#math-and-meta
1 messages Β· Page 21 of 1
The snap to each other?
To make a grid.
That means you don't have to build messy anymore?
huh?
Make a grid using foundations.
Then you build on it.
oh
do I just make that in the air or something? cause my coal deposit is on a rock thats higher up than base ground
cause sometimes when I placed a foundation the ground would clip through the wall
ok I got it
Try to build your base with foundations in a plain terrain first
I do really like how Turbo gives you both a packaged and fluid recipe.
is it an alt or unlocked at the same time?
Same time.
Oddly though, base rifle ammo shoots faster if you're doing bursts.
so turbo takes a few seconds to get to max rpm?
Well yeah, but like... you only get to speedy if you're holding it down and sacrificing accuracy.
I'm not that fond of turbo ammo, it results in way too much stormtrooper accuracy.
If you click every shot because you're going for higher accuracy and you wanted to use Turbo for the high mag capacity...
Base shoots like every 0.2s if you're being clicky.
Turbo shoots like every 0.5s.
It's not a huge difference, but it is definitely noticeable.
interesting
Like I was willing to sacrifice the 1 damage per bullet (if wiki is accurate, base is 5 and turbo is 4) for the increased mag capacity from 15 to 75.
But the loss of fire rate when going for accuracy is bothering me.
Doing a video, one sec
i guess turbo is designed to be more of a spray n pray whilst base is more of a dmr accurate weapon
^ Fire Rate comparison.
Also.. unless an Elite Stinger can be brought down in 15 shots idk...
Mag capacity can matter.
Luckily I know where it find and Elite Stinger, brb
yea thats definitely annoying
the high fire rate is definitely more for up close
its like going from rifle to shotgun range
Takes 18 shots to kill an Elite with base ammo.
makes 19 with turbo
?
agh wait
If 18 * 5 = 90
23
Yeah
Going to test on non-elite, but large spooder
11
Hmmm
This is a tough decision.
Why is Turbo's base fire rate worse? π
Base can kill anything but the Elite Stinger in 1 clip.
But if you're fighting multiple things you're going to spend more time reloading...
But if you take Turbo for the higher mag capacity and try to use Turbo accurately you have a slower fire rate.
π
PAIN
tradeoffs
True
just hold down fire for a bit
but not for too long
you trade distance for fire rate
Well in-combat you tend to shoot and move. So slightly lower fire rate gets canceled by reality.
well base can do ~726 damage/min and and turbo does ~442 damage/min assuming a firerate of 2/second tap firing if i can do maths right rn because im tired, i think thats correct though
And since every 1 base bullet (5 damage) converts to 2 turbo bullets (8 damage).
I think I'm going to go with turbo being my default ammo.
This also assumes the times I listed were correct. I was guesstimating.
But I can go back to the video and time them frame by frame if we want accurate numbers.
0.2 is correct according to wiki - and therefore im assuming the 0.5 is too, but if you find that that is wrong i can adjust
and that is also accounting for reload times between clips
and the formula im using for that is 60/({mag size}*{firerate}+3.2)*{mag size}*{bullet dmg}
so for turbo its 60/(75*0.5+3.2)*75*4 = 442.260442...
which i think is right but as i said - im tired 
On rewatching Turbo looks closer to 0.375
which bumps it up to ~575 dmg/min
Again this is without actually engaging "Turbo Mode" so to speak.
yup
Hmmm..
turbo mode would be like 0.1?
Yeah I think I'm still sticking with Turbo as my default.
Remind me tomorrow and I will get a video of that to breakdown.
assuming its 0.1 and you hit 100% of shots then you can do 1682 damage/min 
@fierce cypress if it matters: Homing seems to be the same fire rate as base.
only really matters if the damage is different - which it might be iirc
yea homing does 6
Homing if I recall is slightly higher damage (slightly)
Odd that homing just automatically becomes "the best" then.
yea
Like if damage was 6-5-4 Base-Homing-Turbo that would make sense.
I went with homing just because of the damage, higher rof I found meaningless if I miss more.
that would mean homing has ~871 damage/min
And that homing can actually kill and Elite Stinger in 1 clip.
With automated production, homing reliably makes aggressors go away.
Less effort too.
Indeed.
I tried turbo for a couple of clips and went nope, sunk the rest I had on me.
I just made 12k Turbo, lol
Gotta clear some areas and don't have weapons outpost online yet.
I still have turbo automated, now it's there because I cba to rip the line out.
1.5 million sink points just waiting to be sunk
Oh I will have all 3 automated.
Just only ever going to carry 1 type with me.
Going to stick with Turbo in protest that they didn't keep the name "Smartridges" for the homing ammo.
That name was awesome and should have stayed.
All 3 automated, I only ever carry homing now.
Idk. I don't really vibe with the bullet effect of homing π€·ββοΈ
Turbo and cluster munitions.
Homing bullets out of Zorgs autocannon (fifth element), never know they might be rejects.
Does anyone have a nice compact 5-way splitter design? I'm trying to make one of my own just for the sake of having it, but I was curious how small you're able to make them
@round hamlet
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
I'm only making it because I might want it later,
https://www.youtube.com/watch?v=IPE-BAlg0xA&list=PLQo-FPWWaZE-jn38NUxfxh5S2VyJNjnO3&index=4 for 5 way split, but unless it's radioactive, as said above, you're better off manifolding.
Satisfactory 1 to 5 splitter | Tutorial Ep 4
β
Merch: https://teespring.com/stores/random-gamer
πΉοΈ My Setup: https://kit.co/Random_Gamer/gaming-editing-work
This tutorial is about splitting one conveyor into 5 conveyors.
We need 3 splitters and 1 merger for this setup.
π¬ Most recent videos: https://www.youtube.com/c/RandomGamerWASD/videos
β...
--I know what a dang manifold is woah
also I already watched this video earlier, it's not smaller than what I have
Well load balancers aren't known for being compact π€·ββοΈ , I tried.
Manifolds are known for being compact and being identical in efficiency, but they don't want one.
I also tried π€·ββοΈ
alright i've decided that the one I already have is good enough for a simple BP
Thanks anyways
I usually manifold too, I was just curious
@round hamlet something like this is probably the most compact, or just doing it flat and squishing everything as close as possible together
If you're not using the vertical element you're not as compact as you can be π€·ββοΈ
Shame there is a minimum vertical distance conveyor lifts are allowed to use.
(this is the bottlenecked version though)
Yeah I thought about vertical but didnβt do anything with it
In retrospect I definitely should have
Itβs late
Anyone able to help me out? Not sure where I should put this question
I am making an iron factory but I am not very good at logistics, could someone help me out with how I would/ could do this?
I have up to Mk.4 belts unlocked
logistics are shown there, the arrows mean resource flow
if your question is "how do i split the ingots or other parts up" the answer is dont merge all in the first place.
ore wise? just shove it in and wait until it overflows
you have 5 mk 4 belts of input, so dividing that up over 80 smelters isnt hard either
just 16 smelters per belt
if you wanted to you could balance that by splitting in half again and again
Machines and their clock are the most underrated load-balancer 
Tbf, do have this "caveut" of turning the items into something else in a different amount too... 
I am aware this isnt right. But how can I...make it?
Or would it be more reasonable to go manifold here
just manifold it looks like a set up that you dont want to spend excessive resources on
As I thought, cheers
Itβs always more reasonable to manifold imo
Manifold.
You answered that yourself.
"Just wait it out."
Huh
20 side is getting 25, which will eventually fill.
After which you have a 20/30 split.
Oh I see
Yeah just do a pure manifold at that point don't bother with looping back
@cinder silo after testing in actual combat scenarios of various types, Turbo is still going to be my go-to.
Mag capacity really shines and often you can get to the higher fire rate while maintaining accuracy given the size of most enemies.
Only the lil spooders are difficult to snap-shot tbh.
Also if you get to full spool with the spread AF accuracy it's remarkable how many projectiles from Alpha Spitters you destroy.
are belts supposed to snap to vonveyor lift holes? Looks kind of broken
Fair enough, I still prefer the fire & forget of homing, less effort in combat means more attention goes to not getting clobbered due to being poor at that sort of gameplay, far more relaxing π
Seconded. Also by the time turbo looses accuracy, the enemy is already close enough that accuracy becomes non an issue.
i think they're lifts only 
this belt definitelly tried to lift... off
Still think it is bullshit that homing does the most damage @versed violet
I'm surprised the homing rounds don't just have regular rifle round damage instead of doing more.
Base should do the most, as I said yesterday.
6-5-4 Base-Home-Turbo
^ Perfection
try other way maybe 
Do conveyor floor holes work correctly with roofs?
I've had them not passing items twice so far. Lifts just not accepting items
and lifts do not work with 0.5m increments when using floor holes, do they? or just not working with 0.5m at all?
Probably not with 0.5 given they were made prior to roofs and the smallest foundation is 1m.
(If I had to guess)
yay, I have created an illegal connection
as in, it doesnt work. no click. items get stuck.
This place is cursed and I wish not to return here in nearest or farthest future
thats your own fault tho
being stubborn and not wanting to redesign half of my base? yes.
the best part of this game is the realization that the player is the biggest cause of the player's problems
i've learned me lesson and by default space add some more spacing to some builds
yeah, the spot was designed before they added more biomass options
the first spitter is aligned to whole meters, but further ones are lifted by a beam by 0.5m because otherwise the belts to constructors will not connect. constructoirs sitting 1m above the storage units height
backside of this #math-and-meta message
Suddenly I'm very happy all my stuff is built in a compartmentalised way.
stupid me added processing of the biomass stuff, so I can just drop a stack and it auto sorts, and if box is full, auto processes the overflow into higher tier item.
bottom floor: leaves, wood, mycelium -> biomas, petals->paint, Biomas->biofuel.
top floor - hog, spitter, hatcher, stinger -> protein, protein -> dna capsules
Not a bad thing having a biomass/shards/flowers factory, usually just better in its own structure and feed the stores after.
definitely dont spend hours trying to squeeze it all in
This is my biomass and crap tower, ground floor does power shards from all three types of slugs, first floor converts all the wood/leaves and crap to solid biofuel, second floor does all alien parts to protein, third floor floor does flowers to colour cartridges and sinks crap, the building itself also separates out berries/nuts & agaric in to a container, and sends useless & spare crap to the sink.
you like open spaces. Pretty sure I could fit my whole central storage in just the free corridors of that space
Makes retrofitting far easier, my central storage is significant but in two parts.
You could probably fit a load in this space, top being the actual surface level of my storage, bottom being the sorting & buffer level.
The beginning of my first ever Crystal Oscillator factory. 373 Quartz Crystal/min, 445.5 iron ingots/min, and 300 copper ingots/min. Hopefully turning into 20 Oscillators/min if I've done my math right.
how do I calculate my needed input if I have my wanted output, like if I want to make 4 rotors a min, then how much iron would need I need a min as an input
or just work backwards by hand
I like to do it with signs step by step. But you can use excel or satisfactorytools ( i dont like it π€§ )
I need help. i dont understand. i am making Batteries. The Batteries from the blender put out 75 water, i have a water extractor adding another 105 water, to keep up with the 180 needed. BUT it keeps overflowing. what am i missing????
pipes =/= belts, you can't just simply merge them in most cases, you need to prioritise the byproduct water in some way
Any suggestions how to prioritse the water byproduct with pipes?
I typically recycle it, then use wet concrete to dispose of the rest
VIP/Segregated Byproduct System
VIP
Segregated System (best solution imo)
Use in other production - coal gens, wet concrete etc
Package and sink (worst solution imo)
My most recent system, I have my water being recycled, then a separate pipe going up, which leads to wet concrete production, so then recycling the water gets prioritized, then the water gets dumped into concrete
i always use segregated systems
haven't unlocked wet concrete on this play through yet. right now i have water by product merged into water pump, then into an industrial fluid buffer, then to production. thought process, is the fresh and by products combine in the buffer before going to the source.
what will a buffer do to help?
answer: ||nothing||
a buffer won't help, it will cause more issues
I put a pump right before the waste enters the main line to make sure there isn't backflow and works for me. Make sure you don't use valves though
i'll try that. maybe a pump will prioritize the byproduct. should i put a valve on the incoming fresh line also?
pumps wont prioritise, and cobalt specifically said to not use valves
the pump is to prevent backflow - such as fresh water clogging the output - which is what is happening
i see. thank you
no valves. Unless you're doing pipe voodoo never use valves. Also fluid buffers should be avoided unless you're doing minor voodoo
and obscure priority junctions which apparently may or may not work properly.
VIP is the most eldritch Voodoo there is

I'm glad you don't change your DP
"Dp"?
display pic
what's VIP?
It's a pipe you care a lot about, a Very Important Pipe.
So important, that you make sure that it will always have fluid while leaving only the overflow for other pipes...
TLDR: Variable Input Priority (junction) for pipes
Thereβs VIP and VOP. I = input, O = output
okay thanks I just read the pinned guide and I think I understand it completely now. Some of those circuits are genius, thanks so much for that guide McGalleon.
so would implementing VOP be the best and correctest way to manifold pipes?
eeeeh its optional
the best manifold is a regular manifold, no fancy shenanigans
just follow the rules for manifolds
yeah add the loop and put the main pipe above the machines right?
yeah, above or at the same height as machine inputs
and loops must always begin at the same junction at which your inout pipe is attached
whether or not the loop goes to the end of the manifold is less important
but it has to start at the input
Speaking of manifolds, I'm getting the impression that my floors aren't getting the expected 900 oil per (2 inputs of 450 per floor)
welll... connection issue? is it all filled? etc
It was when I first onlined, problem is it has gradually declined to what you see here.
I had to throw the global power switch to let the whole thing fill.
One moment, I'll clip the layout, it's merely starved rather than completely offline.
Quick look at the overhead pipes, all four floors are setup like this, I have to shut the whole thing off to make it catch up, the numbers from the pipeline should be giving me 900 per floor (two inputs of 450) , it's shorting as you can see.
The issue only shows on the ground and first floors, they all use identical plumbing.
If it is shorting like that because of an issue in the pipeline that I've gone over, the only thing I can think of is to try taking up some spare oil from the nearby ammunition factory, there is at least 100 spare to try to keep the pipes at pressure.
this shaft is the only place for pumps, I used mk2s but they are around 25 metres apart.
if the oil is pumping in at full rate... was your usage math right? π
I shut the whole thing off to repressurise the system, I'll find out how long it takes to fall behind again, it's looking like I'm going to have to add the extra oil from the well.
The math was, all four floors are identical, the pipeline brings 450 oil per pipe (eight pipes) to the refinery proper, two pipes per floor, I'm not seeing the extractors stall.
Yet the ground and first floors are the ones with the problems, not the second or third.
check if their feed pipes actually deliver 450 on average
check at the very bottom input
at the start if it all, but not directly at the extractors
Sorry about the delay, I had to rush out the door, I'll take another look.
There is definitely an issue somewhere, left it running for 90 minutes and the refineries that shouldn't be stalling, are starved again.
bizarre. if its sending in 3600 oil at full rate and no stalls, it implies it's all being used. leaky.
I'm shunting some spare oil from the nearby ammunition factory to the two deficient loops to see if that'll help.
Hmm, I got the shunt in, the ground floor issue resolved right away but I'm not seeing the first floor go.
Looks like that extra oil from the well got the refineries two bottom floors up to pressure, I'll leave it for a few hours and see how it plays out, looks fixed, I am still curious as to what caused the pipeline issues.
depending on the save size i can attempt to inspect it
My save is about 26mb or so.
Needs 32gb to load, experimenting with the pipeline will need the shunt taking out in the tunnels.
I feel like this is pretty simple, but Iβm having trouble working it out; Iβm making a big diluted fuel factory and I need to underclock my fuel generators to consume 10 fuel / minute. Help would be appreciated :D
What percent would I need to underclock them to reach the desired usage per minute?
I like to use proportions for this sort of issue...
10:12 = X:100
Where 10 is the desired output, 12 is the standard, X the clock corresponding to the desired output and 100 the standard clock
So X = 10x100/12
@devout kelp
Ok that makes sense, thank you very much!
Aw π¦ , no problem.
Someone broke a memory stick 
No i upgraded but only got 16 GB extra and kept the old 8
Buys McGalleon π for Christmas

The main downside of having an ever expanding map, the memory requirements and load times are brutal.
"Bro this game like would like bro totally bro like be so much like better if like bro they made the map brocedurally generated. Like bro."
what?

π€¨
we should ask snutt for a brocedurally generated map
Bruh.
initiate the brocedure
Yes. π
Henlo pionners ! πΈ
I have a powerplant made of 24 coal generators, if i've done my maths rights, i'll give just the right amount of water with my 9 water extractors.
It's a pretty simple setup, each pipe going into one corner of my powerplant (see the 2nd screenshot)
Not using mystical things like powershards, because i need to keep my setup derpy friendly for my poor brain. π
For some reasons, i still struggle with pipes, that's why i'm posting this here...
I kinda need some Ficsit approval, for legal reasons, 'cause last time my insurance didn't believe me when i told them that everything was fine before a wild lizzard doggo messed up my settings. π
Read the description of mk1 pipes.
Then read the description of Extractors.
Then do the math about numbers greater than 300.
Also buffers are not good.
Also if you're expecting perfect splits in that first image, reminder to never think about pipes in terms of belts.
Not exactly how I'd do the plumbing.
Coal pipes kept simple.
Erf. π£ I thought i'll "avoid" the 300 limit by spliting the pipes.
Train of thought was : if pipe 1 (far left) reach 300m3, then pipe 2 (middle left) will take the leftover
And if pipes behaved like belts you would have been fine.
I read somewhere it can help for headlift troubles, that's why i did that
You read wrong.
Outside of fluid trains, buffers either cause issues or do literally nothing.
They never help.
And you never have trouble to fill the one at the end of the line ? Because i have that problem, and that's why i wanted to bring water by all the corners
Sorry people, i just wanna be sure to understand well, don't wanna annoy anyone
Let the pipes fill completely before you turn the generators on.
The coal plant I pictured has 3 extractors at each end.
Then origin of fluid doesn't matter.
I let it fully prime before letting it power on, I even let coal fill before connecting the generator to the mains,
Ok ok thanks you two ! Have a nice day !
She said.. at 7 p.m. π
It's 2 a.m. here. π can't sleep, need more pipes π
Don't worry about annoying people, this place is here for folk to discuss and problem solve, not judge.
Only thing that will annoy people is if you write the date in the wrong order. 
That struggle. That ONE struggle. π
Last question and i'm going back to my plumbing, is it ok to fill the water by the bottom instead of the top like on your picture ?
Usually works ok with a few caveats (namely fun with mk2 pipes) but even those issues can be fixed with a loop, I top fed in the above case to enable me to walk around the place without going for a swim.
Which direction doesn't matter as long as you know what you're doing.
I'd personally suggest avoiding having input pipes from the manifold being at a lower elevation than the machines. You can do it, I do it, but if you're having difficulty with pipes just keep it simple and feed from the same or higher elevation. Pipes in general are tricky
Quick question, does anyone know what the ratio is between hand crafting with the hammer to the seconds it takes to produce a said item? Is the ratio different between the Craft Bench and the Equipment Workshop?
Check workshop and craft bench wiki pages. It even has following section ```Crafting consumable equipment
Crafting consumable equipment at Craft Bench takes 2x crafting clicks compared to Equipment Workshop. For example, crafting Iron Rebar requires two crafting clicks at Craft Bench but only needs one crafting click at the Equipment Workshop. ```
Okay. I was hoping that there was a set ratio between the number of hammers and the number of machine seconds to craft, but it looks like they differ per recipe. Thanks for the help.
Unless you're doing some sort of speedrun how much does it matter?
can anyone spend 5 or so minutes with me helping me figure out some numbers to establish
providing the numbers beforehand helps
you shoulda seen the conv o we had with him in #satisfactory
is this a way to load balance the conveyor thing?
carbon dust from one of the mods I'm doing but I don't think it changes the nature of the question
I'm trying to get the belts to balance themselves if one of them is backed up and the other doesn't have enough
if one belt backs up it automatically moves the rest to the other belt
if neither backs up its a 50/50 split
but if all of them are doing 50/50 splits at the same time then nothing should change across the output of each belt?
yes
if none of them are expected to ever back up this doesnt do anything
though idk why you need this
you know the exact production rate of machines that feed each belt
and you know how much the next machines need
basically each belt is running at 400 and I have 10 machines for each of the bottom three consuming 450 total
oh I guess I could just underclock huh
im dumb thanks love you
so apparently trains are not the go for massive bases according to this reddit post
https://www.reddit.com/r/SatisfactoryGame/comments/yz7ih0/100_thermal_rockets_per_minute/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
massive bases are not the go for satisfactory - decentralisation is recommended by the game itself
Yeah sure, thatβs why I said bases, not base
according to the comments?
Yea that person is saying using trains cost them 100+ fps over belts
i feel like their fps/ups loss is just something that comes with sheer scale of the world at an end game stage - not specifically that trains are any worse in particular
this is untested
and belts have other issues as well - and also hit cpu performance
Thatβs exactly what they said they tested
where does it say the tested it?
ah found it
imo don't rule them out just because you're planning on going big, there are plenty of massive saves that use trains - such as taro's, and i think the performance difference would be relatively minimal and the amount of extra work would be extreme
yeah agreed, I don't think it's a hard rule but it would be cool to see some more testing around it
I didn't do any testing myself but I highly doubt that 50 trains + 50 vehicles make 120 fps difference over 100s of long belts
(not to mention the belt resource loss)
It's possible that there's something specific about how that person is playing that makes belts more efficient - not that I can actually think of anything off the top of my head that would cause that
But again, some isolated experiments would be great to verify
I'm inclined to think that is the case too...
Bur I can't say anything for certain until they answer me about those tests they mentioned π€·ββοΈ
Yeah it's not something that you can do in a tiny factory either
You can... If your hardware is as tiny 
Are you saying that cause this weirdo just belted stuff?
This seems unlikely
I wouldnβt really trust reddit commentary. I still see people coming here saying you actually lose items on belts and that it only happens on mk5s
Because thatβs what it says on reddit
All of my guides and research are on Reddit though...
And why would I trust anything from a literal nobody?
That's fair 
Surely Im not a nobody, all my sources are clearly cited 
Arenβt all your citation βMcGalleon - meβ ?
I wish I could have gotten away with that with my lecturers
Though I guess I kinda did with my research.
But it was just rehashing so not worthwhile
the benefit of doing your own research - less sources to cite
'Source - My thoughts.'
does anyone know where I could get a table of all the resource nodes' coordinates to put into Excel
I want to make a sheet of node "clusters" and their potential at each miner & OC level without having to visually go by SCIM maps
There is a Mod that exports them as a json... you could also try contacting Anthor, the author of SCIM as he may have them
In a format you can use*
No need to go insulting people.
But no thatβs not what Iβm saying, itβs more βhereβs a data pointβ and Iβd be interested to see some more non anecdotal experimentation either proving or disproving the persons claim.
id hazard there are way to many factors to determine the validty of such a claim
Iβd agree there are a lot of factors that make up your final fps, butt Iβm sure it would be possible to try isolate it
For example, maybe a test where the goal is to move 10000 ore/min 2km in a straight line
That would test raw throughout, then the next step might be to somehow add in signalling for the trains, maybe initially you run them on seperate lines, but then put them all on one line and see how that changes things
mmm but frame rate is also heavily effected in SF by the number of machiens you have running in the close area, how many are in the 'distant simplified calculations' mode and how many are close by in full load ...
and trucks having a completely different behavior than belts than trains when "not near by" is another factor
True so maybe you paste in some factory and then run the same test
@vivid thicket here's the two slug respawns I have a permanent cannon to in order to farm.
I don't go back to the spire now the oil pipeline collecting all the areas oil is working.
π
Got more than 2/3 collected already
The respawning slugs have left me with hundreds of power shards more than I should ever have, at one point when the green slugs changed to blue, every single blue repopped.
That's interesting
Only had blues repop single time sometimes with purple or yellow
All the blues respawning was a 1 time thing after they were changed from green.
But those repops happen on recently collected areas
The two in the above clip repop every time I load in.
I thought everyone is collectable forever and won't repop
Because I heard that some repopped in u3
Thought it may be fixed already
Likewise, a couple are busted and don't stay gone.
Even got saying gotta catch them all when i started slug hunt with scim help XD
Repops Ho-yay!
I guess i have similar amount
Had 400 powers shard worth power slugs before slug hunt
Out of doggos
Taken a while to farm up but I'm not going to complain about spare shards.
got 300 shards in use in my reactor hall just to have all of the machines there at the same clock speed.
Last time I checked i had 3 stacks of purples 3 yellows and 5 blue
So that's alot of power shard of those
I should get back to hunting slugs again.
With save reload bug?
I still need to clear the non respawning slugs off the map (in some cases again but yay)
I think only dunes, desert canyon, titan forest and maze canyon left to clear for me
I guess they won't add enough new stuff to the awesome shop to use 2715 coupons.
Lol
i am really bad at math can someone help me?
K
Sure, what do you need?
Odd choice of game tbh.
We don't judge people for their decisions, but we do try to help with their future ones
If you interpret that as judgmental idk what to say π€·ββοΈ
i get 1.200 crude oil a minute by 2 oil extractors, i can turn it into 1.600 heavy oil residue from 40 refineries, i want to turn it into turbo fuel by an alternate recipe which takes 5 heavy oil residue every 8 seconds. so i wonder how many refineries i need for that last step.
Press O to open the codex, go to Turbofuel then look at the entry. It will tell you the consumption rate in items/min
After that there is an ingame calculator you can use with N
N for Nalculator
Math Question:
23 fuel generators consuming 100 turbo fuel/min.
is the 100% efficient target MW eq "((100/4.5)*150)/23)"?
No?
If you have 23 Fuel Gens consuming X amount per minute, your MW is just 23 * 150.
just dont clock generators until update 7 arrives in EA
its ugly, its a headache, its not worth it
i need to underclock the 23 generators tho right? because for 100 turbofuel input, id need 22.222... fuel generators to consume it all
im on experimental
Your method is wrong.
I thought patch notes said they changed it to linear already
You're starting with 23 gens and then worrying about how to get the fuel into them.
Start with the fuel amount and see how many gens it can feed.
Ok. So that gives you 22.2222 Gens.
what do I need to underclock each power generator at given that fuel input
Personally I would clean that up by making 22 and an overflow hook to packaged the extra 0.2222
Although personally I wouldn't put Turbofuel in a generator to begin with if we're being honest.
Yeah mine were clocked, when U7 hit I had to change the clocks to the linear formula.
All of mine were clocked because of the load balancer, had I not then a lot of them would have stacks of fuel but the clocked ones would have been starving for ages, I built to eliminate radioactivity not promote it, otherwise I'd have left the manifold there to feed it all.
22 @ 100%, 1 @ 22.2222%
Overflow simpler π€·ββοΈ
I can say someone is a weirdo for only belts coming in from long distances if I like.
Also it would be extremely difficult to actively determine what causes fos drops more. Youβd have to have perfect control of your computer background processes, know exactly where and how terrain chunks load and differentiate between lower mk belts and connections and actual throughput
We know more objects increase load, we know more math increases load. Likely belts have more for each in vaguely equivalent logistics
i like belts more than trains, however i'm still building a 4-wide train line across my world.
the fact you can pick up items from belts probably degrades performance and causes a lot of bugs, but it's essential to the game, so removing it would be chaos. either way belt rendering should probably be simplified and optimized if possible (though it may be as optimized as possible already lol)
yeah but this specifically is moving lots of things long distance over belts and frame rate issues
Feels like the kind of thing you could easily test if you cared enough
Throw 8 containers full of iron plates into SCIM, and a huge 8 lane belt leading to 8 more containers
Copy/paste that 100 times or whatever, run the game, see what your fps is like
Throw a 1:4 train onto a similar length track, which should be roughly equivalent, copy/paste that 100 times, run it, compare fps
There's literally 0 dynamic train logic in satisfactory so rail network size shouldn't be a factor, but you could probably make a test for that too
If I have a merging manifold, do I have to take the output from either end or the middle, or can it be offset any?
Like this
I can't think of why it wouldn't work
That would work
I thought it would be, but I keep messing up my mental math cuz i'm kinda tired. Thought it best to check my work.
why is this like this? I even have pumps right before this even though I shouldn't need pumps based off of what I know..
That looks normal and fine? the flow rate from the bottom/first pipe is the same as the flow rate through the 2nd pipe shown. As long as the system is drawing the liquid, at the same or more rate than they are filled, pipes at the same level won't 'fill up' the bubble guage.
The only reason the first pipe is full is because it is a lower pipe (I ASSUME the liquid is flowing up based your mention of pumps.)
it is going up
Then my first statement stands; whats the problem?
I didn't know that I should base the flow off of flow rate instead of the bubble, I just assumed that the bubble would stay the same.
-nod- yea, flowrate is generally the more important of the 2. The bubble only fills if gravity forces it, or there is no 'taker' for the pipes contents.
it makes sense now
Now, if you're expecting the flow rate to be 200 from the bottom, and its only getting 50 at the top, then yea, you have a problem!
Power? 75mw
like, not the intake, but the output
It doesn't have one.
The only power generator in the game that has an output is nuclear.

I'm inclined to think signs are worse for performance than trains. They seem pretty well optimized, not falling behind belts imo
Replace it. Liquids like to malfunction
this has nothing to do with that
the pipe doesnt fill because it has no reason to
it flows just fine
pipe flow =/= pipe contents
so there is 4 respawning power slugs 3 yellow and 1 blue total also there is crash site with respawning computers and HMF
2 yellow with blue close to each other in dune
and one in spyre biome
i guess this bug is somewhat related to world border
here is power slugs i collected
does anyone by some chance know how i can split a 210 line into 17 constructors?
you use overflow
but i only have 10 to spare
also thats a really odd number
200 into 16.66 constructors
thats the beauty of overflow
it works anyway
but will it still work if i just have one line where i have splitters or do i have to split it kind of equal?
you can give it a try, make a line of splitters and just shove it in.
it will take a while, but the machines will fill
ok nice
--S--S--S--S--...--SmS--> overflow
| | | | |
X X X X X
its a long time since i have played and i thought i had to think
SmS = smart splitter
S = splitter
X = machine or whatever needs resources
kinda
it's not really cheating π€·ββοΈ but it's used by majority of players I'd say
i have 150 hours on this world and never knew that overflow was that easy
always time to learn new things
you also don't need the smart splitter at the end if you have exactly as much as you need
consider diverting the extra 10 at the source
i guess its steel ingots?
no wait... 12/min
wth takes 12/min
am I doing something wrong here?
Yeah some hit boxes on those floor holes are difficult at best (if not broken like in EXP)
Try building too the floor hole instead of from it or replace it and try again
I tried both ways
now you have had some time to think. The answer is quickwire, it needs 12/min Caterium Ingots
Yeah. They can be really finicky unfortunately. Sometimes a reload can help, sometimes you need to delete everything around it and it. Sometimes you need to just pull the lift through the foundation and use the hole as pretend decorator π€£
Hey, where do you think is the best spot to have large quantities of water extractors? I mean like huge amounts (about 400)
I'd never be able to fill that area with nukes, not enough uranium.
120 iron and coal per min but at what cost
well 120 iron and coal. That's the cost. I thought it was very upfront
every number has a decimal
Get Iron wire and need no copper
there are no whole numbers
but then it would use more than 120 iron
ah. I tend to do iron heavy things near lots of iron
learn to work with decimals, you'll need them soon anyway
i am building this next to about 5 pure iron nodes
so i should probably use iron wire
but i dont have it and i have already built some of it
there are also 3 copper nodes next to the iron anyways
Fair enough. I do enjoy being able to make stuff out of as few resource types π
true
if i had the iron wire alt i wouldve used that
just to eliminate the need for copper
usually i try to use as few resource types as possible
but ive only used like 3 hard drives so far and im at tiers 5-6 lol
been putting off hdd hunting
ah yeah, save up a bunch to simply bauxite as much as you can is also good
You should literally almost never need rods in any recipe again
Psa to everyone, stop using rods
Hdd hunt until you sub them out
I still use rods for making mod frames, but I use the steel rod recipe
That's gotta be the hipster response to rod production
do you need to produce many alu sheets for recipies?
or can you get away with casings only
according to this spreadsheet aluminum sheet isnt used for anything else
Batteries I think?
reasonable to make heat sinks from case or sheets too
from the looks of things though you can jsut have a few sheets being made for personal use and cut them out of the automation side of the game though
yeah getting copper to aluminum area is icky
Even if you use them for both the heat sink and batteries recipe you dont' need MUCH copper, especially if you use the alloy or pure recipe
neither are 2 products you generally need a million of
Like even if you were doing 2k pm sheets that's only like 666pm copper ingots which could be 333 or less ore
thats what the pure alt is for 
all of this is just for pure copper/sheets 
its weird that sheets have an pure alt like other ores but isnt used in alclad instead of ingots
what?
an alt for Copper Sheet -> Alclad Sheet would make sense
but honestly, default Alclad Sheets are already such a generous recipe it's nbd
steamed sheet works like pure ingot alts where you add water to get more, giving copper sheet an ingot-like status
but the one time copper sheets can be used like ingots (alclad aluminum) they still use ingot for it
yea im making 270 sheets/min, which should hopefully be enough
ah right so you're thinking you should be able to use a sheet like thing with them. Yeah I can see that. Maybe it's both ingots becaues they need to be alloyed together
Might be a change in the great destruction of all bases of 1.0
i did some research when translating this and alclad sheets are literally aluminum plated copper sheets (no alloying involved)
so it makes even more sense to use sheets in this recipe
Interesting. Might very much be a change in 1.0
I'm having to use almost 100 Refineries for my Nuclear set up
46 of which just for copper ingots
what i have there is 35 i think
yeah I've got nearly 100 double stacked, almost entirely for copper ingots. More for sheets
about all of them clocked to 200% or more
hmm should i try sushi for the first time?
Sure? It's not hard.
just more planning if you're trying to keep a tight and neat layout
how does one do sushi?
largely you want groupings of 2 or more items from clocked machines feeding 1 line that will go to anothe rgroup of machines to be used. With a sink at the end for emergencies
there's no one way of doing it though.
My beacon factory has 3 of the 4 components on one line and the 4th takes up it's own that doesn't need to be sushied
so if your reinforced iron plate line needed 300 screws and 400 plates do you'd merge those ouputs
pretty much. Then set the smart splitters to feed the right item into the machine and 'overflow' forward at each step
You want the end of the sushi manifold line to have an overflow towards a sink so it doesn' tback up.
Once it's stable it shouldn't need that overflow but you prob want to keep it in case of a bug
im doing assemblers - so the first smart would be the 1st item and the 2nd the second?
yup
and if you could have the inputs facing the central sushi line so item A could be fed left and right and overflow centre
yea thats what im doing
My thing with sushi is if you're doing neat architectural design you need to plan it ahead more
mines just going to be like this
Sometimes it's easy , sometimes it just won't realistically work with my system.
I'd half planned to make my 12k pm QW factory to be sushied but... I didn't want to make a balancer for hte cat ingots
yup, should work as long as you do the rest right
the rest being input and output?
wdym?
the input to the mani and the output to the mani
oh well you'd want an overflow output at the very end to catch extras
the main thing im unsure about is how i'm meant to input the items
oh ok so what are the 2 parts you're moving?
19 assemblers making alu sheets - 190 Cu ingots + 570 Al ingots
the Cu ingots are coming from refs nearby - whilst the Ai ingots are being shipped in my train
ok so lets say the first smart splitter will have left and right set to Cu ingots , centre to overflow
Next ss will have left right al ingots , centre overflow
rinse repeat
yea i understand that part - but what about the inputting of the ingots at the very start of the manifold
how do i merge them together correctly
just smash them together. It'll balance out
really?
scouts honor π
You do want that overflow to sink set up though cause before it all balances out you'll have excess happening.
A big sushifold factory though can have all it's overflow valves sent to 1 sink though since best case scenario you will get an avg of zero parts per min wasted
what about the fact that Ai ingots are coming from a train - so it will be uneven flow
hmm that presents a different issue let me think for a min
i could make some sort of buffer + flowrate limiter?
That could be a solution? Maybe your best one? Are you delivering the extact number (avg over time) ?
theoretically - im training in 1755 ingots/min - split between 3 carriages (585/min each). of the 1755 incoming, 570/min is heading to this assembler array and the other 1185/min to other production
Ok so yeah you probably want to develop a flow limiter - this is one of hte reasons I don't use sushi much. Generally it's simpler to NOT.
oh beanz.
Look, you can do it. And if I didn't have to go out in a bit I might even be interested in problem solving this with you
but it's definitely not even close to the simplest logistic method to approach this set up
Mostly it depends on you being actively interested in presenting this problem to yourself and solving it because yo uenjoy it
It's an interesting problem - if it's your jam? Do it
i might as well give it a go
i just don't have too much experience with sushi - which is why im slightly hesitant
trial and error. Maybe you'll fall in love with it
I wasn't going to do much with circles. Now look at me
Started with a refinery tower, how did it end up like this? How did it end up like this?
How much head does a fluid platform provide?
depends how considerate you are with them
well ill have a think and an experiment with it, thanks for the starting point - ill let you know once i have a hopefully solid idea
Very little. you'll want to put it into buffers straight off and then have pumps after.
Also if you want to transport fluids by train AND want constant and full flow I recommend you research it properly. It's tricky to get max througput.
Easier to package , move package, unpackage
It can be done. I've spoken with a few experienced folks, but it's one of the trickier pipe things you can do and pipes are generally tricky
Cheers, ill give it a go and see how it goes. its nitrogen too, which seems to even act more weird than liquids
oh dang dude. Don't.
gases are worse. I'm not 100% certain you can get full gas flow with trains
I've done it when the source gave me 600pm and I only needed 400 at destination and that's fine?
gas + buffers = mess
@vapid gorge i think ive got a system that works - im testing it now
I do not have the brain for that rn and I won't realllly be for another 40 hrs or so, heading out then work π But looking forward to see how it turns out
the belts getting to capacity
cya
ill have a startup of 200 sheets to see if the casings end up properly split
aaaand i forgot it removes from the right first 
oops
take 2
well its a lot closer thats for sure
569/570
is that close enough? 
ill do like a 5min test
5 min test set up
as I'm passing by might want to make a QH thread to get the balancer people to weigh in on this. I know a number of people who've done things like that before but I don't know the details of it
if the 5 min test doesn't give good results then i will, but if it performs then it should\β’οΈ work
and it has - 2849/2850
im assuming the 1 is just because of rounding errors or something im not sure
Maaayyyybbe? I'm not 100% that the testing you're doing is representative of the actual system though
in what way?
well you're going to be delivering things in different times and it'll get fed into a manifold, will it hold up when less than what you need is coming through? Like it might, I can't see the whole set up and I don't have time to think about it toooo deeply. One of the reasons I suggested a thread
this system is purely a flowrate limiter - but it will be fed with a buffed feed - which should be filled with priority when a train arrives, refilling the buffer before it depletes completely - allowing a constant flow
I forgot that you can just have the bottles made offline and exchange empty for full, its a no brainer now lol.
just just have the train bring back containers every time it delivers
And gas compresses nicely
testing under an input of 585/min - or 1 carriage worth
Oh look, Valves for Belts π
trying to do a sushifold but train delivering items
I've done that.
How'd you do it?
Just balancered or used basic belt mk restriction.
thats what im doing
Guess my numbers didn't take anything as complex as what you're doing π€·ββοΈ
Sev is definitely a better person than I to ask the nitty gritty of this
im trying to do 570/min
and im doing it by - 480 - 60 - 30
I've never done anything like this before but am unsure how you'd go about this w/o a lot of stuff heading towards a sink?
But isn't the extra that you're sending back dependent on not goign over the throughput over whatever is getting unloaded by the train? and if that backs up doesn't it throw off the whole thing?
Guess I just missed the explanation on what this is doing?
I'm stepping out - Ill let sev take over xD
πͺ’
that was just to get different input amounts - not part of the system - was doing 780*0.75 to get 585/min - which is the amount i have in a carriage
I'm looking at the pic but thanks to more vodka I'm not getting it.
but i think i inadvertently stuffed up the testing by adding the feedback belt
Maybe More Vodka + would help?
Got some handy, but me being drunk doesn't help any advice I have to offer.
Entertainment is helpful
in theory it should all work fine
Oh well I'm going to sleep this off, I feel quire horrible, GN π
Sleep tight π feel better
Maybe flow the feed back belt to a temp sink so it acts like the items are flowing to dif production sites?
yea i was just going to do it to a container
How are you 'timing' the belts?
putting the throughput of the input belt multiplied by how many minutes i want to test for
so for example a 780 input belt with a 1 minute test would just be 780 items
because thats how much will go through in a minute
and for the 5 minute i did 3900 items/min - 780*5
- a start up buffer
Well if you send the feed back to a container and do a 10 minute test of items you should be good. Though you'll want to make sure you don't have any belt to belt connections since you're running at 780
yea - no b2b
heading otu later so I have more time for this nonsense xD

I just wasn't wanting to rush to make the train and the NEXT train is cancelled so 2hr gap
But yeah do another 10 minute test and if you're very close to the number of items shunted off you probably have a working system. Just always have a overflow sink at the end of the sushi
which is just good practice anyway
overflow sink for the raw items/processed/both?
these are the copper belts I was thinking of sushing with cat ingots but it was going to be too much of a pain
both. Things get gunked up with sushi and not constant flow
If the output gets full then ALL the sushi is getting over flowed and if you have any other sushi depending on that sink to maintain things it'll go pear shaped
I guess the solution is to have MANY sinks but they are huge and ugly
aight - well ive hopped of too since ive gtg somewhere too
but ill do a 10min test, and hopefully the sushi should work
gl and enjoy π
you too π
I'm huge and ugly π
If you ate tons of metal and petroleum garbage 24/7 I'm sure you would be yes
Unneeded if: train's round trip time < (stack-size)x(machines)/(throughput)
In other words, the machines themselves offer you a buffering of (stack size)x(machines) items with their own internal buffers. If a train unloads less than that each trip, no containers may be needed between the train and the production
Jab at @oblique hollow and @wicked tinsel in regards to why the machines buffer isn't pointless
So it should run fine without anything?
Glad to see one more jumping onto the sushi train (obligatory pun in this context). Didn't think you'd try so soon ^^
Should.
The station itself + machines acts as enough of a buffer if you're supplying the correct amount.
Well Iβll try running it without that first then, when I actually finish the factory 
19 assemblers requiring 585/min?
Assuming I remember correctly when saying that alu ingots stack in 200s, you could buffer up to 3800 ingots, which allow for round trips of up to 3800/585 minutes (including unloading time) without having to add a buffer
RTT should be relatively short - less than 5 mins
I could time it tomorrow
Probably more like 3 or 4
You should have leisure. The equation I mentioned evaluates as 6.49something
I suppose you could have the βwasteβ at the end merge with the other ingots coming off the train
I was thinking about something like that
I could do 585 alu + 190 cu
And then just overflow the remaining 15 alu to the other system
I think that would work
Hmm except youβd never get the full throughput of the copper
Why not?
Oh nm though it was going over
For some reason I thought you were running full 780 before
Well, the train items would still be coming out at 780 unless you throttled it
Wouldnβt it @frosty owl ??
Yea they would
So I donβt get what they said about not needing the throttle system
I guess it depends on the quantity?
If itβs a large enough amount to kill the other input or not
Well coming out of the station it would take up all the throughput from the container right? So it couldnβt do more than zero extra items
If your machines can buffer the whole batch of items unloaded by the station, no buffering is needed
This depends on stack size, number of machines and throughput involved as we mentioned earlier
Not sure what you mean by βif your machines can buffer the whole batchβ
If a train has a throughput of 100/min and a round trip of 10 minutes it will deliver items in batches of 1k items every 10 minutes.
If you have more than 10 machines, you can buffer that many items inside them (stack size 100) and expect them to finish them right on time as the new batch of 1k items comes in
Counterexample: if the throughput was 500/min and round trip still 10 minutes, 5k items would come in per batch. 10 machines would buffer only 1k items, having the other 4k "pass by" if you sushied things and not allowing the inputs to back up
i would still prefer a more responsive system over that
im willing to sacrifice overfed sushi for that.
Still have to make that test i promised
I think needing load-balancing is a decent tradeoff for responsiveness
in reality we both probably want some 3rd unknown solution
I don't think I have anything more than barcodes and MK5 sushi splits in my wishlist
"Solution" to what?
well, conflict of interest for feeding machines
Conflict of what interests?
How much plastic you can make from 600 cubic meters of oil? Is it practical to use "Recycled Plastic" alt recipe?
you can make 1800 plastic with correct recipes
I used the wrong recipes and get 2400 of each.
out of 600 oil?
Alas no, that's why I said the wrong recipes, I took up just about all of the spire oil.
Future saves will be using residual + recycled, I got it wrong this time.
Ngl, blueprints make setting up diluted packaged fuel stations quite fun...
@median heath how do i split 150 into 37.5 and 112.5?
either manifold it (if you want sev's answer) or balance it - 37.5 = 150 / 4 so split two ways then split one of those outputs two ways
Single splitter + wait.
so 1 splitter
Aye
is that a yes?
Seriously?
what idk what aye means
Aye is a yes
ok
Lol
anyone know where world files are stored (path), I'm trying to duplicate a world
idk if this is the right channel lol
World files?
You mean save games?
like the saved files
Probably meaning saves like my monster build.
yeah i meant that, sorry for my ignorance
user local app files, factory game I believe
or something similar to that
a quick google will get you the precise wording
Or the pins in one of these channels..
ok, I'm starting to thing that I could saved you some time just googling it, sorry again
it happens xD
which one is the best option
there's no best, pick what you need the most
alt recipes don't have any best or worst one, it all depends on player's situation, resources and goals
and since you can get all of them anyway, there's never a "bad" pick
To be fair, some recipes are enablers while others arenβt, and some work well in combo with others.
But Iβd still agree, take whatever one youβll find useful at the moment
I don't find any useful
- Useless.
- Non-screw way to make RIPs?? YES PLZ
- Best way to make QW
so n.2 then
If 2 is the most useful to you at this time, yes.
Also note: It is the cheapest way to make RIPs, even if you combine it with Iron Wire to make it 100% from Iron it still costs less than Base.
Base recipe for Frames is the only one I use.
frames are only 2 per minute..
Just need more machiens if hte recipe has a slower output
What's wild is that even if you hypothetically had an infinite supply of already-produced Screws, it would still cost you less iron to just ignore the screws and make Iron Wire -> Stitched Iron Plate from scratch
with everything else being default yes
otherwise with infinite screws bolted is better than adhered
is there a way i can split 90 items a minute into two belts, one going at 50 a min and the other going 40 a min?
Single splitter will do this just fine.
90 / 2 = 45
45 > 40
The side requiring 40 will eventually fill and back up, after which it can take only 40. So then you have a perfect 40/50 split.
refinery for fuel =
40 fuel/m
3 polyester/m
ββββββββ
3 fuel gens hooked to 1 refinery
4^3m of fuel are extra
ββββββββββββ
have 12 fuel gen at 100% clock speed = 1500 MW of power
ββββββββ
have 4 refineries make fuel and 2 refineries make plastic with the polyester by-product
βββββββββββββββββββββββ
180 MW used to power 6 refineries
240 MW used to power 6 oil extractors
40~ MW used to power pumps
ββββββββ-ββββββββ
Resources used:
270 motors
120 encased steel beam
360 cables
60 computers
120 heavy mod frames
600 rubber
600 QUICKWIRE
1 AI-LIMITER
600 copper sheet
//////////////////////////////
and more extras for setting up
This is a note ignore lol
Input: 133,75 Output needed: 67,5 + 35 + 31,25
133,75
13,75 + 120
13,75 + 60 + 30 + 30
13,75 + 60 + 30 + 10 + 10 + 10
13,75 + 60 + 30 + 10 + 5 + 5 + 5 + 5
13,75 + 60 + 30 + 10 + 5 + 5 + 5 + 2,5 + 2,5
13,75 + (60 + 5 + 2,5) + (30 + 5) + 10 + 5 + 2, 5
(60 + 5 + 2,5) + (30 + 5) + (13,75 + 10 + 5 + 2, 5)
67,5 + 35 + 31,25
Lets hope all those splitters and machines fit in the blueprint to make those 5 frames/min
Or just use a single splitter
I wouldn't make a blueprint for it unless you plan on using/verifying it later. Belts and balancing seems to work bad atm on EXP
If I want to sync the arrival of resources, I would need to know the exact travel time of items. Does anyone know how many meters an item travels each second on a mk1 belt?
And how fast are splitters?
splitters don't have speed
Splitters are instant.
To time belts you can get a rough estimation of their lenght using the dismantle tool and counting the parts needed to build them (eg: 10-plates belt will have longer travel time than a 9-plates belt)
There's imprecision due to how they don't take 1 item per meter, but I think it's worth it still
I've actually observed a tiny delay on splitters since U7, objects go in and don't immediately emerge.
isn't that due to their internal inventory?
That is likely, I never noticed the slight delay before now, It's possible I merely missed it but now I've seen it, it kinda comes to the forefront.
also what's the reason for "need to sync arrival of resources"?
Hard to distinguish that from simple visuals. You should check with the dismantle tool wether the item is in the splitter still or on the belt already, just not visible
That and it being in my save which is huge π€¦ββοΈ
I want that the last assembler which builds the frames get it's first screws and plates at the same time. So when it will finish the first production circle it will be empty again
sounds like needless complication. Just fill both manifolds and then enable the buildings
Sounds like needles information
Manifolds are easy mode, beat the game with it a few times and it grow old
And with blueprints it's actually possible to scale up a perfect factory
You could scale up a 'perfect' factory before.
Blueprints make it much, much less tedius, on different levels
Eg: imagine the difference between coming up with a brilliant design and having to repeat it endlessly
And coming up with a brilliant design, building it perfect once and knowing you can repeat that at leisure as long as you blueprint ed well enough (easy to tile and use or whatnot)
There's huge differences in payoff and perceived "wasted effort"
I'll be able to try out my slender miner towers with the current project π
if i want to run nuclear and not coal, what's max TPR/min assuming only underclocking to balance and not to minimize power draw?
Umm, not to appear completely dense and owning a nuclear installation with 100 reactors, but what is a TNR?
TPR* sry
I'm just as clued in now as I was a minute ago π¦
Ooh, lol I thought you was on about power in/out of the installation itself.
My rocket production out of my former spaghetti factory was only done by two manufacturers, my grid is so overbuilt it never bumped so I never ran the power numbers.
i want to do a max tpr build but i also don't want to make a million coal generators. i want run entirely nuclear which uses bauxite and nitric and i'm not quite sure how much to shoot for before fine tuning
Nuclear won't have any issues staying ahead, a 50 reactor build gets you 125,000Mw without clocks, there is no way you're going to overrun that focusing on max rockets, you'll short it materials wise and system stability wise first.
The manufacturers themselves only use 55Mw
ya the materials is what i'm focused on but i also don't want to run out of power. i'm working on a 36 reactor build right now and i know it won't be enough power. just having fun building it for now since it's my first.
It'd be worth building a mass of power stores in case something does overrun, ideally the same output from the stores as your grid, when you get the warning the stores are draining you can turn some stuff off and go back to building power.
Those little copper tops are brilliant at preventing outright grid crashes.
For 36 nukes for example, having a farm with like 900 stores should be , well **overkill **in fact but you won't take crashes.
thing is, i want to steal as minimal resources from tpr build as possible to cover the nuclear power needed to run everything. i have no clue how much of each to shoot for. i'm thinking it's probably somewhere around 100GW and and something like 90 tpr/min?
Like I said though I never run the numbers, https://u6.satisfactorytools.com/production?share=MeS0JZrp9fKzoREb7YbY this is my plan for rebuilding for the sake of it, a minimal chain of space elevator parts, tools itself should give you the power numbers when you plug in your requirements, @wind spade has done a fantastic job with this.
i have run into a problem with that calculator though
what kind of problem?
i can't add any nuclear stuff to it
You might be looking at it backwards, say you want those 90 rockets, you'll get power requirements off it, then you can scale your power accordingly. one sec got a crash report to pour over.
it would make it so much easier if i could just play around with the numbers to find a balance but i can't get it to calculate anything for nuclear
First run a maximized TPR plan. See how many GW it needs.
Nuclear produces up to ~1.2TW of power using 50.4 UFRs/min and maximized PFRs from the Waste. If your plan needs less power than that, tell the planner to make x UFRs/min, add an appropriate number of PFRs and then maximize TPR production with the remaining resources
You need to add an appropriate Waste/min input, which is dependent on how many UFRs/min you're consuming for power
huhhhhhhhhh?
Uranium Waste needs to be added as an Input for the planner to be able to give you a production plan for Plutonium Fuel RodsΓΉ
How much Uranium Waste/min you make is dependent on how many Uranium Fuel Rods/min you consume for power
nuclear waste is an item like anything else. why wouldn't it just give me the layout for the whole thing? it knows how much waste it will require and thus how much to make and it knows how to make it soooo i'm confused why it doesn't work
it's not on the list
The planner doesn't account for power generation (and Waste is a byproduct of that)
it doesn't need to
it just needs to calculate it as a crafted item like everything else. i will look at the power and balance the numbers
(even though i'm sure it could do that automatically as well no?)
because greeny automated it all and nuclear waste has no normal recipe
and he didnt want to make one special exception case for waste
Eg: there is no function like "how many fuel gens I need to produce X MW and how would the related fuel production look"
You need to decide a MW amount, check on wiki how many generators that takes and request the planner how to make the amount of fuel those generators would consume
waste does have recipes just like everything else?
And if it's waste input the waste byproduct as an input in the input mode
Waste doesn't have recipes
i mean the nuclear reactor has no waste recipe
There are recipes to get rid of waste
it is not a normal recipe like everything else
how is it not lol
because you can mod the game and look at the files and see that there is no waste recipe
but we know the recipe
The planner doesn't account for power generation
It DOES NOT have any recipe related to power.
No Coal + Water -> MW, no Fuel -> MW, no UFR -> MW, no MW -> Uranium Waste; all these steps must be done by you.
yes, but greeny didnt type everything in by hand
he just uploads a game file and extracts from there
and he doesnt want to make a special exception
@wind spade care to explain the nuclear waste situation in Satis Tools calc again?
Did you want 100 plants?
plot in to create 20
And input the waste per min x 100 in the input for uranium waste
oh well it would be AMAZING if it could just get manually put into the calculator
you can
For my plutonium chain I had to put 1050 waste as an input.
nucelar waste can't be "produced" by any recipe, so the tools don't know how to get it (when you need it). It needs to be inputted manually in "input" fields
Just put in the waste there instead of my rubber
(Try re-reading my prior messages about how to make a production plan based on your needs, please)
And you can get the recipes that require them
You cannot enter it as a production target, cause it has no recipe. But you can use the fuel rods from the step INTO plants
power production is not a recipe
And since you know how many plants you want, you can enter how many you need
i'm not trying to select power in the production list lol. maybe it's not treated like a normal recipe in the game files but it can easily be treated like one in a calculator
it can't. It would show everywhere as a recipe (codex, recipe selection), etc.
why is that bad?
It would be wrong
how
Cause it's not a recipe
it doesn't have the properties of recipes (crafting time, etc.), machine (nuclear plant) doesn't have properties of machines (crafting speed, power used), I'd have to have exceptions everywhere in the code
overclocking works completely differently
not in u7 right?
even in u7
see my reply on github
First, the data is processed automatically from game files, so any manual additions would either have to be hardcoded (which I'm not a big fan of) or re-added every time I run the script to process the data. Also, nuclear power plant doesn't have the parameters required to be able to calculate recipe production (e.g. "craftingSpeed"). It also doesn't use any power to run, which would break the building/overview displays. It would also display as a recipe in codex and recipe picker (which is technically incorrect). Not to mention that the formula for calculating overclock is different than the formula for production buildings.
All of that would have to be taken into account in code, which would result in multiple days of work. That's just not worth. Adding power properly is a much better option in this case, however as I said, it's not a big priority right now due to other things that I'm working on right now. It will come eventually though.
Imagine a moment: you request a plan to make 20 Iron Plates/min. The planner would tell you to make a Miner (20 MW), a Smelter (4 MW) a Constructor (5 MW) to produce the output... but including power into this (making the planner consider the parts in parenthesis) would mean the planner now has to choose a power source, plan it so it produces more power than it requires and the demand of the 20 Plates/min and then add the resource usage for that power production too.
The resulting production plan, even in such an extremely simple example (no underclocking at all!) would be very confusing
simplest answer to "why is that bad" is "I don't want to show wrong information"
okay hang on guys there's so much to respond to lol
Greeny's answer is the most important one anyway.
I'm just trying to make an example to help visualizing how it could look like in the planner if power were to be included
(and btw it's not "I don't want to implement power/waste", it's "I want to implement it properly". I do plan to implement power [it's partially on beta already], but it's a lot of work and I'm also currently in a complete rewrite phase π )
Wait. (catching up) it doesnt?
it does not, its directly a property of the reactor
only way to "produce" waste is to burn fuel rods in reactor. It's not a "recipe", it's power generation method with byproduct
Proper coding: 100 
Sorry greeny, McGalleon, i was asking from the modding mindset - guess it surprised me that it doesnt have a Desc_[RecipeName] its part of Build_GeneratorNuclear
it doesn't. The GeneratorNuclear has fuels param which specifies possible fuel + water + byproduct (if any)
(or something similar, not 100% sure regarding game blueprints, I just read what is in docs.json, which is basically exported blueprint data)
its a direct property of the Build_GeneratorNuclear, just like water consumption factor
typing intensifies
mmm i see. AND its split also onto Desc_NuclearFuelRod as that has the property of Energy Value to determine how long it can burn
indeed, there's no burn time technically
(and this was even more important back in the day when gens didn't run at full power if they didn't have to)
just a calculated result based on Power Production from the Generator and Energy Value from the fuel. Which makes sense, that lets you have a fuel work in multiple entities at different rates
i guess i just don't understand why if the calculator has a list of recipes and all the requirements for said recipe, why you can't just paste a recipe/requirements for waste. it has the same principle. input <amount> of <items> into <machine> and output <item> after <time>
that too
First, the data is processed automatically from game files,
thats the reason - because he automatically generates the data, what youre asking for has to be hardcoded and is prone to being forgotten. We as developers always strive to avoid hardcoding whenever we can because its alway sprone to be forgotten
- because the recipes are automatically generated from game files
- even if I added it manually to the processing script, it would still break in several cases (as stated above) since it's not a recipe and doesn't have properties that recipe needs
Working out the waste is no biggie in your case 10x36 from your planned reactor house.
That'll be the waste per minute.
to be exactly clear, I'll be missing this info:
Nuclear Power Plant
- power consumption
- power consumption exponent
- manufacturing speed
obviously, but that's not what the calculator is used for. it's used for generating layouts and selecting optimal alt recipes etc. if i manually input waste then nothing that goes into producin the waste is considered in the layout or max resource limit etc
the point is still the same. I can add it easily. It would just break most of the website (by break I mean either completely not working or displaying wrong data depending on which page you're on - neither of which I want to do).
Hmm, trivial calculation on waste output at our end or demanding that Greeny change tools to have a recipe for waste production which is one of several exceptions, just do the math and add the waste manually.
maybe i will learn to code and manually do it myself hehehehe
and I could fix all the issues caused by the addition of the recipe, but that would be very long process and basically take several days of work to get it right
Nobody is stopping you, Greeny has the code on github so knock yourself out.
yeah i saw that's cool
(maybe the reason why nobody did this yet is because it's just not viable as we're telling you π )
can use my code as a base if you want. But if youve never worked in advanced binary tree creation in python it might be all dead summarian to you: https://github.com/lynkfox/FicsitEfficiency
it also not a Production Planner like greenies, and it does hardcode recipes in the form of JSON files, but that means I have to be constantly keeping them up to date as things change (im to lazy to do a game file scan blah no i just wanted it fast and dirty and someone else already did the work)
you could just use
to generate it from game files π
loool
(or use
's data file directly)
and mine also doesn't do all the other things greenies does like take into account inputs, find the best recipes for you, ect. Mine was more for a curiosities sake of being able to directly compare multiple production chains on several factors that I wanted to take into account... something that greenies obviosuly does automatically internally to provide the "best" recipes for you
what i love about satisfactorytools unlike other calculators is the automatic recipe selection. it also doesn't freak out about production loops such as the recycled plastic <--> recycled rubber
and let me tell you, from building a tool that can build practically every production chain from top to bottom, that loop is a PAIN in the ass to deal with
yeah i bet
actually it wasn't really any harder than rest of the tool
do tell
but I guess that's because I have different approach to how the "tree" is produced
I don't really do standard trees, I just use linear optimiser to find the best solution and build the tree after the solution is created
Yeah, now im curious. The weighted graph that I used wanted to choke hard on that, until I eventually (since mine doesnt have to be as robust as yours) just said 'if the recipe you are about to use is already in in your path back to root, skip it"
interesting
don't get me wrong, it was a pain to implement it correctly, but once I did it, I got loops and everything like that basically for free
though if you're interested in this more, we should probably move it into a thread
what is the weighted graph used for if not recipe optimization?
if you want you can pick apart my mod (which is public since last month or so) and pick apart all the funny loops inside that one 
oh, right, your tree though is only the single path for each item.
wdym by that?
:p Your initial recipes you gave me a while back already helped with that
your final tree is just the final set of production paths for each item needed, right? Basically what you are about to display on the screen for the user?
Lynx basically gives you all routes
ah I see
oops wrong reply, classic discord moment
given that technically there's infinite routes, I'm quite curious how you do it lol
Yeah, my initial tree is the entire produciton tree, with the first layer of children nodes being every single alternate recipe to get that item, then each node under that has paired children nodes for each item required, which turns back to each recipe for those items... ect