You may be using the rare metals in blue chips when you put the rocket to send them to orbit. Truth be told, the only rare of that material is their uses, because it is easy to get too much of them XD. The thing with the flowrate is because SE + K2 has why longer underpipes, and the flowrate is computed for units of pipe not distance. So if between 2 underground pipes there are 4 tiles in vanila and 10 or more in SE+K2, it takes more than double the lenght for the flowrate to decrease, which I think start happening after 200 pipe segments or so. Morover, the consumption influences too, and you only need 2 or 4 per mining operation if I'm correct, so even 40 miners will be around 80-160 sulfuric acid per second with a max flowrate of 1200 if I remember correctly. In you case if you used your especial pipes that don't mix if parallel, maybe they are modified making them decrease the flowrate less.
I don't think the flow control (especial) pipes make any difference to flow rate. I am pretty sure the difference in flow rate that you describe is there because the viscosity of the liquids in K2SE is different from vanilla. I could easily be wrong though.
3 місяці тому
K2 uses diffrent values for pipes (steel ones) that increases flow rates. Flow rate is controled by 3 parameters. Height of fluid box, its width and how many segments of pipes from the source you are. Diffrent mods gives their pipes and tanks different values. Thats it.
I was reliably informed by someone much more familiar with the code than me that it is possible to change the viscosity of liquids. Is that wrong?
3 місяці тому
@@theotherbigfootim not gona argue, your source is probably more informed than me. I do know for a fact that most mods only change fluid box properties. Maybe bobs go a step further
I don't think there is viscosity in Factorio. From my experience, the two things that control fluid flow rate is the capacity of the pipes and the distance between pumps. That means the way to increase flow rate is have higher capacity pipes or shorter segments between pipes. That's why most people use undergrounds to turn nine pipes into two. In space, SE uses the long pipes (3, 5, 7, 9, 15) which still count as one for flow rate.
I am pretty sure you will need way less significant data (yellow stuff for science). With faster computers, beacons modules up to 9 you don't need all of that
I make landfill exclusively out of rare metals. Stone is too valuable. But it becomes less of an issue as you unlock more recipes that require it. The task of refactoring the factory knowing that it will become almost immediately obsolete can be demoralizing enough to kill runs. Working out a method to handle legacy systems without constant rebuilding is one of the big challenges of this mod pack. But how to plan an upgrade path without knowing how the requirements might change in the future?
Even with a massive base and full productivity modules (I currently have +157% productivity in my labs) researching rocket technologies to level 20 is untenable. If you get to level 10 it's pretty good already.
You may be using the rare metals in blue chips when you put the rocket to send them to orbit. Truth be told, the only rare of that material is their uses, because it is easy to get too much of them XD.
The thing with the flowrate is because SE + K2 has why longer underpipes, and the flowrate is computed for units of pipe not distance. So if between 2 underground pipes there are 4 tiles in vanila and 10 or more in SE+K2, it takes more than double the lenght for the flowrate to decrease, which I think start happening after 200 pipe segments or so. Morover, the consumption influences too, and you only need 2 or 4 per mining operation if I'm correct, so even 40 miners will be around 80-160 sulfuric acid per second with a max flowrate of 1200 if I remember correctly. In you case if you used your especial pipes that don't mix if parallel, maybe they are modified making them decrease the flowrate less.
I don't think the flow control (especial) pipes make any difference to flow rate. I am pretty sure the difference in flow rate that you describe is there because the viscosity of the liquids in K2SE is different from vanilla. I could easily be wrong though.
K2 uses diffrent values for pipes (steel ones) that increases flow rates. Flow rate is controled by 3 parameters. Height of fluid box, its width and how many segments of pipes from the source you are. Diffrent mods gives their pipes and tanks different values. Thats it.
I was reliably informed by someone much more familiar with the code than me that it is possible to change the viscosity of liquids. Is that wrong?
@@theotherbigfootim not gona argue, your source is probably more informed than me. I do know for a fact that most mods only change fluid box properties. Maybe bobs go a step further
I don't think there is viscosity in Factorio. From my experience, the two things that control fluid flow rate is the capacity of the pipes and the distance between pumps. That means the way to increase flow rate is have higher capacity pipes or shorter segments between pipes. That's why most people use undergrounds to turn nine pipes into two. In space, SE uses the long pipes (3, 5, 7, 9, 15) which still count as one for flow rate.
can I ask what you do professionally?
I'm a structural engineer
Is THE bigfoot going to set up trains?!?!?!
It's a possibility
I am pretty sure you will need way less significant data (yellow stuff for science). With faster computers, beacons modules up to 9 you don't need all of that
I make landfill exclusively out of rare metals. Stone is too valuable. But it becomes less of an issue as you unlock more recipes that require it.
The task of refactoring the factory knowing that it will become almost immediately obsolete can be demoralizing enough to kill runs. Working out a method to handle legacy systems without constant rebuilding is one of the big challenges of this mod pack. But how to plan an upgrade path without knowing how the requirements might change in the future?
32:50 i think simple is good. easy to understand as a viewer whats going on.
Even with a massive base and full productivity modules (I currently have +157% productivity in my labs) researching rocket technologies to level 20 is untenable. If you get to level 10 it's pretty good already.