#math-and-meta
1 messages · Page 602 of 1
you can just build more splitters 🤷♂️
You can't evenly split into 7
you don't need to
Or maybe you can with some sheaningas that I'm not aware of
and yeah you can
split to 8, merge one to start
or just
--S--S--S--S--S--S--S
| | | | | | |
X X X X X X X
Basically what greeny is showing you is a 'manifold'. The other main way to split items is 'load balancing'
Both of them fill things evenly it's just that manifolds have spin up times.
both are equally good, just manifold is a little bit gooder
@wheat delta - Greeny made a quick diagram of a manifold just above - the s are splitters and the x are the destination (machines usually)
You can also mess with the clock percents to get it so you divide into nicer numbers.
That’s my preferred method
As i’m fine with adding a few more machines
You mean as part of a load balance? Or do you just mean each machine on a manifold accepting the same number?
Like instead of 7 100% machines you have like 9 78% or so
Works better depending on the numbers
ah yeah that's fair, though I think as long as the input output equalize the only difference once it events out is visual.
Im one of those weirdoes who nerver underclock XD
Only place i consider it is water extracors
really? I almost always overclock the bastards. I hate having them around
Well most of the time 5 100% water extracors is 600 so...
OR 2x extractors at 250% is 600
I have way to many extractors going for that
Then I have to look at fewer of them
There's 1400 power cores available 😄
Dont have the shards
Personally I'm using a mod that has a big extractor that at 250% does 3000 water pm. It's like 2500 mw but worth it
5 outputs then ?
yeah. Looking at it it's like .. .25% more power in terms of water unit? But I don't have fields of extractors so I'm happy
more than happy to pay power to not have ugly fields of them
yuuuup. Before I started using that mod I was making the water extractors a 'basement' under stations over water. But it got a bit boring
I did an oopsie. I ended up making twice the Rplates that i needed tyo for my giant project. For some reason
255plates/m when i only needed 125
No idea how i failed that hard but it happened and im not tearing it down now. It will just stall and that is fine
i`ve got 1200 polymer resin how do i divide it so i can get equal rubber and plastic ? as the ratio is different for both of them
why do you want to make them out of polymer resin? 🤔
its a by product from heavy oil for a fuel power factory
Do you have recyled recipies
Rubber + fuel -> plastic
And vice versa
yes but i dont want to use them as i have already sorted all the fuel into turbo fuel
Ah fair
so i need to balance it on reciepe i think it equal out to making about 300 of each
If you are good with making some extra fuel for platsic production i would recomend that if not then its 4:6 ratio
as doing it 600/600 means i get 200 plastic and 400 rubber so if i want to balance it out i think it would be 300 of each
oh haha you're probably using the 1800 crude oil from gold coast like i am. since the ratio is 60:40, its 100 for each set of 20 plastic and 20 rubber, so you can make 20*12, an 20*12(12*100 is 1200), so 720 for plastic, 480 for rubber
uh this seems like a channel for smart people who know what 16 + 3 is
I don't so I'll leave
I'd suggest keeping the polymer resin and making plastic+rubber on demand
That wont be possible as plasic is more expencive than rubber
rather than making them in some ratio that most likely won't be the correct one
you can balance it out to 240 of each... i explained the math... idk why yall still trying to explain that its not possible/ratio wont be correct
yes, i already said that....
ye imma be honest my mind tldr'd that
oh
when you consider the reciepe usage as plastic is used more then rubber does that change anything like should i make more plastic?
Why
if you want to make the same mmount of rubber and plastic(240 of each), you need 720 polymer for plastic, 480 for rubber
that really really depends on what recipes you use. If you use some alt recipes, you can use 90% rubber and 10% plastic or vice versa. That's why I suggest not guessing the ratio now but rather waiting until you know what you need
if you want more plastic, make more plastic... not sure what to tell you
Eiter that or make a recycle feedback loop. Main reason i love it
why would you not make the plastic with the resin...?
you only use fuel if you dont have enough resin
if theyre looking for the same ammount of plastic and rubber, they arent guessing a ratio. its a 60:40 ratio that gives 720 for 240 plastic, and 480 for 240 plastic...
I dont make plastic with resin i only make rubber. Then i make plastic with fuel and rubber
oh okay, smart
they are guessing that they will need 50% rubber and 50% plastic, which is my point
right but if they said that they are making the plastics from the byproducts of a fuel plant, it seems intuitive that they arent realy using the plastics for further factories
if they weren't using it for anything, they would be sinking it and for that it's better to just convert all to rubber
If you setup the recycle loop, so its both making and using both, you can just extract what you need from it. Instead of just making 1000 plastic, you can extract 300 rubber and 700 plastic or whatever you end up needing
yeah, but if its for a fuel plant you wana use the least fuel possible, so its not really usefull unless you need tons of rubber for another factory or somthin
true, true
With diluted fuel, so do you double the heavy oil, while the polymer is ether cut in half or in 3rd when converting. So you end up using about 1/4th of the fuel produced for the plastic and rubber.
out of the 1200 polymer resin they making, we can assume they are making 4800 fuel, yeah.
so yeah that makes sense, but its still fuel you loose, and so power gon
Fun fact, you dont need to have an input for the recycle loop, other then fuel. Just need to seed it with a stack of plastic/rubber and it will sort it self out, with time
yeah, its cool
Is a rubber loop more efficient than a traditional rubber factory with single duplication?
Ie it's only recycled once
yeah you need to have the loop to reach peak efficiency
Even with diluted fuel recipes and recycling the residue from initial production?
best resource efficiency is oil -> alt HOR -> diluted fuel -> recycled rubber/plastic loop + byproduct polymer resin -> residual rubber
everything else is below that in efficiency
Just to clarify: you don't recycle more than once 
Ie: all fuel will be processed in a single production step, not multiple ones
You can't "recycle fuel again"
Well yes, but the actual rubber/plastic is being recycled
Over and over
Verus Oil > Plastic > Diluted fuel > Recycled Rubber
Which I can see how it's less efficient than a loop
But what about Oil > Rubber > Diluted fuel > 1.5 recycle phases, since you get 2 fuel for every rubber
So 120 oil/min gets you 80 rubber/min and 160 fuel/min, so 200 rubber/min
Okay
I think I got that
I'm gonna try it out on my world then, since I was just about to build a petrochem plant
I take it the output of the refineries is fed back into the other loop with an overflow splitter for the actual output?
And you get two conveyors, one of rubber, one of plastic
yeah, priority split things into the loop, overflow to storage/other production lines
does anyone have a list of the alternate recipes needed to make the 50.4 fuel rods/min? is it just infused uranium cell and uranium fuel unit? those are the only two that seem affected by the ammount of uranium
Normally, when one says they make plastic/rubber with a loop, that implies:
Oil -> H.O.R. + Resyn
Resyn -> Rubber
H.O.R. -> Fuel
Fuel + Rubber -> Plastic
Fuel + Plastic -> Rubber
And just balance the last 2 steps for the numbers one have
usually HOR + water but ig thats implied
Just need both alts for the uranium processing steps: Cells-making and Rods-making
alright cool
i really wana make 50.4/min, but dreading the requirements. but for some reason it seems really easy to make uranium, hard to process it
any others just save other resources (which depends on whether or not do you want to do that)
The meta for plutonium (least bauxite usage and plutonium produced per-waste) uses just standard recipes btw
ahh ok
It's really not that hard so long as you don't try to make things complicated ahah
||Btw, I got a nuclear factory I'm currently showing off for feedback if you'd like to tour for inspiration||
its the stupid encased plutonium to plutonium rod for sinking that i hate
Why?
im nowhere near making nuclear. got a 60GW oil plant/factory to build, then bauxite.
but it would be cool to see
Uranium Rods manufacturing is more complex imo, since it wants oscillators
pressure cubes ):
That's if you use the alt. Higher bauxite usage and more plutonium than the standard recipe
Feel free to send a friend request+DM if interested~ 😁
oh wait i forgot you said that haha
yeah, will do. i need serious help wit the design side. the maths side, i think im ok at it, given enough time
oscillators are fine with the alternate recipe. considering heat sinks also need a bit of rubber for the better recipe, and a few other bits and bobs around(high speed connectors), i think itl be ok... im just baffled by the ammount of difrent items needed. uranium, bauxite, steel, oil, limestone, caterium, quartz, sulphur, copper, iron, water... it needs it all
it uses everyhing but SAM and nitrogen
Yep. Which makes it a great example if one were to, let's say, try out some crazy beltworks to prove they work as intended~ 😁
Nitrogen is needed for plutonium 😉
aw hell, nitric acid, forgor💀
Funfact: the byproduct water from Non-Fissile Uranium can theorically make a closed loop with input water for the Sulphuric Acid needed to make NFU
oh cool
Funfact 2: Uranium processing takes exactly as much silica as Plutonium processing
I've spammed enough 😆
those are usefull tips though, thx
I dont use the alt for controll rods so i spammed AI limiters instead of high speed connectors
i hate high speed connectors
plus its a worse alt overall. just uses less steel for the addition of oil
plus it uses way more caterium
unless you use silica CB or somthn
and the silica alt for HSC
Yeah it’s why I’m not setting up nuclear power until I have a solid bauxite factory.
im doing bauxite as soon as i go from having 12GW to arround 70GW
i think im going to build the bauxite factory for max belt speeds using smart splitter manifolds(i usually use these) so that when i get mk3 miners i never have to touch bauxite again
although i might do what i've been doing all along and its make the bauxite on site for nuclear.
Careful with the closed loop Sulfur though, since there’s buffer loss in fluid on load it might cause issues. You’ll want to make a small amount more of acid and maybe make it a priority pipe
I’d just make a small bauxite factory from one node, quick and dirty, unlock everything, then make your real one with effort 🙂
closed loop sulfur?
ooooh somebody using instant scrap? 👀
No one summoned you! Back!
huehuehuehue
probably what i will do, like with oil
the power of instant scrap compels you
Also we were talking about the 6 water from non fissile matching I’m the input 6 fluids.
ah that
Is it just me or it is easier to make electronics faster than frames
regular modular frames? I think some of the circuit board recipes are maybe a bit simpler and faster
But you tend to need more of them too
and the base Heavy Modular Frame recipe is a real resource sucker
Even with encased frame it's still a hassle to make over 20
Steel demand just go off the charts
I am replanning electronics but from last time it's pretty easy to balance 30 of each
which stage of electronics? Computers or circuit boards? Because I'm needing to make 400 computers but I'm makign like 5000 cb a min
Making fewer than 400 heavy mod frames
Haven't gotten to supercomputers yet but 30 of everything else seem practical
Maybe frames are not that daunting either I just haven't gotten a good sense of quantity
Its pretty difficult if you don't have a final plan yeah :\
Considering the amount you are making Im probably miles away from the resource limit anyway
You also dont NEED to hit the resource limit. Decide what's fun for you 🙂
I'm weird. Don't have me as an example for your standards XD
Well I did try to match the ratio of each resources limit so if I want to go there one day I don't need to change recipes and do new math
Playing Satisfactory is just being weird in different ways
This recipe makes my life hurt
That is the game yes XD
Yeah I prefer this alt
Ummm yes please
It’s the screws man… I set up my circuit boards right beside my HMF manufacturing and went “shit… what have I done”
Gonna need to pipe in stuff from the ole’ reserves
But I’m also the guy pumping coke into coal generators when I’ve got 8 refineries generating fuel 😅 what do I know
would be a nice recipe, but #maths 33.75 20.625 9.375 7.5 2.8125 
You can always change the clock speed 🙂
doubt it could get better, specially for ingredients
Im doing my full nuclear setup with less than 40GW Also yes doing crystal ocilators is hell
^me still working on the beacon automation
I mean... its only 40/min(ish) for max rods.... im making 30/min in my oil setup
Insulated Oscilators?
The insulated recipe is almost half the quartz and makes it a bit simpler to put a good spot down.
i always do insulated
Dont have XD
Very worthwhile to find if you haven't gone too far into it already
oh lord
That right there is 2 full belts of quarts being sent into those XD
Well to late now XD
I mean... nothing stops a redesign?
ehhhhh, unless you're making your ur rod factory modular, like all the 2nd to last components and the nshipping them it's a bit annoying expanding it later
Im doing exactly that so im all good
Ah fair
a pic of my current setup
All the components are being sent there.
My current project is that times 6
go go go 😄
I already have the things for the sinks trained into my plant construction zone. However 1800 sulphur and 720 acid is no joke
My kinda sprawly build. Im planning on building the big plant in the SW
There’s enough n gas nearby to pump but I think only 1380 Sulfur in the swamp
There’s … no spot? That has 1800 Sulfur. I think. It’s one of the reasons I placed the rod factory on the central part of the map you posted. Had everything minus 1 node Sulfur and the UR. Both of which is getting droned
Im probably making a big train line to the dune dessert to get the sulphur. there are 3 pure nodes there
Yes im counting the march one with that
Ah that’s def swamp Sulfur for me XD
Funnily I don’t think my big plan includes those three Sulfur nodes
Oh wait the swamp pure might be going to batteries
How do you guys make this maps?
satisfactory-calculator website. You can load your saves
I have it bookmarked XD
ah cool
But not gonna take a long look on this now
dont wanna spoiler me the actual size etc 😄
That's a fair call 😄 I don't think I used it until I unlocked all the tiers a couple times and had basically sprinted everywhere a couple times. Super useful for planning later though.
We all play differently that is what is so beautifull about this game
how often did you restart your world? 😄
Dont know about him but i ran 3 worlds up to pertrochemicals before i started my current one
24-30h
Current one at 140+ ?
I think it was more around whta tiers I restarted ? I think it was like tiers 5-7, 3 or 4 times all up? Maybe 5 times
hm okey
Its kind of a learning process
ye I started new and try to organize everything well now
But probably at somepoint I will be pissed again and restart XD
For me it was looking back on all the stuff I had made, realising it was all garbage cause I learned a bunch then restarted.
Ye try. and then restrart untill you get to a stage where you learn what kind of disorginization you are okay with
I think my most recent world I started building big enough manifolds to handle the eventual 780pm from miners from the very start when I was only pulling 120pm
Then I just upgraded belts and miners as needed
But other people don't like restarting? To each their own
And 'hrs on map' start being meaningless after you unlocked everything. After that it's just ... building XD
whatever this means XD
Im 20-30hrs into the game so idk most of the terms yet xd
ye i getchu. Last 100 hours i have just been building nuclear power despite not needing it. I already had a fuel plant doing 40GW and even when almost done with that im not even draining that much
oh so the begining miners on nodes you can pull like 60-120 parts per minute right?
When you overclock mk3 miners on pure nodes you can pull 780 parts per minute. So from the start I build enough smelters and constructors on a node that could handle mining 780
Basicly when someone at endgame see a medium node they dont think 60units/m They think 600
ah
So why build for 60 when I'll need 600 soon enough?
fuck so I started shit since im @ pure nodes in northen forest
north forest is great. What's wrong with that?
bcs of the strong pure nodes ;D
also you ideally want to have factories all over the map, not just in one place
pure node sounds lik endgame
Just makes it easier and use less power used. And they don't run out so it's fine
other nodes can run out :O?
Only SAM nodes and those are story elements not used yet
All actual nodes are infinite
it's technically not infinite resources but only because it's limited in parts per minute rather than 'you'll run out eventually'
finite nodes, infinite node items
Yeah, the game is more about planning and logistics rather than worrying about having 0 items eventually
Meanwhile I'm still working on what was my original world
Technically my second one but I don't consider the first one because it was about 5 minutes so I know what to expect when setting up multiplayer with then-gf
Not everyone likes restarts. I can how it doesn't apeal to redo the tiers
I dont mind redoing tiers
I mind redoing harddrives
If im ever starting a new game instead of modding it im just force unlocking all the alts
I did start a new save twice, one with other friends but stopped playing with them and one to do solo to see if restarting has appeal
I determined that I much prefer tearing everything down and rebuilding it than starting over completely
Hello! I have more questions about calculators if anyone has any advice. Currently using sftools and facing the issue that it will give % production values to factories that are not possible to achieve. As such I have manually calculated a slight over % production on each of my factory chains so that none will starve. This will work fine for all the setups with an overflow splitter to take care of the extra. However, my brain is melted trying to figure out the heavy oil > fuel > recycled plastic > recycled rubber > petroleum coke and how to make it balance without backing up, while using % production values in the factories that are actually realistic
Currently, if I use the values provided on sftools it will either slightly under-produce between some factories and starve (causing production issues down the line), or it will have overflow of heavy oil, which affects the polymer resin production, which affects residual rubber, which also causes issues down the line
I feel like there must be some way to forcibly over-produce and sink polymer resin to take care of occasional heavy oil backups but for the life of me my brain refuses to make it work
Simply make a smart splitter after you HOR plants that sinks ALL the overflow
But HoR is going into fuel blenders, which go into recycled rubber/plastic loops
Yes but sink the poly
But I need the poly for residual rubber as part of my setup, I don't want to waste it
I don't mind sinking a buffer amount to make the rest work
you are wasting it if you are not allowing it to flow to make more HOR
Poly isn't the issue, it will be used and/or overflow sinked
The issue is HoR backing up and impacting the poly
Ah you could just make an oversized fuel plant a bit away
So that any overflow fuel goes there
And if HOR is backing up you need more blenders
Well, I could, but it would really screw the design/neatness/layout of my factory
It would only back up by tiny amounts, like 0.1 per minute, but that will eventually cause issues
Yes, which means I'm getting less poly > less rubber > my factory starves (even if for seconds)
I am hoping for a maths way to balance the production correctly so I just need to sink tiny amounts of poly/plastic/rubber to keep it all flowing
How much crude yo u pumping in ?
up to 675 theoretically but my current plan shows 665.133 usage
why make coke ?
I need it for alumina electrode scrap thingie
Is tis chart balanced for having 510 rubber output ?
The production outputs are all what I'll need for the rest of my factory, yep
I know how much plastic, rubber, coke and fuel I need, and how much crude I have available. So I popped all that in
But if you look at the clock speeds the plan is proposing they're impossible
Id rather be overporducing when possible. How many pumps are you u connecting
As in how much crude
675 will come in via train
2 normal nodes and 1 impure well
Ah no OC
at 3 shards each
no 150
750 crude will give you 1k HOR and 500 poly id conunt from that
I think that says 150 XD
I have 675 available, which should be enough to over-produce stuff slightly to sink and not back-up HOR. I just don't know what to set my factories to in order to balance the plastic/rubber output
675*(4/3)=HOR
900 HOR
Oh thats wrong
675*(2/3) =poly
450 poly
Count based on that
then send 600 to fuel and 300 to petroleum
Yep, 450 Poly, 900 HOR. I need 268.399 HOR for coke, so that leaves 631.001 HOR for getting 225 fuel, 736.6 plastic, and 510 rubber. I know it's enough. But again I don't know how to set factories to prevent backups
I guess you would set it so the HOR prioritized your petroleum coke refs then have the rest sent to a larger than strictly necessary blender setup to be fuel. Said fuel would then be set to your things that need the actuall fuel with the overflow sent to recylced refineries. and the overflow above that to fuel powerplants or bottled and sent somewhere else.
My point is. To prevent a HOR backup risk a fuel backup
But fuel backup is easier to deal with
Yeah, overflowing the fuel is possible I suppose, I'll just need to see how to do it neatly
It's part of a large factory with a lot of stuff pre-planned but I'll see what I can figure out
Thanks for looking at it! 🙂
Hey @vapid gorge you know drones. How many would i have to run to Drone in all the sulphur and uranium to the west coast of the map. And how much battery production would that need?
depends how far are you transferring and how much
easiest is to build the drone ports and check how much you need
is instant scrap worth it?
3 far east sulphur points and all of it to west coast just north of the oil fields
yeah that doesn't really help 😄
seems like it just adds sulphur to remove an extra step, the final conversion rates are the same, either 800(ingots) for 600(bauxite), or 600 for 600
yes, it definitely is worth it
but- it adds sulphur just for removing one refining step
the water output and the sulfuric acid production are perfectly in-tune
i did notice that, yeah.
still not for me i dont think
and vs the regular recipe it's got a better output
nah its the same overall
you produce 800 ingots from 600 bauxite using the default scrap--> alluminum recipe
i think you're missing something here
ingots can be ignored as all aluminum refinement paths go through scrap
the default recipe turns 100 bauxite into 150 scrap
instant scrap turns 100 bauxite into 200 scrap
normal alumina + Electrode turns 100 bauxite into 167 scrap
sloppy + electrode are needed to match instant's power
^
proof that instant is superior
thats also not true, its 1 to 1
the ratio for instant is 1:2
the ratio for the coke alternate is 5:20/3... yeah i messed up the math somewhere
yeah the default scrap i messed up the maths
120 ingots from 90 bauxite is the best you can get
the blender water -> sulfuric acid refinery thing does have a slight issue though; the liquid disappearing bug
but that can be solved with a single water extractor and one of them fancy priority things
i mean, its a slight upside. no possibility of clogging
wee
I don't like the "percentages are rounded up"
if a design has 5.01 machines or 5.99 machines, that's a big difference
i didnt care at all about that part
which is fair, number of machines is very much secondary to resource consumption 😄
just nitpicking some stuff
okay I have a dumb question
can you change settings in the console aswell as bind keys in the developer console like its source engine?
specifically I wanna set up hot keys for changing FOV because it makes building dramatically easier
the game lets you scale it down to like 20 FOV which is insanely unplayable but its really useful for building, the problem is that you need to open the menu and then change it back
How many drones would i need if i would transfer 2000+ sulphur /min from dune desert to gold coast
6 enough ?
or you thinking 3 per node ?
I have been suggested that you want 2 drones 1 port for each 300 pm you want to move to me
They have significant land take off times
Ok so 2 drones in the desert going to one on my buildsite and the destination drone also fetching
Total 9 ?
Ill try that
well if it's 2100 you would want 7 drone ports on the receiving end each with 2 drones pulling sulfur
Alrighty. thanks ill do 9 just in case
nw!
Overdoing it wont hurt XD
Hopefully my battery production can keep up
currently doing 240b/min
yeah thta should be easy
really rough guess considering I have no idea bout your distances but I'd be surprised if they took more than 70pm.
that's with some leeway
Anyone have any experience with using those jump pads? How much control do you have of yoru final destination with WASD manipulation during the move?
Not really (any controll) its basicly a setup and tweak untill you dont die thing
ok so the hologram arrows are pretty set then?
They are a bit finicky, kind of like the hyper tube launchers. Angle, speed, rotation and so on, can change how accurate you land. WASD can allow you to compensate, to some degree.
Someone in the main satisfactory channel got me thinking about a complex hyper tube junction that could let you swap direction. I've done very basic ones but was wondering if doing a complex set up of jump pads in a structure you might be able to maneuveryourself to dif tube lanes w/o landing and walking over
is it a really bad idea to aim for one factory taking in raw resources and producing a full normal uranium node worth of fuel rods?
I think I've got a good setup... using 13 alternates
but man, is the URL a PITA
What do you think is bad about it? Sounds like you're efficiently using a uranium node
just the sheer complexity of making a single factory for that rather than like shipping control rods or something across the map
oh ok then. shouldn't be too horrible. I'll just need to replace my western rubber/plastic facility with turbofuel first to pay for it all...
oh my
I mean if you build a big Power Storage facility you can have like 60GWh charged up to jump start your nuclear station?
yeah that's true
So basicly double mine. That is from north
I'm on the fence about keeping a lot of my early inefficient farms. I have a basic fuel plant 😂 right next to my dilute fuel plant on the western oil islands
Oh ye if its inefficient screw it
I was a fan of restarting maps after a while and realising how bad I made things XD But once you have nuclear going you can tear down the old power yeah
Just make sure you have enough power storage to jump start all the nuclear infrastucture
Im keeping mine right now
yeah that's my plan is to restart once I finish all the T8 research and just do the phase 4. I want to play through in the northern forest knowing how to play now
and build a real train or/and truck network
So... nuclear is a time and you've made bauxite and TF statoins?
Older screenshot. you can see in the nuclear setup one its to the east of it
I have a 600 bauxite factory
When I was at that point after doing everythign but the nuclear thigns and final phase elevator I restarted and started doing thigns more cleanly. Now I'm doing a serious nuclear project
yeah that's probably what I'm gonna do; maybe just rush the final T8 milestone and ignore the phase 4 until my next map. I'm finishing up the HD hunt so that I can say I did it
24 ish left
mostly in the swamp, titan forest, and red forest 🥳
then maybe if i have any motivation, play a mod through with like smart mod and energy and all that
Check out how smart! is doing with it's compatibility. It was wonky after U5 and not sure if that's solved.
Area Actions is another fun one that doesn't add assets and provides some interesting toools. Micro Manage is very cool too.
And I like Refined Power but that falls into the decidedly not vanilla category.
yeah I'm gonna do a pure vanilla all the way to the end before going modded. I wish someone would just make a simple asset mod to do a 2-way train track part so you don't have to constantly focus on keeping your tracks separated
Do you not just put 2 foundations next to each other?
I haven't done trains yet but yeah I will. doing two pipes or two belts at once is just the worst feeling cuz you move so slowly
Like if you had to make logistics artery of multiple pipes/belts?
so if you could just worry about placing it as if it was a single belt, I feel like that'd be way better
no like belting or piping for distance
ah yeah thta's just time yeah XD
I ran the rough numbers earlier and a global loop is something like 50 stacks of concrete, and 32 stacks each of steel pipes and beams
for 2-way
Tracks are... a little finicky to laydown if you want to do them very neatly. But you can put them in 12 foundation lengths at a time so it's pretty fast
Yeah it takes about that https://media.discordapp.net/attachments/572784151439081472/904591478330900501/unknown.png
ok i gotta stop procrastinating and just push through the swamp
that seems a bit wider than i'm gonna do; i plan on cutting through biomes to allow branches to move in or out as needed
cutting through biomes will take more time. For example my coast ones in that bit took way less time than the non coast ones. I built it is such a way that I could connect all the nodes
as long as I maintain a bit of height planning, it should be faster
for example this is the conveyor belts feeding under the train line going to centres https://media.discordapp.net/attachments/553550313533997057/926807489398317086/unknown.png
Depends again how neat you want it.
true. It'll probably be fine.
if you ARE doing a big train network Area Actions mod is helpful becaues you can cut and paste sections. Like I put these platforms all around the world track with it. Would have taken forever https://media.discordapp.net/attachments/572784151439081472/904591880807940136/unknown.png?width=924&height=683
These are all obsolete btw, I've demolished most of it XD
nah i'm gonna do it the old fashioned way. one big 2-wide walkway with rails on it
maybe in my modded playthrough i will
My new train platforms are even more fiddly so 100% using area actions for them XD
oh yeah totally fine. i'm not throwing shade. i just know that if i use one mod, i'll use 10
no self control 🙂
I've managed to mostly use mods that don't change the recipes or actual assets. The only ones that do are the refined power , because its more fun and flexible than hundreds of fuel gens- and Big Water Extractors. Because I hate water extractors
right, right
i've only had to build a dozen so we'll see how long it takes for me to hate them too xd
Even if you overclock them completely you just need SO many for nuclear and a bunch of refining stuff. SO MANY
Big Extractors is essentiall the same model but 5 pipe outputs and can put out 3000 pm. It costs 2.5GW of power so overall more power than 10 regular ones over clocked - but I don't have fields of water extractors. Fair trade
i like mods that actually take effort to balance cost
Refined Power is the only other one that fiddles with that and .. it's not done? The coal and fuel power I think are pretty good because the cost is the extra effort to make the set up. Much more complicated. You get more power for the fuel.
Which is fine? Fuel isn't a bottle neck in the game if you're willing to max nuclear
i'm trying out that coal plant build again with the 24 gens and 3 pure coal nodes, what would be the best setup with the placement of both the generators and the conveyors to ensure they all get at least somewhat equal coal? i'd really like for it to fit in this shape if possible
gimme a sec to load. i got a setup that uses that same area but with Mk 2 miners
i know. just scale down
i'm using mk 1 pipes too, we have it done with 3 pumps leading to 2 pipes that forms a loop per 8 coal generators
if that makes sense
it worked pretty good in the old design just... not the coal aspect
keep each seperate coal node feeding 1 section of generators. Don't mix the belts. Other than that if you provide the right number of coal it'll balance itself out in just about any shape you want
notice i didnt finish. aint played in a bit but the idea is setup for it
that's what we've been doing but it still ended up with a few barely getting any coal and constantly stopping and starting
That sounds like it might have been a belt or math problem?
yeah that's what i'm saying, i'm not sure what to do that will work better honestly
So you were wanting 3 nodes feeding 24. So that's 8x15 pm so 120 coal per minute per node. You have the miners clocked to 120 and have mk2 belts?
making sure there' isn't a hidden mk1 belt segment messing you up
this is what i had going on with that area
least what i have. somewhat remember the direction i was going
so it just went from one end down with splitters intermittently?
weird, that's what we tried
i say intermittently i mean in front of each coal gen
when you click the coal generators are they full of both water and coal?
they're all full of water
basically. each coal gen fills from first to last, and i think water was piped from below
some will get a ton of coal, others will get 1-2 and occasionally cut out for a second before getting another piece back
build a look out tower and take a screenshot from overhead?
oh it DOES take a while to balance itself out.
it takes a while for the system to fill
like let it run for 10 min
ooooh okay
it was on another world either way, i'll send one here when we get it all put together
they eventually do that
what you can do to help is place portable miners, get a stack, then hand fill the machines
Manifolds just take time to self balance
The bigger and more complex the manifold the longer it takes to balance itself
i think i took that about 20-30 min to balance last i remember. havent played in a bit but getting back into it
least for that setup i showed
yeah completely depends on build. My Turbo Fuel plant with multiple manifolds took like 1.5 hours XD
i can post more if you need a general idea, but i'd just DM them to you instead of blowing it up here
I've found that staging builds helps with manifold heating. If the outputs aren't being used, they'll fill while you build the next section
Only once you finish building the next section do you connect its inputs
The only exception is something like aluminum where you backfeed liquids and can't let it stop running or it dies
It's actually a really good idea to fill up machines that are off, like generators, or running at 1% or something so fill all the buffers before you really flip the switch. But that's similar to what you're describing yeah
Filling buffers and making sure you're manifolds are looped are probably the 2 first pipe tricks that make the biggest dif 🙂
what do you mean by manifolds looped?
i manifold such that my last machine is set to consume whatever is left
or do you mean pipe manifolds
i've never understood that idea, but i assume it's related to sloshing and fluid "physics" (good thing the pipes are closed so we don't have to see the spaghetti code 😉 )
Pipe manifolds yeah. So in the pic the fluid would be coming from the left and the end is looped back to the start so the fluid is coming from both directions. It fixes most sloshing issues
gotcha yeah. does it matter if you loop it below or can it be on the same height
i'll have to go do that to my dilute fuel plant
side or below I think is better?
I've never done the loop from the top. I might be ok but a lot of piping involves looking at your whole set up
i mean
Like it's often very hard to help people trouble shoot more than the more simple pipe set ups w/o looking directly at it
oh you only really need the loop where the machines start consuming the fluid. In general
gotcha. so that's actually 2 pipes on top of each other and the second drops down when the first one is empty
so add the loop at that transition?
I would need to see some screen shots to be at all sure of my answer here sorry XD
no worries. i'm waiting on a radar tower in the far east so i'll see if i can hop over there rq
I'm puttering at my desk today, just ping me whenever
there's the transition
ok so it's 2 seperate manifolds you just have them starting one after the other
yeah exactly
None of the generators at the end of the manifolds stutter or seem starved? The fuel producers don't get clogged with fuel?
nope and not that i've seen
it's balanced exactly though
i left the two underclocked units (one on each pipe) disconnected for an hour or two to let it fill up
Cool then it seems the manifold is simple and direct enough in lay out you don't need to loop it
good enough for me lol
It also partially depends on how fast the machines suck out the liquid from the manifold whether you get stutters. Pipes are finicky
oop i do see a couple stuttering but on the first manifold, not the second
i'll try a valve at the front and see if that helps
noooooo
honestly i could just underclock the two units a bit more and let fuel go excess, then set a variable pipe on the end to pick up the extra for packaged fuel
since i don't have any packaged fuel running
valves in general are trouble unless you know precisely what the go is
fair. the only place i'm using them is bauxite
that's a solid spot. If you do see a stutter... loop it then?
Like in the pic you shared you could probably loop the left one back on itself overhead
gotcha
It also depends how much you care
like... if you're running at 98% max power efficiency....?
what would the packaged fuel be for?
yeah i think there's like 33.3 units on each manifold so like.... it's fine
jet pack
Oh yeah. Underclock something a big and gather some
only need like 1 or 2 more stacks though so probably not worth. i have it in storage anyway
probably just so i have it if i want it, idk
You probably want a source constnatly producing SOME packaged fuel for your pack. What I've done though is just set a very small self contained refinery system for it so it didn't interfere with power prod
If you do link your packaged fuel to this set up though have a sink for overflow packaged fuel so it doesn't clog
yeah i have the impure node out here to play with too. i was gonna do a normal and pure turbo but i could save the normal for recycled plastic/rubber
yeah sink the overflow as always
this is actually a perfect excuse to actually convert to HOR alternate now that i have it
Wit hthe recycled plastic set up remember that it's a lot less logistics to move the oil to where you're making the rubber/plastic than to move the plastic rubber somewhere to get used
You get 3 plastic/rubber to 1 crude with it so when I was converting 3000 oil it was just a few pipes
eh, i'm not gonna be doing a whole lot. I've already got a belt set up back to the main base so i can do the p4 stuff if i feel like it. like i said earlier, gonna restart at some point soonish and do it right
Why are electronics so hard to plan out
Maybe fully investing in crystal computer isn't a good idea
But it seemed like the best idea ever
Some of the other circuit board recipes might make youre life easier?
I don't know whether to go to town on caterium or quartz
Copper has already surpassed iron which doesn't sound like a good thing
specifically for computers or other parts?
Everything after computer is essentially upgraded computers
Or upgraded circuit board depending on the recipe
I just can't decide whether to tape quickwire or crystals on them
I tend to prefer to use caterium comps myself. I use a lot of quartz for other things
This got me the most, they keep saying quartz is a bottleneck but I'm not feeling it yet
And if I just go and use crystals in everything it might get to me
It depends what you're dong and what you're maximizing.
If you're not doing a GIANT map? There really aren't much in teh way of bottlenecks
For example my quartz is going to cheap silica for Silicon Circuit boards and silicon high speed connectors
Silicon CB because it uses a bit less copper than Caterium CB and Silicon HSC because it also uses less copper
And the amount you are making is enough for that to encroach on other quartz demands?
Maybe I'm just worrying too much about a mk1 belt of everything
Yup! I'm sloowly grinding away at a giant infrastructure.
Yeah look if you aren't doing a massive thing? No real bottle necks.
Mostly you just have to consider location of factories and how easy tranport of material is.
You could just base your recipe use on what is close by and useful so you don't have to import anything or import less things
Maybe machine count would be a good place to start
Forgot if satisfactory tool makes it easy to keep track of
Machine count is more about space? And if you're willing to overclock there's a lot of wiggle room.
Yeah I wasn't going to worry about space, but since now I know there isnt a need to worry about raw resource bottlenecks may as well find another thing to optimize
Everyone has their goal 😄 I spent like 2 weeks just planning out hub locations to minimize traffic 😄
Almost forgot about that ugh
I guess it doesn't matter, just let the end products drone pool back home
mix and match recipes depending on whats nearby
Mix and match belts depending on what recipes are processed nearby
is it possible to get 1:1 output from a node to train station or will the distance and the animation mean will always be less?
it's possible with ISC buffer
what is a isc?
industrial storage container
side view
=| ISC |= ->- =| platform |
--> input --> =| |= ->- =| |
one belt goes to storage container, two belts connect container to platform
you have to do the same for unloading as well (just in reverse)
and does that change if you have multiple trains running on the same line?
no, number of trains doesn't do anything to it
what about the number of nodes i think i have 3 nodes ( different purity) so would i need to set up more isc to deal with that?
the setup I've shown is for one full belt
each belt goes to one platform
so if you have 3 nodes, you can build 3 platforms
(or if you can and want to merge belts, you can build less, if belt speed allows that)
ok thanks i`l give it a go
so ugggh, how much rubber|plastic is really needed end-game >.>
using just the oil nodes from south-east corner of map one could produce over 9k rubber/minute. which seems a bit extreme
depends which recipes you use, what is your end goal, etc.
hard to tell really
using whole map, you can produce 35100 rubber/plastic 🤷♂️
unless I made a mistake in my maths:
with best recipes you can triple your oil
though the first object seems weird, you produce 60/min rubber or plastic out of 30 rubber of plastic + 30 fuel
idk where the 90 and 120 come from
30rubber + 30fuel = 60 plastic
(2 refinieries to do) 60 plastic + 60 fuel = 120 rubber
30 fuel(r->p) + 60fuel(p->r) = 90 fuel
ah, what's the reason to count 3 refineries at once?
yea
(your math checks out tho, it triples the oil. But I could tell you that without a node script 😛 )
little less than tripling, but close >.>
yeah it's tripling with resin -> residual rubber
ah, yea
(I'm not sure what all the properties are, I just looked at input.baseItem vs outputAfterLoop which was x3)
The above is based on just fuel as an input. It assumes the baseitem is present and doesn't factor in producing it
you could also just use satisfactorytools
I could, but I like tinkerings
(unrelated) is Docs.json outdated? I couldn't seem to find nitrogren gas in it :/
Under ItemDescriptors?
under Class'/Script/FactoryGame.FGResourceDescriptor'
I head you guys like numbers. 5400 wire/m right there
still got room on those belts for another 360/min
wait, are those mk5s?
only need ~7belts if so
Yes but they are all exactly 450 each and i like that number
one line doues exacly half a line of manufacturers of uranium cells
Dragging it over here. (Under construction)
72 manufacturers in the end
Will be enough for 1800 uranium
All the curently unused in my world
Logistics go BRRRRR
Bout 3hours of work appearently. pog
Front side has 72 open belts ready to accept load balanced uranium
That's a lot of stuff!
The occilator, beacon and controll rod belts are also ready. Tomorrow ill build the part behind that actually makes the cells. Then ill go get the liquids for the reprocessing
Then its just to place a stupid amount of plants and water extractors
216 plants and 540 extractors
Last is probably to set up the last of the drone network to get the uranuim in
Nice 😄 I'm just working the kinks out of the copper sheet and steel pipe section for mine
So, is it better to overclock power plants (eg. for turbofuel), or should they only run at 100%?
you don't gain anything by overclocking, so unless you really know what you're doing, I'd keep them at 100%
better to use slugs for resource extraction first and foremost
what's better, fertile uranium or the standard non-fissile recipie?
also, instant plutonium cell or standard?
Depends on if you care to maximize uranium output
Depends on if you want to get rid of the wate or actually use the plutonium
so which ones are better for making maxmizing plutonium and which ones are better for waste disposal?
I kinda prioritized more to reduce the number of particle accelerators, and yea, as kalle said, generally default is best, but you may want to use alts for one reason or another.
If you want to make uranium rods though i would recomend the alts for uranium cell and rod
Infused cell and Uranium fuel unit
You need to make them anyway for plutonium?
ye
So I just realised that you can type in the % clock speed (or output) of a building down .0000 factor
You don't just have to use the slider
Which means the hours and hours I've spent calculating to what factor of 1% I need to set all my buildings to in my huge base to prevent starvation have been wasted
This need to be more obvious...
So others don't waste hours of their life like I did
youre not gonna believe this but you can also type in how many/min you need of the output and itll convert the clock speed to that
if a pipeline`s flow rate is maxed but not full does that mean the pipeline is working at max efficient? i am sorting out fuel generators and the 133 fuel generators + amounts in pipeline makes it hard to arcuately predict
Yes
Also try filling up all the generators when they're turned off then flipping them on when their buffers are full. It'll make life easier
thanks is there a way to mass turn on/off like i said i`m dealing with potentially 300+ fuel generators so switching them on/off one at time is going be laborious
Nope XD
Something you COULD do though is fill up a few big buffers at the end of the pipe manifolds before you connect the generators, put a 0 flow valve going back towards future power gens, hook everything up then let the excess fuel flow to flood the system.
Might be less work than turning on and off all the generators?
Other things you could do though is like... only hook up the end ones and flood them and then hook up more and more as they fill up. Lots of ways to do it
Basically think of a way to flood the system with more fuel than needed and go for it?
Probably dozens of ways
yeah the buffer idea sounds good, let the production of turbo fuel builds up as it seems the amount in the pipeline muddles up the calculations and isn`t as simple 600/4.5
The big problem that flooding a fluid system does is often to get around the sloshing and back flow that might reverse direction of the fluid and stutter the fluid producers, meaning you never get much output.
TF, because they use so little fluid per minute have LESS of this problem. So you might not need to. But I've had to deal with so many pipe issues I now always do preemptive fixs
it seems due to the trickiness of fluid i dont think that this power factory would be 100% efficient but because i am producing so much and have so many generators it would just be brute forcing the problems
You can basically get them 100%? If you accept that there's a fluid loss bug in the game on load. And the fluid loss hits TF much harder because each unit of loss is great for TF compared to regular fuel
sort of because 600m3 turbo fuel (a full mk 2 pipe) is enough for 133 fuel generators but because of the pipe`s length some it would be sorted in that so in actuality it make only be 120 fuel generators, as for the fluid loss bug because i am producing it it isnt going cripple my power just dip my power production
Which has the same effect as if you'd write clock speed normally anyway
Heyy
hi
yoooo?
What's the ratio for screws if i have 4 constructors of rods from a normal iron node
how many rods pm does a constructor make and how many rods pm does a constructor making screws need?
15 rods pm for each constructor so that's 60pm
Divide that by how many rods each screw constructor consumes per minute
whats the max possible power production solely from nuclear if you recycle into plutonium and then burn plutonium
Probably more then 5
nvm i found out
its 1.19mil
it's like 1.1 TW or smth
i wonder what the max power generation(without bio burners of course) is because material usage would bring fuel/turbofuel or coal production down
well if you burn all oil and coal and sulfur to turbofuel+fuel+compaced coal+coal, then material usage is irrelevant 😛
ye but stuff for nuclear stuff requires steel/ rubber/ plastic so some oil and coal woud be used instead of using them for coal plants or fuel gens
would that be more efficient than nuclear
definitely not
Stupid question - the wiki says that the points required per ticket increases based on the number taken...... is that correct? As in, is it fewer points/ticket if I let them sit there and don't take them out of the sink?
otherwise that bwould be seriously exploitable
that was why I was confused by the article
bcs you could be producing 30 mil points pm and have a ticket cost like 100 points
ah, it uses the word, "acquired" <-- https://satisfactory.fandom.com/wiki/AWESOME_Sink
reffering to this message
What's the path towards the final 250/1,000 ticket statues? I have everything else but now it's just ridiculous.
pull all production towards tickets
Also beat phase 4 w/o nuclear so I'm proud of myself for that..... looking for something else to do now.
turbofuel FTW
make a max nuclear factory
isnt it kinda obvious
or maybe start a new save
or ust make a factory that uses every node
*factories
true, if you made 1 youre game would break
How much do you hate yourself
I would do things very differently if I started over. So I'm tempted to do it again but a JIT (just in time) to only produce as much as I consume for all parts.
nuclear>turbo
bcs points for plutonium
what's the highest value nuclear waste you can still sink?
wdym
I've avoided nuclear because I can't find the stupid plastic fabric stuff so I can't automate filters yet. Got tired of mining mycillia each time I rana out.
you mean poly fabric?
you should be producing loads of poly resin, ur using diluted fuel to make turbo righht
its an alt to make fabric out of poly resin and some other stuff
then auto gas filters
then io filters
You can sink all uranium-related items except for the Waste
You can't sink all plutoniun-related items except for the Rods
hey, I need to make a load balancer that splits 60 items/min to 3 lines of 4, 20, and 36
That's quite the hellish split to make. You sure you can't manifold it?
yeah, I have the checks notes 20 for adaptive control units, 36 for super computers, and 4 for personal use
You'd need to split in 15ths (4/min) and merge to get your outputs. Then you might be able to optimize and take away some mergers/splitters, but it's still quite the big contraption
I love spaghetti
Na you start with a 3way splitter so you have 20 20 20
Then you're gonna have quite some fun 
One could get there by optimizing, but yeah, that's an optimal solution
Yeah, balancing gets annoying when you have to back merge imo
ez
Though...
MK1 balancer with high tier items...
That gotta look pretty noice in function 
not every belt would be equal here
Input from south merger input would be spread evenly
They're all equal, but every output is 1/5 of the input
Into top 5 boxes
That is a 1:5 splitter setup
You would spilt your 60 into 20 20 20 then do this to one of the 20s
nvm, it just didn't look equal to me
If you instead limit what your machines reqire instead of loadbalanching you could save youself the headache
That is why people like manifolds
Or change the output of the production machines so you can merge numbers "more convenient to split"...
Worlds of possibilities, really~
Do the seperate factories have more reqirements than you planned input? @river chasm
If not you dont need to
@timber flare
pog
I can't change the ratio of adaptive control units and super computers because I'll be using those for Assembly Director Systems
idk if anyone knows this or not
Interesting
pog
Idealy you test all your nuclear parts first to see the rest of it works, then feed in the radioactive things and hopefully never have to step inside again
turbofuel maxes at like 500GW dunnit? that's plenty for P4, even if you do only half for 250 GW and the rest for rubber/plastic/coke
Hello. I need help for a load balancing. I've three Manufacturer producing each one 1/min, and I need to balance that to 3 output which are (1.2, 1.2, 0.6)
Combine them so that you have 3/min on one belt. Split that to 6 (splitter for two, then each to three). Send one of the six back to the beginning. At that point you have 5 belts of 0.6/min. Combine two of them twice and you have 1.2, 1.2 and 0.6.
other option is to just put a splitter and let it self-balance
Splitter doesn't self balance
or clock the manufacturers to the proper speeds
Can't
they do
I'm already maxup
if one side is full, they put stuff to other sides
It's to divide properly my fuel rod into reactors
Yep, but I want to balance in order to avoid big stack of fuel rod into the same place
build 5 manufacturers, each producing 0.6, merge two of them for each 1.2
or look for 3 to 5 balancer 🤷♂️
I just described one above 🙂
rather offtopic
I'm trying to schematize it
When you said "back to the beggining" it's when i've 3 ?
Not the best drawing, but don’t have time to make it better 😄
But yeah, send back to the 3.0 belt
@fierce ruin Tbf, nuclear recipes ARE made to have simple ratios between the machines (thus is true for all uranium processing), so clocking the manufacturers so they output 1/min (enough for 5 nuclear power plants) rather then 0.4 or 0.6/min (enough for 2 and 3 NPPs respectively) is ought to make the Rods management more complex, straying from trivial splitting
I need to make 100 modular frames (to make 20 HMF using the flexible frame alternate), using the bolted frame recipe. For this, I need 150 Reinforced Iron Plates which use 500 iron plates and 1000 wire with the stitched plates alt. are these numbers right?
Yes.
My turn to ask: why combining stitched with bolted rather than go for stitched + normal frames (for efficiency) or bolted + bolted (for least machines)?
Personally, I think that between the 2 bolted recipes, the one for modular frames is the one that gives the least advantages in machine count
I thought bolted was better, I found more coal so Im now using the steeled frame recipe because I get to make less RIPs
I don’t like dealing with numbers over 1000 when planning a factory
"Better" depends on a lot of factors, many of which are personal preferences ^^
All bolted recipes basically trade resource efficiency for machine count: they require more iron/coal but less machines for the same output
Stitched is a bit of an oddball in comparison (at least for RIPs) as it's a straight up improvement compared to standard: less resources AND less machines than standard, but still requiresa bit more machines than bolted
Question. The bits in orange, is that the speed they need to produce at to make the out time up with the end product? Is that how i'm supposed to read it?
its amount of buildings you need
Ah. so if i put it to 10, it says, 2.667/x melter, it's 2 melters at 100% and one at 66%
You calculated that fast lol
calculators exist
its just not-whole number divided by whole number
so 2.66666 / 3
future version of the tool will be able to do this for you 😉
That's awesome, but I meant that Amelek calculated that 0.889 fast lol
yeah as McGalleon said, it's just 2.666666/3
tho technically you should say "at 88.8889%" 🙂
to be fair, with how imprecise the game is, 889 or even 89 might be better
well I mean that you said "at 0.88" rather than "at 88.8%"
if someone took your message literally and underclocked it to 0.8%, they would be surprised 😄
you can't even do it anyway
better idea: just let the game do the math
(2.6666/3)*100
and boom, clocking done
the problem is that if you want to be precise, this isn't great, since game may round down instead of up
tho as was said, game's precision may not be up to this levels anyway
This is the issue I have with all the posts claiming "you can just set an equation in the field, easy" without mentioning the rounding.
Like, why would you even go to the lenghtes of having numbers with 5 decimals in your equation if you don't even know they're gonna be rounded anyway? Of course the result won't be what you expected
I also had people saying "you can just set X per minute to get exactly what you want" and they didn't believe me that the game can round that for them after they close the UI.
Makes me remember of when I got downvoted for explaining the belt-belt issues (you chimed in to help luckily
)
e.g. a person sent me this claiming they can have 20 per minute output from concrete constructor
not only is the number per minute shown rounded, the clock speed doesn't match 20 exactly anyway
yeah happened to me a few times as well (can't remember the occasions tho)
i guess its also poorly tied to fps like everything else in game
so you probably get different real precision depending on how well your game runs
No
I am certain of this
FPS don't affect machines' output or their precision
but basically people not knowing about stuff (only from videos of popular content creators that also don't know about said stuff) downvoting and angrily saying "you're wrong" about some topics - classic reddit
Oh, BTW @wicked tinsel, would you be interested in touring the Sushi Fuel Rods factory and give your 2 cents on the logistics? ^^
Who knows, you might even find a couple contraptions that might interest you or you thought impossible 😉
I would extend an invitation to greeny too, but I doubt he would be interested 
i dunno i just pretend its correct and the game believes me xd
DMs?
i need to kill illdian today :x, maybe tomorrow after 20 euro time?
killdian 
Yeah, no worries. I can just send you the save so you can check at leisure, if you prefer ^^
i guess that could work too
There's tons of signs (even if WIP) after all, so I'm quite confident you can wrap your head around it on your own if you were to load it on your own
||Sir Galleon would be welcome to tour too! 😉
End of self-promo or whatnot||
is it just me or "Freight Wagon is fully loaded/unloaded" option is really fucking buggy
I've been using it so that the the train would stay docked in the station until it's fully unloaded and only once it's empty it can go out and pick up more materials from another station
it needs the "and" setting too
yea ive heard it doesnt like multiple ones
but if I am trying to have 2 wagons and those settings it unloads one wagon at some point and then the second one just never gets unloaded so its stuck
welp... cant use it then
so you have to use the OR option and eyeball the amount of time
yeah I get it now but it was a bit of a pain to figure it out
other than this the trains in this game are really good I think
if things get stuck or crash its probably your fault
that setting was added rather "recently"
update 5. and very little has been touched on there since then
also a reason why the menu looks so unpolished right now
they're probably aware and it's probably some kinda complicated piece of spaghetti code that breaks it so they cant fix it
hopefully something is in the works
What i hope will come is: Scanning for ores, it would be useful to see whether they are used or unused. And to make an Advanced Splitter like right only Iron roads are comming out and left only is sorting Iron Plates (all in one conveyor belt)
smart splitters can sort already
but when i have 10 items in one belt, that 10 items get Splittet seperate.
oh, number of item settings
unlikely, dont think we will get that
its part of the challenge
So, I did some math that I'd like an opinion. A normal iron deposit with a mk1 mine can serve two smelters and could serve an assembler?
depends which recipes you use, what clock speed... etc
For example it'd be 100% clock on everything, making ingots into say plates on mk1 belts
I just realized an issue with my nuclear setup. Im out of space...
That is not even half placed. and if i place all i will be low on space for extractors XD
How annoying would it be to place the extactors stupidly close together and have a pump move the liquid to a junction above them ?
Or maybe like this...
Beeg extractor farm
Hopefully enough space
I should have made my big one up north...
North base is currently experiencing some minor radiation issues
My aluminum plant stalled from lack of silica of all things
swapped to pure to fix and throttled the plant to half uranium input so it will probably fix itself
what is it? waste storage or just general nuclear production?
also, you could overclock the extractors if they're not already or, if you're desperate, use fluid trains to import water
Full process from uranium to sinked pultonium rod
but fluid trains are last resort
Ye no im probably just filling the ocean. not overclocking its annoying getting slugs
Reason its radioactive is starved rods and heatsinks
mm that's not good
so the plants have alot of waste RN
can't wait for nuclear power to start stalling
Oh they did
hope you have enough power storage!
Not needed
pipe stuff has hard clearance so you generally cant do it easily
you will need pipe or more spacing between rows
pumps have hard clearance ?
yes
ouch
pipe junctions do too
I guess ill do same setup as small plant there and hope i have enough space
Reason i did not need power storage. Thats all fuel power to the right
heavy oil -> diluted fuel -> turbo?
I still don't have heavy oil alt yet
I would not do turbo. takes to much sulph
but I have both recycled recipies and diluted fuel
atleast at the same time as doing the mass nuke project
yeah, i've been planning out battery and nuclear production and my main takeaway is "wow, sulfur is a pain in the ass to get"
you see the top right of this factory ? thats droneports droning in a shitton of sulphur
all 3 pure nodes close to desert
2 desert + swamp
I think i'll just drone or train the sulfur
chuckles I’m in danger
that is gonna be fun
When I ran the numbers I thought you might have been better off overall with the regular Solution recipe to extract as much of that silica as pos? Been a while
better off in terms of 'destroying your quartz supply'
I just want to get the most out of the bauxite, but you have a point, I probably won't use all of the aluminum anyway
I get where you're coming from with it, it might be fun XD
But just as an example I'm dong hte 9780 ingot set up and the planned world will take 400GW to consume all that bauxite w/o overclocking.
You'll need nuclear for that which will consume a a big chunnk of hte leftover quartz but then that cut out basically any recipe that uses quartz - restricts oscilator use...
If you just want to make the project of full max bauxite then cool - but if that's not the goal... it sounds like it'll cut into everythign else
Also - who knows what it'll be like with future up dates XD maybe go wild
I could cut back though, I don't want to use all the quartz, I also wanna do something big though and I don't really care about the oscillators, just enough for nuclear and a few for personal use is good enough for me
13000 ingots is a lot though
using the standard recipe sounds more appealing now
It's MUCH simpler. Also it's v annoying transporting all that quartz since it's so spread out
yeah
9780 ingots is pretty darn big too. Especially if you connect up the side factories to directly consume the Al Ingots
The plan for alsmost all my ingots is that they get consumed right next door
yeah, I plan to do that after I plan everything that will use aluminum
Fun fact. If you want to use uranium efficiently you need bout 60 crystal occilators /m
Pain
Eh, NoT eVeN 30 manufacturers' worth~ 
OH right you guys use the alt ...
yep easier to make than reinforced plate. though adheres plate could make the default ones very easy
Im doing the standard with bolted right now for my max nuclear. Its alot of quartz
bolted iron plates? why
yeah extra cost for no real gain
Didnt feel like building the extra machines
Any reason this shouldn't work? The left pipe is the byproduct from aluminium scrap, at 420 min, the bottom one is from the pump at 180 min 🤔
valve after the pump is not limited to 180
thus the water extractor is free to back up and empty itself out, possibly clogging the system
hello guys, how are you?
does anyone have an idea about what the best recipe for heavy modular frames is and why?
depends on what?
i've used that on a older save of mine
but i'm considering it
Flexible Imo cause rubber is ez and steel screws are a thing
just out of curiosity
I tend to belt steel ingots in my larger factories
Encased for efficiency, flexible for fast setup if you got steel and rubber to spare, standard if you hate yourself 
the thing about flexible, is that it is 5 modular frames per each heavy one
what your goals are, what do you define "best" as, etc.
i'd like it to be efficient
but i'm not sure yet what i still have to take in consideration
once i built a 24 hmf/min factory
but it turned out very big, and consumed several nodes
i'm nto sure if i want to do that again
i'd like to make 5/min for now
efficient how? power? resources? space? complexity?
matching ratios is easy with underclocking
for resources, i got mostly iron, but if i can use a bit of somehting else, say rubber for reinforced plates, i'd do it
(and some items are impossible to produce with matching ratios without underclocking)
the problem with underclocking is that sometimes u end up requiering a wierd amount of iron
well the best you can do is to check what each recipe does and decide based on that 🤷♂️ there's not really a "best" or "worst" recipe
like 132 or something like that
it's not a problem tho 🤷♂️ use rest for something else or underclock miner
what would you do for example? and why?
I generally like resource efficient recipes as resources are the only truly limited resource
i agree
i don't mid power at all, and thus i don't mind complexity as wel i guess
so, that would be which recipe?
for which item? 🙂