#math-and-meta
1 messages ยท Page 9 of 1
Fair. But if he hasn't realized the 501 bottleneck yet, he's going to soon enough.
Also he seems to be confusing what decimals the game actually handles vs. ones it in no way acknowledges.
I suspect just not experienced with % and fractions
does anyone have a neat sheet which contains all the values of the alt and vanilla recipes?
inputs and outputs
you can query the recipe database on the wiki
https://satisfactory.fandom.com/wiki/Special:CargoQuery?tables=crafting_recipes%2C+&fields=crafting_recipes.craftedIn%2C+crafting_recipes.craftingTime%2C+crafting_recipes.product%2C+crafting_recipes.productCount%2C+crafting_recipes.product2%2C+crafting_recipes.productCount2%2C+crafting_recipes.ingredient1%2C+crafting_recipes.quantity1%2C+&where=unreleased%3D0&join_on=&group_by=&having=&order_by[0]=&order_by_options[0]=ASC&limit=&offset=&format=
this is two products and first ingredient, you have to add the required fields manually at the bottom in "modify query"
so I've got an oil well and and each satellite can do 75 oil / m does that mean i can combine all (450/m) into a single pipe?
yes
note that it's worth overclocking resource extractors because resource nodes are limited
yeah ive got it fully oced
alternative recipes don't intended to be balanced between themselves?
Alternate recipes generally require different input materials than the original, trading between raw material consumption, space, power, simplicity, and availability of material.
they're not "upgrades", they're alternatives
alternate recipes are... alternatives ๐
or they balanced including ALL parameters such as energy consumption, place required and total time?
what is recipe 1 and recipe 2?
and what's your problem with them?
cast screw saves power and space over default
steel screw uses worse resources but is incredibly fast
it seems that it is too fast
steel beams are expensive though
uses steel, which is rarer than iron
it's all subjective, if the trade is worth for you, go for that
in the table above: 40 ingots can be converted either into 160 screw or 780
for the other one you also need 40 coal
It's mostly situational.
60 actually with default recipe
but it doesn't matter
that one extremely slow
10 rods per minute consumption means that i need f***ing huge amount of machines
which is not an issue given space and power are practically unlimited
no
so 33% less ore worth 20% speed and refinery...
more production with more complex setup ๐คทโโ๏ธ
refinery requires much more place and energy
yeah, and?
nevermind
it's your choice which one you use. You can do simple setup that makes less, or more complex setup that makes more
I don't get your point ๐ค
well, in my opinion alternative recipe too slow for such expenses
again, slow is irrelevant, you can just build more machines to make up for it
ok, slow and requires too much energy
power is pretty much infinite ๐คทโโ๏ธ
maxed nuclear build produces way more power than you'll ever need and that's without counting coal or fuel (or turbofuel)
and again - nothing forces you to use any of the recipes. If you don't like them, don't use them. They aren't supposed to be "better" or "worse". They are different way to make things
pick one that you like, use that
You can have more power on your map than you can actually use because your computer will crap itself the map gets so filled.
Ain't that the truth, I generate way more power than I use and the save is getting quite large with only a fraction of resources in use.
Ah, someone still thinking "fast" and "slow" are relevant terms in production.
"fast" roughly translates to high per-machine output (thus, by extension low power and space usage)
like, steel screws are fast, but crystal oscillators are slow
I agree that it's not a good term for describing recipe properties
If you talk about speed on your wiki I swear to ADA...
it is there, but it's explained in other terms, so there's no ambiguity with its usage
hmm i wonder who wrote that 
imo smaller logistical impact is a good deal
it requires you to make screws on site and you can pretty much use constructors directly next to the destination
it doesn't matter much if you have manifold with 3 or 15 machines, logistics are pretty much equal ๐คทโโ๏ธ
initially i questioned if anybody worry about fact that some recipes seem unbalanced by amount of resources required. besides that possessing knowledge that a way more effective recipe locked by hard drives and it is impossible to obtain that recipe on demand can be frustrating
that depends on each player's definition of "effective"
It's all about what you value.
If resource-efficiency is what matters most, some recipes hit that bill.
If you want to save space, other recipes hit that bill.
It's almost impossible to have both as usually that is the trade - efficiency vs. space.
Other recipes shine by doing something in a less-efficient way, but by costing only 1 resource.
Similarly, others bring in a 3rd or 4th resource to reduce the amount of the 1st and second required.
It's all about trade-offs with extremely few exceptions.
As for "obtaining without RNG" -- I still like alts requiring hard drives and exploration, but if they put them into the MAM the way they did with Turbofuel, Poly Fabric, and Compacted Coal I would be happier.
Is turbofuel in the MAM with the new update?
or is the recipe still only obtainable through hard drives?
MAM sulfur chain
In the MAM but costs a hard drive.
It costs a drive but you can't get it by the rng scanning
Yes.
Which is my hope that they do that for other alts.
Make it cost us a drive, but take more of the RNG out of it.
Imo this encourages exploration even more because you can set out knowing you need to get X number of drives to get to the recipe you want.
Instead of "let me go get drives and then randomly hope I get what I'm after".
well if you know what you're after, you roll for it while the pool is small ๐ but yeah, would be nice if it was less random
is there a simple way to plan out pipe balancers?
i want 6 270 pipes from 14 extractors
Pipe balancers?
That sounds like you're breaking one of the cardinal rules of piping.
Do not think about pipes in terms of belts.
i know they can flow both ways and stuff but tbh the math with pipe throughputs is even more complicated
If you know they can flow both ways "and stuff" why are you even attempting to make a balancer, given that would be under the "and stuff" you should know to not do?
by pipe balancer i mean something like this https://discordapp.com/channels/370472939054956546/553550566991724545/1023185556114526248
I mean, I wouldn't attempt that ever, but you could make a similar system by using valves on mk1s to limit the flow of each outgoing pipe to 270?
You just need to make sure the configuration has a pseudo VOP system built into it to make sure fluids prefer to go where you want them to.
the problem isn't the throughput per se it's making 14 pipes into 6. the fluids should manifold out
How much is in each of the 14?
Yeah you just need VOP so that when the firs 270 pipe is full the remaining flow goes onward.
VOP?
Variable Output Priority.
Piping manual is pinned in this channel.
have a pipe connect to exact amount of machines. Don't care about any balancing between pipes. Solved.
Can anyone explain Turbo Fuel to me? Is it worth it? Can you tell me the math?
It's useful for making bullets.
Otherwise, Diluted Fuel gets you to nuclear just fine.
@median heath I appreciate that!
Prior to being able to have waste-free nuclear, Turbofuel was a solid power option.
But since they added Plutonium Rods which can be sunk... meh.
May see a spike in use again if they do add it to the Jetpack options.
@median heath I used Turbo Fuel 2 years ago and I knew it was a key.. but I don't see it much anymore. I don't have the blender yet so I know my setup isnt as powerful as it could be. Thought TF would help with it
@median heath Also I am stuggling with power.. Seem like everytime I build a factory I need more power.. I already expanded Coal and I just made my Heavy Modular Frame factory and I still need to do computers lol
Game is a struggle
I would say stop building so big until you have better power?
@median heath Thats just it... I am only making 4 HMF/min..
And all the other parts you're also making?
What do you mean?
Are you making Iron Plates?
Yes everything has been made to this point
So then you are not "only making 4 HMF/min.."
Because you're also making everything else.
Also if you're at the stage with Manufacturers, you should be getting Fuel Power online.
Well yeah, Sorry for the confusion
Yes I had a quick and dirty fuel set up and Im ready to actually make it.. so that is why I was asking about Turbo Fuel
The quick and dirty was to get HMF online
Normal Fuel will get you to T7 and Diluted Fuel just fine.
Diluted carries you to nuclear.
Gotcha, thank you!
If you're making enough power, just connect and then reset after the trip.
nope, old was connected while trying to connect new
i'm pretty sure i have enough power between the two, but the generation wont kick in fast enough
i had a 16 gen plant that was replaced by the new one and my capacity was way above max consumption so i know for a fact it's enough power
but if the factory is only connected to my first plant on the other end of the desert, it trips. then i connect the new plant to the grid, that also trips, and if i try to flip the switch the whole thing trips before one or both of them can start properly
so i might need to connect both of them across literally the whole desert to start my factory again
how can i get 10 iron plates/m separated from my one line of 40 plates/min
What are you doing with the 10 plates?
im producing 40 plates/min but i only need 30/min to make reinforced iron plates (I started the world today, so im just getting started)
Smart Splitter is your simplest path.
Is that unlocked under caterium?
Yes
Just need QW > AIL > Smart Splitter
Then you put one to send Iron Plates to the RIPs, and Overflow to where you want the 10 extras to go.
I legit use them more than I use the default splitter.
Is there any good reason the calculator wants me to do this with alumina refineries when they add up to 100%?
I know it saves up on power but doesn't seem worth it so I was wondering if there's anything else
That hurts to look at tbh.
yeah there's that too lol
I'll take that as a no then
How much are you trying to make and with which recipes?
120 and just the defaults for now
Sec
the rest of the setup scim gave me was sensible
just this part confused me
The unnecessary nodes for junctions/splitters are what makes it hurt to look at.
This is so much easier to follow imo
Scim has the simplified view too
But that combines all same-blueprint buildings into "assembler x-whatever"
and the realistic view is where my question comes from cause it splits the refineries up
Yeah... idk what that program does what it does.
Yep, like I always say:
SCIM is for map
SatisfactoryTools is for calculations
The wiki is for being a wiki
alright so it is just it derping then
But I will never not use Tools for planning because it is, in my completely subjective biased opinion, "better"
the worst part of satisfactory calculator is that it rounds out decimal overclock %s
Hence why SatisfactoryTools are better
Tools does that after 3, but if you hover it shows you the exact numbers.
Try using satisfactorytools.com it's much simpler in lay out and figuring out what to do
ah already covered
should i be able to sink plutonium pellet or non fissle uranium or do i need to go all they way to fuel rod?
all the way to fuel rod
satisfactory-calculator always hurts with schemes... Like i wanna 400 Fuel and got this
But there is simple way to go like this just maxing out all to 250%
I very want something like DO NOT OPTIMISE POWER CONSUMPTION check mark
that's why it's better to use greeny's tools
even considering they don't actually show generators on flowcharts
whats the best way to build a hypertube travel system?
Have entrances at places you want to get on and off and connect? You need to be a bit more specific
well should i build them very high, closer to the ground?
they do slow down at upwards slopes but also gain a lot of speed at downward slopes
A bunch of entrances in a row will give you a lot of speed.
another option would be to go straight up and then horizontal
but i dont know if thats faster
Unless you build hyper cannons the only way to avoid losing speed by climbing is not changing elevation.
ehhhhhh... prob not enough to matter.
If it's a long distance tube it's a chance to get up and go to the bathroom or get a drink anyway
need to get from factory A to factory B
yeah either way that's going to take awhile. Unless your specific goal is to maximise speed it won't make a big dif.
And the main way to maximise speed is hyper cannon
Does the U-Jelly prevent damage from hyper tubes?
ill look into the cannon
if you're falling from one sure. I've never taken dmg from the cannon travelling horizontal
Err not really, you tend to be launched through them before the collision code can catch you.
Alright.
if you don't end up wanting to do a cannon your best bet is probably to keep it level and go around on the coast
I meant at the exit.
... are you taking dmg at the exit?
Here is a demonstration on how physics fails, while you don't take damage, you end up not stopping as well.
Put an unpowered exit at the end to act as a brake so the above doesn't happen.
Okay, thanks.
After that a simple wall or railing should catch you (and no damage)
there is a cave connecting canyon and desert that goes right where your straight red line is
so just follow that
lol there is? thats good to know
that website is heavily outdated, use https://satisfactory-calculator.com/en/interactive-map
oh
If you dont play like this you are playing wrong ๐
max consumption higher than production ๐๐
i have been stuck on tier 5 and 6 way too long. Those elevator parts get so expensive
everyone where has multiples of my power budged
Oh you sweet summer child...
im setting up this so i can finaly move on
When you glimpse the T7-8 Elevator requirement please post your reaction to it here.
used to repurpose my factory for the parts, but that doesnt do it anymore
Imagine automating Project Parts.
just handcraft everything 
You can't handcraft Project Parts.
not with that attitude
facts
Yes! I just tested this on stream a couple nights ago. Even with a 17 entrance hyper cannon, it will stop you from takin any damage. Just uh, make sure it's powered... lol.
Nabbed a clip real fast for proof!
https://www.twitch.tv/videos/1602012253
But one last thing to note, just having two entrances facing the opposite direction (ie; having a hyper cannon attached to each end of a single tube) will kill your momentum completely, so the U-Jelly is not needed.
those don't unlock anything worth mentioning tho
Golden Mug ๐ญ
empty hands > mug
Golden mug doesn't change much though.
Makes the tea taste better.
Question
i set my assemblers for stitched iron plates to 80% so i can input 30 wire and 15 plates, which are nicer numbers to work with than the normal recipe.
on the satisfactory planner, i need "803.4531%" worth of stitched assemblers for my starter base
so if i divide that by 80 ( the % of my machines) ill get how many machines i need to make up for it (10.0431 assemblers)
Its late and im running on monster so how am i doing?
it has the correct outcome
How you do that
45.194
10 machines doing 4.5 per mion
Plus the 0.194 set as the outcome
it looks like a planner site
https://www.satisfactorytools.com/production
type in your requirements and itll tell you what to make
be sure to mess with the settings though so you can the most efficient, stuff
Not precisely possible.
803.4531/80 = 10.04316375
Which the game will change to 10.0431 and drop the remainder.
Having consumption = max consumption is justice !
yeah but with the 10 machines dojng 4.5/ min and im looking for 45.195/min
i can just set the 0.195 to the output number, or just drop it
so flat
thats hot
Why not go for a flat 45/min?
satisfactory planner put the 195 in
so ill probs drop it
45/min is just 8 Assemblers running at 100%.
Simple.
ik but 10 working at 80% means the inputs are 15 and 30
which is the outputs from my contructors
so i can have cleaner logisitcs
8 Stitched at 100% is just 5 Iron Plates at 100% and 10 Wire at 100%
Clean.
Where you getting those numbers from lol?
I mean... almost ๐
Target is 45/min
45/5.625 = 8
So you need 8 Assemblers
8 * 18.75 = 150
150 / 20 = 7.5
So you need 7.5 Constructors for Iron Plates (the 5 was a mistake, apologies)
8 * 37.5 = 300
300 / 30 = 10
So you need 10 Constructors for Wire
Stitched Plates are a simple example of the 45-81 rule at work.
oh i thought it was like 10 wire/min lol
as i said im tired
Quick question. 598 Turbo fuel per minute is enough to feed how many fuel generators at 100%?
132.888888888888888888888888888_
But I wouldn't burn Turbofuel in generators.
is there a better option?
Nuclear.
I'm not at that point yet.
you can make 100% nuclear with the stuff around the swamp region
aslong as its stuff around the N.Eastern parts of the map, go have fubn
Diluted Fuel is far more than enough to get you to that point though.
ive never done turbofuel because is swallows sulfur but go have fun
Turbofuel was useful for power back before we could recycle Uranium Waste.
Now that we can, it's not ever necessary to use.
My next save will probably run the entire show on dilute.
this save im doing all but one of the nuclear nodes, the NW node is what im going to use for my other stuff such as nuclear bombs and other bits
but go make what you want fam
its your world
you can always deconstruct stuff
yes. My turbofuel setup is only temporary. Coal power was not enough for the nodes I had used.
You skipped from Coal to Turbo without ever doing normal Fuel??
My main save is a bit of the large side.
you can use powerbanks to "jumpstart" nuclear factorys anyway
also yeah going straight to turbo fuel isnt a great idea
i wish you could use turbofuel for a more efficent jetpack
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
turbo is better than normal ??
I did that in my main save, had 96 coal generators up to start booting the first turbofuel refinery setup before getting the whole thing going, granted it was back in update 3 when I built it.
it requires alot of resources,
its one of the "lesser" power sources of the game in terms of worth
Logic.... absent.
Mind... incapable of comprehension...
Discord... shutting down...
let him play as he wants, let the man learn
i made 50 smart boards/min in my first big iron factory because i thought it was useful for later
I have made many stupid decisions playing games. having fun is not one of them.
I wouldn't repeat that now though, might just as well build a small nuke.
About to upgrade my plastic factory from using packaged diluted fuel to diluted fuel replacing a bunch of packagers with 8 blenders, wish me luck
Mass fuel all the way, for me
Fuel is straightforward and I don't use giant amounts of power, about 100gw maybe.
Good call, and good luck.
My power gen is fed by fuel production using packaged diluted fuel (didn't have blenders back then), but I've just built fuel production using diluted fuel and blenders for the computer factory that I'm building.
Only like 11x my power generation...
(I have 9 GW total, all fuel gens running on regular fuel)
Ow, I have 133.2gw from fuel generators alone.
What do you mean, better option?
Good luck
As did I @median heath XD waited until blenders were unlocked
Everything worked just fine, currently waiting for the System to balance
Question for everyone: is there a list somewhere for the most space efficient form of basic resources?
like ingots?
Can you clarify your definition of 'base resources'?
So for instance, steel ingot produced with pure iron and solid steel recipes, is that more stack/space efficient than the ores?
so you mean the ingot+coal recipe?
Yeah basically
if so then that objectively needs a step of smelting iron
so that will take more space than the base steel
Sure, but it's also a higher yield
I'm just wondering how much preprocessing to do before I put it on a train
So are you asking us storing iron ore and coal instead of steel ingots is more space effecient?
depends on how you like to do things ๐
I like processing things as high as possible on location before shipping
Some people move many trains of raw ore by train
Some people go in-between
@lunar stag if you want the lowest-volume thing you can transport concerning Steel - turn it all the way into Pipes.
Then ship.
Because pipes can be used for every major recipe after that, yeah.
@lunar stag and depending what you're using them for and what resources are around you could turn the pipes into encased beams first
Well that's just it. I'm wondering if anyone has done a space efficiency analysis for rail shipping yet
Don't wanna redo someone else's work if it's been done
Well
Assuming you're going to use the same steps regardless of distance the only 'space saving' you can do is minimizing trains
It hasn't been done because the list would just keep going...
The logistics break point is entirely dependent on what you are making and where you are making it.
and if that's the case building up as high tier as possible reduces the train cars or drones needed
Ain't making anything yet, this is before I begin construction
Number 1 fact to know: What is 'best' almost always varies on your use case (there are a few constants that don't change)
I don't have a use-case yet, this is part of the preplanning phase to pick a use-case
well if you're aiming for strictly reduced space then your best best is to have a final parts per minute plan for your world
Break it off into hubs located on spots that requires the least importation of material and thus have the least logistics
That's exactly what I'm aiming for, yeah.
That's what I'm doing XD
Oh, sweet.
I have an excel sheet where I've broken down the resource per minute by zone if you're interested?
and if you're transporting with trains, you can transport pretty much whatever
train throughput is easily scaled
space is the only issue
Oh that would be super helpful. I'm still determining where I wanna put my shipping hubs
My wife and I started a game and basically handcrafted our way to trains to avoid building too much permanent infrastructure
you can build small permanent (not really) infrastructure
it doesn't take much machines or space to make basic iron-tier stuff and steel-tier stuff
Ouch. It's OK to tear factories down if you need to... You get 100% resources back...
We intend to
Just didn't wanna do too much of it until we had a good upgrade path determined
We didn't wanna waste too much time in the lower tiers and figured we'd tech up straight and start working with scale at petroleum power
anybody know of a good way to plan out factories I have an excel spread sheet that I used to calculate how many of each machine I need but am unsure how best to go about laying out the factory
What type of factory? Iron, steel, qrts etc
What's the final product of your factory and what's the goal per min of that product. That should help you find the size of the factory
Graphing paper and pencil
Scale of 1 foundation = 1 square
@tropic hawk thanks for the advice
is this math correct
Some of them haves alt recipes. You'd have to get a calculator and sort it out
what tool is that
is there a pretty good tool for calculating between recipes or do you have to do it all long hand
can we no post links
use SatisfactoryTools.
thank you this looks pretty sweet. much appreciated
It is the best!
wow it even shows you a path to automize the project. thats crazy lol
yeah and for big projects you can make a giant plan for overall works and then make smaller plans in new tabs for parts
It's probably the best tool to use and visualise
ok i was just about to ask how to do that haha
new tabs makes sense
im on complete phase 3 and my god the amount of shit with the amount of infrastructure i have is crazy
yeah so like lets say you want 30 heavy modular frames a minute and you make a plan for it. Great.
If you want to break it down into like .. Modular frames you make a plan for that and then you can change your HMF and use the 'input' section to manually put in how many frames you're making
Like this is my world plan which is not at all usable to build with but good to get numbers to work with https://www.satisfactorytools.com/production?share=ZGKXZJmVI9OOPLgdDd6I
So I took it apart and broke it down. One break for example is this https://www.satisfactorytools.com/production?share=9EusUvCa7z9XJLFx4PRj
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
lol in that first link ive never seen any of those items ๐
not even regular batteries level yet ๐ฆ
you'll get there! It's great for smaller scale stuff too
How do you fill one belt out of two near full belts? So my question comes from that I have a mass iron refinement set up with 9 rows of 13.7142 refineries (each row able to accommodate a 480 belt) which produce 891.4285 ingots each row. My problem starts here. I have that split into two belts one 455 and one 436.4285. I want to have one belt be 480 and the other some odd remainder ad do this all the way down the line turning 18 odd belts into 16 belts of 480 and one odd belt of 342. Iโve tried using smart splitters and mergers, but have found that the way i am doing slows down effectiveness of the primary line going into the merger. Is there some way i can get the merger to have preferential treatment of one belt over the other?
Belt compressor.
What?
Thank you so much i have spent three hours working with those belts, true life savor.
Anytime.
I would argue that simply clocking a number of refineries to make 480 in one section that you would merge would be simpler though
this game blows my mind lmfao. just seeing that link on belt compressing. my god haha
Donโt you know you need a degree in mathematics and mechanical engineering to truly play the game. Lmao
is baking 60 rip per min and 240 iron rods per min viable or no? asking cause i legit dk if thats enough for a MF factory
It's doable.
But if you're asking how much you should make -- you're the only one who can answer that.
Pick how many MFs you want to make, that will tell you how many RIPs and Rods you need.
true but im trying to balance RIP to iron rod and afaict thats the only one i can do
Again, pick how many MFs you want to make.
that would get me 40 MF per min
Do you want 40?
idk
Well then you're going to be stuck until you make your decision.
You can pick 30, you can pick 27.895.
But you have to pick one before the rest of the question can be answered.
only thing i can decide on is "making a MF factory" and "balancing both rods to RIP"
Stop solving forwards.
For larger stuff, start with the number of the end products, and plug that in to https://www.satisfactorytools.com/production
i legit dk how many i need cause TBH wat i ultamately wanna do is be able to tie in everything to make 1 item in the game if i could but idek how to do that
Which 1 item?
You mean starting with end products or starting with the inputs (ore, usually)
idk but 1 item that ties in every item from every tier to make
That is split across 2 items actually.
see i never knew that
Technically 3 if you count power.
Decide how much nuclear you want.
Then decide on a per/min of both Turbo Motors and Supercomputers.
Every item in the game goes into those 3 things.
That depends entirely on the recipe and what youโre trying to make.
appearently turbo moters and super computers
TBH i never knew those were the 2 "end game" items
Indeed.
ofc for now im gated to tier 6 max so
I planned the production of everything, using satisfactory tools, and one of three main products, turbo motors, super computers and fused frames, just add a couple more to earlier items in the chain and you get some of just about everything produced that you can send to stores.
Fused Frames is part of Turbos though.
I fucked up along the way for sure, but it wasn't many end game items to plan for everything, which resulted in this place.
Fair.
btw legit question but 40 MF per min is that too much or? (im asking cause i legit dk)
Too much is again, a question only you can answer.
I allowed for 11.25 heavy modular frames, 6 of them went to the fusion blenders for fused frames., the rest to stores.
Sevrahn true normally but idk so im asking
Zula does 11.25 HMFs, I do 135.
"Too much" is solely decided by you.
ok
So anywhere between 11.25 and 135 is "fine" ๐
lol
Exactly, I haven't considered building more simply because I don't need to, four industrial cans already overflow, though I will probably try something bigger after the SE facility finally goes up.
long time no satisfactorying Dovah
Hell you could build enough to have 1 heavy and 1 fused frame if that's what you want.
ok then going by that logic Taro id probably say the setup i have now woud be more then enough if it was actually done right
hi COD
mostly hanging in the mod discord?
ofc
XD
The factory in the 12 second panorama produces "everything"
TBH i only came back here cause my friend finally got SF for himself lol
one of us one of us
btw making MF at all is very tough
Wait until you start spewing aluminium scrap like this place ๐คฃ
i think ill just do 10x the base recipe for now
ok now my question is how the heck do i find enough iron to cover 360 iron per min with enough iron for 120 iron rods
Which biome are you in?
Iron is abundant as hell, where did you start?
grassy plains
O O F
Thereโs tons of iron there.
but i need enough to make 120 iron rods per min
Iron is NOT something that area lacks.
so more node combining
Use more than one miner then.
That's easy peasy
COD u know me
You're not short of iron there, I fed enough iron to produce like 1400 iron wire from one spot there.
IIRC there is 8 nodes withing 30 second walking distance of each other
but you've been playing for aaaages. 120 rods is a nothing thing right ? ๐
What do you need 120 iron rods/m for though.
COD normally had i not been using the only nodes ive found for RIP and steel lol
Probably MFs
modular frames
Called it
Ah well see what satisfactory tools spits out for you and go from there ๐
true but im failing to figure basic math right
ik i need 8 constructors but as for smelters and nodes im not sure
Go to SCIM and look at the map.
Well this is for 10x base recipes https://www.satisfactorytools.com/production?share=UCZ8uw72sHoviFxWbMtc
Though I tend to go for Steeled Frame and Stitched Plate
8 constructors isn't so bad, there are 30 here ๐
The main thing is to take building a step at a time, don't let it daunt you.
Did someone say Constructors?
Exactly!
ok the constructors isnt the issue its the mathing to get the rest of the info
just to clarify
Tools does the math for you.
Also, which belt do you have available atm?
That should be more than enough to feed 8 constructors, that's 270, the smelter takes 30, you'll probably have 8 of those max, which is 240,., probably would help if I had the game open.
its 4 smelters to 8 constructors
now legit just have to find 120 iron total lol
Pretty sure you need more than that?
also most the iron nodes i do have are already tapped
Two normals or four impures, just merge the mines on to one mk3 belt and feed the smelters.
That is keeping mk1 miners in mind.
Or tap whatever leftovers you have on other belts.
side note i wish i could disable the "claimed" nodes from searches
impure is 30 right?
You wouldn't happen to know if greeny has notifications that might wake them up with a ping do you?
Is my very convenient link to 20 mf per min a joke to you ๐ ?
if i can find the nodes yes
Screen cap a picture of the map with the nodes you're using in SCIM, then cross out nodes as you use them up
ok so got the iron rod nodes
๐คทโโ๏ธ
I am going to bed now though.
I'll try not to wake you ๐
Thatโs what Iโve done. You could also use the radar tower, but itโs like one step forward, one step back because you canโt filter and the radar tower is back to being not so great.
i might have everything if i can find 1 more set of 120 lol
@calm gale @wintry aurora If you're interested I have a spread sheet of resource per minute by zone that you could use to keep track of what you have and haven't used?
I do put signs on the miners, donโt think Iโm at the point that I need a spreadsheet though.
I think it's probably more useful to help plan locations to reduce material logistics.
You can ping me whenever, I've never been woken up by discord notifications lol
||Flash-forward to Cobalt getting
ed from the server for "Annoying pinging of Pioneer-roled users"||
Have you considered, in the recipe section, to lay out out as a drop down option from base recipes to their alts rather than just 2 columns in alphabetical order?
how do you enable and disable things in dropdown though ๐
you can also use the search on top if you want to search for recipes
little check boxes for each still
yeah but searching suuuuuuuuucccckkkkkksssss
I'm not sure how would dropdown improve UX ๐ค
Mostly not having to search and scroll to disable say base mod frames then scroll through the mod frame alts with dif starting letters for example
ah, I've re-read your suggestion now.
main problem: alt is not alt to base recipe, alt is just alt and there's no base recipe ๐
another problem: would require me to do the sorting manually instead of automatically
I wishful thinking from me. It would be nice if there were a map "under-layer" for the Satisfactory Calculator or Tool.
So we could place the items on the map. For planning purposes.
couldnt you mark things as "done" in the satisfactorytools planner at some point, or did i just forget how to do it
You mean "clicking on production nodes so they get grayed out"?
Hmmm could you present them in the list in such a way that they are ordered by base recipe but have the alt recipes indented directly under the base?
Belt testing arena for the benefit of some folks in #satisfactory
damn signs really do complete good arenas
I used the signs to record overflow data.
The blue test area is actually one huge welded belt, due to its inventory size even that had throughput issues, a 1 section welded belt.
cant blame something that shouldnt exist on the design standpoint in the first place lol
True, the whole fusing belts thing was a work-around for the precision problems, trouble is that is also flawed.
all we can do is hope for the flaw to go away before they are confident in 1.0
It's looking like actual numbers will need changes to lower throughput but the same ratios, though as shown in the footage above, I managed some loss even on a mk3 belt.
Personally id also like less demand for high speed belts
Having a lot of items moving around feels empowering but items blending into a blur doesnt help too much on the aesthetics
I saw that, I have vencam's save and seeing the slower belts at the ends of lines looks damned cool I admit, I probably should try to not have everything flying past at light speed.
Eh, belt go brrr. I like that tbh.
they dont even actually go brr like not one but two trailers showed
its not a technical difficulty because pipes clearly can have sounds
Is there a breakdown of power plant building counts for different processes somewhere?
I need to expand my output and have Diluted Packaged Fuel but haven't completed Phase 3 yet, so no Blenders for Diluted Fuel direct. Looking to expand into a new plant on an unoccupied Crude Oil (Pure) node.
Basically I'm looking to see if I am better off going through the process of packaging diluted fuel and unpackaging it or if the intermediate buildings will eat too much of the power gain and I should just go Crude->HOR->Fuel.
if thats even possible pls pls pls lmk lol
Just do Residual until you get Blenders.
honestly, the packaging/unpackaging isn't terrible. I'd go HOR then diluted for the 2.5 times gain
At what point is it more efficient to use trains for item transport instead of belts?
is there even a clear point, how much does it depend on distance
somewhere around 1km I guess, though I have belts up to 3km in some places
also, is there a way to calculate item throughput?
depends what you are transporting, high throughput stuff like ore, use a belt
i never used trains
number of items being transported divided by round trip time
im not going to build a train just to find out it was a waste of time, cant that be done before?
you can have a stab at it, yes
Do you just skip truck routes entirely?
ye
Why?
didnt seem wort the efford
iheard about them being buggy so i didnt bother
You heard about U2 problems in a post-U2 world and didn't want to test for yourself?
considering how much time that would take, no i didnt
Oof
drove around with the smal truck a little
Single truck route can do more than a train car ever will.
and that was kinda bad
Trains matter when you're moving more than 1560/min, and you'll need minimum of 2 cars to do that.
Truck routes can handle everything up to and including 1560/min
Trains for long range
Trucks for medium range
Belts for short range
Or something like that
Fewer trains with more cars on longer routes = Max Throughput
๐
Belts for all!
belts take way too much efford to build
The real pro gamer move is endless spaghetti
on long distances
completely agree
That's where truck routes begin.
But yeah, belts aren't ideal for anything past like 500 meters
My only complaint about trucks and tractors is the clunky physics
well i have a nice 3km belt lane to the oil islands
But that doesn't matter once they're set up
Normally I would say use Explorers.
But the new one feels different tbh.
New explorers or new trucks and tractors?
belts donโt use power tho
New Explorer.
Ah
It feels heavier/slower.
belts>>>
Interesting
drove this thing, thats also a reason why i never bothered with trucks
The tractor is a meme lmao
Like I could normally get up to 100km/h easily on the U5 Explorer.
The U6 one struggles to maintain 80+km/h
i just expected all vehicles to be as bad
It turns waaaay too sharp
Just sat down and did the breakdown. Overclocking to 250% on the Pure node I should net ~17,600 MW for Diluted Pkg. Fuel vs ~5600 for Residual.
Downside to the diluted pkg'd oil plant is I'm looking at 250 buildings vs 80 for HOR, if I've worked it out correctly.
Vehicles do what you outline for them to do.
You need to drive the routes properly.
99% of issues people have on them in a post-U4 environment is user error.
The fuel source determines the acceleration and speed
The physics are just awful
whats HOR
Heavy Oil Residue
Heavy Oil Residue
Post whatever update they're basically guaranteed to work fine
They'll drive around but if they get stuck they'll just kinda ghost to where they should be after a moment
Whenever they make trucks heavier I will be so, so happy.
Making them heavier would probably solve the physics problems
Aye. When they stop bouncing I will start using them.
Until then, Explorer.
tractors are fine if your routes are mostly level
since they're terrible at scaling ramps
Why use ramps when you can use Jump Pads?
The physics problems would be more negligible if we were able to construct better roads. A spline-based system for that would be nice.
there isn't much physics problems if you use mostly terrain for roads
instead of building something on it
Driving on the dirt is the best.
but yeah, they should implement better physics eventually
They have confirmed they will.
They should remove the rear wheel steering from the truck and put the rearmost axles closer together
It has no reason to turn that sharp
I don't think there was anything as strong as confirmation
more like "yeah, we're looking into it, a solution might be possible"
Can confirm with Marv, but I'm pretty sure they said they are going to overhaul truck physics prior to 1.0.
I feel like vehicles kind of bring life to the world, and I delight in seeing one of my trucks/tractors on a route as I go between plants, but watching a truck derp out and then ghost its way back on track is detrimental to the satisfaction that the routes generate.
Same, I love train bases in factorio for that very reason
It'd be nice if you could build "vehicle nav beacons" or something, place them down like any other object (no collision) and just give vehicles a list of nav beacons to travel between instead of recording paths
I enjoy recording paths ๐คทโโ๏ธ
Terrain is so fiddly I'm not sure it would be useful
Well the current recording system basically does the above, just automatically placing the "nav beacons" as you drive
exactly. Terrain is so fiddly you'd have to place nodes every 1m like driving the path
Unless of course you used foundations
Bleh
And made roads
Drive on the dirt as Hannah intended.
I suppose if you have very long very straight roads you could sprint from one end to another to place points.
Instead of driving from one end to another to pave teh way :
is it possible to have a pure source with a boosted mk3 miner (1200 units per minute) extracted to two different mk5 belts and use the full 1200 units per minute?
no
no
mk5 belts are 780/min only, anything over 162.5% on a pure mk3 miner is wasted
is it planned to fix this somehow?
probably not - then you're hitting the upper limit on what Unity can process
devs talked about that a while back iirc
this game is made in Unreal Engine ๐
unreal, right
ok, sadge
i am no such Bideo Game Dev i get words wrong lmfao
I think they hinted at a possibility of adding a second output but only briefly
mk6 belts were seen in a teaser trailer but aren't in the game
second output is problematic due to output priority bug
i mean isn't it only a number? they do not have to visualize the whole amount on the belts, so it should be possible somehow to work around this limit, no?
but i think the game was build around the fact that everything moves physically, so maybe thats the issue
that might be a good idea actually - covered conveyor belts might be easier on graphic processing?
covered conveyor belts restricted to tier 5 and up, cannot be connected directly to regular belts, maybe need a special demarcation station just for the programmer's sake
There are mods that have tried exactly this but it really doesn't help as much as you'd think.
it's not the graphics that are the issue
it's belt to belt connections having issues
fair fair
maybe they'll just go full space age and give the pioneers a way to condense materials then - black hole tech to condense a full stack into a single item or sommat
with, yknow, all the tech, safety precautions, and other horrifying implications associated
Like the pastanium belt from mindustry. Stack it, move it, unstack at destination
aint ever heard of this game before but exactly this
Stacking items would be a good way to get around it, but not so easy with the 3D items.
Dyson Space Program could stack more easily because their items are all cubes anyway, but here, I dunno, theyโd have to make new models for all items and is that worth the time?
Every items gets the same square box, just the item displayed on the sides changes
For DSP, yea.
This is why what actually makes a huge performance difference is item teleporter mods.
My point is that CSS canโt do it easily.
Would require a special belt to balance it out a bit. Wider and costing something like HMF to build
Thereโs no easy or good solution to stacking here.
Well, maybe there are good ones, just none of them easy.
Yeah, everything would require a good chunk of changes and coding work. balancing too
unpopular opinion - fluids can never be perfectly balanced
Thatโs a fact, not an opinion.
This sounds like you're still thinking about pipes in terms of belts...
no idea what this even means.
youre thinking in 3d while im stuck in 1d
It means you think belt rules apply to fluids when they donโt.
You can balance belts.
You can't balance pipes.
Belt logic and things you can do with belts does not apply to pipes.
Junctions are not splitters, nor are they mergers.
Stop thinking about pipes in terms of belts.,
Pipes dont work the same way as belts
Yes.
shit
Sloshing is why you can't balance them, lmao.
Not transparent, but yes.
On belts, items go where you tell them.
In pipes, fluid goes where it can.
You have to think about pipes as their own thing and stop correlating them to belts.
ok so if i build for example a bunch of storage fluid, and set it up correctly, will that round out the issues to make things closer to balanced?
Why would you store fluid?
to round things out to be closer to balanced.... potentially
Fluid buffers cause problems. That's their function.
The only time fluid buffers are helpful is when you're using fluid trains.
is a fluid train a bunch of tanks in series?
if you make more fluids than you need, you're fine. If you make as much as you need, you're fine (as long as you build pipes properly). If you make less, you're in trouble. No buffer or "balancing" can fix this
Literally a train with fluid cars...
fluid train is train with fluid cars
o
Does pre-loading the pipes before you turn shit on make pipes work better?
100% yes
full pipes happy pipes
You want your fluid production to be refilling the system, not filling it.
and on that note do pipes lose throughput / flow rate over distance or does it do that Wonderful Thing where water is incompressable
They do not.
this makes so much more sense wtf
when i was still new at the game my dumb ass was slapping pumps everywhere trying to make it go faster and fill shit better lmfao
I'm assuming your "dumb ass" didn't read the building description of pumps? ๐
absolutely not
I weep for the writers ๐ฆ
i've since learned the joys of reading comprehension thankfully
According to SCIM, across the Y-axis of the map, there could be fit around 935 foundations.. however when I measured the map myself using the coordinates, i found the map is 6,800 units high on the y-axis (from Y:-3050 to Y:3750), and a foundation is 8 units wide... that means only 825 foundations fit along that axis, which would be more correct?
try it
i can't use Smart mod because it's broken on this game version
then do it manually
no
i think i understand the madness you aspire to now and i applaud your endeavor
xD
its only like 82 times you use zoop or whatever
zoop fever sounds like a 1930's venereal disease
SCIM doesnโt use the same coordinate measurements as ingame.
complicating the narrative further
Thatโs probably why you have different numbers.
never mind, the SCIM coordinates are the correct ones
i must've made an error while trying to find the coordinates by flying around manually
SCIM shows the actual corners of the map much more exactly
so when can we expect your rendition of the Burj fucking Khalifa then 
i cant tell if it's more satisfactory to have it as a nice round 7.5 km or 1000 foundations
if it helps at all, 7.5km is derived from 750,000 coordinate point units
"1 meter" in-game is actually 800 coordinate point units.
actually wait if the world were 1000 foundations wide it would be 8 km
that is a nice and wholesome number
where can i go to ask things of the devs
think about it again
Noโข๏ธ
look at what scim is telling you
7.5km, 937.5 foundations
what is the width of a foundation in-game
8m
hey hold on now wait
lol
xD
how dare you make me Do Math
Thatโs 7.5 km?
yes that is how metric do
then this be a big confuse me
1000 foundations equals 8km yeah
7'9"
A bit under 6 feet?
Though some people have said that she seems to have lost an inch recently or something.
i can use the debug coordinates on the z axis to get an exact measurement
Dang it autocorrectโฆโฆ.
but wait there's no 3rd person camera angle
Not without mods at least.
also, i have no head
Shadow glitch. Iโve also noticed that the shadow for the alpha spitters head is missing.
The desert/ceratpsid one at least.
well now it's a meme
the AI gave me a list of coordinates which I can use to number my corridors accordingly
For example, now I know that the existing corridor I made is fairly close to theoretical corridor #30, which is what I will now rename it to
-300 is the x-axis, can be ignored
@gloomy palm are you measuring the map image or the map border?
wut
hmmmmm 
there are two boundaries, the inner one deals 5 hp/sec while the outer one instakills, but they seem to intersect on the eastern axis
this can be best observed falling to the void, where damage is dealt at this rate until a sudden instadeath occurs
the outer one isn't mapped
oh i did find the instakill border by accident while in god mode once, it froze all my controls ๐
using a fast enough tube cannon can do fun stuff like going so far behind the border that the game just gets completely stuck and has to be closed with alt+f4
ahhh
adjusting for the buildable map coordinates, i lose only 7 corridors
however that does mean that my corridor now is now at #27 instead of #30
I may need way less corridors than this, but just good to have an imaginary grid to align to with some kind of addressing system
I may further adjust this as I go along
๐
maturity is realizing the only thing you should be overclocking are miners
Yeah... Like my 12 fully OC manufacturers for crystal oscillators? Sure๐
nope
maturity is realizing you can OC everything if it's more convenient
(Except for generators, its never more convenient in that case)
it might be for nuclear
That is an exception
246.2288% ๐
Hi greeny
unlimited shards ๐คทโโ๏ธ
Knowledge is knowing you can overclock production machines to be more efficient, wisdom is knowing you can underclock production machines to get nice ratios
madness is overclocking biomass burners
Absolute Chaos is when you here it in the distance... Hi, I'm Josh.........
Thatโs an impossibility in vanilla, butโฆ wouldnโt be surprised if thereโs a mod.
Useful when unlocking drop pods tbh ๐คทโโ๏ธ
It is, I've done it many times ๐
Get up to 60 MW with 1 burner.
Build less, unlock faster.
Especially the one that requires 420 MW or whatever
Oh, I use Fuel Gens for that and the 200+ on.
What, and throw up a packager? You madlad
Bioburner powers Packager which unpackes fuel into OC'd Fuel Gen.
Nah, easier to just build 16 biomass or w/e and oc them all, for me
less fussing about
Takes more space your way ๐คทโโ๏ธ
I'm just building an 6x6 floating platform and then destroying it ๐คท , but you're technically correct
Eh on overclocking biomass burners, most pods need 2 to 4 at most and the materials for getting even the one that needs most power donโt take up much space in inventory.
You only need to do it on a few, but the few that you do it's way easier to OC than build 50 burners. Sev's fuel gen idea is valid too. I think most people probably just trail their main factory power to those big pods. I did that on a few playthroughs
eh, even 420MW one takes like 3 minutes to do with bioburners
dragging your main power for that? ridiculous
the only long part is to drop 1 solid fuel into each burner, and even that isn't that long
i would only drag power if it happens to be nearby already
and i usually leave these bothersome ones for a bit later, so its not an impossibility =p
Question: if you need say 1.5 machines, is it more power-efficient to run one at 100% and one at 50 or both at 75?
To me I wound do 2 75 machines
yeah ok i actually just did the math and yeah 2 75 machines use less power
1+(50/100)^1.6 > 2*(75/100)^1.6
I have a fuel power plant. It features 18 fuel generators, all running at full capacity. Each one should produce 150MW of power. Ergo, my max capacity should be 150 X 18 = 2700MW No?
So why does my production and capacity sit at 1350MW?
Derp, missing power line
Ignore me
missing connections for derp moments. Everyone gets them
I feel yeah XD
'why is my giant factory stuttering!?! after 10 minutes fine 1 smelter output not connected
Iโm going to start my maxed nuclear plant pretty soon.. Iโm sure there will be about 50 mistakes along the logistics lines, because thereโs a lot of them ๐
Succes!
i have 6 pure iron nodes at my base all mk2 miners how many plates,rods.reinplates, stators, rotors and motors should i make
As many as you want to.
idk how many plates i would need though
And how would anyone else?
It's your world. Your save.
You are the only one who knows what your goals are.
You're going to get answers ranging from 5/min of each to 100/min of each.
You have to make the decision.
Yeah, it's a personal decision.
I usually start by doing at least 30 iron ingots/min for each of: screw, rod, plate, RIP, and then 30 copper ingots/min for both cable and wire (and usually for sheets too). Then when I run out, I know I need more of that thing
a lot depends on how fast you expand your infrastructure, and how soon (or if at all) you switch to using alternate recipes for things (e.g. steel screw, pure iron ingot)
i do 1 pure node for iron plates + rods, 1 pure node for wires and cables, 1 pure node for RIP, 1 pure node for rotors, 1 pure node for concrete
i shall do that once i get moe power
Hey peeps, got a few questions regarding refineries and fuel generation
Ive got 60ppm of Heavy oil residue feeding a refineries making fuel at 40ppm and thats feeding 2 gens at 20ppm input each, but it wont stabilize, gens keep shutting down to lack of fuel, refineries keep stalling doe to lack of residue
fuel gens consume 12/min, so your 2 gens are expecting 24/min and that's why they're stalling
im clearly making 60ppm of heavy oil residue with no interruptions tho
oh wait, you're clocking
there OCed to 20pm each, 2 genes each asking for 20ppm, totaling 40, which is my output
yeah, my bad
the numbers all add up, somethings wrong with the process, cant figure it out
Prime the system and see if it stabilizes then
ok, so turn off all the gens and flll the pipes first?
yes
ok will do thx
if it doesn't stabilize.. Check again if the refineries really output 40pm, and that the gens are actually working at 20pm
Trust me, I had issues before just because I wasn't looking right
oh no doubt, ill double check it all again here now
generators also overclock funny, so what it says on the slider doesn't actually end up being the actual output/multiplier
really? is there an actual way to calculate it?
Quick question: overclocking power plants: yes or no?
with regards to what im doing or in general?
i do from time to time yes, if im trying to keep a system from capping out or stalling
usually best to just make more plants tho
OCing any kind of generator preserves the fuel/power ratio. so you get exactly the same result, the only difference is space-saving
Cool, overclock all the things then, got it.
Since slugs are technically renewable that sounds like an always thing
just remember that full overclock on generators yields you x 2.0235 times the speed, not x 2.5 times the speed
does it still consume 2.5x
nah
huh?
consumption is also x 2.0235 times
what is this? what kind of alien math is this?
then whats the point of saying 2.5x?
is this a bug?
clock speed / 100 ^ (1/1.3)
its exponential
not linear
250 / 100 = 2.5
2.5^(1/1.3) = ca. 2.0235
that seems unnecessary
yeah
is it only for power generation?
yes
ya, time to fix that, this game is complicated enough
and by effect, for fuel consumption of generators
has been argued, nothing has been done
its a feature not a bug btw
if it was presented with that math then i would be fine, but its clearly missleading
how could anybody balance anything without this knowledge
yep
Technically fuel consumption is linear with power generated.
It's just that power generated is exponential like all other power.
by not overclocking generators ever
why would it say 2.5x when itโs actually 2.0235x
because
It's because they used the production machine UI for a large part of the generator UI.
That's the only disconnect.
short answer: they copy-pasted the overclock UI and didnt change it for generators
so basically, laziness?
On both side though
or "we will redo it some day anyway so why change it now"
Somehow people notice power being exponential on every single machine they have and then somehow think that changes when they go to generators.
on machines what they are producing follows the multiplier, on generators what they are producing used to follow the multiplier
generators produce power
yes
On machines the power component is exponential with the multiplier.
In generators, the power component is also exponential with the multiplier.
well that sucks, means OCing fuel generators to compensate for fuel production is kinda out of the question, unless i break out a calculator.....
Why would you need to compensate for fuel production?
except how the production is done is different
overclocked generators burn proportionally more fuel
You knew how much fuel you were making before you made it.
Where is the "compensation" part?
you don't magically gain more power from the same fuel
overclocking generators only saves space and generator building materials
it makes them faster, thats it
just like with any overclocked building
put shard in, machine do stuff faster
when producing plastic u produce heavy oil, making that into fuel gives X fuel, need to dump that somewhere to keep plastic producing, dump it into gens
Change HOR into Coke.
Sink or burn in Coal Gens.
Package HOR, sink.
Also, you know X fuel, so you know exactly how many gens you need.
yes but X does not round out X amount of gens, so i OC to compensate
Or
And hear me out:
Change X to actually round out to an amount of Fuel Gens
then i have to back track and change all my plastic manufacturing
Solve the equation before building.
you know what would be a better solution, liner growth on OCing gens
Fuck.
No.
blasphemies!
Linear power with infinite shards breaks all semblance of balance.
We had this debate when they said they might make power linear.
why are shards infinite?
Dogs.
ya im not up on that black magic just yet
would work, but 3 shards = 200%
I'm still firmly on "Linear Power is fine as long as they take slugs out of the doggo RNG pool."
either way, if the gens output was non linear but the fuel consumption was i think it would be fine, still dump X fuel
if anything, they should make it less confusing while not making it unbalanced
make it max out at 200% and have the percentage be the rate, so you still need the same amount of shards as now, but it makes sense
If slugs remain infinite, linear power is unbalanceable.
you can still get "linear power" by just calculating the ugly percentage with a formula
in that regard it's unchanged
ya, then i gots to math, should be displayed
I'm not for making it any easier than it is, really just less confusing
it cant be that hard for them to change the code to display the right numbers, thats all we need really
UI showing the proper number in the bigger position fixes the issue ๐คทโโ๏ธ
it doesn't help that the rate shown in the overclocking UI is erroneous
provide me with the correct information and ill figure it out, hide these numbers behind a curtain and i gets mad
I appreciate all the info, thx!
Sevrahn another argument, the game should be playable with information provided in-game, relying on external sources (wiki) shouldn't be necessary, and overclocking really struggles in this regard
ingame tutorial is my dream
something akin (cant believe im saying this) to Factoioioio
How is this not covered under "UI showing proper number" ?
You take that back.
f l a t g a m e's bite sized tutorials are neat
there is a tutorials tab in the codex so we can hope it will be full by the time 1.0 is out
i wont rest till the Pipe manual is available in the codex 
it's unexplained, you have no chance of finding the right percentage for a 2x rate in a generator with what the game provides
open codex, wiki loads up in the tab 
And then you choose to never OC generators ๐ The way ADA intended.
why have a feature if it's so bad it shouldn't be used
I could ask that about so many things people suggest...
liquid biofuel after update 4, my beloved
<insert suggestion here> We should totally have THIS thing that completely invalidates any other way people should possibly play the game!
people come and suggest to change the entire balance of the game just for it to be fun for them
there's a big difference between people playing the game a certain way and enjoying it vs telling others to play it just like they do
i think the way OC power generators scale is okay in principle but you should get a round number from three shards. thank u
what I said pretty much, make the percentage match the rate and the maximum at 200% still needing 3 shards
๐
haha
Agreed, might finally make people understand why they shouldnt oc power generators
Is it really that bad of an idea if all your miners/extractors are OCed?
I was under the impression that it saved a miniscule amount of performance
miners are the #1 thing to overclock because they're the only thing where you can't just get more by building more
OC everything you want to other than generators ๐
||Coughs in sushi||
I love sushi in games but I will never eat it irl.
Seems odd ๐
overclock everything in multiples of pi
the problem with this is that one shard doesn't give 33.3333%, so it's still non-linear ๐ฆ
first shard gives 36.60129441%, second shard gives 33.83478488%, third shard gives 31.91601286%
given yโall said the right formula earlier
absolutely horrendous decimals
@turbid otter yeah but i cannot allign them to be paralel to each other
Build the straight segments first, then the curved segments
...though double check even the straight segments are parallel, because even snapped rails sometimes go wonky for no good reason
are cast screws more efficient than normal screws, or are they just for us lazy ficsit employees?
cast screws are strictly more efficient than default. same iron -> screw ratio, fewer machines and therefore lower power cost
depends what kind of efficiency are you talking about
that said, steel rods -> default screws become more resource-efficient (albeit not the most power/space efficient), once you have the steel rod recipe
the most screws i can get out of one iron node
using only iron, cast screws will get you the exact same amount as default screws
ok thx
then no, they are not more efficient
so cast screws does nothing but skip the iron rods step
doesn't change resources consumed, except indirectly via the power efficiency
steel screws are for power efficiency, steel rod into base screws are for resource efficiency. Cast screws are meh for both
(compared to other options)
so cast screws take more electricity? i thought they take less since it eliminates an entire row of assemblers
it's mainly early on, when you're pre-steel or have more important uses for your steel, that cast screws shine. like, if it's a choice between default or cast and you don't have/want to use steel, cast is strictly better
no they use less power
so there is literally no reason to use default screws once you have cast
without steel, there is no reason to prefer default over cast
with steel, you may choose to for absolute optimal resource use
there is literally no reason to use cast ๐
in what situation would default be better than cast if steel is available?
once you have steel, the steel rod recipe is a very efficient way to make rods. then, you might use default to turn those rods into screws
and that ends up being the lowest resource-cost way to make them
eh, coal is abundant
cast screw skipping the middle step is a benefit when you're only using iron, but blocks you from the maximally resource-efficient steel approach
and you can also just use screwless recipes
oh right, screws can eventually be eliminated right?
