To be precise. The nuclear waste is strontium already

#

It decays into ytrium.

wintry aurora
#

I was joking because random item clogging things, well, not random.

twin cargo
#

Would be hilarious to have your lines stop due to waste waste

tough hound
#

....... So you guys got any of that Cesium-137 ?

wintry aurora
#

What about it?

#

Also: "Strontium-90 is classified as high-level waste. Its 29-year half-life means that it can take hundreds of years to decay to negligible levels. Exposure from contaminated water and food may increase the risk of leukemia and bone cancer.[7]"

tough hound
#

Another very nasty isotope. Responsible for the Goiania incident in Brazil back in '87

#

Also a 29 year half life means a LOT of decays per second, leading to a very high radioactive emissivity

#

U238, for comparison, has a half life of something like 5 x 10^9 years

wintry aurora
#

The point was more that it would take centuries to reach background levels.

wicked tinsel
#

imho, whole radioactive chain is just poorly designed here

wintry aurora
#

The RL one? lol?

wicked tinsel
#

at very least, recipes and radiation should be designed so that balanced factory does not produce radioactive fallout around it

wintry aurora
#

Really though, it's more like it's designed on a basic level.

wicked tinsel
#

i guess it would work bit better if item input loading worked like in factorio

#

but for balanced factories this isnt very relevant anyway

heady vine
#

how to maximise transfer rate of tractor(s) moving between stations?

wind spade
#

more tractors

heady vine
upbeat tide
#

Yup

frosty owl
oblique hollow
#

Machines should really have some shielding function

upbeat tide
#

From?

oblique hollow
#

Idk maybe the devs think of adding some fun skin for machines that coats them in the, apparently shielding, caterium

#

Imagine if there was a "nuclear" skin for machines tho.....

wicked tinsel
#

or just rework how radiation work

#

its just not fun mechanic

frosty owl
oblique hollow
#

If radiation simply made you like... Dizzy it would be enough

frosty owl
#

As in no HP damage?

oblique hollow
#

And only above certain intensities would it start to hurt or weaken you

frosty owl
#

Well, there is a radius in which you feel radiation and don't take damage (if you exit fast enough), but that's quite small ^^

wicked tinsel
#

i guess if it only damaged you at like 50 or 75% bar it would be passable

#

but now it always damages you

#

even at 10% you receive damage from time to time, and given that we only autoheal to 3 bars, its bit annoying

frosty owl
#

I don't get what's annoying about the damage specifically... I mean, it killing you if you're too careless is the whole point, right? thinking_helmet

elfin portal
#

i think it was intended to hurt so you dont enter certain areas before you have hazmat suit lol

frosty owl
#

Eh, one can easily tank the uranium damage, tbf... It's not as aggressive as the processed nuclear items

wintry aurora
vapid gorge
#

Ok so are physical item buffers useful to have in between components just in case you get stuttering between factory modules?

The fluid components give me a bit of grief for the alum XD

oblique notch
#

Doesn't matter for belts

#

Belts are only one direction and you don't loose anything. (Well other than on very long many many segments mk5 belts - similar bug as the mk2 pipe bug)

So buffering doesn't matter other than right before vehicle stations so you don't slow down on production if you don't have enough vehicles yet, and sometimes just after if your bringing more in than you need to smooth out the flow and educe gaps/downtime

#

As for liquid buffers, don't put them in line. But off to the side and connect back to the main pipe, and maybe even slightly above (ie a meter or two so they only act as overflow)

Otherwise fluid storage tends to give some very difficult to balance results

wintry aurora
#

Items don’t actually disappear I think, the rate just slows down.

wind spade
#

yeah, you only lose max throughput

#

and as was said - buffers are pretty much pointless except for if you need more throughput on a station

vapid gorge
#

Taaaa

vapid gorge
# wind spade yeah, you only lose max throughput

Finally using that planner a bit now btw XD

Helped me pick out some efficiencies and using the visualisation to write out The floor plan and through puts for an alum factory connecting to a bunch of other secondary hubs

oblique hollow
#

Btw dont buffer gas

#

Its pointless

vapid gorge
oblique hollow
#

Another rrason why packaging gas is superior

oblique hollow
# vapid gorge Oh? How come?

Since gasses have no head lift, the only thing that affects flow rate is how full their pipe is.
And since buffers are large pipes - flow rate is proportional to buffer volume

#

Now i ask you this: small buffer, 400/400m3.
You hook up a mk 1 pipe.
You get 300 flow
How much flow do you have once the buffer reaches 200/400m3?
150

vapid gorge
#

Interesting thanks! Gonna be piping like 5k gas shortly XD

oblique hollow
#

In short transporting gas with fluid trains or pipes with buffers is horrible

#

Packaging is superior in every way

#

Which is the prime reason i think the "All Fluids are gasses" Mod is trash simon_smile

vapid gorge
oblique hollow
#

Alright thats fine

vapid gorge
oblique hollow
#

Gasses shouldnt really slosh, buuut flow can still be weird due to their desire to fill all spaces equally

#

So flow rate is really sluggish there in large manifolds

stone scarab
#

well they should add that gasses while transported and stored its as a liquid and not a gas

oblique hollow
#

Compressor vessels would be fun, yea

stone scarab
#

yea

#

and just so you can store it in higher density

#

like how propane is stored as a liquid but when the pressure is released it becomes a gas

#

btw im new to the game

oblique hollow
#

Welcome to funni math game

stone scarab
#

yea

#

i barely have a production line for rotors and reinforced iron plates

#

mostly cause all my iron nodes are impure

#

cant find a normal or pure node

oblique hollow
#

Use more impure nodes with each other, get a better miner, unlock the magic of overclocking.....

stone scarab
#

yea i only have 3 nodes close by then i have to go some distance

oblique hollow
#

Find some slugs or crashed freighter ships

stone scarab
#

ive tried to find crashed freighters found 2 one i could get too and one too high up

#

and i have a few slugs

#

just not many

oblique hollow
#

Then reasearch them in the mam

#

The scanner upgrade is weak but it can certainly help

vapid gorge
#

Or just want to run and set up a new base

stone scarab
#

yea but my time is limited too 4 hours aday so it would take multiple days to get back where i am

#

so il probably disassemble my factory and move it to a better spot with my tractor

vapid gorge
stone scarab
#

ik i use it alot

#

now i just use a tractor

#

there faster and can carry more

river coral
#

Hey can I get a basic explanation on MWH to MW? I am a bit confused and trying to check how batteries I actually need!

heady vine
#

i have a strange question - why are batteries unlocked when you unlock third phase? what for?
coal supply should be stable at this point - why store power at all?

twin cargo
vapid gorge
twin cargo
#

So, 60MW over 1 minute, 1 megawatt over 60 minutes, 2 megawatts over 30 minutes, etc

vapid gorge
heady vine
oblique hollow
#

Leaking?

oblique hollow
#

The smaller the time the bigger the MW

vapid gorge
# heady vine how do you prevent power from leaking right after main grid got shutdown?

So you can do two things. Have a power buffer between your main grid so it can lurch on when you tip over so you know you need to change things up.
The 2nd thing is to set up a power bank that’s preferably 120% mwh of what your support machines use

Have a switch between Back up and Support machines and between Support machines and Main power

When you have a brown out cut your main grid from support, flip back up until power station is up and delink the grid

oblique hollow
#

The bigger the time the smaller the MW sustained

twin cargo
#

1MWH = 60MW over 1m

oblique hollow
#

Ok 1 MWH yeah. I always assume base 100

twin cargo
#

the M is the base

oblique hollow
#

Our storages have 100 MWh capacity. Thats the baseline to me

vapid gorge
heady vine
vapid gorge
#

one sec I'll share a pic

vapid gorge
# heady vine why does it have to be exactly between?

So the Far Right switch is connected to 14GW back up power and is currently off. The one directly to it's left is water pumps, pipe pumps, Oil extractors, sulfur miner.

Becaues the bower storage is off to one side no power won't get from it to the main grid.

vapid gorge
# heady vine why does it have to be exactly between?

If the main grid goes down I can flip every switch off then connect up back up to support. Then flip the switch on refineries once they are full, then blenders to fule the power generators. Once they are going I can reconnect the grid, charge up the back up power then split hte Back up again.

heady vine
#

isn't it all solved by buffers at inputs to whatever generator?

vapid gorge
heady vine
#

assuming pumps produce enough to keep buffers loaded at operational state

vapid gorge
vapid gorge
vapid gorge
heady vine
# oblique hollow Leaking?

yeah. if generators are not making enough, than batteries get to play, right?
but i want them to jsut store energy, and not use it when asked - for the purposes @vapid gorge described

vapid gorge
heady vine
#

so, how do i keep them charged without allowing to discharge by command?

vapid gorge
heady vine
vapid gorge
heady vine
#

are they leaking power jut by standing still?

#

(i played Oxygen not included before)

vapid gorge
vapid gorge
# heady vine ah, so unrealistic

It's realistic. You just assume there's a very basic computer that keeps track of power consumption and flips the Back up power on.

Which makes sense since you can click to a power pole and there's obviously a computer keeping track with those graphs

vapid gorge
# heady vine ah, so unrealistic

We're getting a switch set up so our hot water only gets heated when our solar panels are getting enough power and not from the main grid for example

heady vine
#

i mean. the fact that batteries do leak stored energy even when not attached to anything

vapid gorge
heady vine
#

i liked that mechanic in OnI.
so yeah, just joking

vapid gorge
oblique hollow
#

Imagine a perfect flywheel storage

#

Or whatever tech the storages use