#math-and-meta

1 messages Β· Page 610 of 1

clever bay
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wait crapola.......did I do this wrong? frickkkkk

wind spade
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though my tool doesn't show miners, so idk if those will change things

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if you could calculate the amount of miners required and their clock speeds, I can update it

clever bay
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I'm blanking on where I got the 4 items from, looks like he updated the sheet i linked

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although according to the tool that uses all of the oil, iron, copper and caterium

versed violet
clever bay
wind spade
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so unless I add support for miners (not in the mood for that, would take a few days of work), I can only estimate

clever bay
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unless you put in the plutonium rods and rate as well but you'd need to add the amount of uranium rods you're producing as well

wind spade
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based on the sheet, it needs ~118 GW of power to mine, I've set mine to 150 GW to have some extra (trains and stuff), and got this result

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in no way I've been able to have nuclear pasta in there though

clever bay
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right cause it takes a bajillion copper

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for right now I'm using magic machines to fill in the gaps and test inputs. I'll ditch my pasta build then....frick

median heath
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Better is subjective.

ruby quarry
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What can i read to better understand clock speeds

median heath
ruby quarry
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i was reading about the 81 rule, and clean numbers. I don't understand it

median heath
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Ok say a recipe puts out 60/min of something but you want 20, right?

That's impossible to do because 1/3 would require a clock speed of 0.33333333333333333-, and clock speeds are capped at the 4th decimal.
Telling the machine in the ppm slot to give you 20 would set the speed to 33.3333%

Which is only 19.99998 per minute, not 20.

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Being able to type in a precise ppm to a machine is just there to make you feel better. The game doesn't really care because it doesn't work in ppm. It works in cycle times with respect to clock speed.

modern escarp
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how many fuel generators one refinery can keep on. sorry my math is not gooddad

median heath
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Each gen takes 12/min fuel.
So fuel amount / 12 = gens

earnest glen
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it's 3.333

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but is better if you build just 3 gens per refinery

tropic hawk
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That is per cycle. How much per minute

earnest glen
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and put a buffer at the end and flush it from time to time

wind spade
fringe pawn
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It's going to be interesting to see what resources they add to spire coast. Honestly I'm not sure how I feel about that, the intersection of Northern Forest and Rocky Desert is already really strong, adding resources to the Spire Coast just makes the area even better.

median heath
fringe pawn
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If it gets sulfur+bauxite that'd make that watery passage at the border even better, as sulfur and bauxite are probably the most constrained resources.

fringe pawn
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He also mentions iron, so easier coke steel is always a nice option.

ornate shoal
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doubt about bauxite so far north

median heath
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Why does "north" mean "no baux"?

ornate shoal
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bauxite nodes are generally located in the center of the map. it's kind of a theme

median heath
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Sure....

ornate shoal
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do you think it would be a good idea to break that pattern?

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if you put bauxite and sulphur near the cliffside spawn of northern forest, that would be a real powerhouse spawn

fringe pawn
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I would say it's more that bauxite isn't in any start locations.

ornate shoal
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the most western bauxite node is quite close to rocky desert spawn, it's just high up

oblique hollow
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more sulfur just means instant scrap becomes even better why_so_snutt

wind spade
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technically you can already lower weight on sfTools beta and see what it prefers πŸ™‚

oblique hollow
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obviously instant jace_smile

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as it doesnt need oil

wind spade
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oil is pretty cheap though πŸ€”

wind spade
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I guess that's because it's 5 bauxite -> 10 scrap in both cases. Electrode scrap needs just water (free) and 0.5 oil, instant needs 1.666 sulfur and 3.333 coal. So for instant to be beeter, 3.333 coal needs to be weighted lower than 0.5 oil, which isn't. So actually the key to making scrap better is adding more sulfur and more coal πŸ˜›

oblique hollow
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dumb calc doesnt realize sulfur is rarely ever used tired_jace uwot_jace

wind spade
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flashbacks to people maxing turbofuel and thinking it's good

oblique hollow
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turbo bad

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instead maximize nuclear and instant, and behold yo only use 1/3 and 1/2 of all sulfur

wind spade
oblique hollow
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how, coal is like..... its COAL

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Coal vs Oil

wind spade
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3.333 coal vs 0.5 oil

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there would have to be 6.66 times more coal than oil

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there's only 2.64 times more coal

oblique hollow
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bleh

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optimize for lowest building count when simon_smile

wind spade
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on beta πŸ˜›

oblique hollow
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oh? that exists?

wind spade
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yeah πŸ™‚

oblique hollow
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byproduct: Gas filters

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im fucking dying

wind spade
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yeah sometimes it's a bit weird regarding byproducts

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if I understand it correctly, it tries to minimise byproducts if possible

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and since power is free (for now), it just makes a few recipes to deal with byproduct

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idk why it uses extra coal though πŸ€”

oblique hollow
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it uses more oil too

frosty owl
median heath
oblique hollow
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but what if it is

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its about travel distance it seems

median heath
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?

oblique hollow
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all the spawns are reasonably far away from the middle of the map

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and so is bauxite

median heath
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Spawns being reasonably far away from each other automatically makes them reasonably far away from the middle as well.

oblique hollow
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whatever the large mountain in the middle of the map is made of, it seems to be made of a lot of bauxite

oblique hollow
ornate shoal
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you should then find bauxite from the southeast corner of the map as well. i think bauxite is meant to be hard to access, but in spire coast it never can be

median heath
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Yay! for "never" in an unconfirmed discussion.

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If you're both against them putting a node up there, so be it.

I see zero harm in them adding on though.

vapid gorge
ornate shoal
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how is ir fallacy, southeast corner isn't hard to get

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if it was about distance from spawns, i think we could have bauxite there but we don't

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of course it's all speculation in the end from my part

median heath
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Given the remaining zones to be touched on the map, if you were to add +1 to baux, where would YOU put it?

vapid gorge
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The top of the unfinished mountain between desert and north coast would be interesting but it would make everything too close together next to a start zone. Even more so than speedrunner cliff.

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SW in the death zone would be interesting but there's probably story things coming for that

ornate shoal
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first of all, i'm not against anything, i'm just thinking it's unlikely, because there seems to be a unique pattern to bauxite nodes, and i think it's intentional

median heath
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Second of all- ?
Pick a biome? Plz.

ornate shoal
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second of all, i'd add another bauxite node to red forest

median heath
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Ew.

ornate shoal
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because i think this pattern is cool πŸ€·β€β™‚οΈ

median heath
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That's like adding more oil nodes to the Oil Islands...

vapid gorge
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Another red forest node would be Very annoying for me XD

median heath
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And I think you're seeing a pattern where you wish to see one, personally.

ornate shoal
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would you rather have a completely homogenous resource distribution all over the map, with all resources equally available and viable from all spawns?

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i know it's hyperbole and i'm sorry

fringe pawn
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It's all generally moot, I wouldn't really take any of the mentioned Spire Coast resources as commitment. They're clearly thinking it over.

median heath
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Putting 1 baux node in Spire Coast does not result in homogeny...

ornate shoal
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that's true actually. it would be an exception

median heath
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And gating it behind gas and/or rocks you need Nobs to blow makes it the same level of difficulty to achieve as any other node. Harder than several, tbh.

fringe pawn
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The high one bordering Gold Coast is super easy as has been pointed out, basically no gate except concrete. There's another slightly into the jungle nearby from there. It wouldn't take much to match the difficulty of these.

ornate shoal
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i don't think gad or rocks on it's own is a good enough argument. it's a tier 8 resource, you don't care about these obstacles that far into the game

median heath
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You stop caring about literally everything in the Red Forest at T5....

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Basher + Gas Mask and the world is your oyster.

fringe pawn
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Even with the coming AI changes I think they've made it clear that combat in this game is never going to be difficult.

median heath
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Precisely.

ornate shoal
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so we get back to geography

median heath
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If anything, better pathing make combat easier.

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Geography where you see a pattern somewhere and I do not. πŸ€·β€β™‚οΈ

ornate shoal
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i guess we'll see whose right in the end

median heath
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They may not even add a node and then it's moot.

ornate shoal
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no then it's like i win i think

fringe pawn
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It's gonna be the best SAM mining zone 🎲

median heath
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Lol.

ornate shoal
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maybe it's gonna be just one of those transfer biomes with not much interesting going on besides the views and exploration

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like the purple forest

median heath
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Transfer biome with not much going on besides the highest oil concentration on the entire map...

Yeah. "Transfer".

fringe pawn
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There's that large mesa that I think is technically part of the dune desert. It wouldn't surprise me if there's a bunch of nodes up there and perhaps it even becomes its own biome.

ornate shoal
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then area with lake?

oblique hollow
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actually, scratch that, i would add one to a cave

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cave nodes are a funny meme

median heath
oblique hollow
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cave entrance: spire coast
cave location: underneath the lake craters / red jungle

median heath
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Everyone wins.

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Especially map-clippers.

vapid gorge
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Easy solution. Drone in the cave, clip through the terrain. Solved.

median heath
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As I was saying 😁

oblique hollow
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make the cave low enough so no drone port fits

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exception: more room above the bauxite node

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so a miner fits

vapid gorge
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AND all the drone ports are on one side. Have 90% of the port in the wall. Boom. Modern solutions

ornate shoal
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you still have to pull power line so it's alot of work and pretty unique situation

vapid gorge
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It's a drill drone

median heath
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Drillne

vapid gorge
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Or a... Drone.

median heath
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Automated Autominer recipe 😁

vapid gorge
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Or an... Autominer?

median heath
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But you have the handcraft and automated methods to make those.

vapid gorge
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Nah it's a mix of the two words Automated and Autominer. Auto and Miner πŸ˜›

median heath
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MinerMated

frank mesa
median heath
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Underclock Diluted gens to use a lower flow rate.

frank mesa
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It's only 24 refineries and 21 blenders to make Turbofuel for, I think 89-ish generators @250% slurping 800 Turbofuel/min made from 600 oil/min.
The plumbing for Turbofuel is easily split in 2 for the whole process, avoiding any flow problems.
My diluted fuel powerplant was a lot more work to setup, compared to my Turbofuel powerplant...

median heath
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All that time that could have been spent making nuclear progress...

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Also not sure how Turbo was less work given it requires more resources brought in and configured...

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HOR + Water = Fuel.
Simple.

Vs. HOR + Water = Fuel, + HOR, + Sulfur, + HOR = Coke

frank mesa
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Using the turboblend recipe, you only need to bring sulfer in

median heath
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Sending HOR 1 place vs. splitting it to 3 places does not sound like Turbo is simpler.

tropic hawk
median heath
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1 set of Refineries for HOR, 1 set of Blenders for Diluted

Vs.

1 set R for HOR, 1 set B for Diluted, 1 set R for Coke, drop-off for Sulfur. 1 set B for Blend

Also doesn't sound like Turbo is simpler...

median heath
frank mesa
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20 ref for HOR, 4 ref for Coke, 3 Blenders for diluted fuel (and 3 water extractors), then 18 blenders for Turbofuel.

tropic hawk
frank mesa
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And only bring sulfur in

frank mesa
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600 oil

median heath
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Sec

frank mesa
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That gives 800 Turbofuel (using turboblend recipe)

tropic hawk
median heath
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600 Oil is 20 Ref for 800 HOR which means 16 Blenders for Diluted.

"Dozens upon dozens"?

tropic hawk
median heath
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900 would be 30 and 24

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@frank mesa what's your building count for 600 Oil into Turbo?

frank mesa
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24 ref, 21 blenders, 3 water Extractors, 2 MK3 miners.

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For diluted you need a lot more water Extractors than 3

median heath
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45 vs 36 if you take out extractors.

48 vs. 49.3333- if you put them in.

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Still not seeing how Turbo is simpler πŸ€·β€β™‚οΈ

frank mesa
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Less piping towards the generators

fringe pawn
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The argument for turbofuel is that you can have your final space elevator power infrastructure ready to go before you even have unlocked nuclear power. I think 100-200 fuel generators is as much as would make sense. Even then, doubling that (if you have nearby nodes with available capacity) is simpler than starting entirely new power infrastructure, if that's all you'd need to finish your space elevator factory.

tropic hawk
median heath
fringe pawn
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Yeah, diluted is God-tier.

median heath
tropic hawk
fringe pawn
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Finishing the game on diluted is a realistic suggestion, especially if you're talking with someone who doesn't care for exploring.

median heath
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You can get Turbo Blend with the same level of exploration as Diluted.

frank mesa
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Diluted blend fuel is quite simple too, except for the high volume flow causing trouble.

median heath
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It isn't tied to Compacted or any other Turbo recipe.
Both it and Diluted just require you to have Blenders.

fringe pawn
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You can't guarantee any particular recipe will pop up in HDDs, though.

wind spade
frank mesa
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Yeah, playing on a dedicated server kind of negates that issue.

wind spade
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I don't want to set up dedi server for SP play πŸ˜›

frank mesa
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I'm playing with some friends, so Dedi makes sense. For SP I wouldn't bother with a Dedi either

median heath
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Trusting other people to play this game correctly...

I could never.

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People build wrong 😭

frank mesa
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Also running less generators on the fuel than theoretically possible, which mitigates the loss on load issue with fluids.

frank mesa
median heath
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I would be too busy finding and beating the person IRL for building that way in the first place on my world.

frank mesa
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LoL

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My friends are building way more organized factories now than when we started.

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Guess they started to see that a little more time spent planning makes building the factory a lot easier

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Our next big project is building a warehouse with train tracks running through to make loading up the construction trains more efficient.
And also the mega factory to supply the warehouse.

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When that's done we'll probably go nuclear, just because we can.

untold burrow
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So I'm building my first aluminium chain. What do you recommend: 300 Sheets and an additional Casings Production OR a combined 60 Sheets/120 Casings Production? πŸ™‚

median heath
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You are the only one who can make that determination based on what you need to make in your world for your own production.

fringe pawn
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Stuff like the battery recipe you're going to use matters, so it's hard for us to say. There's no such thing as too many sheets due to MK5 belts, but you use casings for many buildings too.

vapid gorge
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Flexible crafting for flexible futures

median heath
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I feel like those are both longer ways of saying what I said πŸ˜‚

vapid gorge
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Semi automatically change too

median heath
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And the changes to match consumption are going to be decisions on what numbers are needed to build for πŸ™ƒ

vapid gorge
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Yes yes but generally when people ask how much of X and Y there isn't the consideration or idea of making it self variable : P

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Or auto variable maybe?

wind spade
vapid gorge
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Now you're just taking the fun out of it like a fun vampire greeny.

median heath
wind spade
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that's one way to look at it I guess

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but imo that's the best way to answer all those "in what ratio should I make X and Y" - answer is "don't make any and keep the intermediate product for when you need X or Y and you know the exact amount to produce" πŸ€·β€β™‚οΈ

median heath
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Wow. I feel like my answer is the best way because it's accurate. 😭

worthy island
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This is what I went with, just because the numbers are tidy and I need sheets for batteries. Didn't think too much about it.

vapid gorge
sand epoch
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Small sheets. More needed.

steel oak
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how much ore would i use if i need 400 screws per min and 100 rods

soft scarab
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It depends on what recipes you’re using

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But I would suggest doing the math yourself. You’ll want to be able to do that a lot

uncut pine
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Hello Boys and Girls, im back in the Game and im asking me, is anyone a List what are good Alternate Recipes? Thx for a Answer ^^

wind spade
vapid gorge
vapid gorge
wind spade
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but... copper rotor...

vapid gorge
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screws must die

wind spade
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steel rotors are worse than normal rotors with steel screws

vapid gorge
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They go to the Bad Place

wind spade
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(regarding resource consumption)

vapid gorge
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True but it's a good saving on copper if you need it and a bunch simpler if you're trying to squeeze copper with double refineries to get the sheets

wind spade
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saving on copper? it's 8 copper -> 10 rotors, that's like nothing

vapid gorge
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Iron is nearly a free resource though

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There's just SO much of it

wind spade
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(yeah everything is situational, I'm just trying to say that screwscrews is U3 meta, since U4 it's no longer as good)

vapid gorge
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Fair I guess? But 'not dealing with screws' has a ton of value to me XD

wind spade
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in U3 all screwless recipes were strictly better, which is main reason for screwscrews
in U4 some screw recipes are pretty good

vapid gorge
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oh I never used the screwless recipes for resources. I just hate screws

wind spade
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"not dealing with screws"? you just place a constructor in front of the building that needs them, you don't belt them across the map

vapid gorge
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Lingering hatred from early days and the belting involved. I could be biased but the repeated steps from ingot to rod to screw to make a million screws stoked a hatred that won't go away

wind spade
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steel beam -> sf_screw πŸ˜›

vapid gorge
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I've considered some steel screws for the final plans but the trauma is still there XD

tropic kettle
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I mean

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you can make steel rotors with iron and steel

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dont need copper for it at all

vapid gorge
# tropic kettle dont need copper for it at all

That's one of the reasons I argue for it even though it consumes more resources.
I find it hard to come up with situations where I value iron over copper. At least situations that aren't more easily solved by shifting production a bit, but that's a personal taste.

tropic kettle
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Iron wire is so nice

vapid gorge
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God I love it so much.

tropic kettle
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Only hard part of iron wire is when you're trying to math it all out correctly - that and when you're making automated wiring automated

vapid gorge
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Every copper ore of mine gets run through a refinery system.
I can have crap smelters for iron.

vapid gorge
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insulated cable is like a 400% output of cable. It's crazy.

tropic kettle
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Yeah i know

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But, Im going to use the alt automated wiring recipe - and that cuts down the wire usage by like

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a large margin - which saves some iron for me to use to make other things in the chain that i'm working on

frosty owl
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I wish I ever needed to save on iron hehe

tropic kettle
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Well, i'm making crystal computers

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so i need to make sure i'm making enough oscillators

wind spade
vapid gorge
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8 copper hands down.

wind spade
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even though copper is as rare as coal pretty much? πŸ˜›

vapid gorge
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When I kept looking at making a lot of end tier items they always came up in excess

wind spade
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(unless making tons of pasta)

vapid gorge
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True, unless you're doing a lot of pasta you're fine

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But again it's a personal thing, I want to reduce logistics as much as possible and it looks like a massive way of doing that is copper conservation

wind spade
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(per 10 rotor)

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power wise they are pretty much identical

vapid gorge
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Power is basically a never bottle neck as far as I can tell?

wind spade
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(steel rotor using 71.2 MW over copper rotor's 70.25 MW)

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if you're doing nuclear, you're fine with pretty much any power requirements. But I mentioned it for completion sake

vapid gorge
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But yeah copper conservation has saved me a lot of vehicle logistics and kept things local. Very little muss and fuss with trains and where there is it's very straight forward

wind spade
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building-count-wise, copper rotor uses 7.88 machines/10 rotor, while steel rotor is 7 machines/10 rotor

vapid gorge
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That's interesting- is that taking into account the pure ingot recipes?

wind spade
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yeah it's all recipes enabled

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though it uses steel rod -> normal screw

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with steel screws (a bit more iron and coal usage), it's 53.38 MW (way less than steel rotor) and 3.59 buildings/10 rotors

vapid gorge
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That's really interesting. Steel screws really do a lot of work there

wind spade
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changes to 8 copper vs 24 iron + 11.2 coal (per 10 rotors)

vapid gorge
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Eventually, once I'm done with uni assignments and I can really get to work on my ur rod factory I'd like to show you around. You might appreciate the coordination of the logistics

wind spade
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so if you don't need to save 1 iron and 1.8 coal per 10 rotors, steel screws are just great to use

wind spade
vapid gorge
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Screen shares also work XD

wind spade
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I appreciate any logistics that use trains properly and don't do main bus or balancers πŸ˜›

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(and before you ask, balancing nuclear is OKish, but direct 1:2/1:3 is even better πŸ˜› )

vapid gorge
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Honestly I was wanting to use trains for it but it's basically just a few belts and 10~ drones

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1:2/1:3? Don't understand sorry

wind spade
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uranium fuel rods are produced in nice items/min. Depending on recipe, one uranium fuel rod machine feeds 2 or 3 power plants exactly

vapid gorge
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ooooh ok no this is just the Rod factory working at making 50.4pm. Post that I'm planning on droning them to the power station

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Haven't decided where the actual power station will be. That's a future problem once this nightmare of arcs is done

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Thinking about it, once I've gotten the pure copper ingots set up the rest should fall in nicely. I spent like 2 hours trying to figure out a nice configuration of pipes and belts that's aesthetic, streamlined and won't caues backflow

frosty owl
wind spade
timber flare
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I belive its 6300 Wire/m for full nuclear power

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All for the fuel cell production

wind spade
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well that depends on recipes

median heath
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Copper is used for Caterium Wire...

That's physically impossible given the CtWire recipe is CtIngot = Wire.

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Much confused.

glad vigil
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Perhaps he was talking about alt recipe for quickwire

hearty sparrow
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So if I have 16 foundries making steel ingots, should I only have 4 constructors turning those into steel beams? (Since 16 foundries divided by 4 is 4 and each beam takes 4 ingots)

Also, will I need to do a balancer for this? Or could I use a manifold?

wind spade
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  • which recipe are you using?
  • you should calculate in items/min rather than absolute items
  • you can use whatever you want, I prefer direct input or manifold
timber flare
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The recipie is called fused caterium wire

wind spade
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the recipe is called fused quickwire

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caterium wire is a recipe that makes wire out of caterium

timber flare
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pog

glad vigil
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Manifold is easier to set up, so majority of people use it

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And speaking of constructors, I prefer making 1 steel pipes and 1 steel beams constructor for every 2 foundries

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(With default recipes because I’m too lazy to search for pods)

timber flare
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Yes

vapid gorge
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I would have loved to have my copper refineries feed directly into 1 assembler, sadly the aesthetics of it all stops that from being possible 😦

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I do that with other things though

frosty owl
wind spade
frosty owl
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1:1 is direct feed, but 1:2 or 1:3 is balanced imo

wind spade
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for me it's also direct feed if you have row of machines and each is 1:2, instead of merging all the machines and balancing them

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yes, technically it's a row of small 1:2 balancers, but the whole setup is direct fed

frosty owl
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It could be argued that as long as the belts don't go out of the production area, the machines can be considered "directly fed" thinking_helmet

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Blurring the difference between between manifold and balancing

fringe pawn
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IMO it doesn't feel like a balancer if you're not merging outputs and putting it into a different number of inputs. I like the direct feed distinction.

wind spade
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I'd probably say 1:[1-4] or [1-4]:1 setups are not balancers.
or
it's a balancer only if you merge more inputs than needed (if you can direct feed 1:2, then doing 2:4 is a balancer)

cedar jetty
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maybe simply 1:N or N:1 aren't balancers ?

wind spade
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1:5 with feedback loop smells a bit like balancer πŸ€”

cedar jetty
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fair enough, then 1:N or N:1 without feedback loops πŸ˜„

wind spade
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also for direct feed you usually don't do more than 1:3

frosty owl
# wind spade I'd probably say 1:[1-4] or [1-4]:1 setups are not balancers. or it's a balancer...

In that perspective, balancing and manifold would need redifining too
Also, 1:6, 1:8 and so on splits can be direct input too. I think it's reasonable to think so as long as the outputs from the machines producing the items are just merged and split to feed the consumers in that order. Adding more steps leads to load-balancing, while manifold makes use of overflow to change the splitting part

cedar jetty
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well if you do miner => 4 smelter it's 1 to 4 but it's direct feed isn't it? (i kinda caught the discussion in the middle so maybe i'm out of the subject with that example)

wind spade
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direct feed is most likely just between production machines

fringe pawn
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You could maybe do direct feed from miners with recipes like copper alloy, but not much else.

frosty owl
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Can't you direct-feed anything as long as the ratios match up? thinking_helmet

lofty current
#

finally built my first miner mk3, realized it can pump out 1200/min fully overclocked on a pure node. is there a way to actually transport out of the miner at that rate? can you "snap" a splitter directly to the output?

cedar jetty
#

well that's the discussion, i wouldn't consider 1 miner => 4 smelter like a balancer but actually like a direct input

frosty owl
fringe pawn
#

While you're still on MK2 miners, copper alloy can do direct feed nicely if you clock foundries at 200% I suppose. Bauxite processing numbers are also high enough for direct feeds. But I think that's it?

frosty owl
#

Are you excluding merging machines to feed another or more?

fringe pawn
#

Yeah

#

Ultimately things are rarely that simple, though.

#

Especially once you start pulling 780 from miners

wind spade
#

I'd say two constructors feeding one assembler is a direct feed

frosty owl
#

I'd say X machines feeding Y machines is a direct feed, as long as the items are only merged and then split (in a series of 2/3 ways splits)

ornate shoal
#

i don't exactly know what you talking about, but i'd say 1 machine feeding n machines or n machines feeding 1 machine could be called a direct feed

fringe pawn
#

Huh. So linear clocking is coming.

south sundial
#

First time poster, long time reader.
Is the below the most simple way of getting 780 to 560?

The plan is to use 780 Pure Iron node and push it into 16 Refineries. The actual wider plan is to use 6x780 into 134 refineries (32 per floor).

Just wondering if I have been looking at this for too long and over complicating it.

quaint ridge
#

the last splitter on the right looks a bit useless

#

but honestly I'd just go for a manifold x)

wind spade
#

yeah, manifolds ftw.

frosty owl
#

Pffft, resorting to manifolding without noticing how easily this can be balanced for :P

frosty owl
#

Keep the "max throughput bug" into account of you want exact numbers~

frosty owl
#

Well, this is a good trade... Left my "limit plan" using the Modular Frame recipe, right with it disabled (going Bolted instead). For... Reasons, bolted ends up needing a bit more limestone and producing ~3 less ADSs (which I'm asking the planner to maximize)

#

The machine count on the other hand... jace_smile
Go #team-bolted praisethesun @vapid gorge @median heath

#

Also @bleak coral given all the convos we had on bolted ahah

vapid gorge
#

booo bolted

frosty owl
#

Pls tell me you're saying that before actually checking out the difference in machine count jace_happy

vapid gorge
#

I'm saying it with the ever burning hatred of screws

south sundial
frosty owl
#

I can do math really well, always hehe

south sundial
#

Your idea spawned above

#

So much cleaner

visual grail
frosty owl
# south sundial So much cleaner

Much more complex than "just one smart splitter and one merger" πŸ˜…
BTW, you can use a single smart splitter to do the job of splitter "bottom-middle" too (the first smart splitter can output 480+60 and overflow the rest)

south sundial
frosty owl
visual grail
# south sundial

This bottlenecks your miner to 750. If you did this 6x you could only support a bit less that 129 refineries

south sundial
#

So the last refineries are going to be underclocked

vapid gorge
frosty owl
frosty owl
visual grail
vapid gorge
#

HERESY

frosty owl
frosty owl
vapid gorge
#

HISS

#

🐍

frosty owl
#

||Is that a U6 spoiler?! jace_scared||

vapid gorge
#

Replace all spiders with snakes

frosty owl
#

When they eat ore, they get bigger

vapid gorge
#

I wish.

median heath
#

Eat ore to become Eyor.

vapid gorge
median heath
#

The beloved depressed donkey?

frosty owl
#

Ey or Nay...?

vapid gorge
haughty oasis
#

Just to be safe my calculations are right...
15 uranium fuel rods = 75x 100% nuclear power plants, which results in 750 waste per min?

wind spade
#

Indeed

versed violet
#

Wondering - should I build 24 smelters to make 480 copper and 240 iron ingots, or build 10 foundries, and sink the saved ore?

wind spade
#

what do you need the ingots for? πŸ˜›

versed violet
#

steel, copper sheets, and no, there is no water nearby.

wind spade
#

I mean... the amount you want to make should depend on what you're building

#

not build random amount and then think what to do with it

versed violet
#

Nope, I had a plan for 480 copper ore to 480 ingots for next stage of factory, and need 240 iron for solid steel, but then realized I could have less buildings if I replaced smelters with foundries thinking_helmet

versed violet
#

remember how I asked about the factory carts and loops?
It appears they will animate semi-correctly if you just walk away.
My factory now has Hamster Power -> #screenshots message

river pagoda
tropic hawk
crystal charm
#

is there a horizontal limit on pipe pumps?

visual grail
#

Head lift can be transmitted indefinitely in the horizontal direction

wind spade
#

you don't need pumps for horizontal

visual grail
#

True, but if you build a MK2 pump before a 15m rise and then continue horizontally for 200km from there, you'll still have 35m of head lift available.

wind spade
#

or just... build where you have the fluid

frosty owl
median heath
frosty owl
#

Pong
8569 ms

ancient crater
#

So iv been looking at images on the wiki to find out the best way to make a turbofuel powerplant, it is quite clear that id need oil > heavy oil residu > diluted fuel
but then it seems to make the most turbo fuel our of a certain amount of oil, id still need to use the default turbo fuel recipy. i was expecting the turbo blend fuel to be more efficient as its a high level blender alternate recipy but it seems to use nearly double the amount of oil per turbo fuel

wind spade
#

best way is to not make turbofuel power

median heath
#

Turbo Blend is simpler and costs less sulfur.
Base Turbo costs more sulfur and gives more MW.

frank mesa
#

I'm having less trouble with flowrate issues in the pipes with Turbofuel.
The turbofuel powerplant I have in use runs on 1200 oil (turboblend recipe) and feeds 160 generators @250% clock.
This is ~14 less than max possible, because of the fluid loss on load problem. This makes the fuel supply fill the fuel lines quick enough.
The lower consumption rate of Turbofuel (9.1mΒ³/min) compared to regular fuel (24.32mΒ³/min) really makes a difference.

In every other aspect, Turbofuel makes no sense.

median heath
#

Given the rates you listed I'm assuming your overclocking your generators.

wind spade
#

@250% clock.

median heath
#

Me blind.

frank mesa
#

Gross power from 600 oil:
Diluted fuel: 20GW
Turboblend: 26GW
But Turboblend requires more power and more resources to make.

wind spade
#

and also is completely shadowed by nuclear

frank mesa
#

If I did my calculations right, you only gain 20% power by using Turboblend compared to Diluted Fuel.

empty wedge
#

I have 276 generators right now, for this

frank mesa
#

Yeah, but due to manufacturing power usage that recipe actually gives 5% less Nett power compared to Diluted Fuel.

#

You'd better just burn the coal and use Turboblend πŸ˜‰

empty wedge
#

It does not?

median heath
#

#BiomassTillNuclear

empty wedge
#

Turbo blend fuel from a 600 crude oil gives about 800 Turbofuel that powers 177.7777 Fuel Gens, thats around 26,666.66MW. Power usage by equipment is around 2209.55MW (excluding mk2/extractors)

#

Ya know, I think I thought it was default Turbofuel vs turbo blend fuel

#

And not diluted fuel vs turbo blend fuel

median heath
#

You do know I did an entire reddit post that breaks down these comparisons, right?

frank mesa
#

Didn't know, but you got my attention

median heath
#

Did it with 1800, not 600, but here:

#

Cliff notes:

Diluted/DPF = 60 GW
Turbo = 133.33 GW
Turbo Blend = 80 GW

#

Raw ^
Net values:

DPF = 53.4 GW
Diluted = 53.8 GW
Turbo = 120.781 GW
Turbo Blend = 73.115 GW

empty wedge
#

600 node:
Diluted Fuel: 20GW
TurboFuel: 44.44GW
TurboBlendFuel: 26.66GW

median heath
#

Indeed.

#

Blend is still largely regarded as "better" because less sulfur and no coal. Both of which are limited resources.

But most high-end people skip Turbo entirely because normal Fuel is enough to get nuclear online.

empty wedge
#

You do still need either a diluted fuel or a blend fuel to get you through to the phases, at least a decently big project

#

Just a fuel recipie from 600 node isnt going to get you very far into the nuclear build

median heath
#

You can do HOR alt > Residual all the way to nuclear unless you're for some reason stopping in earlier phases to set up massive projects.

late orchid
#

Not really. I built a completely basic fuel generator setup, then rolled out nuclear

empty wedge
late orchid
#

I used a pure node, but only pulling 300 crude from it

frank mesa
#

Nett Power per mΒ³ of each fueltype:
Diluted blend: 11.2MW
DPF: 11.1 MW
Turbo Fuel: 29,8 MW
Turboblend: 30,5 MW

median heath
#

I'm assuming that is net values.

frank mesa
#

Nett Power

late orchid
#

I then set up a really small nuclear plant - 6 generators. Then scaled up to 36 nuclear generators using all the uranium from the impure node.

empty wedge
#

Did you chase after the milestones after setting up NPP? 10GW sounds awfully less to sustain Elevator parts

late orchid
#

I had all milestones unlocked before starting the nuclear. Just haven’t finished the final space elevator project quite yet.

vapid gorge
late orchid
#

I was making about 4,000 mw with fuel gens when I built that setup

median heath
#

Imagine automating Project Parts...

empty wedge
#

Im at about 5.5GW when I just finished Aluminium production, maybe my layouts suck

median heath
#

I did all of T5-6 on 3.3 GW πŸ€·β€β™‚οΈ

empty wedge
#

Yeah, its only 7 and 8 that I need more

vapid gorge
ornate shoal
river pagoda
#

So with the β€œSteel Heaven” area if my calculations are correct I’d be able to produce 319 steel pipes/min., 120 steel beams/min., and 30 encased steel/min. What do you guys normally produce in this area? Would it be worth it to split half of the steel beam output to encased steel?

vapid gorge
river pagoda
vapid gorge
#

And WITH Encased pipes you can almost cut steel beams out of your production entirely

#

This is assuming you're at a point where you're pretty much just using mk4+ belts and you just keep like 1 Steel Beam machine running for the random structure that needs them

river pagoda
#

Yeah. I’ve been trying to make everything as if it’s maxed miners and belts. Even though I only have mk1 miners and mk2 belts

vapid gorge
#

It's not a bad way of going, saves a bit of power and planning

river pagoda
#

Yeah. I’ve always had trouble with the planning so I figured might as well plan like I have maxed machines

vapid gorge
river pagoda
#

So really if I get the alternate recipe I could just make another steel pipe factory and than add on the encased portion at the end

vapid gorge
#

That's certainly a thing you can do!

#

I've found 1 pure, or 2 normal, nodes of coal/iron with Solid Steel ingots and Pipe alt will comfortably get me through unlocking the tiers and then you can choose to do whatever

river pagoda
#

Yeah I am building in that small zone with the 3 pure iron, pure copper, 3 pure coal nodes. Was going to try and utilize each iron node with a coal node for efficiency

#

Idk if like 300m of conveyor too much? I think that is how far away it is

vapid gorge
#

nah not early game, that's where a lot of people put their main base.

#

Though you need a TON of basic iron parts so I wouldn't do them all steel

#

personally I like dedicating 1 iron node to each basic iron part.

#

Just makes it simple

river pagoda
#

Yeah I have a good production setup rn with 3 normal iron nodes in the rocky desert. Than east of that copper stuff, than further east of that my coal power plant

#

Rotors, reinforced plates, than I forgot what the last one was.

#

I think the max you can get from a normal iron node is like 20 rotors a min

versed violet
# empty wedge Just a fuel recipie from 600 node isnt going to get you very far into the nuclea...

Call me heretic, but my 600 fuel node got converted into rubber & plastic, with measly 20 left for packaging. (I did have total of 2 fuel gens, but those went iddle after I expanded my coal plant in blue crater)
After that - NUCLEAR.
[Powered by green energy - yes, you got it right, 4 geysers. Was enough to get 2 nukes@250% online. All of geysers + some leftover fuel from rod factory burned in 12 fuel gens brought me to 32 nuke plants total]

tropic hawk
versed violet
tropic hawk
versed violet
#

Not that I would recommend doin it this way, but it can be done if you're lazy and slow playing.

#

That gives me an idea...
"Only ONE" mod. You can build only single instance of every item total.
One constructor, one assembler and so on.
One of each mk1-5 belts and one pipe 🀣

tropic hawk
#

On the other hand, LGIO wants to speak with you.

versed violet
#

Send him to modding discord πŸ˜„

burnt wraith
#

I think LGIO is more about inflicting pain on the game instead of the player

#

also I don't think you can make anything with 1 pipe

versed violet
#

Taking it from meta side - is ONE of every building enough to make everything?

tropic hawk
burnt wraith
tropic hawk
versed violet
#

plastic? rubber?

#

definitely plastic, so you can unlock the second pipe

burnt wraith
#

I don't think there's a recipe for oil to plastic in one refinery

versed violet
#

the very recipe of which existence we all managed to forgot by now

burnt wraith
#

it fills up with heavy oil residue though

tropic hawk
burnt wraith
#

ahh true

#

you can just delete and rebuild the one pipe

versed violet
#

build a buffer, destroy the One Pipe ℒ️, reconnect to buffer, flush, repeat

#

It all gets easier when you unlock the Two-Pipe

burnt wraith
#

yeah I think you can do everything with one pipe and one belt

#

however

#

if it's only 1 cable there might be a problem

versed violet
#

ouch, indeed

#

although, you can only have 1 coal gen anyways, so what are you going to connect to it?

#

Fix-mass would be easy mode, with a bonus cable

burnt wraith
#

I mean the coal gen would have to power its miner and its extractor

versed violet
#

miner can be worked around with handmining and a storage box, but otherwise, yes

#

probably should only apply to buildings and belts and pipes.

river pagoda
glad vigil
#

wait I’m dumb and didn’t read the conversation nvm

burnt wraith
#

yeah we were just doing a random made up scenario

river pagoda
#

Oh lol

#

I was wondering

teal relic
#

@vagrant thunder @agile nacelle this is what I am looking at

agile nacelle
#

might we has key?

vagrant thunder
#

ok cute, yeah, i pretty much figured that out on my own but not nearly as neatly heh. RThe additional pumps are making up for when the water starts to run out from the first one and keeps everything backfilled

teal relic
agile nacelle
#

oh, are the shapes all pumps?

vagrant thunder
#

tghey are llabeled on my screen

agile nacelle
#

i mean the shapes without a label...

#

on the left you have what looks like stars and on the right similar but inflated(?)

#

are they splitters and pumps?

hazy saffron
#

Left is the t pipe thing

teal relic
#

are these good for spacing?

hazy saffron
#

This thing

#

Right symbol is obv just splitters

agile nacelle
#

ok cool, just wanted to make sure my info was correct

#

cause i haven't messed with water and pipes yet XD

#

nor have i looked up such .. plans online o.o

teal relic
#

how can the coal mine have 2 outputs?

vapid gorge
vapid gorge
teal relic
#

okay, thanks

vapid gorge
#

if it is I think it's got a lot more parts shown to make you think how water is flowing rather than how it needs to be set up.

vapid gorge
# teal relic okay, thanks

So getting rid of the left extra junctions will help stop flow issues - basically have as few junctions as you actually need is a solid way to design pipes.
The right shows 'load balancing' which you can do but doesn't really have technical benefit and is mostly just complicated
The coal miner doesn't have 2 outputs in this case and just splits it in two at the start.
You CAN just have 1 long line from the miner that has a spliter in front of each generator

worthy island
#

I'm planning my end game HMF factory. I've never noticed it before but what's up with the very specific PPM for Heavy Encases Frames - 2.8125 per minute? Does this ratio fit nicely with other recipes? Not a big deal, of course, it just seems like an intentional number.

vapid gorge
worthy island
vapid gorge
worthy island
#

I'll import everything except for concrete. Even then, it's like 200 machines which is the top end of what I can be bothered with in a single building. I love it when a build has nice round numbers but excess HMFs will always be useful so odd fractions are ok

crystal charm
#

what signals do i need to place on those ? areas, the squares are stations and the line is well, a train line

#

FYI, this is a very simplistic representation of what exists

vapid gorge
crystal charm
#

it will need to stop at one of them

#

we have a huge two way rail line that spreads around the map

#

and i'm just trying to hook in a tiny piece

#

most of our hook ins use a T junction, this one i tried to do different and it's not happy

vapid gorge
crystal charm
#

yes, most of our stations get skipped by most trains

#

there's like 20 stations on the primary loop, and about 6 trains, each with a unique timetable

crystal charm
#

most of our junctions are like this

vapid gorge
#

do you have more than 1 train ever stopping at any of hte stations in the pic?

crystal charm
#

frequently, but block signals stop them from crashing

vapid gorge
#

ok so it's still fairly straight forward - You'll just need to have paths blocked out at the station and along the path a bit longer than the longest train.
Also if you have multiple trains stopping at a particular station you'll want an extra length of rail before the station off to the side as a waiting area blocked out

crystal charm
#

ok so, pink station is an already off the side station, to which i tried to add an extra loop, which goes to 2 other stations, and loops back around, and the last pic is where i tried to join it

vapid gorge
crystal charm
#

oh we have like 4 intersections like that spread around

#

most things move pretty smoothly

vapid gorge
#

so in this picture it looks like the shortest path is THROUGH the station which means trains will back up behind it and won't go to the right? Hard to tell from this angle though

crystal charm
#

so the normal running of that station is it loops right back around to the rail you see on the right

#

i've tried to add a turn off after the station to where i want to go

vapid gorge
crystal charm
#

well i solved it, but not like i wanted to

#

i built this monstrosity instead

vapid gorge
# crystal charm i built this monstrosity instead

You only need to build intersections as needed though remember. If you don't need trains being able to turn every which way your system will be sleaker.
What you're doing now is better if you just want something flexible you can slap any train going anywhere on

crystal charm
#

well, i'm pretty sure the train guy on my server started doing this for future proofing

#

i.e adding more stations in other areas

#

what i've built this one for it purely to go to a uranium fuel rod pick up site, and a nuclear waste drop off site, i needed it on the main loop to deliver the fuel and pick up the waste cause that station is on the network and near the reactors

#

but in the future, we might build something further north, and now we can easily add more stations/timetables in

#

he likes trains

vapid gorge
# crystal charm but in the future, we might build something further north, and now we can easily...

Yeah like most things in the game it's a trade off. Future proofing for flexible rail mains more complicated and bulkier looking but less time planning ahead.

Also you might want to consider doing on and off ramp intersection so that trains turning don't cross over other rail lines if you're going to use a lot of trains. Really slows intersections up the way you're doing it, but mostly matters on how much traffic youre expecting

crystal charm
#

that's our primary connected network at the moment, there's about 6 other bi-directional lines not hooked into that network as well

sullen mulch
#

hey guys is it worth the extra effort using the pure iron recipe

crystal charm
#

if you're going to make a mega factory, then yes

sullen mulch
#

yeah what i want to do it take a whole load of iron nodes and make an iron prep factory so that I can just use trains to take iron from it when i need it

crystal charm
#

that's pretty much what i did with caterium, used one pure node, capped it out, made pure caterium and it generates more than we currently need

#

i have a copper bar factory that i'm going to convert to pure copper

sullen mulch
#

sweet, well knowing that it's handy I reckon i will go make a few sattelite factories making raw materials

crystal charm
#

but that's like, project 5 on my list

sullen mulch
#

yeah lucky for me i can just go straight for pure

crystal charm
#

well you see my train map up there, mostly satellite factories

vapid gorge
crystal charm
#

with a big ass central hub for making a bunch of complicated shit

sullen mulch
#

yeah right now i am building a city factory in the plains so i train everything in but never thought of just making raw material factories to take small amoutns from at a time

sullen mulch
vapid gorge
sullen mulch
#

yeah i am starting to get sick of working in these 3 buildings so I wanted to finally go and work on some small separated projects to keep things fresh

vapid gorge
#

I mean those are really nice. You'll want to leave a LOT of space for a modular train station to go in and out and to be able to build extra stops

sullen mulch
crystal charm
#

i need a player who is good with pretty design and architecture to join our server, fix up the outside of some of our buildings

#

you can always make a long train, longest i have so far is 10 cars

#

well, including engines it's 10

sullen mulch
#

yeah i think the longest train including engines i have is 7

#

but it doesn't actually do all that much come to think of it

crystal charm
#

my 10 car one brings in nothing but water for my nuclear plants

sullen mulch
#

haha i can imagine that is pretty paindul

crystal charm
#

well, i haven't been able to stress test it yet

#

we're waiting for the waste disposal building to be finished before we flip the switch and turn it on

sullen mulch
#

yeah just reading that sentence hurts my future project

#

I really want to max out nuclear but every time i see someone else talk about nuclear i realise just how much work that is

crystal charm
#

we've turned off several satellite factories to keep our power consumption low, but as you can see, if everything was on and running we'd be out of power

#

so, i can't wait to turn on my 32 reactors

sullen mulch
#

haha, somehow power has been the least of my issues in this save

crystal charm
#

i built the fuel manufacturing, sourced the various uranium and stuff, made a satellite node to manufacture parts, 2 nodes actually, there's an 8 car train that ships them in

#

i've built the plants, built the water train, almost finished hooking up all of the water and conveyors to the reactors, but i have 16 ready now, and i'm waiting for waste disposal to be finished before i get to flick a single power switch that will start the whole process

sullen mulch
#

wow

#

dude i cant wait but i also wish i could just play tier 3 and 4 for the rest of my life

#

is there any way you can set up a recycling plant before bringing nuclear online or is that not possible

crystal charm
#

yes, that's what i'm waiting on, the guy building that isn't finished yet

sullen mulch
#

right ok thats good then, obviously you can just stack watse in thousands of containers but the clean up takes years

crystal charm
#

yeah when i first hit nuclear in solo play, i didn't even know you could dispose of it

#

so i literally had like 50 containers of storage in a corner

#

and was wondering how this would continue, then someone told me about processing it into plutonium

sullen mulch
#

haha yeah, I have never made it to nuclear myself as I started a new save for U5 before finishing my last one but I have heard all about nuclear and what i might need to do

crystal charm
#

this little switch right here, it will send power to 2 train stations, which are connected to 2 uranium nodes which have boosted mk3 miners on them, once i flip this on, uranium starts coming in, and the ball starts rolling

#

it will probably take a day or so for the loads to all balance out and spread power evenly

sullen mulch
#

i really hate myself for saying this but I plan on load balancing my nuclear setup

crystal charm
#

what do you mean?

sullen mulch
#

well I want to have all of the resources flowing perfectly when i make my nuclear build so instead of using a manifold system I want to load balance to have everything feeding perfectly

crystal charm
#

and this is why i need a design and architect person to make things pretty

sullen mulch
#

haha well let me grab a screenshot, everyone has a few hidden skeletons

crystal charm
#

this is where the raw uranium comes in

sullen mulch
#

clipping looks so good like that

crystal charm
#

these two stations bring in all the other materials required, including sulfuric acid

sullen mulch
#

I love the colour coded stations

crystal charm
#

and this is where the rods are produced

#

i tried my hand at making a funky roof, but didn't finish it

sullen mulch
#

funny enough I usually finish my design before the factory because my brain stops working figuring out the maths haha

#

right well i am going to go set up a project train and get a move on to the other side of the map

crystal charm
#

uranium fuel goes in here

#

waste comes out to here, as you can see, not finished with belts etc

sullen mulch
#

yep nuclear scares me

worthy island
crystal charm
#

we have the alt recipe for plutonium rods, so he's using that, even though it's less power efficient

crystal charm
#

it's like a shiny red button to me

vapid gorge
vapid gorge
crystal charm
#

well, that's what spacers are for

sullen mulch
crystal charm
#

one big train collects, goes around the map, and maybe there's a station with like 4 spacers and a freight platform

#

or yes, you could build like 4 stations are the source, Iron 1, 2 etc

#

but come on, big train

vapid gorge
#

AND if you hav ea lot of empty platforms every station that's getting fed has to b every long to compensate

crystal charm
#

small example

#

i have a larger example somewhere

#

but that's always why our big ass track has a left and right

#

and many major stops have a bypass

#

so if there's a train waiting at that station and other trains need to go pass, they can scoot around

#

they pretty much follow road rules (australia here so they drive on the left)

#

@sullen mulch big ass pure copper factory my mate uses

#

and bypass line for other trains going nearby

sullen mulch
#

thats exactly where I was thinking of building haha

river pagoda
#

So basically factorio trains

sullen mulch
#

definitely good to see just how big the factory will need to be

crystal charm
#

turns out the answer is fuckloads

sullen mulch
#

hahaha

crystal charm
#

@sullen mulch the space for pure caterium from on pure node

river pagoda
#

One intersection has like 30 train stations for one section

worthy island
#

That might change - I'm still early stages in my end game plan

sullen mulch
#

and yeah i might as well just go pure as I have the water so close by

crystal charm
#

that factory off in the distance with the coloured lights, it's where all those impure iron nodes are, about half are using pure iron recipe the other half just normal smelters, it pretty much just makes iron frames

#

you should see those lights in action through the various glass walls and stuff, so pretty

#

after we turn on the first chunk of nuclear i need to figure out a better HMF factory

crystal charm
hazy saffron
#

yes

oblique hollow
#

a great moment to mention Spiffing Brit and his army of 500 unpaid interns destroying a death world with their bare hands

sullen mulch
#

this is about to change my life

crystal charm
#

the time has come to push the button

frosty owl
#

They need to make it so new rules added to Prog. Splitters are set to "None". ASAP disappointed_snutt

proven prawn
frosty owl
#

That's fine to me, though I'd prefer them to show "none" instead. I'd want Poggers to do the same when adding a new rule

Instead, you add a new rule and need to stop the input as the sorting is ruined already (until you change the rule frol "any")

median heath
#

When they rework poggers it's going to break so many people's setups πŸ˜‚

crystal charm
#

point of note peoples, trains are bad for bringing in water to nuclear power

#

as you do not end up with a regular flow of 600m3 in the pipes, the flow pauses while the train unloads

wind spade
#

bringing water or any fluid is bad

#

also yeah for trains you need buffers for loading/unloading and expect less than full throughput

crystal charm
#

the sulfuric acid one is ok, mainly cause it only needs a flow of like 350

#

if you transported packaged water instead i wonder if that would work

wind spade
#

same issue, just 780 belts πŸ˜›

median heath
#

Just let it do a dropoff that isn't consumed and turn the system on during the second dropoff so you always have that buffered amount to keep flowing.

pure stone
#

Is it more efficient to do the overflow system or a load balancer for mega bases

#

Like efficient wise for space

wind spade
#

that depends on what you're balancing. Space-wise, most of the time manifolds are smaller, but there are cases where balancers are smaller. However space is pretty much infinite, so that shouldn't be a big problem

pure stone
#

Ok, thanks!

oblique hollow
#

small tid bit fact for conveyor belt speed, in case anyone is interested:

the speed is nearly equivalent to:
30 x (Belt Mk)^2

#

only exception is mk 5 and mk 1

wind spade
#

well in reality it only can reliably do around 750 for longer belts anyway so it checks out

wind spade
#

who has time to do that πŸ˜›

vapid gorge
#

.>

#

<.<

empty glade
wind spade
empty glade
wind spade
empty glade
wind spade
#

in satisfactory, also yes

frank mesa
#

I don't do level intersections.
It's all split level in my games.

empty glade
wind spade
#

several people tested it. Yes

frank mesa
#

When in doubt I side with greeny

empty glade
wind spade
#

no, but I've talked with people that tested it πŸ€·β€β™‚οΈ

oblique hollow
#

1 test of "no" vs multiple of "yes"

wind spade
#

damn... where's my memory when I need it... who has written the train logic guide again? can't find it in pins here, is it pinned somewhere?

oblique hollow
#

Sevrahn

frank mesa
#

I've run some tests with path signals, which made me decide to go with split level intersections and block signals only.

oblique hollow
#

yea there is one issue path signals have rn, they cant detect verticality

frank mesa
#

That too made me decide to go split level.

wind spade
#

(assuming the top right train goes to bottom exit)

#

but if you place this blue marked signal here (path signal), then the train can go immediately

#

@median heath your wisdom is needed

empty glade
#

Yeah, but these paths cross

wind spade
#

yeah, but adding the signal in the "factorio style" increases throughput potential of the junction

empty glade
#

If they don't cross, both go

wind spade
#

hence why I said "you still want to place them down if you want more throughput"

frank mesa
#

That works only on a half intersection, you'd have to segment the intersection in several blocks more with a full 3 way intersection. For throughput reasons.

wind spade
#

I'm not saying it won't work without it, I'm saying that if you want more throughput, you still want to place the path signals in the same way as you would in factorio

frank mesa
#

Absolutely

wind spade
#

(which also makes it convenient since you don't have to figure out junctions, you can just reuse those from factorio)

#

though if you're fighting for every bit of throughput, doing non-crossing junctions is just better

frank mesa
#

Split level is best for throughput.

wind spade
#

(also the classic "split before merge")

frank mesa
#

And the path signals are definitely not on par with path signalling in OTTD

wind spade
#

yeah OTTD releases every tile when the train leaves it

#

Satisfactory only releases full blocks

#

or rather, the path they blocked in given block

frank mesa
#

Which is fine for a game where trains are not the main focus.

#

Guess they could implement the OTTD signalling and pathfinding, it is open source.

wind spade
#

I doubt it would be reusable. It's 2D

median heath
#

@wind spade am late. What's the summary of the question?

wind spade
#

(factorio-like = separating every crossing into it's own block)

median heath
#
  1. Fuck Factorio
  2. Depends on if you're using Paths or Blocks.
wind spade
#

paths

empty glade
median heath
#

If Paths, then yes.

wind spade
wind spade
median heath
#

Which train is going faster if you add the signal?

wind spade
#

(about who has tested that)

wind spade
median heath
#

Hmmm

wind spade
#

I'm assuming left train entered first, right train second

median heath
#

Ah. Yeah.

frank mesa
#

Signal to signal is considered one block, can have multiple segments, makes no difference.

median heath
#

And for rails, from what I read on the debug screen Paths do identify individual rail segments, but they don't treat them differently if there isn't a signal.
Moreso just they have to be able to see individual pieces for how junctions work. But it doesn't affect long stretches of rail in any way unless you're adding more signals.

#

Chaining Paths on long rails >>>> using multiple Blocks.

wind spade
#

there was also a question/discussion about vertical detection (can trains collide with properly signalled track if the tracks don't cross, but the train hitboxes collide)

median heath
#

If an overhead rail is within 4-6m the system fucks out about it.
8 is 50/50 in my experience.

wind spade
#

how high is train's hitbox? πŸ€”

median heath
#

πŸ€·β€β™‚οΈ

#

Gonna lose signal.

empty glade
frank mesa
#

My split level crossings are all 12m or more vertically separated

median heath
frank mesa
#

Even going through a station siding to reverse direction and ending up waiting on the train loading there, because "faster route"

#

Which made me build bypass tracks shorter than going through the station.

#

Just reminded me of making a bypass track on the new station I'm building

river pagoda
#

So in order to bypass the track needs to be shorter?

#

Or will it do it automatically regardless?

oblique hollow
#

if you want a train to bypass a station that is not its target, normal sidings now work too

wind spade
#

but the sidings need to be shorter than the path through the station iirc

oblique hollow
#

as long as its not over 100 m long (or a multiple of 100? not sure on that yet)

wind spade
#

huh?

oblique hollow
#

gustav (or whoever does trains) wrote that on a QA post

wind spade
#

oh I don't read QA lol

oblique hollow
#

trains now take a 100 m detour into account if a station on their way is NOT their target

wind spade
#

I see

oblique hollow
#

im not yet sure how the 100 m stacks and what platforms trigger it

#

but its supposedly "100 m per station each"

#

so here, up to 200 m detour should work

versed violet
#

Anyone have a schematic for limiting belt throughput to 132/min?
120 from mk2 and 12 from (?)

still trout
#

a single line from a mk1 to 5 splitter

versed violet
#

what about the remaining 4/5ths? loop them into input??

visual grail
#

Feed a Mk3 or higher belt into a smart splitter. Have one side of the splitter go off to feed a manifold of machines consuming 132/min. Configure one of the other outputs to overflow.

versed violet
#

Can't machines limit, this feeds mixed freight station.

wind spade
#

mixed station 🀒

versed violet
wind spade
#

I wouldn't trust the game to be this accurate, not to mention all the extra work for setting up exact ratios over just adding another freight car

visual grail
#

I don't believe in mixing belts/stations/containers. Not worth the headache, IMO.

versed violet
#

I have no space for extra car. Squeezed as much as I can fit

wind spade
#

the map is almost infinite πŸ€”

versed violet
#

excess above 132 will get sunk, but I don't want to just sink mk3 belt of cat ingots and call it a day

versed violet
visual grail
#

Belt the cat ingots to somewhere that has more space?

ivory peak
#

coal gens early game 1 pure node of coal with mk.2 lines mk.2 mines @200% (480) goes into 32 coal gens =2400MW fairly stable ( as stable as you make the water feed ( i do a two pipe loop to provide the 400 out of mk 1 pipes )

32 coal gens ran off similar maths base on 2 normal nodes at 200% still give you your 480 feed

#

currently i am running 160 coal gens on my playthrough and 60 gas gens on turbo fuel, just got into the last tier shtuffs πŸ™‚

to the Satisfactory Devs .. πŸ™‚ thank you! keep up the good work!

visual grail
#

Glad to hear you're having fun! I'd recommend moving more power generation to fuel based to save your coal for steel/alumina production. Also, nuclear/batteries are better uses for sulfur than turbo fuel. Just my thoughts, ultimately, your game, your rules. Build how and what you want.

ivory peak
#

just got into that tier πŸ™‚ one of these coal stations will be deconstructed to accomidate for that πŸ™‚

#

ive been scouting out the sulfur for just such purpose as of recent πŸ˜‚ ❀️

#

but for the early game grid 96 gens gave me 7200 MW of stable power to play with and was huge getting outa biomass πŸ™‚

#

the sister plant be running 64 to put my base coal grid to 12k MW .. lol then i fire up the 100 refines i have making purple fluid to go into Turbo fuel πŸ™‚ 44 of those making 880 plastic a min
20 make poly resin+res fluid, 20 make rubber + res fluid giving me 400 rubber/ min too

16 clock to 15 produce my turbo fuel base on the yeild of sulfur i have tapped into

visual grail
#

Oh yeah, geting away away from BMG is probably the single most game-changing milestone

#

I think I started with 16 coal gens, then added 20 fuel gens, then added 18 geothermal, then built 1000 fuel gens. Now I'm working on 252 Nuclear plants but its gonna take a while

ivory peak
#

OMGUUURD

#

lol i would luv to see picture of that πŸ™‚

visual grail
#

still a WIP but here's a shot of what i have so far... actually cant capture whole thing. the bottom is 630 water extractors. The middle is 252 Nuclear Reactors. The top will be all of the radioactive stuff. I'll build another structure nearby to produce and feed in the rest of the components needed.

ivory peak
#

OOOOH MY BOB

#

O<O brooo

#

those puppies 2500/ right

visual grail
#

correct. total will be 630,000 MW

ivory peak
#

so i bee worried about a build tile count limit 0>0 but like when i see shtuff like this i pressume i have not even touched a fraction of it ?

#

HOOOOLY

visual grail
#

the object limit is over 2 million... takes quite a bit to get there

ivory peak
#

and is there a mod to take that up a notch or to make it N/A ?

visual grail
#

you can modify the ini file i think it is, but it can cause stability issues

#
Satisfactory Wiki

The Unreal Engine Entity Limit is a limit of UObjects which can be loaded in the game.
When creating a huge factory (in a sense of 2 000+ hours spent on a single save), it is possible that the game will begin crashing with the following crash:

Assertion failed: Result + NumToAdd <= MaxElements [File:D:\ws\SB-200518130817-657\UE4\Engine\Source\R...

ivory peak
#

ty svm for the information πŸ™‚ this was the first play threw i got into turbo fuel so i have big hurrdles to jump yet, but i add to my factory daily!

keep up the good work man that nuc plant is amazing πŸ™‚ i cant wait to be up in that tier

visual grail
#

thank you, you too!

frank mesa
#

Mixing items on a single platform is asking for trouble

frosty owl
# versed violet excess above 132 will get sunk, but I don't want to just sink mk3 belt of cat in...

I'm not sure I understand your issue...
You're making >132 ingots/min and want to send only a 132/min exactly to a station because you don't wanna sink too much... ?
Rather than the load-balancing, I would suggest either

  1. Send the whole belt to the station, sink/consume excess after it have been unloaded and used from that station.
  2. Send a more convenient number (>132/min) to the freight and sink/deal with excess, still less excess than the full belt. Eg: send only 150 or 180/min as they're much easier to balance for.
frank mesa
#

I have trains that pick up one item in car 1, and another item in car 2

frosty owl
frank mesa
#

There's also no wrong way to play the game

frosty owl
#

The beauty of sandoxes with no cat poo

frank mesa
#

In a case with very low volume items it would definitely work

#

high volume items however....

frosty owl
#

Well, yeah, throughput limits are a thing πŸ˜†

#

Especially more so if we were to compare SF to other factory games. I hear SF has relatively "low" throughputs

versed violet
# frosty owl I'm not sure I understand your issue... You're making >132 ingots/min and want t...

Sorry for late reply, RL has pulled a broken fuse sound on me.

The current setup is:
Box for caterium ingot shipped from mine.
It splits into several factory lines, leaving around 204.25 ingots left for other purposes.
The ingots go into mixed freight station to be shipped to [Top Secret] location that needs 132/min.
The final location has an overflow sink, but I'd rather not sink ~70 ingots from my limited supply, so I need to limit the input rate to freight to 132.

frank mesa
#

To avoid any trouble the mixed train unloads at two stations

frosty owl
median heath
frosty owl
#

I think Tom wants to keep freights at a minimum

median heath
#

Also people who hate on mixed belts/trains just don't understand what can be done with smart splitters. πŸ€·β€β™‚οΈ

frosty owl
#

Space limitations or whatnot

median heath
#

Have excess shipped elsewhere via drone. Minimum space requirements given you can just put it on the roof

versed violet
frank mesa
#

I have a sushi-belt feeding my warehouse 🍣

snow dove
frosty owl
median heath
#

Put it back on the same train...

versed violet
frank mesa
#

I also use a programmable splitter to split the goods into two halves πŸ˜„

median heath
frosty owl
snow dove
#

What do programmable splitters even do?

#

(I haven’t unlocked them)

versed violet
median heath
#

I'm genuinely going to place myself on the floor in preparation for the laughter when that happens because so many people's stuff will break.

frosty owl
versed violet
median heath
snow dove
#

So basically, more advanced smart splitter.

frank mesa
#

They are a bit buggy (especially on dedi multiplayer) but after some tinkering I got it to work by only programming the items for 1 port, and all other items overflow to the other

frosty owl
median heath
snow dove
#

Alright, i’ll unlock that so i can fix the big issue with this design.

versed violet
snow dove
median heath
median heath
#

Simplest way to get close to 132.

frank mesa
#

I don't even bother sending an exact amount over a belt. Given time it will eventually back-up

frosty owl
frosty owl
median heath
#

The other solution is stop doing things in weird numbers like 132...

frosty owl
#

Eg: merging the overflow ingots with factory output to be dealt with later requires less beltwork than any load-balancing

median heath
#

He has limited space at dropoff and doesn't want to over-sink things.
Doing 135 means he's sinking only 3.

frosty owl
#

What about the remaining ingots?

median heath
#

But I also stand by my earlier statement that this whole things sounds poorly planned πŸ€·β€β™‚οΈ

median heath
#

Getting only 2 data points on how the whole logistics system works leaves limited options.

frosty owl
#

I mean, the whole point of sinking is to keep your stuff running. Imo, it's easier to sink everything without paying much mind to "wastes", if you don't currently have a factory ready to actually consume the items you're trying to "save"

frosty owl
versed violet
frosty owl
#

All factories have an output aside from Coal and Fuel power plants thinking_helmet

#

... Don't they?

wind spade
versed violet
versed violet
frosty owl
frosty owl
versed violet
frosty owl
#

With the MK3 is fine as there's no chance of it backing up. That's all that matters

versed violet
#

Time to actually connect the input belts to the tune of I'm an engineer!

frosty owl
#

Hoping you haven't seen it already, this might shed some more light onto merging mechanics to be weary of when balancing
https://youtu.be/v4j8pw7L5b8

This video shows the differences in using different belt speeds for merging when balancing.
The left side input is a MK3 belt. The smart splitter splits towards the merger first (MK2 belt) and sends overflow towards the right. The overflow is balanced to only send 150 through, the smart splitter there sends any overflow in the container.

The ba...

β–Ά Play video
versed violet
frosty owl
#

There's my fabulous description in the video's... Description box πŸ˜…

frosty owl
versed violet
#

didn't it send one item to the up because other output belts were filled?

frosty owl
#

Items should NOT be sent up. The contraption after the smart splitter limits throughput to 150/min exactly, so if items overflow it means the previous balancer (with the MK1 belt mentioned) is sending more items than it should

versed violet
#

wait, you're limiting it after the overflow merger, not before?

frank mesa
#

This fine example, Mk5 input, splitting to Mk5 and Mk3, and then splitting again to get 135/min on the Mk3 belt to output B, Merging the other 135/min back to the Mk5 output A
This works fine, as long as the input has at least 2x the amount of items/min that a Mk3 belt can transport, and both outputs are not backing up.

#

when output A backs up, more items will go to output B, and vice versa

#

When the input falls below 2x the capacity of a Mk3 belt, the output to out B will drop too

#

the only real rate limit is the max capacity of a belt.

#

The only values that you can rate limit to under all operating conditions are: 60, 120, 270, 480 and ultimately 780 items/min

#

It comes obvious that you can add different values afterwards.

frosty owl
# versed violet wait, you're limiting it *after* the overflow merger, not before?

I'm first limiting using a merger and MK2 belt as choker (270-120 = 150). The smart splitter checks for overflow and the splitter/merger connected to the outputs further makes sure that only 150/min can make it out of the smart splitter (120/min to the merger, 60/min to the splitter; then 30 to the merger, the other 30 looped back WITHOUT BACKING UP)

All to prove how the first balancer can work correctly or not

frank mesa
#

so 180 is possible by adding 60 and 120

frosty owl
#

Quickmaff!

river pagoda
#

What is math

median heath
crystal charm
#

does anyone know the time delay for train cargo unloads

vapid gorge
#

28 seconds ~

crystal charm
#

cause, you know how output stops during that session

crystal charm
#

and a single small fluid container is what, 400m3 or 800?

median heath
#

27.08s*

crystal charm
#

so for a giant water train connecting to 16 pipes, i'm losing effectively 7mins worth of water flow in total

vapid gorge
crystal charm
#

maybe

vapid gorge
crystal charm
#

i would never do that....

vapid gorge
crystal charm
#

each one comes out at max speed, but will pause while the train loads

vapid gorge
crystal charm
#

and where might that be

vapid gorge
#

A safe way, in general, is to just do 1 mk5 belt or mk2 pipe per train car.

You, however, seem to be doing a world spanning and incredibly complex train line with junctions that will slow trains down each time you add another to the line.

You might not be able to do 1 mk5 per train car

#

Also consider making Turbine Exchanges

#

From what I recall you're intending to have a very complex, flexible, and BUSY train infrastructure so you should really invest in efficient junctions

crystal charm
#

not intending, already have

#

and so far it's workign fine

vapid gorge
#

Every train you add to a train line will reduce the max throughput of every other train that uses those sections

#

It's not linear either so it'll go from less noticeble to a huge problem fast

crystal charm
#

yes but almost every train is also overloaded

#

i.e will output double what is needed

#

except for the water

vapid gorge
#

There are ways around this. You just need to look into what is acceptable for you

crystal charm
#

some trains are single carriage transports, others are 8 carriage

#

depends on the train and what's needed

vapid gorge
crystal charm
#

unless i add like a dozen more trains to this network it should be ok

#

the water thing i have a solution for

vapid gorge
crystal charm
#

well, i mean, i just turned on the final part of 32 nuclear plants

#

and the only thingi need to fix there is the water intake

#

there's not many more factories we need to make

vapid gorge
#

I was just going to say you could do a 2nd identical train line on top of the current one. Double throughput

crystal charm
#

oh i do that already with certain lines

#

rubber and plastic mainly

vapid gorge
#

❀️ stacked rail

crystal charm
#

if i'm producing exactly x of what something needs

#

and the delivery is a manifold system

#

will it eventually fill every factory?

#

32 nuclear plants need 6.4 rods pm, and that's exactly what i'm producing, or should be once the loads balance out on the other pipe i just fixed

vapid gorge
crystal charm
#

they get built up here, put on a train, sent to the plants

#

i just checked, and all the manufacturers are now at 100% effficiency

vapid gorge
# crystal charm they get built up here, put on a train, sent to the plants

by 'really weird' I just have 1 example

I split 1x mk5 600pm copper ore miner into 3 with a manifold for each of the three branches.

For some reason, the interaction with fluid delivery for the refineries involved created an infinite stutter that never go it moving properly even after having flooded the whole system

I fixed it by making the ore belt 1 long manifold. Don't ask why

shadow prairieBOT
#

This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @vapid gorge

vapid gorge
# subtle elk thats a formula?

if you look up the wiki page with the electric locomotive there's a formula for what throughput you can get.
I find it's generally safe to do 1 mk5 per car.

At least early days. If you're making long or complex design it's good to use the formula to double check

crystal charm
#

did i show you the screen shot of the train network?

#

i can't remember

vapid gorge
crystal charm
#

that's the connected network

#

there are about a half dozen single lines not connected to that network

vapid gorge
crystal charm
#

it's a dedi server and not mine, i can get the host to do that later though

vapid gorge
#

oooOOooo right yeah that'd be a problem for that.

crystal charm
#

there is one intersection in particular that would probably be worthwhile turning into that vortex style