Okay, so I added the rocket fuel stage to my fuel power plant complex and the efficiency you get from it is really high. Not only does it consume 4.2 cubic meters per minute for rocket fuel for a 250w generator running at 100% versus 7.5 for turbofuel (78% more efficient) but when you’re blending rocket fuel you take in 60 rocket turbofuel per minute and output 100 rocket fuel per minute (as well as some compacted coal) meaning you produce 66% more fuel with only the addition of nitric acid which is plentiful once you get it hooked up. Between 66% more fuel and 78% more burn time, you get about 3x the amount of energy out of your oil by going from turbofuel to rocket fuel, as well as a small bonus if burning the compacted coal in a coal plant if you wanted to. Which I guess I might as well do since I have excess compacted coal going in - I can send the overflow to a row of coal plants.
One annoying quirk: I had my generators running on turbo fuel before I switched them over and even if you drain the entire pipe network and let the fuel in the generators burn itself out, you still get left with a tiny amount of turbofuel in the generators which will not drain or burn. You have to delete the generators and build them over again to switch fuel types.
Oil power puts out WAY more power per oil than I ever expected. I have a stupid playstyle where I rarely do the math of designing a production line beforehand. I just sort of estimate it and then adjust it later by adding production where needed or overclocking a few units. Sure, it makes sense to plan more first, but I have fun just sort of doing it and figuring it out as I go. I’ve become better at planning my space so that I can extend any part of the production line if I get my estimates wrong.
I made a simple, expandable production line just to get things going. One pure oil node at 100% is feeding 6 refineries going from crude oil->fuel. 8 refineries are taking that fuel and turning it into turbofuel. One blender is producing nitric acid, and 3 blenders are turning that turbofuel into rocket fuel.
In my initial estimations, again, no actual math, I figured that’d power maybe 20 fuel generators. I built 20 generators and network I built was hardly being taxed, running at less than half capacity. So I built more, and more… and … I’m up to 55 generators and I’m still not maxing out any part of that modest chain. The single oil extractor, not even overclocked, isn’t even fully being used for 55 generators. And I have 2 oil nodes right next to it I haven’t even tapped yet. It’s pretty clear I could easily run hundreds of generators off these 3 oil nodes. Just my existing infrastructure with 3 blenders can probably support over 100 and I can easily expand that. I suspect my coal/sulfur/nitric acid would keep up just fine too.
I should probably figure out nuclear but at this point I’m generating about twice the power I need so I’m gonna go ahead and get back to all of the future tech quantum nonsense.
Yeah, rocket fuel is kinda crazy. I have a ton of somersloops so I may as well use them. 4x somersloops on a blender with overclocking produces 500 rocket fuel/min, which’ll power 120 generators (30 GW). That requires 150 turbofuel/min, which requires 180 regular fuel/min. I’m using diluted fuel canisters, so that only requires 90 heavy oil/min. And that only requires 67.5 crude/min!
I dragged my ass to the entire other side of the map, building a bridgeway system and everything, but I shouldn’t have bothered. Any old crappy oil source would have sufficed. Ok, I guess if I really wanted hundreds of gigawatts, I can’t afford to put somersloops on all of my blenders, but even that 2x factor hardly changes anything.
Just leave them in the hard drive library until you actually want to use the recipe. This will remove the recipe from the available list on subsequent scans making it easier for the recipe you want to actually show up.
I cheesed the diluted fuel scan. I saved when the hard drive scan was complete. The immediate results are set in stone at this point, so reloading my save gives the same two choices. However, the rescan is randomized. So I just reloaded until I got the one I wanted.
Oh yeah, I’ve left the last 6 or so drives just because I have everything I need for now. I only pick when I see a recipe I actually want, otherwise I keep them unopened and use them to filter out crappy recipes.
I finally got around to building a train station to my third major factory. I really like trains in concept but laying the track long distance can be kind of tedious. I suppose long conveyor belts are tedious too, but they have fewer limitations.
One thing I’d like to see changed in the design is that each station should be able to unload and load cargo. For instance, if I have a train that goes from factory A to factory B to factory C, I’d like to be able to pick up resource X at factory A and drop it off at factory B, and then use that now-empty train slot to pick up resource Y at B and unload that at C. But as designed, you can’t do that. You only have one loading/unloading station for each freight car, so you can do one or the other.
An easy fix would be to simply have a loader unit on one side of the freight station and an unloading unit on the other side with seperate inventories. This would allow much more flexibility in multi-station train routes.
I know you can keep adding freight cars to eventually get enough cars to do what you want even with the current limitations, but it can be hard to fit an 8 car train in a lot of places let alone 12+.
I think the easier way to go would be to just run a bunch of conveyors between factories. You can put multiple products in one line and smart splitter them out at the end. Conveyors are easier to lay than track. But it’s not as cool as having trains running around your map.
You could setup your stations like this so you don’t have to add more freight cars:
Factory A <---------------[FP1]–[TS1]–[FP2]–[TS2]----------------------> Factory C
you set up your train to first stop at Station1 (TS1) and unload to Freight Platform1 (FP1) then move ahead to Station 2 (TS2) and load from Platform2 (FP2) then off to factory C with a similar setup if needed.
That is a very good point. Now that you mention it, I considered that very approach a while back and it slipped my mind. Essentially you could have two train stops at the same factory - one for unloading and one for loading. I still think it would be better if that came as a function of the regular train platform, but finding two separate spaces for a 4 car long train is much easier than finding one space for an 8 car long train.
I’m just about finished with the game (assuming the tier 5 space elevator launch is the end of the game) and I’ve got to figure out what I’m going to do with my life. Immediately detox from satisfactory and do something else with my time? Continue on building mega factories with no particular goal in mind? Start over and speed run a second attempt to see how much faster I can beat it with what I’ve learned? Construct nice looking factories and make some nice blueprints instead of the mess I currently have?
So I did it - I completed stage 5. Now I need to figure out what to do with my life.
I could keep building for the sake of making more and more mega factories. Which is still kinda fun but at the same time without specific goals to drive you might get a bit aimless. I guess you can make your own goals. I haven’t done nuclear power yet which means I’m one short of finishing the MAM research (the nuclear grenade), so that’s an easy goal.
I think I’ll try to get all the achievements. I suspect by far the hardest one will be getting the golden nut for 1500 coupons. I have something like 300-400 now, but I suspect the way the cost ramps up that it will take many hundreds (thousands?) of times more sinking than I’ve already done to get that high. I’m guessing that may take dozens of hours.
I should also take some time to make nice, elegant blueprints. I know I can just download others have made but building your own stuff is most of the fun.
Definitely not, even if you had a mega factory that used all the resources on the map. the wiki page says
" It takes 1,895 Coupons to purchase every non-producible item in the AWESOME Shop, which would require 125,721,388,500 AWESOME points. This would take about 11 hours and 23 minutes at the current theoretical max awesome points per minute of 184,168,000"
Sounds like that’s basically using the entire world to sink the most points possible and even than that’s 11 hours. So at some more reasonable number of sink points per minute 100k you’re looking at, uh… 21000 hours of sinking if I did the math right. Unless I’m making some huge orders of magnitude mistake somewhere, it sounds like you basically need to build a worldwide factory with the express purpose of efficient sinking to get to that goal in any reasonable amount of time.
What are these repeatable but non produceable purchases that make up the difference?
I know there are hard drives you can buy eventually for 100 tickets a pop, but there are 5 more hard drives than recipes so you don’t actually need to buy those for example?
I’m guessing it’s referring to the statues. I haven’t checked that they’re repeatable but that makes sense. The statues end up costing the majority of tickets, with the golden nut alone being 1000.
I think the best approach to take to farming coupons is probably to produce ballistic warp drives as much as you can. There are a limited number of sloops in the world, and using sloops during the final couple of stages of assembling the warp drives has to be the biggest efficiency gain you can have.
I haven’t been getting much done. Mostly messed around with a train line. But it’s about to finally be set up. For now it’s just a single line from my oil, to where I want to set up computers (Caterium, Sulfur, and Quartz all together) and then to my main base.
I have no idea if this will work or not, but I’m trying to set it up with just one rail and a loop at either end. I believe the train should be able to travel from station to station, then loop around to the beginning without stopping (because it’s going the wrong way) until it gets back?
Eventually I’ll make the track two way, but this seems enough for now. If it works.