ALL MY MATHS IS WRONG! (Kinda) - so I confused the pure oil node (240 crude per minute) with a pure resource node (120 per min Mk1) So these layouts are PERFECT - for a normal oil node... For pure oil nodes you'll need to double each recipe. My apologies guys!
Awesome video as always! Question: Is there an advantage to setting clock speeds using percentages instead of just typing the output required? I noticed there was a water extractor you set to 66.66% resulting it it outputting only 79.99m3 (I know it's not much, but over time...). If you type 80 in the output it updates the clock speed to 66.6667 automatically 🙂
Would be nice to see a working setup with full overclocked System on pump and generators/Refinerys and also with Turbofuel. Non then less - your video helped me in deciding layouts - thanks for that. :)
Man, don't even sweat it! We all do it from time to time haha. You let us know right away and gave us a great and helpful video, and that's the big thing! Thanks dude!
Whenever I sink Polymer Resin I am not using for Plastic or Rubber, if I even decide to use it for it, I just set up an extra production line to create Synthetic Fabric and then Sink that. It gives over 11 times as many points, and only requires an extra refinery and water extractor.
Funny thing, the interface for clockspeed allows for the inclusion of mathematics for the setting (borrowing from the "search" calculator from the n key), because of this if you want a machine to produce at .666666~ you can enter 2/3 instead (or if you want to overclock 1+(2/3) as an example for 1.666666666~). So knowing your fractions actually can make your day easier.
@@nikkiofthevalley Yes, but when your dividing production evenly between say 8 Refineries with an input of 1235 as an example, it's probably easier to type in a fraction then a 5 place decimal. (Also, before anybody says all inputs are rounded to 2 decimal places, that's only half right, only the displays for the inputs/outputs round to 2 decimal places, they actually do keep the full number).
This is true, but you have to take place values into account because it doesn't convert the fraction into a percent but just makes the output of the math the percent itself. For instance, if you want to underclock a machine to run at 2/3rds the speed, you need to put 200/3 (66.667) into the clock speed box. Alternatively, you can also just manually set the output speed, so if you need 4 items/min and the machine normally does 6, just type 4 into the output box to achieve the same 2/3 speed.
Another great vid. whenever i need a little motivation on playing because im not satisfied with my build or setup, watching 1 or 2 of your vids motivates me enouth to give it another try. i would say in terms of decorating i still have a long way ahead, mainly because it is hard to develop a own style on building and organiseing factorys.
I was running out of power (had 1200 MW of coal) and I did not have enough power to do Aluminum and get blenders. I absolutely did not want to do another coal power plant setup in another area. So, I tried the Diluted Portable Fuel. OMG.. Literally 10 GW of power from 2 overclocked impure oil nodes (to 250% each). Those 2 nodes put out 150 m3 each (300 total). 67 total fuel generators.. From 2 dang impure nodes. This is so OP it's crazy. It took me 5 hours of nothing but putting down refineries, packagers and fuel generators (and of course foundations and walls). I would have never tried this method without the info so thanks.
What would be nice is to also see the total power production. So not just how much the generators are producing, but subtracting the power cost of the machines to get them going.
I'm planning to set up a plastic/rubber/power facility on one of the northern pure crude nodes (240/minute). I have the diluted packaged fuel unlocked, and the Satisfactory Calculator site's planner was extremely helpful in gaming out how much heavy oil my rubber and plastic refineries would be producing, how many packagers I would need, and how many more refineries that would represent. I didn't get all the way to having it calculate the number of unpackagers (conveniently matches the number of packagers) or fuel generators, since dividing by 12 isn't so bad. IIRC, I'll have 3 rubber refineries and 5 plastic refineries and will be making 220 packaged fuel per minute from that.
PSA - Anyone coming here after 1.0 (Sept 2024) Please note - They changed the burn rate of Fuel in generators from 12/min to 20/min…but also, upped the power produced from fuel generators from 150MW to 250MW… So the maths is wrong - 320 fuel / 12/min burn = 26.666 generators x 150MW = 4000MW is the old way… Now it’s 320 fuel / 20/min burn = 16 generators x 250MW = 4000MW - So you get the same power output for 10 less generators!
@@petalbacon235haha yeah same i was like why is my power so uneven, didnt do the math so just trusted the video blindly then i did the math and i was like wait.. this would only power 16 generators haha
You're right the same tier, for some reason I thought it was a separate milestone - regardless you need rubber to build them, which you might not have done yet. Pumps only use iron and copper so are more accessible.
@@TotalXclipse Debatable considering that the plastic containers need plastic for packaged fuel recipes. But I understand your point that Pumps are accessible way earlier.
As you will feed 27 fuel generators anyway it's a good idea to group them into 3x9 arrays. Each array can be feed by MK1 pipes as you only feed 1/3 of the fuel/water. Further i usually build 3x3 rafinerys with 3 feeding into their own packaging/centrifuge circle. That way you can underclock each rafinery by total_amount/number_rafs and get a more power efficient production, as production buildings scale exponential with clockspeed. Also the clusters do look pretty cool and you can mark them on the floor or with stairs etc to make them look even cooler.
With polymer resin, at least initially, use a smart splitter to initially send it into, say, a series of three industrial containers via a smart splitter. Then send overflow into an awesome sink. Then set up plastic and rubber production when ready. I pretty much do the same thing with plastic and rubber, that way, everything keeps flowing.
yep, i did this with a quick and dirty plastic/rubber set up early on to start with oil stuff, 2 containers filled rather quickly off just 1 normal node, using HOR alt recipe.
Blenders take much less time than the packaging and unpacking of the portable fuel tanks. But they basically both produce the same amount of diluted power.
This video is very helpful. I am currently running 6 refineries to power 2 fuel generators off of 1 pure node out in the same location and seeing this video lets me know that I can run more than those 2 to power operations in the nearby rocky desert biome. I was nervous in thinking that that wouldn't be enough to power them, but now i can see that it is more than enough. Thank you.
Resently made a settup which produses 18000 MW from 540 crude oil per minute using the heavy residual turbofuel recipe. It took 120 fuel generators and a lot of space, however i am really happy with the end result
My current setup only produces about 1200 MW, and I'm really hitting the redline with my power consumption, (max I've seen on the graph is 1272.3) the only reason my grid doesn't crash every 2 minutes is because I have a small battery bank. Hopefully this video can help me squeeze enough power out of my 2 Cruse Oil nodes. My current system is an absolute mess, (imagine a spiderweb of pipes, with tons of conveyor spaghetti on top of it.) so I really doubt I'm running at full efficiency, or even a quarter efficiency.
If you want packaged fuel you can set the refinery to generate plastic, then turn the plastic into containers, fill the containers with water, and finally use the diluted heavy oil residue in the refinery
Your first setup bugged me, so I pulled out my spreadsheet. :P You mention your 7th generator is clocked at 69%, but that would produce a total power of ~1012.8MW. Instead, I think it must have been clocked at 66.6667% to produce the 1009.8MW shown in your power graph. That would match up closer with the "6.67 Gens" on your sign in front of the build. Either way, the 7th generator really should be clocked at ~59.031% to exactly consume the 80 fuel you're refining. That would produce exactly 1000MW. Or I'm pretty sure at least. Good video though, I like these walkthroughs. Keep 'em coming. :)
I like to keep the Unpackager/Packager/DPF Loops independent... so that each of them makes a selfcontained circle. This way you don't have the problem that empty/water canisters start accumulating at the beginning of a manifold which can create a mess.
The way I do it makes the resin into plastic and then into canisters, flood the loop with empty canisters, then sink the overflow. 10/3 times the rate of sunk points that way too.
I've already done it in my game. I have two normal oil nodes going into packaged diluted fuel and then into turbo fuel, powers 280 generators for approximately 42 thousand megawatts.
from 1 pure crude oil node on 250% ( and ~1.1k coal/sulfur for compacted coal ) you can make 1333.33 m³/min turbo fuel This translates to ~293.3 Fuel generators which will make ~44.4k MW of Power This setup will take a lot of sulfur, which is one of the rarest resources in the game. When you instead decide to use the other alternative recipe "Turbo Blend Fuel", which uses only 400 sulfur/min for that same amount of crude oil, you can make 800m³/min Turbofuel. This setup translates to ~177.66 Fuel Generators which will make ~26660 MW of Power .... I hope this helps ;)
My last save had a giga setup that took all of the oil in the map and made it evenly into fuel, plastic, and rubber. But I was dumb/hatted myself, so I did that with only alt recipes and made sure to only sink items that couldn't be made into one of those 3 so I was getting everything I could out of the factory. I think it ended at 10k of rubber and plastic and a 100k MW power farm. Love it when numbers workout like that. (Some was sinked, but Idk what all that made.)
I use the last one for my setup. It is tricky to get going, but I've came up with ways on how to handle it. I'll have to make my way over to your Discord and share how I did it.
Even more insane.. 2 fully over clocked impure nodes produce 1/2 that amount (67 generators). I didn't even used to use impure nodes on other playthroughs and it just gave me 10GW of power.
@TotalXclipse: I'm missing a comparison of net out-put power, because the dilutes packaged fuel system has a big impact on it's own uses (so produced power is not the net power)
I mean 3 water extractors, and 12 packagers are hardly going to be more expensive in terms of power consumption Vs the gain of fuel. But I see your point - perhaps once I've covered the turbo fuel setups we'll cover net power comparisons 😉
between the blender and the packaged fuel i would love to know the power consumtion diffrence: i mean 1 refinery (30 MW) 2 packagers (2x10 MW) so total 50MW for 60 fuel/min. i dont know if the blender does use more also what is the gap if you would overclock both systems will there be a bigger gab
This is a great guide and is a good reference to look at when getting into oil, but It would be greatly appreciated if you could show an efficient layout for using the amount a fully overclocked extractor can produce on a pure node that also accounts more for the issues with pipes, rather than the normal extraction rate and a single unpowered pump (which most certainly has never been enough to fix my flow rate issues when going on perfect math). The math and layout of the fuel pipes and generators change greatly because of the large amount of fuel you're producing and it can be a bit overwhelming to try and come up with a clean yet compact layout that still works as intended (without power fluctuations) when dealing with fully overclocked extractors on pure nodes.
A bit late reply, but fuel generator overclock, and i think all power generators, have linear scaling. 1:1. So, 250% overclock on 1 generator is like having 2.5 generators in 1 building (they also burn as much fuel as 2.5, linear as well). It's mostly to reduce machine count, not really needed, but you know how annoying working with pipes is, so the less the better I guess haha. If you're gonna overclock something, start with the oil extractor to get more, of course.
I was wondering the same thing...don't pumps reset the head lift, which valves don't do? Does it also do that when they're unpowered? I'm not positive but I imagine that means that whatever level the pump is at, if it's unpowered, that's the new max height of the pipeline...but I could also be misunderstanding, pipe dynamics in this game are confusing to say the least
Any suggestions for why my fuel setup always backs up in various refineries? It’s a giant triple node turbo fuel setup. The maths is right, I’ve checked it a billion times. But turbo fuel or heavy oil residue backs up in the refineries ie it doesn’t drain even though the pipe network should have the capacity to take it, and then the other end doesn’t get enough fuel even though the silly pipe says that it’s full and it should be enough. There are valves for back flow and pumps where necessary. It’s totally baffling
@@Salmacream tried, unfortunately no joy. It just seems to flow fine sometimes when it feels like it and then sometimes not. I might just run more pipes so each one is running at below capacity and have smaller manifolds
@@Wease245 You should make sure that your manifolds cant back flow, also go make a post on the satisfactory discord or the subreddit, with screenshots those guys are great and helped me find a few fluid flaws before.
I’m still on Update 5 because I’m trying to move my setup in the new biome out before it gets swallowed by the updated terrain, but unless they’ve changed between the two updates couldn’t you just use valves set to max throughput for the same purpose as the pump at 4:55?
Could you do this with all power setups, especially like pre-fuel power. Like what is the best for a coal setup, coal? Charcoal? Compact coal? Whats the best for biomass burners. What nuclear fuel should I prioritize
A bit late for this but biomass is very temporary, you collect the plants and wood manually, maybe put them in some constructors to make it solid biofuel and just manually put them into the generators. I'd say rush coal, then you just maximize any group of coal deposits that are near water, I liked the cove north of grass lands, pretty much used by everyone lol. Leave room for expansion for when you unlock MK2 miners and that's it, but always max the deposits, imo, no reason not to, coal power is super easy to setup and it's incredibly reliable, specially because of the way the machines store so much water and coal, so even if you pop a fuse, you just restart it right away.
With the new rebalancing for clock speeds on power, would it be worthwhile to overcclockk everything to 200-250 to reduce overall number of fuel generators? (Granted you got enough power shards). Also great video!!!!!!!!
Even if you were to overclock every ressource node in the world to 250%, you would have some power shards left over. And that ignores that on pure nodes with mk3 miners you would not want to overclock to 250%, but only to 162.5% iirc, since that's the limit of a mk5 belt. So, even then you'd have enough shards leftover to overclocking your power generators. So even if you wanted to mine as much of every item as possible, you'd still have enough shards just from slugs to overclock some power generators. But considering lizard doggos can bring you slugs... There is really nothing speaking against using powershards to overclock the power generators once that change is made.
@@insentia8424 That's correct, an interesting side note related to overclocking is the nuke power plants currently need 750 water pm which you can't provide, which they are fixing by reducing the water consumption. I'm not sure if they are ever going to add faster belts...
Great video! ..just working on my first play through and starting fuel generator’s… one question I have is in regards to power shards…can they only be made from slugs or is there a way of crafting them ??? (I spend way to much time hunting for them )
I used satisfact calculator to check my math I should be producing 200m of fuel to my 16 generators but its over consuming the fuel. I let the buffer fill up but in time it empties out. Whats up? My crude is slowly falling but I have 300m in 2 extractors. 4:25 this saved me, thanks mr. xclipse
Very nice guide total would love to see your take on turbofuel setups , i have 2 setups i always do on my saves would love to see your side of it for some tips , keep up the great content total
@@TotalXclipse jep very interested in it since i dont know if thers enouth coal and sulfer on the map to turn every drop oil into powerfuel with the diluted recipe
great vid as always, but i do wonder why you have used unpowered pumps, and not valves, to stop backflow? i assume you forgot about valves, since you dind't mention them either. otherwise, a really good overview of the diffrent chains, and a good visualization of how effecient some of the more advanced chains, compared to the simple ones
Nope - I didn't forget about valves - currently they're bugged on larger setups, and they also require rubber which some that are starting off with oil may not have produced yet, so by recommending pumps. They're cheaply available to all, and don't run the risk of bugging out. - that's not to say you can't use them though.
@@TotalXclipse would have been worth mentioning, especially since your content tend to target newer players, however i did not think of the rubber part, since that and plastic is always the first things i do when unlocking oil. And i didn't know about the current valve problems.
Handy video for ideas, thank you. But what about Turbo Fuel? And can anything else be done with alts to either convert resin to fuel, or refine it to cloth, plastic, or rubber, to sink for more points?
What Heavy Oil Residue recipe are you using? with HOR Alt you produce 40 HOR from 30 crude so 120 crude = 160 HOR in 4 refineries. Where's the 5th refinery from? I presume it's a different recipe setup but I can't see which one it is *as a note, I noticed I have done these layouts for normal nodes - you can double these up for a pure node, but that's still 8 refineries to 8 blenders.
I'd never thought of using an unpowered pump as a pre-Valve-availability valve stand-in. Huh! Also, bugs with pipes, you DON'T SAY! My Turbofuel power plant setup ran into a thing where placing crosspipes didn't actually "split" the main pipe line properly so a bunch of fuel just... wasn't getting to a bunch of generators. I had to delete and re-add pipe segments from the crosspipes. ARGH.
Ok, dumb newbie question: your screen shows the recipe as incoming crude oil outputs heavy oil residue and polymer resin. I do not have that option on my refineries. The one I have is: crude oil in, plastic and heavy oil residue out. Is this something I have to research from the MAM with a hard drive?
it does - and I was wrong when I said a pure node - these are set for normal nodes. But we are not overclocking the extractor. 100% on a normal node = 120 Crude oil.
kind of a random question, but i tend to underclock all my machines rather than running one underclocked and the rest at 100%. is it more efficient to underclock the one? or does it all work out in the wash?
As long as the total production/min lines up with what is needed then everything will work fine. I like to let all the pipes fill before turning machines on just so that there's no weird back flow issues
You can use valves, it's just pumps are available to everyone upon hitting oil. You can also use the polymer resin to create plastic or rubber should you wish rather than sinking it
both the same, except Valves can cause bugs and they use rubber, which someone starting off on fuel for power might not have produced yet. Just makes it more accesible.
the problem your having with the generators is the fact you have them directly pumped and not in a circutit so you have some sloshing and material not making it to the back
I struggle with power and fluids, I always find that father from the refinery the less each power plant gets, and it never seems to improve. The farthest generators are cutting out.
Hate working with fluids, the numbers never seem to work exactly as they should. Pretty sure there are known bugs with pipes. My aluminium setup caused me nightmares. Despite getting the maths exact by using calculator website, the loop just wouldn’t work and it always stopped, which in turn causes other machines along the line to stop
not worth it imo. Since they made fuel more effecient, I've been happy using diluted fuel recipes. Getting the sulphur and coal required for turbofuel just seems a waste.
@@Coldheart322 I think it depends how big you are building. If super big, then it's probably worth it to invest the extra time and energy getting the compacted coal in there for the turbo fuel since it allows you to ultimately fit more generators in the same area. If you aren't going real big though, you need less power so a modest fuel only set up makes more sense.
@@codyfox2876 I need to check how much extra power you get, but I often went with 2 pure oil nodes for power, just added more nodes if I really needed.
On paper, my setup is 100% efficient, but I'm constantly running into problems where either some fuel generators aren't getting enough fuel, some refineries aren't getting enough oil, or the extractors are constantly turning on and off because the entire oil pipe network is bottlenecked despite everything running none-stop. Somehow, there's always too much or too little fluids in the pipes.
once I've tried doing a diluted fuel as base for my turbo fuel production... it pretty soon became a problem as I either ran out of space or even the mk2 pipe wasn't sufficient to deliver.. ">_> but that was still at the time when nuclear waste was a permanent problem... so yeah, I've tried to use fuel instead of nuclear to generate a whooping number of energy, but it was too much to handle
This is why you need to split your pipelines, figure out how many generators you can feed with a single mk2...and there's a trick you can do by making sort of a split loop where one pipeline will effectively feed twice as much as it should by, in effect, having it fed at both ends with the generators in the middle. At least, it should work in theory, and seems to work for me when I try it...but pipes can behave kind of weird in this game, I keep running into scenarios that based on all the math I can muster should be impossible, but still happen anyway (waste water backing up in a bauxite plant even though the waste water + the input from extractors should be providing LESS water than the aluminum slurry refiners are able to utilize)
@@ChrisRLowery yeah, I've done all that, but it became too much too soon.. Had that water problem as well.. made an overflow pipe piece and a packager that sank the overflowing water.. that solved it.
@@reyhaz That's what I wound up having to do as well. Absolutely never should have packaged any water, but was doing so pretty continuously, though I suspect it may have to do with how I laid everything out. I've set up a large aluminum factory that I'm still working on getting the external inputs set up for, and I'm trying a different approach with the water where I'm feeding it from the extractors to the waste pipes from the second tier refiners, then going on to the inputs for the first tier, with the overflow elevated above the refiner inputs at the end of the lines. My theory is that this will allow the waste water to be used first before picking up new water from the extractors, and the overflow being at the end should prevent the waste from ever backing up, but with the elevation it should only overflow after the inputs are saturated. Here's hoping that works...I would prefer to see no water ever getting packaged/sinked and it just being there as a failsafe.
Once I started making turbo fuel I stopped makine regular fuel all together. Fuel generators only use 4.5m per min of turbo fuel, thats almost 2/3s less than regular fuel. I have 85 fuel generators running on one oil node making turbo fuel.
You can tell how much someone has played the game by how much effort they put into fuel generator factories: - None, they are still using biomass/coal - Normal Fuel, they have just unlocked fuel - Residual Fuel with Heavy Oil Residue, they still think that oil is primarily for power - Diluted Packaged Fuel, they have never passed Phase 3 and still think tens of GW is worth that effort - Diluted Fuel with Blenders, they have not created nuclear power before but at least figured out that everything previous was supposed to be temporary - Turbo Fuel, they have not created nuclear power before and have not realized that everything here was supposed to be temporary - Residual Fuel with Rubber/Plastic, they have created nuclear in another save and realized that any effort beyond this for fuel power is slowing down progress to Tiers 7/8 - None again, they are at end-game with hundreds of GW of power from nuclear and only using fuel for manufacturing parts like FMF, Rubber, and Plastic.
am i stupid? 6 packagers at 533.33% produce 320 fuel per minute. a single fuel-powered generator uses 20 fuel per minute, which makes it 16 fuel-powered-generators. not 26.7 as stated in the video.
Hey man, you're diluted fuel recipe is slightly wrong, If done appropriately, 1 oil pump on a pure node (100%) will provide fuel for 34 generators, with 1 generator at 33.33% clock speed. You need, 5 x refs with 4 x water extractors into 4 x blenders into 34 generators.
What Heavy Oil Residue recipe are you using? with HOR Alt you produce 40 HOR from 30 crude so 120 crude = 160 HOR in 4 refineries. Where's the 5th refinery from? I presume it's a different recipe setup but I can't see which one it is *as a note, I noticed I have done these layouts for normal nodes - you can double these up for a pure node, but that's still 8 refineries to 8 blenders.
@@TotalXclipse Hey, didn't realise yours were on normal. So I use I still use HOR Alt recipe + the Diluted fuel recipe on but on a pure node. The base recipe (not my own) is as follows (everything is per/minute): So it's 150m3 Oil into 5 x refineries (30m3 oil each) = 200m3 HOR + Resin (Sync it or recycle) 200m3 HOR + 400m3 Water into 4 x blenders = 400m3 Fuel Finally 400m3 / 12m3 (per generator) = 33.33 rec, so that's 34 generators with one tuned to 33.33% = 20,000 power. On a 250% pure node you can do the above 4 times (600m3 = 4 lots of 150m3) I was devestated with the new patch, the work they did on the north spire coast basically covered that fuel set up. I did that fuel recipe above 16 x to produce 80k Power. I honestly don't think I will need nuclear. lol
The Heavy oil residue setup produces 1335mw of power at the cost of 210mw (roughly) it certainly isn't efficient vs other recipes but I've included the guide for those who do want to use it.
@@TotalXclipse I’m unsure if the maths is right but it is the least efficient version of fuel setups assuming you’re committing an oil node to power. I heard so many people talk about heavy oil fuel so I assumed it was best for the longest time when it’s actually the worst. Now it’s great if you’re producing heavy oil as a byproduct of another line
I know this video is a year old, but watching this is making me a little mad and sad. Cuz my current setup that I now REFUSE to change gets me only 17 ish Fuel Generators for 600 M3 of Oil (which would be around 8 ish with 300 M3 per/min of oil), using the Rubber and Plastic Recipes WITH Heavy Oil Residue to Residual Fuel. 60 M3 Hvy Oil Reside for 40 M3 fuel each Per 5 Fuel Refineries. But I HAD to do this, because I needed more power YESTERDAY, and I didn't have any of the other alternative recipes researched which would've given me even MORE power. -_-
I understand wanting to take the video slow for demonstration purposes, but it seems like every time I open your channel I have to put the playback speed at 1.25x, the dragging of individual words is just so damn slow man
The way you're saying alternate is killing me. I've watched your videos for a long time now and it seems like you find goofier way to say a word every video.
ALL MY MATHS IS WRONG! (Kinda) - so I confused the pure oil node (240 crude per minute) with a pure resource node (120 per min Mk1) So these layouts are PERFECT - for a normal oil node... For pure oil nodes you'll need to double each recipe. My apologies guys!
jep sadly yet no mk2 oil pump ingame. but you always mentioned 120 oil/min so it doesnt matter much
Awesome video as always!
Question:
Is there an advantage to setting clock speeds using percentages instead of just typing the output required?
I noticed there was a water extractor you set to 66.66% resulting it it outputting only 79.99m3 (I know it's not much, but over time...).
If you type 80 in the output it updates the clock speed to 66.6667 automatically 🙂
Would be nice to see a working setup with full overclocked System on pump and generators/Refinerys and also with Turbofuel. Non then less - your video helped me in deciding layouts - thanks for that. :)
Man, don't even sweat it! We all do it from time to time haha. You let us know right away and gave us a great and helpful video, and that's the big thing! Thanks dude!
Not long finished a maxed alternate turbo fuel facility for fuel, not bad these little fuel factory layouts big ups real helpful for the newer player
Whenever I sink Polymer Resin I am not using for Plastic or Rubber, if I even decide to use it for it, I just set up an extra production line to create Synthetic Fabric and then Sink that. It gives over 11 times as many points, and only requires an extra refinery and water extractor.
Your guides were why I started watching. Good to see you bringing them back.
Funny thing, the interface for clockspeed allows for the inclusion of mathematics for the setting (borrowing from the "search" calculator from the n key), because of this if you want a machine to produce at .666666~ you can enter 2/3 instead (or if you want to overclock 1+(2/3) as an example for 1.666666666~). So knowing your fractions actually can make your day easier.
You can also just.. Set the production numbers you want. You can edit the "X/m" value in the overclock menu and it'll update the values accordingly.
@@nikkiofthevalley Yes, but when your dividing production evenly between say 8 Refineries with an input of 1235 as an example, it's probably easier to type in a fraction then a 5 place decimal. (Also, before anybody says all inputs are rounded to 2 decimal places, that's only half right, only the displays for the inputs/outputs round to 2 decimal places, they actually do keep the full number).
This is true, but you have to take place values into account because it doesn't convert the fraction into a percent but just makes the output of the math the percent itself. For instance, if you want to underclock a machine to run at 2/3rds the speed, you need to put 200/3 (66.667) into the clock speed box. Alternatively, you can also just manually set the output speed, so if you need 4 items/min and the machine normally does 6, just type 4 into the output box to achieve the same 2/3 speed.
Another great vid. whenever i need a little motivation on playing because im not satisfied with my build or setup, watching 1 or 2 of your vids motivates me enouth to give it another try. i would say in terms of decorating i still have a long way ahead, mainly because it is hard to develop a own style on building and organiseing factorys.
He does it again !
I was running out of power (had 1200 MW of coal) and I did not have enough power to do Aluminum and get blenders. I absolutely did not want to do another coal power plant setup in another area. So, I tried the Diluted Portable Fuel. OMG.. Literally 10 GW of power from 2 overclocked impure oil nodes (to 250% each). Those 2 nodes put out 150 m3 each (300 total). 67 total fuel generators.. From 2 dang impure nodes.
This is so OP it's crazy. It took me 5 hours of nothing but putting down refineries, packagers and fuel generators (and of course foundations and walls). I would have never tried this method without the info so thanks.
What would be nice is to also see the total power production. So not just how much the generators are producing, but subtracting the power cost of the machines to get them going.
Awesome video, I know oil can be pretty confusing, if only there was a guide on rubber and plastic production as well. Either way, good guide.
Right ! 🎉
I'm planning to set up a plastic/rubber/power facility on one of the northern pure crude nodes (240/minute). I have the diluted packaged fuel unlocked, and the Satisfactory Calculator site's planner was extremely helpful in gaming out how much heavy oil my rubber and plastic refineries would be producing, how many packagers I would need, and how many more refineries that would represent. I didn't get all the way to having it calculate the number of unpackagers (conveniently matches the number of packagers) or fuel generators, since dividing by 12 isn't so bad. IIRC, I'll have 3 rubber refineries and 5 plastic refineries and will be making 220 packaged fuel per minute from that.
PSA - Anyone coming here after 1.0 (Sept 2024) Please note - They changed the burn rate of Fuel in generators from 12/min to 20/min…but also, upped the power produced from fuel generators from 150MW to 250MW… So the maths is wrong - 320 fuel / 12/min burn = 26.666 generators x 150MW = 4000MW is the old way… Now it’s 320 fuel / 20/min burn = 16 generators x 250MW = 4000MW - So you get the same power output for 10 less generators!
That drove me nuts for a while 320 / 20 is 16 not 26.666.
that and also packaged fuel cant be used in generators now
@@somesay2648i mean the factory doesnt use packaged fuel, it unpacks in the end
@@petalbacon235haha yeah same i was like why is my power so uneven, didnt do the math so just trusted the video blindly then i did the math and i was like wait.. this would only power 16 generators haha
Why not suggest a Valve instead of a turned off pump ?
I was going to ask this...
You can use a valve, but they're unlocked later in the unlocks so this makes it available to all 😉
You're right the same tier, for some reason I thought it was a separate milestone - regardless you need rubber to build them, which you might not have done yet. Pumps only use iron and copper so are more accessible.
@@TotalXclipse Debatable considering that the plastic containers need plastic for packaged fuel recipes. But I understand your point that Pumps are accessible way earlier.
@@rkay.gaming however you refine oil into oil residue and so getting polymere residue or direct plastic or rubber only need to menpty the pipes
As you will feed 27 fuel generators anyway it's a good idea to group them into 3x9 arrays. Each array can be feed by MK1 pipes as you only feed 1/3 of the fuel/water. Further i usually build 3x3 rafinerys with 3 feeding into their own packaging/centrifuge circle. That way you can underclock each rafinery by total_amount/number_rafs and get a more power efficient production, as production buildings scale exponential with clockspeed.
Also the clusters do look pretty cool and you can mark them on the floor or with stairs etc to make them look even cooler.
With polymer resin, at least initially, use a smart splitter to initially send it into, say, a series of three industrial containers via a smart splitter. Then send overflow into an awesome sink. Then set up plastic and rubber production when ready.
I pretty much do the same thing with plastic and rubber, that way, everything keeps flowing.
yep, i did this with a quick and dirty plastic/rubber set up early on to start with oil stuff, 2 containers filled rather quickly off just 1 normal node, using HOR alt recipe.
Thanks very much. This was extremely helpful.
I quadrupled my power output per node using Diluted Fuel.
I had a very inefficient setup haha.
I'll make my current oil setup more efficient today, but I'll wait to upgrade it when I have the Blender unlocked: it looks so cool.
Blenders take much less time than the packaging and unpacking of the portable fuel tanks. But they basically both produce the same amount of diluted power.
This video is very helpful. I am currently running 6 refineries to power 2 fuel generators off of 1 pure node out in the same location and seeing this video lets me know that I can run more than those 2 to power operations in the nearby rocky desert biome. I was nervous in thinking that that wouldn't be enough to power them, but now i can see that it is more than enough. Thank you.
2:29 Nice! Use of every bit of fuel
Resently made a settup which produses 18000 MW from 540 crude oil per minute using the heavy residual turbofuel recipe. It took 120 fuel generators and a lot of space, however i am really happy with the end result
My current setup only produces about 1200 MW, and I'm really hitting the redline with my power consumption, (max I've seen on the graph is 1272.3) the only reason my grid doesn't crash every 2 minutes is because I have a small battery bank. Hopefully this video can help me squeeze enough power out of my 2 Cruse Oil nodes. My current system is an absolute mess, (imagine a spiderweb of pipes, with tons of conveyor spaghetti on top of it.) so I really doubt I'm running at full efficiency, or even a quarter efficiency.
If you want packaged fuel you can set the refinery to generate plastic, then turn the plastic into containers, fill the containers with water, and finally use the diluted heavy oil residue in the refinery
Great video! Very informative!
Incredibly well done
Your first setup bugged me, so I pulled out my spreadsheet. :P You mention your 7th generator is clocked at 69%, but that would produce a total power of ~1012.8MW. Instead, I think it must have been clocked at 66.6667% to produce the 1009.8MW shown in your power graph. That would match up closer with the "6.67 Gens" on your sign in front of the build.
Either way, the 7th generator really should be clocked at ~59.031% to exactly consume the 80 fuel you're refining. That would produce exactly 1000MW. Or I'm pretty sure at least.
Good video though, I like these walkthroughs. Keep 'em coming. :)
Nice Guide!
Personally, I prefer to balance the clock speed across all the refineries and blenders to get an even underclock nowadays 😏
It was excellent !
I like to keep the Unpackager/Packager/DPF Loops independent... so that each of them makes a selfcontained circle. This way you don't have the problem that empty/water canisters start accumulating at the beginning of a manifold which can create a mess.
The way I do it makes the resin into plastic and then into canisters, flood the loop with empty canisters, then sink the overflow. 10/3 times the rate of sunk points that way too.
Looking forward to a Turbo Fuel version of this guide!
I've scheduled it for Saturday 😉
My turbo fuel plant is above crater lake. Took me five days to build, 160 generators.
Just awesome. Love the efficiency. 👍
Right?! Lots to learn from this video
I'd like to see a complete setup using turbo fuel just to see how far you can bring the power production.
agreed! I think CSS redid the recipe a bit, as it doesn't seem to be a big drop from fuel to turbo now. or is it me? hehe 😅
Oh you should see the mess that comes from turbo blend fuel.
I've already done it in my game. I have two normal oil nodes going into packaged diluted fuel and then into turbo fuel, powers 280 generators for approximately 42 thousand megawatts.
@@NaraiOskara Don't remind me! I did that ONCE, a personal nightmare! Much rather stick with standard turbofuel TBH!
from 1 pure crude oil node on 250% ( and ~1.1k coal/sulfur for compacted coal ) you can make 1333.33 m³/min turbo fuel
This translates to ~293.3 Fuel generators which will make ~44.4k MW of Power
This setup will take a lot of sulfur, which is one of the rarest resources in the game.
When you instead decide to use the other alternative recipe "Turbo Blend Fuel", which uses only 400 sulfur/min for that same amount of crude oil, you can make 800m³/min Turbofuel.
This setup translates to ~177.66 Fuel Generators which will make ~26660 MW of Power
.... I hope this helps ;)
My last save had a giga setup that took all of the oil in the map and made it evenly into fuel, plastic, and rubber. But I was dumb/hatted myself, so I did that with only alt recipes and made sure to only sink items that couldn't be made into one of those 3 so I was getting everything I could out of the factory. I think it ended at 10k of rubber and plastic and a 100k MW power farm. Love it when numbers workout like that. (Some was sinked, but Idk what all that made.)
that was such good timing cus i just got on that so thanks
I use the last one for my setup. It is tricky to get going, but I've came up with ways on how to handle it. I'll have to make my way over to your Discord and share how I did it.
With an fully overclocked pure Oil-Well (600 qm/min) you will end up with 133.333 Fuel-Generators!
Insane!
Even more insane.. 2 fully over clocked impure nodes produce 1/2 that amount (67 generators). I didn't even used to use impure nodes on other playthroughs and it just gave me 10GW of power.
you must have read my mind just been looking for this :)
Gonna need scaling up a bit though got 2700 crude to use :D
You can use valves instead of a pump to prevent back flow.
this was exactly what i was thinking!
Isnt the turbofuel much better than the normal fuel? it holds much longer in the generators soyou can fuel much more of them?
Just finding this... how do you layout the 27 generators? Do you just make it 28 and underclock the last 4 to make 26.67?
@TotalXclipse: I'm missing a comparison of net out-put power, because the dilutes packaged fuel system has a big impact on it's own uses (so produced power is not the net power)
I mean 3 water extractors, and 12 packagers are hardly going to be more expensive in terms of power consumption Vs the gain of fuel. But I see your point - perhaps once I've covered the turbo fuel setups we'll cover net power comparisons 😉
between the blender and the packaged fuel i would love to know the power consumtion diffrence: i mean 1 refinery (30 MW) 2 packagers (2x10 MW) so total 50MW for 60 fuel/min.
i dont know if the blender does use more
also what is the gap if you would overclock both systems will there be a bigger gab
@@asraiel Blenders are 75MW, they cost slightly more power, in exchange for simplifying the build
This is a great guide and is a good reference to look at when getting into oil, but It would be greatly appreciated if you could show an efficient layout for using the amount a fully overclocked extractor can produce on a pure node that also accounts more for the issues with pipes, rather than the normal extraction rate and a single unpowered pump (which most certainly has never been enough to fix my flow rate issues when going on perfect math). The math and layout of the fuel pipes and generators change greatly because of the large amount of fuel you're producing and it can be a bit overwhelming to try and come up with a clean yet compact layout that still works as intended (without power fluctuations) when dealing with fully overclocked extractors on pure nodes.
A bit late reply, but fuel generator overclock, and i think all power generators, have linear scaling. 1:1. So, 250% overclock on 1 generator is like having 2.5 generators in 1 building (they also burn as much fuel as 2.5, linear as well). It's mostly to reduce machine count, not really needed, but you know how annoying working with pipes is, so the less the better I guess haha. If you're gonna overclock something, start with the oil extractor to get more, of course.
Just what I needed, thanks!
Same here
Why a pump to prevent backflow instead of a valve? I thought that's what they were for.
I was wondering the same thing...don't pumps reset the head lift, which valves don't do? Does it also do that when they're unpowered? I'm not positive but I imagine that means that whatever level the pump is at, if it's unpowered, that's the new max height of the pipeline...but I could also be misunderstanding, pipe dynamics in this game are confusing to say the least
Any suggestions for why my fuel setup always backs up in various refineries? It’s a giant triple node turbo fuel setup. The maths is right, I’ve checked it a billion times. But turbo fuel or heavy oil residue backs up in the refineries ie it doesn’t drain even though the pipe network should have the capacity to take it, and then the other end doesn’t get enough fuel even though the silly pipe says that it’s full and it should be enough. There are valves for back flow and pumps where necessary. It’s totally baffling
Replace your pipes.
@@Salmacream tried, unfortunately no joy. It just seems to flow fine sometimes when it feels like it and then sometimes not. I might just run more pipes so each one is running at below capacity and have smaller manifolds
@@Wease245 You should make sure that your manifolds cant back flow, also go make a post on the satisfactory discord or the subreddit, with screenshots those guys are great and helped me find a few fluid flaws before.
Great video... always need more energy do we?
Question!?!: Last recipe combine with turbofuel recipe its better or not? I mean instead of making normal fuel convert all into turbofuel.
I’m still on Update 5 because I’m trying to move my setup in the new biome out before it gets swallowed by the updated terrain, but unless they’ve changed between the two updates couldn’t you just use valves set to max throughput for the same purpose as the pump at 4:55?
That's what I thought as well
Does the normal fuel portion still work as of today?
How do the power efficiencies compare between the last two designs?
I thought valves were designed to do the same thing that unpowered pump is doing. Am I wrong (likely)? or are valves broken?
Could you do this with all power setups, especially like pre-fuel power. Like what is the best for a coal setup, coal? Charcoal? Compact coal? Whats the best for biomass burners. What nuclear fuel should I prioritize
A bit late for this but biomass is very temporary, you collect the plants and wood manually, maybe put them in some constructors to make it solid biofuel and just manually put them into the generators. I'd say rush coal, then you just maximize any group of coal deposits that are near water, I liked the cove north of grass lands, pretty much used by everyone lol. Leave room for expansion for when you unlock MK2 miners and that's it, but always max the deposits, imo, no reason not to, coal power is super easy to setup and it's incredibly reliable, specially because of the way the machines store so much water and coal, so even if you pop a fuse, you just restart it right away.
i really like this video total, the only thing i mis is the power consumption in the all the setups. so how much power you gain netto. Grts.
That's for a later video when I've got Turbo fuel up and running ;) glad you enjoyed the video!
With the new rebalancing for clock speeds on power, would it be worthwhile to overcclockk everything to 200-250 to reduce overall number of fuel generators? (Granted you got enough power shards). Also great video!!!!!!!!
Even if you were to overclock every ressource node in the world to 250%, you would have some power shards left over. And that ignores that on pure nodes with mk3 miners you would not want to overclock to 250%, but only to 162.5% iirc, since that's the limit of a mk5 belt.
So, even then you'd have enough shards leftover to overclocking your power generators.
So even if you wanted to mine as much of every item as possible, you'd still have enough shards just from slugs to overclock some power generators.
But considering lizard doggos can bring you slugs...
There is really nothing speaking against using powershards to overclock the power generators once that change is made.
@@insentia8424 That's correct, an interesting side note related to overclocking is the nuke power plants currently need 750 water pm which you can't provide, which they are fixing by reducing the water consumption. I'm not sure if they are ever going to add faster belts...
Great video! ..just working on my first play through and starting fuel generator’s… one question I have is in regards to power shards…can they only be made from slugs or is there a way of crafting them ???
(I spend way to much time hunting for them )
I used satisfact calculator to check my math I should be producing 200m of fuel to my 16 generators but its over consuming the fuel. I let the buffer fill up but in time it empties out. Whats up? My crude is slowly falling but I have 300m in 2 extractors.
4:25 this saved me, thanks mr. xclipse
why not use a valve instead of the pump to prevent backflow? Just cost?
Haven’t unlocked it yet
Very nice guide total would love to see your take on turbofuel setups , i have 2 setups i always do on my saves would love to see your side of it for some tips , keep up the great content total
great work. is the turbofuel generator no longer a valid build? havent played in a while.
We'll be talking about Turbo in the next Guide
@@TotalXclipse jep very interested in it since i dont know if thers enouth coal and sulfer on the map to turn every drop oil into powerfuel with the diluted recipe
great vid as always, but i do wonder why you have used unpowered pumps, and not valves, to stop backflow? i assume you forgot about valves, since you dind't mention them either. otherwise, a really good overview of the diffrent chains, and a good visualization of how effecient some of the more advanced chains, compared to the simple ones
Nope - I didn't forget about valves - currently they're bugged on larger setups, and they also require rubber which some that are starting off with oil may not have produced yet, so by recommending pumps. They're cheaply available to all, and don't run the risk of bugging out.
- that's not to say you can't use them though.
@@TotalXclipse would have been worth mentioning, especially since your content tend to target newer players, however i did not think of the rubber part, since that and plastic is always the first things i do when unlocking oil. And i didn't know about the current valve problems.
Handy video for ideas, thank you. But what about Turbo Fuel? And can anything else be done with alts to either convert resin to fuel, or refine it to cloth, plastic, or rubber, to sink for more points?
I've got turbo fuel video ready will probably be out next week 😊 and yes you can use the fuel or the polymer resin to watrds plastic or rubber
For diluted fuel you need 5 refineries to produce the 200 HOR you need for the 4 blenders. You need 400 water as well.
What Heavy Oil Residue recipe are you using? with HOR Alt you produce 40 HOR from 30 crude so 120 crude = 160 HOR in 4 refineries. Where's the 5th refinery from?
I presume it's a different recipe setup but I can't see which one it is
*as a note, I noticed I have done these layouts for normal nodes - you can double these up for a pure node, but that's still 8 refineries to 8 blenders.
@@TotalXclipse Completely missed where you underclocked a blender. I'm running 20 refineries to 16 blenders on an OC'd pure node.
Nice vid! Could you share the color codes you're using on the pipelines, please?
I did the colour codes at random, and as custom Swatch's so don't have them I'm afraid
I'd never thought of using an unpowered pump as a pre-Valve-availability valve stand-in. Huh! Also, bugs with pipes, you DON'T SAY! My Turbofuel power plant setup ran into a thing where placing crosspipes didn't actually "split" the main pipe line properly so a bunch of fuel just... wasn't getting to a bunch of generators. I had to delete and re-add pipe segments from the crosspipes. ARGH.
Ok, dumb newbie question: your screen shows the recipe as incoming crude oil outputs heavy oil residue and polymer resin. I do not have that option on my refineries. The one I have is: crude oil in, plastic and heavy oil residue out. Is this something I have to research from the MAM with a hard drive?
Yep like I mention in the video the alternate recipes are unlocked from hard drives in the MAM
Doesn't an oil extractor on a pure node with 250% extract 600 crude oil m^3/m?
it does - and I was wrong when I said a pure node - these are set for normal nodes. But we are not overclocking the extractor.
100% on a normal node = 120 Crude oil.
If you have mk2 pipes (Which you recommend) why would you not overclock to 600/m?
Because the builds are then much too large for me to demonstrate in a quick video.
kind of a random question, but i tend to underclock all my machines rather than running one underclocked and the rest at 100%. is it more efficient to underclock the one? or does it all work out in the wash?
As long as the total production/min lines up with what is needed then everything will work fine. I like to let all the pipes fill before turning machines on just so that there's no weird back flow issues
Why not use a valve that is directional as well?
I think everyone else was thinking that too lol
Thanks Bruu
Great Man!!!! u rule!
Right?! 🎉
what about turbo fuel?
Anyone else notice that one of the water packagers was not even connected properly at 6:54 ?
Eagle eyes, was fixed later for the layout.
Wouldn't it be easier to use valves, instead of pumps?
Also, can we use similar setups for plastic?
You can use valves, it's just pumps are available to everyone upon hitting oil.
You can also use the polymer resin to create plastic or rubber should you wish rather than sinking it
Why don't you uses valves to counter backflow?
Why the unpowered pumps and not a valve ? Is there a difference in their behavior ?
both the same, except Valves can cause bugs and they use rubber, which someone starting off on fuel for power might not have produced yet. Just makes it more accesible.
Ah that makes sense, you didn’t mention in video so was curious
Can’t wait for your turbo fuel setup guide video ❤ hehe
would you do a guide for turbo fuel?
Next layout? 😉
Oh great, I've watched enough Civil Engineer videos in Cities Skylines, when I hear "super efficient" I expected a knob drawn with belts 😅
Turbo fuel. And nuclear layouts please 😅❤
the problem your having with the generators is the fact you have them directly pumped and not in a circutit so you have some sloshing and material not making it to the back
You know that we have a valve in the Game to stop backflow
Unlocks it later
No mention of turbo fuel?
I struggle with power and fluids, I always find that father from the refinery the less each power plant gets, and it never seems to improve. The farthest generators are cutting out.
I there a reason for an unpowered pump vs just a valve?
Hate working with fluids, the numbers never seem to work exactly as they should. Pretty sure there are known bugs with pipes. My aluminium setup caused me nightmares. Despite getting the maths exact by using calculator website, the loop just wouldn’t work and it always stopped, which in turn causes other machines along the line to stop
What about turbofuel?
not worth it imo. Since they made fuel more effecient, I've been happy using diluted fuel recipes. Getting the sulphur and coal required for turbofuel just seems a waste.
@@Coldheart322 I think it depends how big you are building. If super big, then it's probably worth it to invest the extra time and energy getting the compacted coal in there for the turbo fuel since it allows you to ultimately fit more generators in the same area.
If you aren't going real big though, you need less power so a modest fuel only set up makes more sense.
@@codyfox2876 I need to check how much extra power you get, but I often went with 2 pure oil nodes for power, just added more nodes if I really needed.
On paper, my setup is 100% efficient, but I'm constantly running into problems where either some fuel generators aren't getting enough fuel, some refineries aren't getting enough oil, or the extractors are constantly turning on and off because the entire oil pipe network is bottlenecked despite everything running none-stop. Somehow, there's always too much or too little fluids in the pipes.
Why not use a valve instead of an unpowered pump?
I wonder the same. There is proberly a reason, but I am also very currious on why
once I've tried doing a diluted fuel as base for my turbo fuel production... it pretty soon became a problem as I either ran out of space or even the mk2 pipe wasn't sufficient to deliver.. ">_>
but that was still at the time when nuclear waste was a permanent problem... so yeah, I've tried to use fuel instead of nuclear to generate a whooping number of energy, but it was too much to handle
This is why you need to split your pipelines, figure out how many generators you can feed with a single mk2...and there's a trick you can do by making sort of a split loop where one pipeline will effectively feed twice as much as it should by, in effect, having it fed at both ends with the generators in the middle.
At least, it should work in theory, and seems to work for me when I try it...but pipes can behave kind of weird in this game, I keep running into scenarios that based on all the math I can muster should be impossible, but still happen anyway (waste water backing up in a bauxite plant even though the waste water + the input from extractors should be providing LESS water than the aluminum slurry refiners are able to utilize)
@@ChrisRLowery yeah, I've done all that, but it became too much too soon..
Had that water problem as well.. made an overflow pipe piece and a packager that sank the overflowing water.. that solved it.
@@reyhaz That's what I wound up having to do as well. Absolutely never should have packaged any water, but was doing so pretty continuously, though I suspect it may have to do with how I laid everything out.
I've set up a large aluminum factory that I'm still working on getting the external inputs set up for, and I'm trying a different approach with the water where I'm feeding it from the extractors to the waste pipes from the second tier refiners, then going on to the inputs for the first tier, with the overflow elevated above the refiner inputs at the end of the lines. My theory is that this will allow the waste water to be used first before picking up new water from the extractors, and the overflow being at the end should prevent the waste from ever backing up, but with the elevation it should only overflow after the inputs are saturated.
Here's hoping that works...I would prefer to see no water ever getting packaged/sinked and it just being there as a failsafe.
what about turbo fuel though?
This is a guide for fuel layouts, turbo fuel will come later, maybe in a week or so
Nice! Looking forward to the video!
I built in that exact same spot
2:47 You underclocked it to 69%, but it should have been 66.6667%.
I thought a Pure Oil node was 240?
We are very used to your British Maths. The issue with British Math is this. It's wrong.
How is a 5 by 8 a 3 by 6...?
Once I started making turbo fuel I stopped makine regular fuel all together. Fuel generators only use 4.5m per min of turbo fuel, thats almost 2/3s less than regular fuel. I have 85 fuel generators running on one oil node making turbo fuel.
You can tell how much someone has played the game by how much effort they put into fuel generator factories:
- None, they are still using biomass/coal
- Normal Fuel, they have just unlocked fuel
- Residual Fuel with Heavy Oil Residue, they still think that oil is primarily for power
- Diluted Packaged Fuel, they have never passed Phase 3 and still think tens of GW is worth that effort
- Diluted Fuel with Blenders, they have not created nuclear power before but at least figured out that everything previous was supposed to be temporary
- Turbo Fuel, they have not created nuclear power before and have not realized that everything here was supposed to be temporary
- Residual Fuel with Rubber/Plastic, they have created nuclear in another save and realized that any effort beyond this for fuel power is slowing down progress to Tiers 7/8
- None again, they are at end-game with hundreds of GW of power from nuclear and only using fuel for manufacturing parts like FMF, Rubber, and Plastic.
agree
am i stupid? 6 packagers at 533.33% produce 320 fuel per minute.
a single fuel-powered generator uses 20 fuel per minute, which makes it 16 fuel-powered-generators.
not 26.7 as stated in the video.
its because its change since this video. Just figuring this out now lol
Hey man, you're diluted fuel recipe is slightly wrong, If done appropriately, 1 oil pump on a pure node (100%) will provide fuel for 34 generators, with 1 generator at 33.33% clock speed. You need, 5 x refs with 4 x water extractors into 4 x blenders into 34 generators.
What Heavy Oil Residue recipe are you using? with HOR Alt you produce 40 HOR from 30 crude so 120 crude = 160 HOR in 4 refineries. Where's the 5th refinery from?
I presume it's a different recipe setup but I can't see which one it is
*as a note, I noticed I have done these layouts for normal nodes - you can double these up for a pure node, but that's still 8 refineries to 8 blenders.
@@TotalXclipse Hey, didn't realise yours were on normal. So I use I still use HOR Alt recipe + the Diluted fuel recipe on but on a pure node.
The base recipe (not my own) is as follows (everything is per/minute):
So it's 150m3 Oil into 5 x refineries (30m3 oil each) = 200m3 HOR + Resin (Sync it or recycle)
200m3 HOR + 400m3 Water into 4 x blenders = 400m3 Fuel
Finally 400m3 / 12m3 (per generator) = 33.33 rec, so that's 34 generators with one tuned to 33.33% = 20,000 power.
On a 250% pure node you can do the above 4 times (600m3 = 4 lots of 150m3)
I was devestated with the new patch, the work they did on the north spire coast basically covered that fuel set up. I did that fuel recipe above 16 x to produce 80k Power. I honestly don't think I will need nuclear. lol
Sorry, mispoke, it's 5k power per 150 oil. so on Pure node @ 250% is enough for 20k power.
Heavy Oil Residue -> Residual Fuel is inefficient. You end up wasting the power you gain on the refineries. Lookup fuel on wiki
The Heavy oil residue setup produces 1335mw of power at the cost of 210mw (roughly) it certainly isn't efficient vs other recipes but I've included the guide for those who do want to use it.
So which one gives the most power gained with least power spent?
@@oldman1973 I believe the most would be turbo fuel in blenders then regular fuel in blenders then just basic fuel
@@TotalXclipse I’m unsure if the maths is right but it is the least efficient version of fuel setups assuming you’re committing an oil node to power. I heard so many people talk about heavy oil fuel so I assumed it was best for the longest time when it’s actually the worst. Now it’s great if you’re producing heavy oil as a byproduct of another line
@@BananaNationTV Those are alternate recipes right?
5:24
I know this video is a year old, but watching this is making me a little mad and sad. Cuz my current setup that I now REFUSE to change gets me only 17 ish Fuel Generators for 600 M3 of Oil (which would be around 8 ish with 300 M3 per/min of oil), using the Rubber and Plastic Recipes WITH Heavy Oil Residue to Residual Fuel. 60 M3 Hvy Oil Reside for 40 M3 fuel each Per 5 Fuel Refineries. But I HAD to do this, because I needed more power YESTERDAY, and I didn't have any of the other alternative recipes researched which would've given me even MORE power. -_-
I understand wanting to take the video slow for demonstration purposes, but it seems like every time I open your channel I have to put the playback speed at 1.25x, the dragging of individual words is just so damn slow man
Rather than waste a pump, just use a valve.
The way you're saying alternate is killing me. I've watched your videos for a long time now and it seems like you find goofier way to say a word every video.
Well the solution is to not watch my videos...
🙂
69.... NICE!