#math-and-meta
1 messages · Page 592 of 1
Diluted Packaged Water when?
Diluted Watered-down Package
How about Dissolved Nitrogen Gas package?
Diluted²
Get your bubbly water
Hey maybe with particle enrichment we’ll need heavy water sometime
particle accelerator water slide lets goooooooooo
"lets go for the old *loooooop-de-looooop-de-*looop-de-loop-de-loo-de-lo-de-loodeloodeloodelololololoololo-llllllllllllllllllll "
idk they keep getting desynced causing the train to stay in the station longer even though theres a pipe between them
i am
and the throughput is always ~1150 but its still getting more and more desynced
and thats only 2 wagons not even 4+
Add some cross feeds on the other end? Looks like you have it on one end.
I wonder if the separate buffers are screwing it.
Just, random thoughts question: do fluid platforms have headlift?
according to the wiki 11m above the outlet
Based on the height their at, at minimum for sure.
Fair.
Imagine if different fluids had different weights so they required different amounts of headlift 😂
Dont give em ideas
What recipe would you go for? I have two options I can use for turbo fuel power plant. Need some brains to optimize it.
lol, its just name for power plant I am planning to build
Ok
it will be close to north where bunch of oil deposit is.
turbo blend is live turbo blend is love
Spire Coast? I highly advise you to move that elsewhere since the Spire Coast area is slated for a massive remodel.
Out on the water may be ok, but it’s risky.
The nodes and stuff would be fine though, most likely.
I know, But I dont think it will affect much if the plant is in the middle of the water. and even after it will continue working anyway.
‘K then.
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.
All I can really say is choose whichever one fits your resource situation best, or preferences.
wait is that turbo heavy fuel?
dont ever do that one
default is maybe debatable compared to blend but heavy is just no no
and not to forget 600 generators I have to attach in both.
Turbo Blend is the only Turbo recipe that matters.
Turbo Heavy needs a rework or literally no one will ever use it. 🤷♂️
Its so unbalanced that there is no other option if you avoid nuclear power.
??
What does Nuclear have to do with the worst Turbo Fuel alt?
turbo heavy best case exactly doubles the power you get compared to residual fuel
and turbo blend is x 3
while normal turbo is 2.222222222
diluted turns that into
x 4 for blender and x4.4444 for normal turbo
so technically normal turbo has a higher yield for the same fuel but also needs more sulfur
Base Turbo has higher MW potential but burns through more sulfur, which is why you just use Turbo Blend.
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).
Basically the lazy person's turbo fuel.
i dont like how much sulfur it gobbles up.
its just as easy if i do Oil to fuel and then normal turbo
same amount of steps
That's completely fair.
what else are you wanting sulfur for?
Nuclear and Aluminum
aluminum makes sense, but wouldn't you be replacing turbofuel power with nuclear anyways
Only while they have fuel in them. If you feed it a single rod, it will travel around without giving off any radiation 
I guess it depends on how big you build the nuclear and if you have a modest turbo fuel system up.
Most people don't build colossal monstrosities 🙂
If your turbofuel setup is modest, yoh shouldn't lack Sulphur to begin with 
Since I demolished my turbo fuel, I ended up with an excess of sulphur that I'll probably sink in to batteries 🤣
fair, but you still need to somehow feed it just one fuel 😛
Sounds like a balancing challenge :jace_smile:
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?
@wintry aurora not sure what you mean with decrease building count. You need uranium waste to get plutonium fuel rods
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.'
are you considering the alternate recipes specified below it? it has several exceptions for its ingredient tree
For plutonium fuel rod? The only exception I see is instant plutonium cell and I'm not using that one.
`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`
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?
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.
oh
I'm looking at it in pure numbers of buildings vs the chart and going 'something's up here'.
Like take this (not finalized) plan https://www.satisfactorytools.com/production?share=XQ8OCuDfK3wTSfBpIOss with the version with plutonium fuel cell activated: https://www.satisfactorytools.com/production?share=o5RAbIKNR1RohBCxtIWU
Maybe I'm looking at it all wrong, I dunno.
maximise may be at fault - it doesn't optimise for raw resources
also possible that they are talking per-plutonium-rod, not per-uranium-rod, idk
I think that may be it, yeah.
Oh yea, you're likely right there.
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 Idea, a comparison mode of two plans. Might not be feaseable, but just tossing an idea I just had.
I assume @wind spade is accepting pull requests 😉
I don't have a github account though.
Oh
I am, though I don't assume such complex feature would be done by someone else 🤷
hence the winky face
Tenteen is 100 and 20 but it is not 120.
Huh? Random comment ok.
Nuclear will leave with waste as end product. But to avoid that, having everything running on turbofuel removes that part of equation. You will still build nuclear plant as add-on. But I would like not to run anything on it and avoid making nuclear waste and try to figure out storage problem. Also, I have plan to make nuclear plant right in the middle of a map.
Since one of the more recent updates, you can have zero-waste nuclear power
For a given value of recent
what about plutonium?
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.
You can sink plutonium fuel rods, you don't need to use them
the wiki building count is for 60 rods per min
youre comparing 2.074 /min to 3.111/min
obviously if you build more your building count goes up
thats like saying pure iron uses more buildings because you can build twice as many with the iron on the map
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
You can remove them with save editor if you want 🤷
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
<@&387163995947270144> - cleanup ping (:
Is stitched still meta? And are pure recipes meta if you have the power?
Sure
They are still the most resource efficient, kinda
But i personally prefer adhered iron plate
As thats also quite efficient
Stitched yes, Pure Cu and Pure Ct yes.
Fe Alloy, as always, has its scenarios where it beats Pure Fe.
when should i start care about meta?
spent just 20 hours, phase 2
like optimising things, but still want to enjoy gameplay...
there is no 'meta'
people do so different things
I'm confused as to how you're differentiating the terms...
You're saying that meta is unenjoyable?
using meta kinda removes fun of making mistakes, experimenting, feeling of invention...
Except your objective with iron usually isn't "consume as much as possible to make as little as possible" as it is in this case with waste and plutonium ^^
it is enjoyable ofc, but it lacks some things
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.
i played factorio before, and it was boring to see my friends just copypasting blueprints
I am a strong advocate of not copying people.
Build YOUR factory, not someone else's.
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" ^^
But ofc, the meta is full of spoilers, so...
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.
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)
If you enjoy fixing the efficiency, you can go as far as you want before seeking for help to go further 👍
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.
The recipe chois is so wide there might be multiple "metas" that you could be jnrerested in trying out ^^
meta is dark and full of errors
i'm just not sure that i understand mechanics well enough to be sure
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 👍
My first playthrough was kind of just rushing to end tiers to "see everything" and restart 😅
i think that i still need a supply of core ideas which can be turned into design of production chain.
like you can stack similar building on top of each other
or smth
Have you tried checking out #screenshots for starters? ^^
This sounds like taking someone's blueprint and copying it as you stack it on top of each other 🤷♂️
so, i commited a sin: i saw screenshots of factory with belts being split beofre production building and merged back after
and was like how it's not slowing down the production, because belt's capacity must get full pretty quickly with growth of number of production building in one line?
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 
well, i got a bit frustrated with my raw of 12 constructors
(even though it was on my second floor)
so now i'm considering making such things more on outposts with miners, maybe. where flat space is a luxury...
it's the fact that you didn't came up with that strategy but yourself what is not fun
You and I define outposts differently, but you do you.
my definition of outpost is not connected to hub proximity with belt, for now.
i have just 1 of them - for quartz. totally useless for me rn
Put it this way: I will never have a "main base".
Everything is decentralized.
base is here my hub is, isn't it so by definition?
When you get into building larger stuff... not really.
untill i have something to transport myself fast between outposts - it's easier to have everything you need in place, isn't it?
it's not the distance in meters which makes things far or close - it's time you spend to get to them
yeah, i expect that.
If you're not even at trucks yet then no, you're not outposting.
Unlocking the truck station is when ADA tells you "FICSIT encourages the creation of outposts."
i'm proud to have 1 tractor
i heard that message
In that case, yes, you can start decentralizing.
ye in the same sentence as trucks which ill never touch 
Surprised, given your love of yellow lights.
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...
Well why you here then?? Go get powa
i'm procrastinating between my work conversations, lol
Go home "sick" so you can get powa.
I'm not sure I get what you mean... Like merging the outputs of the machines on the input belt to feed more machines? 
Or adding more items on a input line to refill it after some machines have taken items from it already?
||B-but you could use them to get rid of some plutonium rods
||
already. but i promised to get something done on remote. i'm sick of delaying that project by real sickness
well, this is what i expect from using belts - balancing
#screenshots message
and this is what i was talking about
#screenshots message
ah so you mean manifolds
https://satisfactory.fandom.com/wiki/Manifold
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.
i hope such links are permitted... you can see they lead to #screenshots
yes.
and now i'm thinking this might help with low-rate production, like reinforced plates etc
any ideas how to turn supply of a a bunch of 60/m output into 50/m input?
rn i'm not sure if it's even solvable
Why do you even need to do it?
Send 60 down the line that needs 50, when it backs up, overflow split the extra 10 to wherever you want it.
(thats the whole idea behind manifolds)
☝️
cause i have a bunch of 60s and need to feed them into 6 50s
If you could speak in terms of what items are being used to make what other items, I would be able to follow a lot better...
ok
cast bolts at 100% - 60/m
supplied to reinfirced plates assemblers - 50/m
Cast Bolts?
today i heard about underclocking... but i'm not sure i want it - because it seems that supply for those bolt constructors is perfect
*screw
I'm going out on a limb here an assuming we are talking about Screws.
You're self-inflicting a problem right now.
(isn't it the same?)
No..
or not do screws at all, stitched plates ftw
there's no bolts in satisfactory as far as google knows
i don't have that recipe
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
Why are you telling me this when you are the one who said "bolts" to begin with, sparking MY confusion as to your meaning?
eh. other option weren't better, as i remember. some hightech stuff i didn't even recognise by that time - like use of catherium and iron wires (when i have oversupply of copper)
at least they would be useful later 🤷♂️
but how would i know back then? even now i don't see use for catherium...
well checking recipes on the wiki and seeing what they can do is a pretty good thing to do 🤷♂️
cause i genuenly thought that these are two words of pretty similar meaning
bolts are different to screws
Screws fasten independently, like nails.
Bolts work in tandem with nuts.
i don't see how that would help me... i have too look like entire chain of catherium usage in production of dozens of thing i don't know usage for and somehow consider how much mines i can use while never seeing catherium mine (and rn i only saw 1)...
a lot of work to be done 😥
caterium is actually possible to do super early
so why it's bad?
yes, but what for?
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
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)
so the recipe will be useless for you very soon
game will tell you when you'll put caterium into MAM 🤷♂️
i made it and honestly don't remember
as with sulfur...
there's a whole tech tree that you can unlock with caterium
And by what... Tier 6 something? you have to have Caterium anyways
spoiled myself with wiki knowledge. i want ziplines
Blade Runner, Zip Lines...
"Most importantly" to me -- Smart Splitters.
Poggers
just read about them.
my head exploiding - what can it be used for? (name just 1 thing except dumping overflow to sink)
Feeding factories with more than 1 recipe or input via a single belt
Or just manage overflow in lines
bloody genius
hm how would you do 6 * 50 into 5 * 60 (cast screw -> RIPs)
did you read chat, or just happen to have same problem as me?
read chat
Depends on the belt aviable...
mk2
well, a bunch of splitters which trasnfer overflow further down the line
doest really work with mk2s though (unless you have smart splitters)
would need mk3 and even then you need to inject for the last
and i was very confused when at the end i saw one straight 60 -> 50 belt... thought it was balanced lol
and balancing is kinda big cause you need a 1/5 splitter
waait, usual splitters are round robin?
s--t
Merge in 3*100, split each in 2 and merge 2 of excess belts to feed 1 machine each?
It was the maximize function throwing off the numbers.
but supply is 60 from 1 constructor
you have your numbers backwards i think
cast screws makes 50/min
RIPs need 60 screws/min
or is it reverse... so confusing....
but that wont work since it would only do 50/min not 60
(unless you use smart splitters with any to machine and overflow down the line)
It wouldn't be load balanced, it would just deliver with overflow
Without smart splitting
so you saing
merge 50+50 3 times
than what?
if i split each in 2, that means back to 50+50?
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
ye i dont think that works
It's not load balanced, it runs at 100% after overflow
The last 2 machines mentioned would be the first to overflow
50 50 50 50 50 50
\ / \ / \ /
(*) (*) (*)
/ \_ _/ | \_ _/ \
60 (*) 60 (*) 60
| |
60 60```
might work, not bad
that doesnt work unless you have smart splitters
yes
because the splitter will split 50/50 not 60/40
Overflow
it might be worth feading 60s by supliying two belts of 33.3
once the 2 machines are filleed up it will look like this
so it will overflow to 53.3 in the middle NOT to 60
and the outer screw machines will just idle since they are only supplying 83.3
this is the whole injected manifolds dont work without smart splitters argument
That's a good point
soo, it might be worth undeclocking to 40/m - much easier to split
well either underclock RIP so 50 or overclcok screws to 60 but ye xD
Eh, one could still fix it by adding a couple more splitters and mergers, but that's getting cumbersome 😅
balancing would look like this
i dont think so (atleast not with mk2 belts)
but ye you could just use smart splitters
but ye once you have higher mk belts its just merge all -> manifold split all ez
what black magic is this loop?
second top splitter with have to split 25 by 3, which isn't 10... will it ever work like this?
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
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...
this game really needs some monitoring/diagnostics tool for belts/splitters/mergers
but its 60 not 50 since you merge it with 10 before
when you start - there's no 10
Yeeeeeeeep 
And you haven't even gotten into high MKs or belt mixing

theres an explanation on the wiki link i posted on how this works
ok, i wasn't sure if such system could reach desired configuration
it is from the start
Bruh, I'm finding so many possible issues and nuances trying to run this nuclear factory... 
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 
or the mk4 + mk2 for 600 
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
isnt that pretty much a priority splitter (you know the old overflow similar to priority mergers) 
Yea, I’ve got lots of planning and infrastructure to do.
Kinda, yeah
Now if only the US Senate would care as much about planning and infrastructure as Satisfactory players do... 😭
Not JUST the Senste. But Congress as a whole, DOT, state level, local level, all are equally worthless.
Equally bought and paid for.
Not "worthless" if they have a price tag 😉
And voting for that matter, dang Sinema and Manchin. ANYWAYS……
Maybe best to take this convo to #off-topic-general 😉
Lol
Before mods get annoyed
It already went through a politics phase this morning, don’t think they want to again right now.
Ah
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)
What are you trying to do? Maybe easier to overflow it rather than split like that.
45 > 3x15 -> 15 > 3x5, combine 1x5 + 1x15 and 2x5 + 1x15
trying to do a rotor factory in early game
yep just manifold it
if not just think of it as 9 -> 5+4
for these small things its probably easier to just manifold it instead of a 3 tier splitter
I see
Basiclly put both machines in a line and connect the input to the same source belt. It will balance itself out over time.
but if you want to balance it, i outlined it above 🙂
so the splitter can be overflowed?
yes
good to know, thanks
Yup
indeed if one output of the splitter backs up, all will go through the other outputs
it doesnt freeze or anything
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
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?
you can't connect splitter directly to a machine
the first machine overfills and that makes more items go forward second machine
etc etc and at the end all machines are working at 100%
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
after some time, it won't, as long as you have enough input for all the machines, you're fine
too much math
Whats the maximum output of train stations again? 1560/m or something?
due to docking its
1494 for 500 stack
1405 for 200 stack
1279 for 100 stack
1083 for 50 stack
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.
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"
Well, I'm working this out: https://www.satisfactorytools.com/production?share=kllCZFDSEgfni0zM91Ge for reference.
Yea, I was thinking of splitting it into two, possibly three freight platforms.
Saw your plan. I would recommend to break it up into smaller plans. Seperate plan for the uranium components, etc. just easier to follow.
Also with those low numbers just looking for a bit of uranium usage and not maxing?
I'm doing 30 reactors since it's my first one. That way if things go wrong, they don't go catastrophically wrong.
Ah, nice! Really the hardest part is just setting up the uranium rods them selves. The reactors them selves are straight forward.
I did a full max 50.4 uranium rod setup.
But for me anyway things get REALLY fun for plutonium 😄
So how’s the frame rate with this setup running?
macking my coal gen (finally)
have mk2 belts, 4 normal coal nodes (so i can make 480/m) and a sea
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
do not use shards on the generators (as you saw in the other channel) as it is inconsistent
yeah. and i don't have enough of them anyway...
how many uranium fuel rods needed for a 40 nuclear power setup?
I use one underclocked water extractor connected to each 2 generators. No pipe throughout issues there.
And I like building generators on a platform directly above the water extractors
Use power shards on the miner - producing more coal / m allows more generators and more power
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
i connected 3 extractors at 75% to 6 gens - last 2 doesn't seem to work all the time
Feels like that should work fine, no throughout issues there. Do you need a pump?
give it some time
i noticesd that flow was gradually decreasing from pipe to pipe
so i placed entry near center generator
thats how it is
and now its fine
generator drinks water, water becomes less
but flow can be at 300
can be, but wont
we can't water just self distrbute itself?
you only make 270 to begin with
why? they consume less than 150m3/m
and? the extractors only make a total of 270m³/min
it wont flow at 300 because you dont make 300
the same way you cant have 240 items per minute on a belt when you only make 150
the water does distribute itself, but its normal for flow to drop after each generator
last 2 coal gens weren't getting needed volume of water, but i was making 270 of it.
45 * 6 == 270
so why should they be hungry?
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)
but not so much...
then you were being impatient
so i didin't wait long enough?
lol, i was trying to be ...
waiting 5 minutes or 10 is not enough
i waited 40 seconds lol
You should all be insane like me.
252 water pipes and 252 water pumps
i made a mistake - had to pump water up for 19meters - didn't whant to waste water space, lol
With dead water zones all over the place dont blame ya
I plan to put the reactors above the water pumps too
whats dead water zone?
Where water pumps dont want to place in the ocean
It will say water is not deep enough even though it clearly is, or the pump outline just doesnt place properly.
did you make sure the pipes and internal buffers were full of water before starting?
there were filling with water, but not full
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
just reattached input pipe from side to center - so supply distrbutes more evenly
Cooooool, looping the pipe manifold onto itself can also help resolve a lot of situations
if the input and output is equal none of that stuff should matter right?
With fluids? Not quite. Pipes take time to fill and pipes are bi directional so fluid that's moved past a junction can flow back. It can be quite fiddly with bigger systems.
This is especially the case when flow is slowed by sloshing and causes the machine thats making the fuild to stutter because it fills up
I've got a power station with about 4000 pipe connections and I'm very pleased I'm getting 92% efficiency out of it
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
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
Is your water loopback jamming up?
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
If you have coal nearby you can siphon off the excess water and get some power back out of the deal.
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.
I have a very spotty record with closed loops, one success two failures.
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
downtime in the system leads to the system hydro locking
this includes downtime caused by server slowdowns and saves.
My aluminium setup is essentially twelve closed loops that thankfully behaved and has been running for six weeks np.
how would a pump help, it stops flowback?
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
I tend to just use check valves if it's only backflow that needs arresting.
Its possible for the pumps to fill up the pipes and block the loopback water. I think if the flow rate is slower in the loopback side. I am testing out a VIP that seems to stop that all together.
See #screenshots
a VIP?
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.
oh a valve might solve my problem hmm
It's highlighted with the dismantle tool, is one of the twelve vip junctions.
what is a VIP
neat.
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)
My other aluminum plant has the loop back feeding an exact number of renfineries so the fresh water and the loop back never mix.
i dont even know if i have a loop back what do you mean by that
Mine is just twelve groups with their own priority, four refineries per loop.
It has something to do with how the fluid simulation works. My theory is that faster flow rate will beat a lower flow rate, the VIP setup, I think, causes the bottom pipe to have a faster flow rate because it doesnt need to over come the gravity.
It took me several rebuilds to make it work so I'm definitely not going to risk screwing it up now 😄
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.
ya, the key is the 2 inputs need to be on the same level first.
this was my idea but i dont have stuff for bottling over here
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.
A loopback is water byproduct going from scrap refineries back to alumina solution refineries
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
Dealing with the Water output from Aluminium Aluminium scrap refineries produce water as a byproduct, which can cause the refinery to shut down if the buffer fills up, so it must be dealt with. There is multiple ways to deal with the water: 1: Use the water in different parts of the Factory 2: P...
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.
Let the downvote rain begin~
For maximum power generation you should turn heavy oil residue into fuel instead of petroleum coal right?
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
okay thx ^^
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.
that would be belt area for me but ye a drone would work, i have one doing 2.5km with 228/min
what's an about optimal coefitient between production of just concrete and iron plates?
applications are - building conveyors, foundations...
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
it doesn't cause i'm talking about relative production rate. which might stay the same nomatter how much i build?
i may be wrong. i expect there to be some way to tell of how much conveyors you need reltively to how many foundation you placed
it does. Some people like to build tons of foundations, some build on terrain, some build just a few foundations, some build towers, etc.
2.163
to increase production, i need to build new mines. soo... i want to plan ahead of how much of new income i can spend on building resources and how much will be left for progressing
nice.
i love that coeficient. easy to implement.
thanks!
I'm 99% sure it's just a random number
(its actually not)
i used 68977 concrete and 6184 iron in U4
adjusted to U5 foundations prices thats 58539 concrete and 27060 iron
except for grass vs foundation, every design aproach changes influences how much belts u use...
i would like to see statistics tbh
statistic are one thing, but I doubt there's a generic ratio used by "majority"
where do you find those numbers?
i wrote mine down some time back in U4
you can get the data from SCIM
certainly there isn't, but at least in some proximity for every approach...
i mean a foundations costs 5 concrete and 2 iron
soooo....
I'd say between 0.1 and 10
but concrete is not used so much in belts and other buildings?..
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?
huh, maybe
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
oh later mk belts dont use iron anymore if thats your concern
I think much better approach is "just produce more than I need and sink excess"
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
eh. easy to say
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...
!wikisearch manifold
or maybe i should think excess of screws for points
make 30 concrete and 30 plates. If you feel like you don't have enough (often have to wait for items), add more production
i have seen this before...
(30 or any number really)
i have doubts that it works fine without smart splitters
why you say add more production like that's a task for 5 minutes?
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
it isn't when you don't have node to mine from
there's tons of iron and concrete nodes around the map, I doubt you've run out of nodes
yes, BUT it's about not wasting time (haha, lol. wasting minimum time) on building factories you barely use
you will build it ANYWAY
yeah, no problem with concrete.
but iron node's a far.
far means that i have to plan and gather resources to building mininful factory, provide electricity supply and somehow bring production back
but should i spend time on it now with my pure tech, or later, when i will really need it and will have more experience, and better tech?
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
it doesn't matter imo. You should spend the time when you need more production, no matter the tech level or anything
i'm bad at this, so i'm not building at all until i need it (says the gy who mines 600coal/m purely for electricity while actually using only 400MW)
i just want more details on how to spend time efficiently..
not asking on discord but building 😛
haha
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
i have doubts that it works fine without smart splitters.
or does it?
it does
If you guess and get it right, go buy a lottery ticket. Your luck that day would be off the scales.
it works
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)
so, regular splitter is a round robin that does nothing if one of the outputs is overloaded?
no, skips that output
so it doesn't waste time?
no
it helps to just connect a splitter/merger to some boxes and just see what happens
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.
but its super fun to some, i do exactly the same
obsessing 2h long over how to save 5min
And then taking 4 hours to knock it down to 4 minutes.
it's in my blood.
i'm a programmer - i automate things.
but i'm trying to value my time.
it's hard to balance between two...
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
that wastes time in a long run
for sure
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
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.
m idea is to supply your top tech production with hands - at least until you can do it in under 5 supply iterations.
but everythin else has to be automated
why not make the last step automated as well? 🤔
cause it needs balancing and planning and... idk
and logistics ghasp
you don't need any balancing, but you need planning for all of the game
tbh my last execution of that idea ended up automated
but planning would do better if i knew what to expect next
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
This conversation reminds me of the xkcd automation chart
The Milestones in the hub are a good indication of what you'll need next. And you almost always end up needing more than you thought. Build it such a way that you can scale. As a programmer this paradigm should make sense to you.
build small module that you can copypaste for increasing production
if only we had blueprints and building drones...
they don't fit into dev's vision of this game
oh that was another small question of mine - what time should i aim at when deciding production rate of tech needed for hub goal?
1 hour? 5 minutes?
I expect it to grow over time with increasing difficulty, but still...
I'm hopeful for more QoL building things though. I trust the devs.
eh. in programming scaling is usually done outside the code - more servers, more data, more processes/thread.
but here i have to scaly by copypasting code...
i probably missing something in that analogy
of course your code has to be of good quality to be scalable, as well as architecture you implement
if we keep this discussion in scaling factories analogy topic it's gonna be ok, isn't it?
basically, i'm ascing you - how do you define scalability of production blocks?
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)
not scalability. Just make a block that makes e.g. 60 plates per minute. If you need more, just copy that block
it's a very odd load balancer. cause you implement it on low level (if statements rather than for loop).
so yes it is...
ok, i feel like i have to build that steel production before making further arguments
I think you are over thinking it and should just go with the flow until you've learned the game more.
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 🙂
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
refactoring is not part of the loop?
i still have to make myself comfortable with logistics over long distance
It can be. I've destroyed and expanded and rearranged many times
at least early it's not worth it, resources are plentiful
End-game, it is. But early game, not really.
building new production is just so much better than rebuilding existing one (at least early) regarding time spent vs gain
just realised - i'm obsessed with the fact that i don't remember production rates and too lazy to figure them out now.
that's why i wont to refactor
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.
use online tools for production rates
yeah, there is a website for it
Might even be someone here that can point you to an online tool that will let you figure out production rates.
looping back to how this conversation started
Hmm do you know one greeny? ;)
which is?
that
that's like middle of the conversation, but ok 🤷♂️
eh. that question started the programming analogy thread
You 12.6 constructors? Underclock one to 60%.
this whole thread is "how to play early" and "ratio between resources"
i was worried about balancing betweeen 13 of them, but now it's time to try manifold on belts
If one is underclocked to 60%, they'll balance themselves with a manifold.
maybe. i closed ratio thread right before 12.6
actually, that wasn't what i meant.
production rates of factories which already working
so it's the other way around
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.
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?
uh, sure, use trucks, why not
cause i need 2 stations to meet desired transfer rate
or use more tractors
it doesn't help.
1 station - 2 inputs
1 input - 120/m
i need 300+
oh, you are limited by belt, arent you
@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
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)
How much iron ore does 1 mk3 miner produce on a normal node?
You’re very early game—rush the tiers and get into Mk 2 miners before you really dump much time into logistics, if you’re really worried about efficiency.
oh no, i forgot about encased industreal beam...
What? This is heresy! The inquisition will pay you a visit...!
eh
Guesses the 40k reference didnt land... sadface
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.
900m is puny for suspension bridges? What?
Is there a place in the game that you can see the recipient without needing to look at the machines?
They're usually more on the order of kilometers.
The codex?
I think you may have suspension bridges confused with another kind of bridge?
I dunno. Been working on stuff ingame all day and tired now.
900m is perfectly appropriate for a suspension bridge, basically, and most examples are around that length
Google fu would probably be better when not tired anyway.
what about connecting everything to single poer network?
If you want to, sure.
Does anyone happen to have the final Crude to Rubber/Plastic cost per unit following max efficient recycled recipes?
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
pure recycled rubber when, made in the blender with a water input
Turbo Rubber
pure water recipe, water + water = more water
ah yes finally diluted water
6 water + 3 packaged water -> 10 water + 3 empty canister, 4s craft time
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 
MK1 belts are the true final boss of SF 
@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...

I'm embarking on masochism today: squeezing in 176 refineries into the Titan Forest
Im continuing project Nuclear Haven
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.

@oblique hollow hey McK, where can I find the latest version of your pipe guide?
many thanks.
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?
unclear unless you have recipes that use those already
No recipes yet for this run
else its just a shot in the dark for "proper ratios"
i mean recipes as in reinforced plates or frames
This is a base item storage. May extend it to include reinforced plates but just want to automate plates rods and screws efficiently
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
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
havent unlocked frames and rotors on this run yet, takin it slow
agreed, screws are almost always an intermediary part between other main parts
I used to do above belt pipes
Now I've started sinking floor holes in
And the main pipeline runs underneath the platform
So much cleaner
^ @twin cargo exactly, with the new buildables you can get everything below-grade... this is just proof of concept to show the spacing 😉
well no
100 screws takes seconds to create, hardly worth a production line
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
no i mean screws->box for personal use
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
yes but that 1 box is important and is the very first thing i make in the game
ok! play your way 🙂
They are used for several hub phases, and i store them for hand crafting should i need to
any crucial purchases from awesome shop?
Nope. It's all cosmetic
Whatever floats your boat. But ramps and ladders make it much easier to get around
Beams and wall outlets can make for some clean wiring too
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
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?
Mwans you need 1.5 constructors. Do you have overclocking/underclocking unlocked?
yeah
Than that means build two constructors and underclock one to 50%
I couldnt figure out how the belt work was
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
Overflow should only be available on smart splitters unless I'm understanding wrong sorry
The simple soluton is to overflow the setup rather than a splitter balancer, but those are all options
When we say overflow design its a row of machines in serial.
Overflow in terms of smart and programmables is to open a splitter exit if the main output starts to back up
Ohh yeah like those manifold systems.. I still haven't figured how to use them efficiently lol
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,
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.
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
Just use a manifold unless you desperately don't want to see items backed up and in hoppers. If all you want is 100%uptime (ie the 100% in the machine ui) a manifold does this just fine.
Oh I see you said balancer world
Then good luck. It's a pain
Might as well do Sushi belts at the same time
It be no extra work
billion items per belt? that would drive my OCD mad
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
ahh
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
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?
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.
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.
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.
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.
I see....
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!
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 😉
I'm pretty sure any number you'll get would be "wrong", as every factory is different
Ya... Idk where I should start on checking how much I need with not much of a base?\
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
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
technically there's infinite ways to make most of the items, since you can mix multiple recipes for same item in any ratio
Technically, it's still finite 
not technically, practically
given the game limitation of 4 decimal places, sure, it's limited
Nah still technically. Because I literally computed every possible combination of alternates for every item needed to make nuclear rods
I'd say it's practically infinite instead 
As in: you could find all the possible routes... But will you? ^^
(Actuall I did it for all items)
not with mixed recipes 😉
And I'm sure you read them all too 
Yes with mixed recipies
100% you didn't
Hold on a sec, let me get my kid back to sleep and I'll show you
I don't wanna see sleeping kids 
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
thsoe arent different combinations of paths
those are different combinations of setups
33% wire, 33% fused wire, 33% caterium wire, 1% iron wire 
we're talking two different things here
popcorns
paths still mean you have to define ratio if one thing is produced in multiple ways 🤷♂️
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
and we weren't talking about paths. We were talking about "ways to make X" 🤷♂️
They're not the same though 
Sure, you still make wire, but you can make it using (practically) infinite combinations of copper, caterium and iron
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)",
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 🤷♂️
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.
also I'm pretty sure that the number of paths is bigger than what you have
Ah, a convo on semantics... My cue to leave 😁
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 🤷♂️
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)
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?
Thats just the top - its in order. So further down the line, it shows the other alternates as branching tress
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
No, but that path is not excluded further down - So its still there. Including with the same rest of the tree above it.
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
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
yeah, but there's nowhere Iron Ingot[Alternate: Pure Alloy Ingot AND Alternate: Iron Alloy Ingot]
Those would be, in effect, the exact same thing as the two i listed.
but where is this path
not different.
those are three different paths.
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)
Standard cable 
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.
then you exclude paths that are legit used in the game and your number is wrong
recycled rubber + residual rubber
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.
they are different things, they look different on a graph
Arguably Satis has a greater complexity than [2D game] due to the alts
Or rather... Greater depth
thats why mods exist
Oi, one F word was dropped already, let's keep it at that xD
The recipes arent complex, but the combinations go deep
Mods to remove alts? 
Ah yes mods to make the game less unique xd
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"
tbf almost no one does that
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 🤷♂️
Example path: rubber + residual fuel + recycled plastic > recycled rubber
That is one line
With the same product outcome at 2 different points
Bruh... I'm moving the plutonium rods manifacturers outside 
Plutonium cells' radiation levels are ridiculous

Give em some fresh air so the normal air isnt as spicy
How come they're so much worse than Nuclear Waste?!
Concentrated plutonium
you get more waste per rod, don't you?
Also, remember, waste is inactive stuff
Fair
Rods are fissile, waste is "burnt out"
they should just make it so the manufacturer deletes the 30 cells while its running similar to nukes consuming the rod while running
Oooor reduce stack size to 100 
? Wdym?
Also, plutonium gives the same amount of waste per rod but burns half as fast iirc
5 waste per rod i think
its not the stack size in a balancer the 30 cells allone to start the cycle is enough to cause serious radiation
Make machines have shielding
10 waste per rod
What about that though?
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
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 
plutonium still has more 
even then tho, plutonium waste has 200 item decay and rod has 120, so waste is worse
Nobody mentioned plutonium waste
well its not the rods that are too radioactive its the cells
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)
and you need 30 of em
fair, but then it's not the cell itself, it's the amount of them 🤷♂️
wait the encased one is more radioactive than the original one?
both cells are encased
no i mean Plutonium Pellet is 20 encased is 120 (but its 2:1)
encasing a cell increases radiation 
maybe it actually IS just a bug 
compressing radioactive material
but its not its 2:1
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
Plutonium has a half life 185,317 times shorter than utanium
So an intensity increase of just x4 is actually really mild
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 
Mind you the rods are also steel encased
I wouldn't be complaining if the cells stacked at just 10 or something, but 30 each means the radiation extends all the way down from the third to the bottom floor just because of them
(I have plutonium processing on top of 2 floors of uranium processing)
Radioactive waste should slowly decay into byproducts if you store it for long enough :p
which byproduct?
:D
Thorium-234 apparently
Wait that's u238
So, uranium waste would be mostly cesium-137 and strontium-90...
Cesium decays to stable barium
That decay moves right back up in atomic number, that seems counterintuitive to me.
That's how it works IRL. Its due to the nucleus containing too many neutrons
Making it unstable and attract another proton
You'll notice the isotope drops while the element rises
I thought it was shedding a neutron or something, but ok.
Thanks for the advise. My brain goes full overdrive math mode occasionally wanting to just nerd out with a balancer that is to crazy. I'll have to keep that in mind
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
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.
29 years is 10585 days, which means you could expect a decay event every day with just 20 stacks of waste.
It's not gonna suddenly drop by half one random day, I know that's not how it works.
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
@twin cargo Uranium occurs in several isotopes, commonly U238 which is fairly stable, U235 which is much less stable
That was the wrong chart
I actually wanted sr-90
OK STRONTIUM BYE
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.
I will not be anywhere near strontium please and thank you.
It's more of an annoyance to randomly clog up your nuclear waste processing lines
Yea like, suddenly STRONITUM or something.
I was joking because random item clogging things, well, not random.
Would be hilarious to have your lines stop due to waste waste
....... So you guys got any of that Cesium-137 ?
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]"
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
The point was more that it would take centuries to reach background levels.
imho, whole radioactive chain is just poorly designed here
The RL one? lol?
at very least, recipes and radiation should be designed so that balanced factory does not produce radioactive fallout around it
Really though, it's more like it's designed on a basic level.
i guess it would work bit better if item input loading worked like in factorio
but for balanced factories this isnt very relevant anyway
how to maximise transfer rate of tractor(s) moving between stations?
more tractors
as simple as that...
Yup
Which it doesn't... until you start filling up manufacturers with plutonium cells 
Machines should really have some shielding function
From?
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.....
Tbf, when balanced most of the machines barely make any radiation (you have to "hug" them ti feel any). Only the plutonium steps start irradiating a bit around the machines (and of course... The cells just make a mess of everything
)
If radiation simply made you like... Dizzy it would be enough
As in no HP damage?
And only above certain intensities would it start to hurt or weaken you
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 ^^
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
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? 
i think it was intended to hurt so you dont enter certain areas before you have hazmat suit lol
Eh, one can easily tank the uranium damage, tbf... It's not as aggressive as the processed nuclear items
The only places that seem 'gated' by radiation are a few pod locations, and some of those can just be tanked.
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
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
Items don’t actually disappear I think, the rate just slows down.
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
Taaaa
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
Oh? How come?
Another rrason why packaging gas is superior
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
Interesting thanks! Gonna be piping like 5k gas shortly XD
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 
I’ll just be doing direct pipes. They are close enough.
Alright thats fine
Gasses don’t slosh though right? I still haven’t managed to completely get rid of HOR stuttering in my refinery. Only pushing 400 down a mk2 pipe
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
So manifold loop?
well they should add that gasses while transported and stored its as a liquid and not a gas
Compressor vessels would be fun, yea
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
Welcome to funni math game
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
Use more impure nodes with each other, get a better miner, unlock the magic of overclocking.....
yea i only have 3 nodes close by then i have to go some distance
Find some slugs or crashed freighter ships
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
Then reasearch them in the mam
The scanner upgrade is weak but it can certainly help
The starting plains I take it? North forest start has higher value nodes close by if you start again
Or just want to run and set up a new base
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
Research caterium and quartz in the MAM. You can get speedy leg enhancements
Also if you sprint slide and just you get speed boosts and you can slide upwards to a small degree.
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!
it's just the same as our regular eletricity
you have amount of (stored/spent) power an amount of (produced/consumed) power flow
WH == W * 3600 seconds
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?
One MWH is one megawatt sustained over one hour
Yeah basically a power storage unit can store 100mwh at a max output of 100mw.
That means if you’re only pulling 50mw from it it’ll last 2 hours.
So, 60MW over 1 minute, 1 megawatt over 60 minutes, 2 megawatts over 30 minutes, etc
Power buffer to help protect against shut downs.
When your power station goes down you need power to start up miners and pumps right?
It can get hard to restart big rigs
For example my fuel power station takes 14,000 mw to run its support machinery. I have fail safes installed for easy restart though
how do you prevent power from leaking right after main grid got shutdown?
Leaking?
You mean 6000 over one minute
The smaller the time the bigger the MW
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
The bigger the time the smaller the MW sustained
1MWH = 60MW over 1m
Ok 1 MWH yeah. I always assume base 100
the M is the base
this game has switches????
Our storages have 100 MWh capacity. Thats the baseline to me
Yup . Even before you unlock them you can make your own switch by deleting and building power line between two poles
why does it have to be exactly between?
one sec I'll share a pic
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.
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.
isn't it all solved by buffers at inputs to whatever generator?
Fluid buffers can be really weird? If your power goes down and you need pumps to get that buffer fluid to where it needs it won't get the the generators either right?
well, generators themselves have small buffer
we add another one shared between generators and pumps
when they are off, fluid doesn't go away
so it should be ok?
assuming pumps produce enough to keep buffers loaded at operational state
Maybe! How low were the buffers when it shut down? Will there be enough fluid i nthe buffer if you shut the grid down to power itself?
Like... its possible that whatever the situation that happens that I won't need a back up power station.
However if it fucks up in a way that I do need it.... I'm not sure where I'd get all that power from at any speed
Also there are variable power consumers and producers. Hooking a couple Back ups to Geothermal power stations that go up and down can balance thta.
And Partical accelerators go up and down so Back up lets you run them w/o making your max power not have to go as high as your particle accelerator needs
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
Yeah That's why you have switches and keep them sep to the grid
so, how do i keep them charged without allowing to discharge by command?
Well if you're just using them as a restart you can do like I do and have a switch between your backup and main grid
so i will have to manually close the flow when they charged?
Oh and my main power station is also variable. It goes between 143 and 148,000mw so just having some Backup attached can average it's 'output'
Yup but you shouldnt be needing to be turning them off and on so not a huge deal.
No battery back up will never leak power unless it's both connected to your grid AND your grid is pulling more power than yoru generators can handle
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
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
i mean. the fact that batteries do leak stored energy even when not attached to anything
Oh I mean sure I guess? But if they're connected to the grid they are constantly charging from excess power
i liked that mechanic in OnI.
so yeah, just joking
oh and battery back up is useful mid game as well when you might be doing some high power short runs of things on manufacturers or blenders but running tight on your power budget