#math-and-meta
1 messages Β· Page 23 of 1
Depends on the material, it's why I tried to build auto-storage early on, but my prototype was janky AF
basically just keeping essential things like industrial beams, steel pipes, steel beams and frames/rotors
got like 3 big container of each
Without knowing your requirements and layout it's hard to advise other than showcase what I have and hope ideas presented are useful.
well, I can get rid of basic stuff like screws and plates, because I got 3 pure and 6 impure nodes around, which themselve's are enough to give me spare materials to start from scratch - keeping steel related items and rotors and frame still would allow me to jumpstart the quality of the factory
Screws, yeah binnable, keep plates nearby because you can use a surprising amount of them.
screws/rods would be the first thing I'd relocate to the impure nodes
Rods get used in such stupid amounts, I'm forever not grabbing enough in spite of having railings and power points everywhere.
basically 2 nodes for each product
well, it's just for rebuilding, not for the entirety
I soon get myself an actual factory of it, just for the time being
i need concrete to stack to 1000
I can hear Amelek screaming
Just build a small construction yard nearby, there is always limestone.
just add another "0" to it
5000 stack seems fine
yeah i do that, but still annoying
i was thinking you meant 10000
You've seen how I build, imagine the concrete use π
won't hurt either
I'll raise you π , go go concrete by the megaton.
thatβs a lot of concrete
stuff already getting cleaned up
but itβs for a larger area
Yeah, took me a while π
looks like mine is more concrete dense
Keep my tunnels in mind too, they're all concrete and innervate the map.
oh yeah
I dread to imagine just how much concrete I've actually used.
6188 coupons/min for tearing down basic stuff of the concrete sky
just jumped to 8804
How do you get that many coupons per minute? did you trash dozens of cans filled with thermal rockets?
no, got like 5 big storages of each base product (screws, plates, rods, concrete) backed up and ontop many ore and ingots being backed up as well
got like 5 or so sinks running at the same time
I have multiple sinks but c'mon look how many points per coupon and I only have 2814 stored, no way I could get 6k coupons a minute.
Oh points per minute, not coupons π
Confused me there, it's all good.
Ya, buddy put coupons and I was confused too.
does anybody know of a calculator to determine how many items of materials needed to produce a number of another item?
ie, how many screws and iron rods do i need to make a specific number of rotors?
just look at the arrows
that will tell you the number per rotor
thanks!
coke being produced 120/min, do I see it correct?
The mk 3 conveys 270/min, correct?
so there shouldn't be a problem with 2 coke belts merging on a mk 3 belt, right?
so why does it clog up?
double check all your belts and lifts are the right mk
probably got one that is a mk1 in there or something
and double check the sink is powered π i have done that too many times to count
yes they are all mk 3 and sink is powered
hard to tell then without seeing the rest of the system. Gotta be somewhere in there that is not correct or mis-aligned. make 3 belts are more than capable of 240
let it run, might be that there was coke still in the machines or smth, maybe the merger isnt actually connected or smth?
idk if it does clog a little when it tries to merge at the same time
because they're running in sync
a little bit of clog doesnt matter
just takes some time to get sorted out
remember: the machines output at belt speed
so for a short while, the merger gets flooded with 2x 270/min down to a single mk 3
it just needs a moment
this is also why pipe flow rate goes up and down so much: the same happens in pipes
for over 600/min do i just add a second pipeline with junctions connecting them or is it more complex than that?
i would just use two 300/min lines because 600/min can be tricky to get working properly
yea but i need 800/min
actually most of it'll be feeding directly into another refinery so it should be fine
you can split into 2x400 if you insist on mk2
U need mk2 to 400/min
that is correct. the alternative would be 3 mk 1 lines for 800
I had some issues with mk2 pipes. Specially when you put a pump in it or you connect them with a pipe floor connector.
But nothing too big, you dismantle and build it again and it work.
There is another bug with mk2 pipes??
i'm doing a nuclear power plant and im trying to split the uranium fuel rods that each power plant gets an equal amount rods but no matter what i do there will be a power plant with 4/5 rods in it
get another power plant and split those 4 rods up again
But I'm also not sure with my split is equal
you got any numbers and pictures?
3 manufacturer making 0.4 fuel rod to 6 power plants
does it make resource-wise sense to use the purification recipe (water + resource) on normal nodes, or just on pure nodes - in the case of iron?
It makes sense to use it on ore, as I said yesterday, donβt think about it in terms of nodes
mhm...I just keep thinking about "what's the most I could get from these nodes" and I just can't stop that thought of limiting myself to these nodes..
it's like "oh hey, there are 6 normal nodes, what's the best I could do with them the most efficient way"..you know? /:
I plan a factory bases of the outputs with doable inputs, then find a spot that works with the right amounts of everything, then I mess around with stuff to minmax other nodes if I want to, itβs up to you how you build
in case of iron? Use smelters and just tap more nodes. iron is everywhere. On the hill. In the forest. On your desk. In your blood.
alright, just wondered because I still don't have a productive infrastructure e.g. trains so long distance collection still falls out of the window - and since those are 6 normal nodes I was kinda wondering
pure nodes allow to save energy. there is couple near waterfall in the grasslands. Or you can scout map with scim if wanted.
rocky desert/crater lakes is where I am at, fruitful region
It doesn't matter. You get the same amount un relative based on the recipe. If you had 120 ore you get x from one and y from another. If you have 240 ore you'd get 2x and 2y... so if x>y then x is still better
Today, I'll finish the systems for Plutonium fuel rods, then tomorrow, I'll set up the power plants
Personally, I use purification recipe only on caterium and sometimes on copper.
copper is better mixed with iron imo. Maybe use steam for the sheets.
I rarely use copper alloy. Because I always feel like I need more iron and not more copper. But In that vein I do use iron alloy all the time
Want to build a parabolic antenna/arecibo radar using the radar tower. Which curvature from the pic looks better, 3 slopes/segment on left or 2 slopes/segment on right?
I think yhe right side would end up looking too small for the radio tower
I kind of agree, but wondering where to fit that monstrosity in here. I need 20x20 blueprinter
Why do you hold hover pack controls in both hands, when you can operate it fine with one hand?
No, you can't?
left thumbstick controls movement (left, right front back)
The right thumbstick controls direction (looking up/down/left/right.
the triggers control lift - press to descend, push to ascend.
You can easily see this ingame
But it works if you have something in your main hand, right?
Like the employee of the planet mug.
you shouldn't be able to drive hoverpak and hold a rifle, but its handwaved I guess
Yeah, still amusing playing the jump trooper.
Imagine outrage of the players if css said this is solely a movement device and not a combat platform
Because recruiting the player in that way would Not Be Fun
what are some rates at the end of Phase2 at which it's recommended to produce resources at? are there any guidelines for orientation or such?
rate is mostly "how much you're gonna use for building"
and depends on how fast you build and what
so not really a rule-of-thumb?
nah, more like "build some small amount and if you find yourself running out of that resource, add more"
I like dedicating about 1 pure node (or 2 normal nodes) to each basic part and then smashing them together as needed? I've found it's a convenient amount of resources to move up the tiers. Just leave yourself room to expand as you get better belts and miners.
But that's a 'me' thing.
But yeah very much just a how you want to do things things. But that might give you a very vague number to aim for?
not really, since idk how much stuff is further needed - neither for trains/tracks nor for other stuff.
All I do know for sure is that concrete factories are never enough and can be built plenty to support my factory building process
sorry was that to me?
This is what Iβm doing. #math-and-meta message (ass quickwire and ai limiters, i forgot those)
*add
Itβs just enough to stockpile
oh, QW/Limiters are actually the only "finished" one with 600QW and 15 Limiters/min - plenty of that for now
Only simple parts, no motors or hmfs
I have a friend who asks all the time so Iβm not going for any specific item/min count
*afk
Autocorrect
Well it depends what you're going for. Are you trying to just unlock all the tiers? Or just want to finish phase 4 and you're done?
all tiers with the focus on building efficient but also good-looking/clean
oof. First play through?
kinda my first real playthrough, yea
at least rn I am at the furthest I got so far
I feel that goal is pretty rough personally?
Partially because 'efficient' is going to be what you value as efficient, AND it'll change as you get new tech and recipes
Like, do you want to build factories with mk1 miners, but build enough machines to handle mk3 miners?
I already got mk2 miners and mk4 belts
ok will you upgrade those facotories to handle bigger loads or go build more hubs elsewhere?
if you want constantly clean/neat/efficient factories it requires a lot of rebuilding of things or design so you can easily expand.
Fairly time consuming but it's something you can do
I, personally, don't tend to really handcraft factories to be neat and clean until I've unlocked everything
I see, so rather just focusing on just producing stuff until I have everything and then start cleaning things up/caring about efficiency?
did I understood correctly?
Up to you.
Jsut depends what's important to you.
but that's my approach.
For me wanting constantly neat and super tidy stuff when it's going to have to change feels frustrating.
On the other hand - if you keep rebuilding factories you'll really learn design and building skills
well I am willing to spend time in this game
it's just the level of, how I feel, complexity that hits me with a bit of a roadblock when it comes to automation
and that's going to help a lot if you want to try to do big/cool/weird/complicated things
do you use satisfactory tools?
for the planning I'd stick to Tools. Calc tries to break down paths and I've never seen it be shown in a useful way
And to further break down your planning I recommend spread sheets
Not even for math just for records and planning
well, it kinda helped me to get the "smallest design possible" - at least for the basic products
in terms of space
kinda also helped me to break production down into separate levels
I'm curious to see it? but it's logistics choices I find very weird and not conducive to neatness or good design.
This is part of a spread sheet that I use for layout for example
This is in my own short hand so might be a mess to you, I effectively just wrote down notes of how much each resources pm, going into refineries at X clock rate, producing solution, ect ect.
It's a way for me to break down what I plan in Tools, keep records of the number of belts and pipes to slim down design and have an idea of layout.
So in that example where it says B375 at the top, that's making 450 solution that's getting directly fed into 1 refinery in front of it
sure - this is for example my 600/min quickwire factory, each "step" basically got given it's own floor
And personally I find having a very solid grasp of how many belts/pipes are going where to be pretty important to neat layouts and good looking work
bottom floor being the refining to get more ingots - 2nd floor being the conversion of ingots into actual qw - 3rd floor being the storage
so far it's an open "finished" project - planning to have 2 outputs on this storage floor - 1 once I got a train system running - the other for Limiter production
and thanks to smart splitters, I also don't really have to worry about running out of qw when I need it for mk 2 poles for example
moving wire and screws to another hub always feels weird to me. Because of the stack size each platform will be moving only a handful of wire stacks.
well - it'll be transfered only 300/min anyway, the other 300 already are preserved for the 15/min Limiters
oh yeah, nothing 'wrong' with it, just always something that poked my brain xD
tho idk how much a train can carry, never got so far and just unlocked them - tho the issue being all the combination of resources for example HMF require
OH- another advantage to waiting for good lookign structures later - the hover pack makes architecture and design amazing.
oooh have you made a plan for the HMF yet? I know a lot of people look at them and feel they are imposing
not really an idea yet, since I also just teared down my spaghetti basic iron/steel factory
This is a variation of the path I use. I simplified the process a bit with the recipes https://www.satisfactorytools.com/production?share=L6m3uu2y1g1KXHsm23uc
I like using the alt recipes with steel pipes in them. Just feels like a simpler set up with fewer part types? It's not as resource efficient as other recipes but I don't mind that as much since iron is everywhere
i do this in game with signs
I assume, this recipe doesn't have any byproducts ending unused? like, it's producing exactly the resources needed for only 10 HMF/min?
I sometimes use a combination? The sheet just helps with a good overview of a whole system in one shot
yup. tools is usually good that way. Sometimes you get byproduct for things like oil products and theres no way around it
agreed
like, that's for example idk - if it's occuping the nodes completely, it already makes for me planning easier to say "ok - this 2 pure iron and pure coal nodes for this endproduct, these for something different" etc - if I know how to categorize things easier, it kinda would help me out way easier, y'know?
red is always input/consumption for me, green is output/production:
thhe green isnt finished cause the belts arent hooked up yet, but it will eventually say how much is on that line at that moment
so like you want to plan for the amount resources you have and then max it out?
this is what I do. Im bulding a copper parts factory producing wire, cable, and sheets. Not using a ton of alternates, and just using two normal coal nodes. at 250% oc. This is what i eventually reached with Tools
nice round numbers for output (belts) and while the #s are a little wonky (37.2 sucks) ill just overclock here adn there to make it worthwhile. Like I built 9 refineries in my first building, so ill do that 4 more times and just oc one of the last ones in the chain to 220%
(or spread it out among that last building to save a little power, 13ish % per
kinda~ish
like, let's say 10 HMF is supposedly a decent amount of production and an endproduct, it already helps me knowing how to plan the steps before ahead. but if there's something that requires HMF to the same or bigger amount than those 10, it already bothers me how to prepare for it to meet further conditions
sorry english isn't my main language and me finding the right words might be a bit difficult >.<
Oh well 2 things with the link I shared to you
- You can change the desired output at top to whatever number you need and it'll tell you want resources you need
you can't fall into this trap. Thats a big trap, because you will never feel like you have enough. I used to be that way.
Instead now I just pick a product and build x amount. If i find I need more later, I build a new factory to produce more, or tear down the old one and upgrade it with a better alternate.
Trying to anticipate your needs is not a winning strategy here, because you just dont know until you've built Aluminium production 10 or 15 times.
- you can set in 'items input' the amount of resources from the nodes you have manually, then set the production to 'max' Examples
or Nuclear 10 or 15
after I chagned the resources I set it to max and it tells me what I can do with it π https://www.satisfactorytools.com/production?share=BxCWnGs0jHCrKMVSlPnB
That's the difference between making a HMF factory for you (just for storage) or for future factory use: future factory use needs knowledge you don't have. Try sticking to making those just for your own use (for now), choose any amount that works our nicely for you (just one manufacturer, or using up X Frames/min...)
But yeah like Lynk says thinking that way can trap you since, until you make a final world plan with end numbers you need you'll need to keep changing what you make right?
Or just make like... 100pm! That'll probably do you for most large ish set ups xD (if that sounds fun for you)
I could just set up a bot that writes "don't make your factories depend on each other" every 4 hours and it'll most likely answer a question someone just asked lol
Not many people need more than 100 HMF pm
tbh though - if you're feeling overwhelmed? I'd probably suggest the way I approach it. Make a bunch of stuff that works, unlock the tiers, then figure out what you need to do π
I've changed my approach to what I want completely at least twice now.
Whole Megafactories made obsolete
another thing that kinda bothers me is how the nodes are spread out - surely, at the rocky desert/crater lakes where I started, the resources are kinda in a good distance to each other, making interconnecting them for stuff like motors bit easier, but well, it's obviously not the entirety of the world
yeah, separated factories ftw
and planning around THAT when looking for new nodes also gives me bit of trouble
they can be near nodes they need
Well 2 things about that
they made the map so you'd have to use logistics to move things around
Also, I hate the rocky desert. It blows
All the good resource spots of the rocky desert are on the border of other biomes
it's like "ok, now I'm close to 6 iron nodes, how do I get coal from 3km away"? kinda stuff
trains trucks and long belts π
You damn geographist.... no, wait 
ye, trucks suck on the hilly terrain - long belts kinda tiring having this long flat concrete floor that supports the belts - and just unlocked trains so...yea, also trying to add the stations after a factory is done - to better plan where the storage will be and how the storage would be connected to the train network
ok I'm trying really hard to not be bias to my methods here BUT
If you don't like having to transport tons of stuff I feel that leans into unlocking a lot of late tier stuff and recipes.
It makes it easier to have hubs that produce things in one spot w/o having to to move tons of stuff huge distances away
These things you worry about - they are totally acceptable to think about as potential problems to overcome. And thats the important part right? Is that you find overcoming problems fun. Everything in this game is a problem to solve - I dont have enough of this so I need this. How Do i get that from there over here. How do i get this over there. How do I power it all. ect ect.
Which is why I think programmers / devs like factory games so much. it scratches the itch that got a lot of us into programming in the first place - How do I use this toolset to solve this problem?
Break it up. Solve one at a time and dont worry about the rest. Tomorrow, when youve solved one problem, you can tackle the next.
What Lynk said.
And after you've worked up the tiers and if you decide you still hate moving things you can bug me about my plans to make a factory set up that builds literally every item in the game w/o having to drag things more than 600m away
I don't generally hate moving things - as I said I am really founded of the trains, it's just the conditions I think I would use them to their best potential aren't met for me yet
Fair. I think you'll have to just play around with them until you figure out how you want to use them π
Imagine hopping onto a gaming server to get lectured about the game by a teacher 
Get out you! Scram! π
The beauty of games 
I guess I ignore automating things like motors for now that interjects different resources/production trees and just handcraft them while focusing on stuff like base recipes of HMF's for example... π€
like, interjecting resource recipes just confuse me too much at this stage where I am at still, I feel like..
and due to the confusing I seem to try to get ahead of myself, wanting "too much at the same time", which in return might be the roadblock after all...
that happens a lot, it's a thing π
Something I've found that helps me is to keep a container at the end of production lines and fill it up with parts. That way when I get new parts I can just belt the containers to machiens and make them
or belt them into freight trains, start a complete new factory and kinda add those products with the train
yea
yeah see how you feel about that π if it works it works, if you don't feel it's right? You get to try something new. I built this nonsense then realised it didn't work for me. There goes 100+hrs xD
you should could force yourself not to manual craft more than the first machine that uses the part
if you stop manual crafting, youll build smaller builds cause you dont have a choice. Then you start to expand them later once youve built a nice little stock pile
I..don't really understand?
I mean, if I manually craft motors for now, I don't have to worry like 3 steps ahead about how I connect my steel factory with the copper factory and the iron factory, in order to get all the motor parts, I simply need to get to all factories, manually collect set amount I need when I need and handcraft them, no?
I think they're just saying it's a good idea to get some automation of a part early, even if it's only 2pm going on in the background. You'd be surprised how much they'll pile up while you go off and build things
ok now I'm kinda confused, because someone told me earlier, not to use end products of one factory as a resource for another factory - which is why I said what I said
So, you need 2x rips to make a Constructor right? In most of my games I manually* crafted 12 RIPs for my first 2 constructors and 1 assembler. Everything else came out of those machines
that's what I am referring to
yeah thats a design choice
greeny is very adamant about it, because he likes to avoid transporting between areas.
I build smaller factories that produce a couple of levels of parts. Sometimes multiple times. Then i cart those parts to other factories
Although I'm a little confused because there's very few spots where you can go from raw resource to phase 4 space parts w/o SOME transport.
Like I'm building raw to super computers somewhere (the plan) but I'll have to drone those s comps somewhere
So i have a set of buildings that produce Wire, Cable, Copper Sheets. They produce a lot. When Im done, ill train those resources to the next factory that is going to use them to produce something else.
no, I don't want factories to depend on each other
If i need more Copper sheets? I will either expand the original or create a new small factory somewhere else
ooh clarification chance
So ... if I had a hub that needed 20 hmf pm to keep going and those were getting droned in from a hub just making those HMF would that factory 'depend' on the other?
yeah
which i find silly. The core gameplay loop of a factory game is to create a factory that lets you produce parts ... to create a bigger factory... that you then use to produce parts... to create a bigger (and more advanced) factory. That... ect ect
unless the sole purpose of the HMF factory is to just make the 20 HMF
ok how would you get around this dependency w/o a mega factory that just brings in raw resrouces from all over? I can't bend my brain around
Ah... hmm
so if it produces 20hmf, and you have one factory that needs 10 and another that needs 5, are you okay using that?
point being - you can rebuild a factory for a single item without harming any other item's production
Ok I think the way you are presenting it to people with that one statement can be confusing.
AH
black box encapsulation
indeed
its not that factories dont depend on each other. Its that they have set amounts they produce, and no matter what you do inside it, it has to continue to produce that amount
I...still don't get it... but maybe I'm too inexperienced for understanding it..
example from a setup that is not in the style I suggest:
You have a factory making 20 HMF, which imports stuff from a centralised MF factory.
If you want to change the MF factory to use different recipe, you harm your HMF production.
If you want to increase HMF production, you also need to upgrade your MF centralised factory.
I am not an engineer or a programmer irl - I just play this game because I just like it. no big brain capacities here /:
Basically its liek this Ana:
Factory 1 | | factory 2
producing 10 hmf | -> 10mf | producing x something that needs hmf
what greeny does is make sure that no matter how factory 1 is constructed or what recipes it uses, it will always output 10hmf/min. That way he can change it around. Rebuild it. Use a different recipe, but it will always be producing (or have one belt outputting at, even if it grows beyond) 10 hmf/min so that factory 2 does not have to every change
I've shown an image that clarifies what I mean:
nah, thats a bad example
because if Iron Plates api is '10 to storage, 20 for others' then its OK - as long as that is always maintained
arrows are [any sort of transport], texts are [any number of machines making the item]
but in my case they are physically separated still
because then you can easily rebuild just RIP factory
without hurting iron plate production
so it basically is 1 node for each product/factory?
Ana - Think of it as each step has a contract with the next step.
You have a factory that produces 100 Iron Ingots/min. It has a contract with another factory that it will always provide that 100 ingots/min. That other factory can be anywhere on the map. And since the two factories have a contract, they must always use it
(also, separation does not have to mean "completely different place/building". It's just logistical separation)
it doesnt matter what nodes or where or what or how many. Its just that "This factory produces X of item, and is contractually obligated to continue to produce that and factory 2 needs X of item, and is contractually obligated to continue to use that amount"
you can have both in one factory next to each other, but it should be clear which one belongs to which process, so that you don't have to do any calculations or anything to figure out how much you can dismantle
Internally, you could change factory 1 from using smelters and standard iron ingots to using Pure iron ingots. As long as it can continue to provide the agreed upon 100/ingots a minute to factory 2, it doesnt matter that you just changed it.
yeah but what if you want to change one factory to a different recipe, which means you suddenly need less of some ingredient?
Then you expand the factory
less
you have to figure out how much you can dismantle
you reneogtiate
but doesn't that mean that I need to know how much of the very end products I need to produce already at where I am right now?
only if you are super hard case about it. For Ana, I wouldnt worry that much.
Make a factory that produces ingots. Then make a factory that uses those ingots. Then make another that uses that. ect ect.
Do you mind if I msg you real quick?
@vapid gorge sure go ahead
no, the exact opposite. Because you only build what you need right now. For example, if you build modular frame factory and then in the future you realise you need modular frames also for heavy modular frame factory, you build another modular frame production as part of heavy modular frame factory
so in case of motors... I build at a place where iron, coal and copper nodes are arguably close together and start the rotor/stator production into the motor being the "temporary final product"?
the screenshot isn't a great example, but let's say:
Factory A produces RIPs using bolted plate
Factory B produces screws
both factories then have screws in their production
now imagine I want to change factory A to produce it using standard recipe, so it has reduced screw usage. if I have both factories logistically separated, I can just rebuild all I know is part of factory A. If I don't have them separated, I have to think/calculate/something about how many screw constructors do I need to remove or rebuild.
you can also make a factory that makes stators, rotors and motors, all three separate π
again though, this is just one way to play and I do prefer it, but that doesn't mean others need to use it π
but if I build 3 different factories, doesn't the motor one depend on other factories, e.g. the rotor and stator factory?
yes but they are a single system
I honestly wouldnt worry about what greeny does here too much Ana. This is the kind of stuff devs and Architechts spend many long meetings arguing over - where are our API gulfs and translation layers. where is our encapsulation going to fall. Does this belong inside here or there.
Its not worth it for a game if you dont want to do it π
there have been many a meeting ive been in thats last 4 or 5 hours going round the same basic things. and everyone arguing and switching sides like its the end times π
Each time you log in give yourself a small goal. "Today Im going to start getting Motor production done" and build that. Tomorrow work on something else. It doesnt have to be perfect, it just has to be worth your time
no, the motor factory has it's own rotor and stator production
yeah this is what I said many times (most recently 3 messages above yours), it's just what I suggest as "easy" way to build modular things and be prepared for any future rebuilds you may want to do
but nobody forces you to do that and you're free to play in any way you like π
I am just trying to understand, not to critize
yeah it's fine π
Almost done with my nuclear set up, just need to get the reactors set up, but I'll do that tomorrow
^^
oh yeah, the flat belter guy
Does this one building always have the same number? If it never goes up then that means it just got some extra to start with and now they stay in there. Or if the number is growing then that could be a run time efficiency issue. (Slow clock speed or water input not keeping up)
You can do this and in fact it is a perfectly fine and fun way to build. Donβt let others tell you how to build. If you have a factory that focuses on making say motors 100/min, you can prioritize the output to a factory that needs motors 50/min, then send the overflow to storage, and then when the storage is full you can overflow into a sink. If you ever need more motor production then you just grow that motor factory. Have fun :)
If you donβt care about being 100% efficient you can even prioritize a small storage as an emergency stock that you only dig into when youβre really in need
That way if youβre blowing through them, the storage gets restocked first making sure you have more when you really need it
Or you could just have storage overkill that you never have to worry about that
If I'm producing 350 batteries / min..what's an approx sustainable amount of drones? They could be flying to anywhere, but the land zone will be the middle of the map.
I just want to fill the sky!!
A Drone consumes a minimum of 4 Batteries per trip plus 1 Battery per km of flight distance. so say anywhere between 70 and 25 depending on distance, longer distance trips will use less batteries/km.
Thanks :) I'll work on some where between that then
How do you manage sulfur? There are so few nodes I have analysis paralysis. What should I use them for?
generally very little because of that. Nuclear for the most part
Other people like compacted coal and instant scrap. Definitely a thing where you need to look into logistics
I mean yea, my goal would be, when overflowing into other factories, to always have more than I need for the next factory.
For example: I produce currently 600/min quickwire - just not AI Limiter. My idea was to just substrack barely enough to make a few Limiters/min to support my needs of smart splitters, but not too much than it'd make use of a noticable amount of quickwire - in this case I planned into overflowing only 300 quickwire/min for 15/min Limiter production which equates into 50% of what I produce for quickwire right now
15 limiters per min is not "just enough to support needs for smart splitters" it's total overkill lol you're not going to be using 900 smart splitters every hour :P
1/min is plenty for smart splitter needs
well, it's my first proper playthrough, so idk what expects me in further T7-T8
having is something is always better than needing something - and in worst case the overflow of those 15/min is sent to a sink and givng me points
plus, if I need quickwire for different, I can still adjust the limiter production, if it's above my needs
i remember thinking the same thing, but turns out, it doesn't get used for much
I assume it's easier to let 4x 45p/m belts manifold into 1x 108p/m and 1x 72p/m machine, rather than trying to load balance it into 2 belts, correct?
I'm not sure what what you mean? Generally manifolds are faster and simpler to set up though
I mean if I just fill the needs just into an overflow system, or if I should be explicitly 108:72 split belts since I have 2 machines - 1 requires 108p/m another 72p/m from the same product
getting down to 72 would require a division by 5, which can't easily be done with balancers (unless you feed them back) - at which point even I'd give up and manifold it
I see
I almost never use load balancers
Unless it's for sending Uranium fuel cells to nuclear reactors
Division by 5 can easily be done with balancers 
That's the most basic load-balancing one can do that goes over the "trivial" level of difficulty (splitting in 2-3-4-6-8...)
i use a mix depending on the layout, space and numbers π
if I split this mk 1 belt from the mk 4, it means that the mk4 proceeds with 420 and the mk1 with 60, correct?
Yes
which means, that if I'm splitting the 60 again, 30 will be going back to the 420 making it 450 and the other will be 30, correct?
what I am trying to understand is, if this setup would balance between 455p/m and 25p/m
if there's one last belt in there that i can't see because of the camera angles π , yes
ye the last belt is hiding behind the splitter with the lift
that's what i figured π
neat, that's actually my first attempt on my own of splitting into those numbers π
now I am wondering, if there's a more compact way to do this.. 
you can shift and reshuffle it a bit but i don't think there's a smaller number of splitters and mergers to do it (until someone comes along and says to manifold it with one splitter)
Damn now I can't say it
it'd clog up production lines to just manifold that part, sadly
oh you mean setting on the last input a s.splitter and set that one to overflow for the 25 to get rid off?
Manifold = don't build balancers, split with single splitter per machine and let it sort itself
the issue is, the machines only need 455 and not 480
most compact version i could come up with
Then yeah, smart split overflow to sink/storage
oh that's actually looks neat!
it's actually completely wrong (i forgot a belt at the start
)
just imagine there's a mk1 in the corner between those first two splitters
nah already got that one in my mind placed 
I'd still use just one smart splitter, but it's up to you π
Tips: Use a smart splitter to ensure 60/min (and no less) go on the MK1 belt. Don't make the "limiting" belt segments (like the MK1 one) more than one belt segment long
assume by "one belt segment" you mean this?
also, what's about to happen if I mess up and make accidentally more segments?
Each piece of belt you can select with your dismantle tool is a belt segment
The items back up a bit at belt-to-belt connections (b2b), so the balancer becomes slightly imprecise
I see
90% certain thus is just a visual bug
Using a high-tier belt segment going out of the splitter followed by a slower belt segment allows to make longer "chocked" belts
Not an actual backup
That's the basis of the b2b bug: items "stuttering" at belt connections (the fact that there's a visual artifact there too is just a bonus)
also, I assume the s.splitter being some kind of failsafe?
just wondering since one can't actually set fix numbers into the s.splitter
being able to just set numbers kind defeats the point of logistics
prioritizing the mk1 belt means it wonβt mess up at all
oh so I just set it up wrong? I see..
I assume, right must be "any/all" and forward must be "overflow"?
mhm
I want the 455 on the mk4, that's why the load balance in first place
as a reference of intention
Simply put, yes.
Not using one often doesn't lead to full belts
ok..and which is the correct setup? just got confused a little...
the main 455 set to "overflow" or "any/all"?
The MK1 belt is the one you want full so you set that output to "any"; the remaining items go on the MK4 so you can set that output to "overflow"
oh, and since the mk1 can only 60, it literally forces a max of 60 onto the sideline and as such it also forces the correct amount on the mainline through the overflow setting, correct?
Thus my prior suggestion of having a single MK1 belt segment, else it might be even less than 60/min
neat, I feel like I slowly starting to understand the belt logistics
thanks so much for all the advice and help β€οΈ
and especially the patience with me
I've made something to remotely set the output rate of multiple items and lost a bit of sanity in the process
the question is why would you
just set input rates according to the output available to you
on-site changes are easier than off-site
say I want to send X items to the space elevator for processing I dont want to send them with full capacity and then have random left over stuff lying around especially with higher tier items
via truck, train or whatever
and I have more granual control over how much stuff I sent where
why do you say this?
curious as to what evidence you have. It doesnt really matter as far as ic an tell -
it wont affect the machines at all if you are using a slower belt as long as that belts max capacity is higher than what the machine needs a minute
Because that specific MK1 segment is used to carry exactly 60/min, no less (and obviously no more). Using multiple consecutive MK1 segments would incur in b2b issues
The context was a load-balancer, without even involving machines
i still am of the opinion the b2b is just visual
the stuttering visual does not mean a stutter in item transfer, because the visuals and items are not directly linked (the items influence the visuals, but they are their own rendering after the fact, faked away from the items on the belt/in the inventory, in order to increase performance)
I don't claim that belts that show stuttering at junctions are backing up (items do that on non-full up belts all the same). What I'm saying is that each b2b connection causes a small loss of max throughput; such loss is cumulative, but can be avoided using a single (full) belt segment ||Until U7 may change that||
The data show how an increase of b2b connections leads to an increase loss of throughput
#1006573529183027401 message
The effects on MK1 belts are minuscule, but I think it's worth pointing out as doing similar load-balancing shenanigans with higher tier belts can lead to noticeable issues if the b2b issue isn't accounted for
if i need 5 of something and it outputs 2 and i need 4000 of that item how would i do the math?
4000/2*5?
Hey guys... bit of a complex question which I'm hoping has already been answered somewhere.
iirc from college stats - I might need some calculus to do this properly. I'm looking for a formula to maximize (and optimize) production of each top tier component with the given parameters being the maximum input rate of each base resource...
...thoughts?
I'll let the green man speak
what ratio do you want between the end game resources? (and which ones are those?)
I'm blue though ||da ba dee||
Petition to change greeny's colour to a greenish colour
Hard for me to lookup as my internet is kinda crap atm and I'm on my phone - but I would say equal parts of the final resources for the space elevator, minus & accounting for necessary inputs to nuclearly power (and convert to plutonium) the mega-factory.
The latter part can easily be solved with SFTools
The first part... Probably the same ^^
Have you ever used the maximize function on SFTools?
scim has maximise?
Basically I'm looking for maximum consumption of the planet's resources at the highest possible complexity level of production.
Wait SFTools / SCIM has maximize??? Like... give it all inputs and it'll maximize output at a given tier??
not sure about SCIM, but SFTools does indeed
if you add multiple products, it produces them in equal rate
I'm on my first world and I found 4 oil nodes close to each other, but I'm thinking there must be more somewhere in the world right? Except they don't show up on my scanner. I want to keep all oil related things in a single area but I can't figure out where the rest of the oil is
I will check it out - thank you
first, keeping everything in one place is usually discouraged, separated factories are much easier to maintain (and fps-wise).
second, scanner shows only 3? closest nodes iirc
third, you can use radar towers to uncover map and look for other nodes (or use online map to look where nodes are, if you're fine with spoiling yourself)
oh I didn't realize scanner only shows 3 closest thanks
I have some travelling to do it seems
in addition, if you're looking for the formula itself rather than the result, TL;DR is "linear programming / simplex method", or I can give you the long rundown how it works π
hmm keeping things separate
@wind spade - I didn't know you built SFTools β€
wrong reply?
Thank you! Excellent tool!
well I guess that gives me an excuse to put trains everywhere
Yup - sorry - thought I removed it
Or drones π
well part of this may also be "build near nodes that you need for given production" π
I'm actually pretty curious ^^
alright, let's make a thread for it, I'm tired of DMing people with it lol
Satisfactory Tools - optimisation algorithm
Personally - I have a main factory, an oil-products base (transported via trains), and a drone battery factory.
Everything cycles through the main base, overflowing to a storage cave, and that overflow goes to a few awesome sinks.
Now i want to try to fully exploit the planet via only drone logistics and have built the shell of a new mega-factory to work towards that lol
Any one else think thay know the answer to my question
@wind spade was right - though your question is a bit vague. Can you clarify your meaning?
Thank you - what are you looking for? The number of Electromagnetic Control rods for 4000 Magnetic Field Generators?
||TFW you finally meet your childhood hero
||
lol pretty much
There's an answer right below your question though...
Is that incorrect?
@tired maple - this is the answer.
Ok thx
Oh, congrats on your promotion
It gets weirder because iirc he doesn't play the game much at all, but does keep the tools up to date
huh?
Promotion to bluey
Shorter wavelength is a promotion?
it reflects his frequency of interaction
it reflects how baine is lazy to restore my old role and just calls it a promotion when I was testing things under different roles
Does SCIM have a radar tower coverage view? With so many of them its hard to tell which area is under radar and which not.
so after doing some wiki diving it looks like if I want to get the most awesome points out of an iron node until I'm ready to actually use it for something, turning it into screws is probably the best bet? 1 point for 1 ore turning into 8 points for 4 screws?
I guess? What tier are you at?
4-ish?
At least greeny has his name back to normal, for a short time he had it as grrrny due to a typo by me and he ran with it π€£
though Reinforced Iron Plate doubles that efficiency
oh that's reasonable. You should check out what petro coke, crystal and silica get you. I often have those on in the background early on
how about tapping all the quartz nodes for easier points?
I'm only in the Northeastern desert atm, slowly expanding
and it's making Silica and Quartz Crystal, filling a storage, then sinking everything else
well light blue
oooh you should find some quartz nodes. 50 per crystal.
I'm still on what is basically my first play through so I'm not rushing anything
technically not but actually yes
there isn't a section in the people bar on the right with light blue, what does either blue mean?
Not actually?
I've poked around once or twice but never really gotten as far as I ahve
both are basically "does things for community", there's no real difference apart from color and the dark blues considered "doing more" or something like that
afaik some of dark blue ones are alpha testers
Good list of points here. In case something convenient might give you a boost π https://satisfactory.fandom.com/wiki/AWESOME_Sink
The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
The Sink can consume as many ...
just unlocked the packager and since I'm not really using the oil for much yet I'm thinking I'm gonna set up a packager and sink the oil/oil products I'm not using too
I'm not really concerned about points atm
it's just more.......not leaving things to sit while I bumble my way through
if I can sink them I might as well
Early oil produces HOR as a 'waste' product. Turning it into coke and sinking it is pretty convenient π
even if I have to triple my power output via coal
My very early points got used for, concrete walls/foundation, conveyor floor/wall holes and wall power points, can go very far with just that.
ladders
Everything else is just nice to have or fluff.
the conveyor holes thing got fixed in the last day or two, right?
I heard that, no idea if true. I'm stickign to u6
The conveyor holes "are" fixed, not on my machine yet because I haven't updated due to an ongoing experiment.
I'm v surprised belts and holes were so gunked up this exp. Maybe they were trying to fix the b2b and created a monster xD
Probably, I even demonstrated mk4 belts on single sections cause a subtle but present backup as well now, that was absent prior to U7.
Belts unionised. 'you don't like us droping 1 or 2 every once in a while? Fine. We'll drop 50'
They do so much work but so unappreciated.
Got an ever growing error rate on an ongoing mk4 experiment now lol.
man U7 must be a nightmare for finely tuned maps
Yeah, it takes just under an hour for Vencam's entire uranium fuel rod production to completely fold up due to a steady accumulation of error that makes the 765ppm just back right up and yellow light one damned refinery making pure copper.
I'm surprised it takes more than 5 minutes tbh
It is a very slow backup, you can see the copper ingots in the refinery buffer gradually counting upwards like a damned time bomb.
if it's JUST that you could have an overflow sink? Maybe? actually I can see that as not being a solution
Problem is the system is designed to use exactly what is produced, with the belts giving like a 0,1 error per minute, the entire thing is running ever so slightly short, then the copper doesn't get there in time and the finely balanced system falls apart in a spectacular fashion.
Yeah, he must have teh sads π¦
The entire factory is a very finely tuned and tbh well crafted installation but it is very sensitive to things being disturbed.
part of what makes him a mad man xD
Ugh I don't suppose I can pay you to rewire my power plant? I'm dying
Still though 765ppm on a very short stretch of belt should be possible, that it backs up like mad is just screwed.
Heh, my wiring design would probably cause you some nightmares π
I dont know.. U6 broke a bunch of my cable connections in my power plant. I have it segmented it - extraction/pump, HOR, Coke, Blenders ect so I can set it up in chunks
My overarching design puts power in to three groups, first being the actual mains/hover grid, this is the overall enmeshed power grid that is embedded in the floor & ceiling, it enables me to hover everywhere all the time, second is fed from that via building power switch, is for the machines power for that building, and finally a light switch., that is fed by the power switch, it enables me to shut down a building completely + lights with the flick of just that buildings switch.
oh not disimilar. Except I get around the hover pack bug by just enabling fly. Cause that bug is annoying
Quick look at my standard building power setup is.
I like it π
This shows roughly how the wiring is done in the ceiling space, hover grid goes on the actual ceiling and machine power is via the cables hung from the beams.
Last I saw, you were green instead of blue.
Green? More light blue, bet yea greeny got promoted 
I have a pipe of crude oil that is supplying 600 cubic meters/min, and I want to refine it into plastic. 20 refineries producing plastic will use exactly 600 cubic meters/min, but I can't figure out how to evenly distribute the oil to them all. 20 seems to be an annoying number, not divisible by 3 or 4
or should I just not bother and make something that doesn't distribute evenly and wait for overflow to handle it
are you trying to load balance fluids?
by load balance do you mean making sure the pipes all supply oil at the same rate
yes
yeah
like with belts?
belts?
conveyor belts, splitting them up so they have X number on each?
yeah but with oil
fluid is bi directional, you can't load balance it
So yeah you just manifold it.
But also you'll want to loop the end of hte manifold back to the start before you split it off
this wouldn't?
no, like I said fluid is bidirectional, it flows back and forth to the point of least fill.
pipes do not behave the same as belts
I know but
if I had fluids going into the single pipe, wouldn't this supply the oil at the same rate to each of the refineries
it would do so regardless, as pipes are bi directional and self balance
like a manifold
All that does is make it unnecessarily complicated and make it more likely to have instabilities in the flow
so one splitter feeding into another and another and so on would balance itself?
yup, just like a manifold
pipes are self balancing and do not behave like belts
oh no, you have to worry about how your pipes are put together
like I said, you're doing a 600 flow pipe? You need to link the end of hte manifold in a loop back to the start.
but I don't need to worry because you just explained how to do it ;)
preferably the loop will be at teh same heigh ore below the other pipe
self balancing =/= do whatever 
Ok, the looping is important though
yeah I know about that
that was what I was going to do if this didn't work out
which it didn't, so here I go with the loops
essentially if you're doing anything near the 600 limit? manifold loop. Honestly even if it's like 400 - 500 loop it. It fixes so many issues
Just in case so I don't make a fool of myself later, this is what you were talking about right?
looks good!
cool
whats the point of a loop ?
it brings higher pressured pipes to the area with the lowest pressured pipes, which helps it to supply fluids more uniformly
(I think)
avoids sloshing and backflow
i dont see how that can fix it
why not?
ok so if some fluid near the end of an unlooped pipe decides to move backwards becaues the pipe behind it is LESS full than forward - what's going to happen to the incoming fluid hitting a full pipe?
Simply put a pipe with many junctions has a lower throughput due to all the splitting going on, a loop around is a good remedy
fluids do be very funky especially with full capacity. You want to use all tricks to balance it otherwise you will have a cascading effect that steadily gets worse
I have an alluminium factory that processes all the bauxite on the map with water reuse in a close loop. Getting that factory to not choke on itself was a nightmare
Copper ingots starved a single-input Fused Quickwire Assembler which would then clog on Caterium Ingots (and from there, cascade)
Considering that it loos like the current bugs will carry over to EA, making it impossible for me to load the savefile "safely" on any current version of the game... a bit :/
You are being pretty pessimistic.
No, I am being realistic, based on Uzu's comments.
Atm the file can only run safely in EA. If U7 goes to EA with the current issues, the savefile won't be loadable on EA either (without clogging)
yeah they are rushing the EA release
Ok I'm not all here today, but I need to fix some math on my spread sheet.
I have 126 Silos @ 250%
That would be 20 waste/min per so 2,520 Waste a min correct?
oh no... here I go, not updating my game again
So that means I need 67.2 Blendars making Non Fissile Uranium?
shrug use satisfactorytools.com to double check
Blendars
The hip way to say them
If my math is right, Seems Plat fuel is uneven, if you're using 100% uranium @ 126x250% silos
Pressure isnβt a thing in satisfactory
Pipes work based on pressure, it very much is a thing
No, they work on Flow Rate
Flow rate is generated by pressure
They work based on a few different things, pressure not being one of them
No, Flow rate is Generated by Flow Rate
Lol
βPressure-Based: Pipes use Pressure to generate movement of fluid - the Flow Rate.β
βPipes build up Pressure as they fill. The more they are filled, the faster they flow. (1.2 m Head Lift)
The Fluid in Pipes will flow from places of high pressure to low pressure - from full pipe to less full pipe Until a Pipe's internal Volume is full, it can't transmit Head Lift from machines or pumps.β
This is written by someone using Those terms
@oblique hollow can you confirm?
The only Pressure pipes have is Head Lift, as long as you have proper lift, pipes are still going by the flow rate in them. Pressure NEVER increases or decreases this flow rate. If Head Lift isn't there, then its 0 flow rate.
That guide was written in simple terms for people to follow.
Pressure
what about it
Being real or not
pressure increasing flow rate
Headlift isnβt pressure itβs a height limit
Its important to discern between Head Lift and Work Pressure
That guide he linked says pressure = headlift
No it doesnβt
It also distinguishes between 2 types of pressure
It says pressure generates flow rate
flow rate isn't headlift
A reminder: Head Lift is a type of pressure, but its not the type of pressure used to calculate flow rates
this second type of pressure that determines flow is work pressure
rereading it now as its been months since i've read it
Head Lift, by all means, is just for verticality
The other type of pressure is loosely related to it
but its much more related to pipe volume and flow rate
Work Pressure, Flow Rate and Pipe volume are in a triangular relation to each other, with Head Lift only somewhat coupled inbetween
for most cases, its ok to say "not enough pressure" as in "the pipe is not full and thus it cannot fully pass on head lift"
or to just say pressure = pipe volume
full pipes are under pressure
empty ones not
But they donβt have βpressureβ
they do
but its a complicated hidden way
and not the type you expect like in real life
If you have 5 water wheels, then a Tier 2 Pipe of water will have a 600 Flow rate regardless of this hidden pressure, correct?
it should, yes
Then there is no pressure you need to think about then?
no, there isnt, you only need to worry if your pipe is moving higher than the head lift it currently has
A complicated hidden way to mimic somewhat of a working principal of pressure for all intents and purposes but itβs not an actual pressure value
depends on what you expect it to do
we have the kind of pressure that makes fluids flow from full to empty pipes, but its not directly related to the pressure needed to surpass gravity
I've always understood, If you have correct headlift, you treat them like belts. 5x120 = 600 to the first machine, then it goes crazy math
if there was no "pressure" then fluids wouldnt have a reason to flow
It only needs to do work in a way that functions for the game, hence not breaking our computers to calculate actual pressure
it does its own kind of pressure and flow rate and volume
They do though, empty pipe next to full pipe, no?
yeah but according to a dev interview, thats handles by pressure calculations between pipes
it analyses pipe content and then calculates pressure values between pipes
those then get translated to flow rate
it gets funnier when you consider pipes can be more than 100% full (this isnt a joke, pipes have extra capacity called "overfill" which is directly related to pressure according to dev notes)
Capacity isnβt related to flow rate correct?
it isnt, but current volume is
More like an extra buffer
I figured it had to in order for the basic calculations to function
if a pipe has maximum capacity 5mΒ³ or 20 mΒ³, it doesnt matter
only what percentage of that capacity is filled
because, yes, you need your pipe to have a volume corresponding to the needed pressure for a given flow rate
convoluted way to say: a pipe that is 50% full (a flat pipe mind you) will be able to support 50% of maximum flow rate
vertical pipes are more complicated, naturally
Is this why trying to find a spot for a pump on a vertical pipe is problematic
nah
pumps give you the head lift value accurately
snapping pumps to pipes just leaves a bit of extra pipe inside the pump, making the pipe "longer than expected"
Not that I mean the first pump at the bottom
also not, people just suck at estimating 10 m height accurently, plus this extra bit of pipe left after snapping
Seems like even if you place them under the headlift of the extractor, they can still run dry
Does anyone know the Number of Platnium Fuel rods you can make if you're doing the Max Nuclear @ 50.4 a min? I'm trying to find it on the wiki, but i'm at a loss
I'm trying, but hating it on my phone
50.4 what
understandable
Max nuclear fuel rods you can make a min is 50.4
I have 126x%250 Silos. that should be 20 waste a min x 126 for 2520 Uranium Waste.
damn
Trying to plan stuff out when I get home, and putting stuff on a spread sheet. On the phone it's a bit harder
Tha'ts what im planning out lol
https://docs.google.com/spreadsheets/d/14nrZB3mwtmYEkgayibFlrlJnZpW_77jI5dJsasB6Dx4/edit?usp=sharing
I think my math is way off
As i'm getting 89.6 Fuel rods a min
are you storing the waste, sinking plutonium fuel rods, or burning them and storing plutonium waste?
I swore there was a Max Power for Silos thing on the wiki, but can't find it now
Storing the waste for now, as its a huge reduction
wait you were asking about making plutonium rods, what do you mean you're storing the waste?
what is your goal
MAX POWARRRR!!!!
max power would be burning the plutonium rods
yea, and the waste is way smaller that way too
I found this in Triva
The most Plutonium Fuel Rods that can be made per minute is 30.54 alongside 22.91 Uranium Fuel Rods.[2] However, this does not yield the most power. Producing 22.4 Plutonium Fuel Rods alongside 50.4 Uranium Fuel Rods does,[3] sustaining a total of 476 Nuclear Power Plants producing exactly 1,190,000 MW (or 1.19 TW) of power.
II don't know how old that is tho... As my math is saying a lot more then 22.4 Plut Rods
I'm going to sink the Rods till I need the Power, but I want to set up everything for when I need it. So trying to plan that out now.
it's still correct
Considering your result is off by exactly 4x, I imagine you've multiplied something somewhere by 4 where you shouldn't have
Ok cool, then my math is way off.
I'm starting with Uranium Waste. a Silo @ 250% puts out 20 waste per min. So that's 126x20 for 2520 uranium waste per min.
So 2520 is the Factor on making Plat Rods.
2520 / 37.5 = 67.2 Blenders a min making 3360 Non Fissile Uranium.
3360 / 150 for Instant Plutonium Cells
Yea i messed up in two locations
so far
messed up there too
it's the same without being overclocked.. 50.4/.2=252*10=2520
250% shouldn't produce 20/min
100% shows 10 waste a min, and 250% shows 20 waste per min on the wiki
oh apparently nuclear works differently but it's still not exactly 20
nuclear power was just changed on the overclocking
so i'm not sure with out being in game
are you on U6 or U7?
and is nuclear changed to the new linear overclocking in U7? or is it still unique?
All power clocks are linear now.
bb in a few sorry
Before they were a little weird, at 250% clock you'd about get 200% which made maths a pain regarding them
so if it's linear now you should get 25/min in U7 but on U6 at 250% the burn rate would be 0.4000000199, and the waste would be 20.0000009951 per plant
however it's impossible to overclock more than 200% on U7 correct? it would require more water than mk.2 pipe can handle
They reduced base water consumption to 240/min
oh well i also just realized on U6 pipes would bottleneck power plant at 250%
limiting it to .4 burn rate and 20 waste /min
But in theory not anymore, given that 240 water/min at 250% is 600
(For u7) (bugs aside)
Pipes have been pretty well behaved, their quirks remain but are well documented.
Sorry got a job had to drive to do it.
So are the silos @ 250% still doing 20 waste a min?
no, in U7 nukes at 250% now actually run 2.5x as fast
so 25 waste/min
for 6250 MW
Oh this is better! That means more power for plutonium
they also use more rods, naturally
0.5 rods/min
so nothing changed, the nukes are just a bit faster now
I thought only water changed? Consumption changed too?
its due to overclock change
250% is now actually 250% speed
before, it was 200% for nukes
how?
they still need 0.2 rods at 100%
but at 250% that makes 0.5 since 0.2 x 2.5 = 0.5
25 waste a min x 126 silos
Shit then my nuclear might be off nowβ¦.
i thought we were talking about 50.4 uranium rods /min
126 definitely is not possible
Might not be 126 reactors x %250 now
Noooooo
its now 100.8 reactors
you need 100.8
jinx
Damn I have the 126 set up /cries
2520/min waste
this
I really hate that Iβll have to redo my nuclear nowβ¦. They said only thing changing was waterβ¦.
over clock doesn't matter as long as the input is the same. only thing that changes is how many buildings you need
they clearly said they are reworking overclocking for generators
that includes the nuclear reactor
i knew they were doing that for a long time lol
Yea but one videos I watched said only water changed to base 240
yea, because otherwise you have more than 600 water at 250%
I hate that itβs not perfect numbers
they lowered it so it works fine at 250%
i thought they would just introduce mk.3 pipes xD
With 2100 uranium⦠101 nuclear is just killing my ocd
remember this is just for your uranium, you still got plutonium to burn
it's half as many, so 50.4 plants with 50.4 waste /min
wait sorry
89.6?
did i do that right
22.4 plutonium, /.1 input /2.5 clock speed
just turn off 25 of them for the time being
or for the time being, reduce everyone of them to 80%
er. maybe not quite that...reduce them to 80% of 250%?
if 126 generators before = 100.8 generators now, then 100.8/126 = .8, but if your generators were fully overclocked before, then yeah. 80% of 250% is ... hah. of course. 200%.
So just clock all your generators to 200% until you can go back and adjust
200
duh right? I mean thats what they changed in effect with the OC change π
you know you can just set the output *0,8. The text field can do math.
It throws all of my balance off so it will have to be redone.
I had 7 set ups each set up feeding 18 nuclear
All load balanced.
I may just do a straight 100 10x10 grid now. That .1 can take a hike lol
if its load balanced it should be fine
switching them all to 200% will be idenitcal to what it was before the u7 change
consuming and producing the same amount as to what they were before. so if you
126 @ 200%?
had them load balanced theyw ill still beputting the same amount on the belts
yes.
Oh thank god
it may require a tiny bit of tweaking here or there, because if i remember right it wasn't exactly 200% consumption rate when you OC'd to 250, it was like 199.98? or 201.##? something like that. So you might find you are a little under or a little over and have to adjust slightly
but otherwise, its still the equivalent amount. The only change really is now that instead of generators topping out at 200% they now can top out at 250%. Other than that they act exactl the same
Might do all the math tonight and figure out what I want to do.
Maybe Iβll do a new set up with all silos together plus and uranium
well I think I fixed my Math. Max Uranium is 50.4 p/m and then plutonium would be 22.4 p/m
This is correct. And uranium can support 252 reactors and plut can do 224
I built mine with 252 100% nuclear reactors...pain!
I wanted to do them at 250% but then turns into an odd number
Not really it cuts it in half. But as of current its very easy to get unstable due to the 600 a min water bugs and general mk2 pipe issues
would be 89.6 reactors @ 250%
for plut
Yea I may just end up doing Single's
or 100%
Yea my 22.4 plut is just sunk atm
so 252 and 224
nice
no the calculations from U6 would've been correct because the extra speed isn't possible due to pipe limitations
250% would require 600.000029853 water per minute
250% was set to 600, and 100% was set to 100 in U6
they changed 100 to 240 to match 250% I thought
in U7
Yes thats true but my system is set for 300 a min per pipe so shrugs
wait are those all pipes? wtf is going on in that picture
also how did you build through that arch? can you clip through it?
like under it?
what's the deal with all the pipes, why aren't they just going straight up to each plant from underneath?
got to Double that if i do 100%
OH jesus
i see what peipes now, i thought that was water under them
he likes to lay pipe
how I have it under my reactors
but now that im cutting them to 200% ill remove one
May put a buffer in there as well
does that fit inside the footprint of the plants above? mine do. also those junction connections freak me out
yea
they aren't fighting each other?
My Reactors are on a 7x7
No they don't
the Pump that makes it goes up forces all liquid that way
so the 5 pumps just push 600 p/m into the pipes
to fill them. But some of them don't do 600 correctly and I can only get 98-99% out of those reactors
buffers are usually pointless
im going to make them all 200% and remove one
with the problems pipes have i get so paranoid about setting things up to try to avoid anything bad
I find they help when their is a hick up, and the water wheels spin down/up
I almost never have any issues with pipes
it's the mk.5 belts that make me rage
me neither until i started doing manifolds for 15 refineries in a single row
i had to adjust
now they seem to be good
ok now with only 4, I can set them up nicely I threw in a buffer just because it goes nicely in the center
I just wish I could blueprint that better
they fit perfectly into the 7x7 area now
I could possibly do a nice 6x6 area if I used half foundation in center
this how i do it now.. undecided on buffering each one. haven't tested enough
gravity seems to help a lot in avoiding the issues
can you put the X pipe onto a Floor pipe hole??
hm?
no i just tested
oh no
would have been amazing
i used to use floor holes but for minimalistic purposes i'm just clipping through floor
This is the 2nd floor. My distrubution floor. It's between the Water floor, and Reactors above
this will be for 126 Reactors above. they are in a 9x14 array
i put 36 in a straight line 
I want to use 100% of the uranium
Am I the only one who does his extractors 1:1 with reactors?
explain
you overclock your extractors?
U6: OC to 250%, 300 water for 300 water.
U7: OC to 200%, 240 water for 240 water.
Simplifies piping considerably.
i'd rather underclock
yea... I'm liking that idea
Shards are infinite and their function is saving space, so.. yes.
their function also exponentially uses more power which is limited and the whole point of the reactors in the first place. space is pretty limitless
If you want the reactor at 200% it's the same 2:1 space you used to be using, with half as many reactors.
Power... limited...
We're talking NUCLEAR here, right?
200% is still 126 reactors
i don't mind using shards in reactors since it doesn't reduce efficiency but extractors do
Power in the range of 630 GW to 1.19 TW
And you're considering power to be limited?
well i'm not doing a max power build i'm doing a max TPR build with enough nuclear on the side to support it hopefully
yea even then still stay with 4 water wheels
I could go through that
If you are automating Project Parts I do not know how to have this discussion anymore...
lol it's the most complicated part in the game with the most sink value per item. that's just what i wanna do
Which is fair, you do you.
i want to use 100% resources on the map
My brain just gets stuck and short-circuits contemplating "why would you ever?"
But if it makes you happy, do not in any way take my opinion as shitting on your choices, it's not the intent.
will we get a more complicated part before i ever finish the build? probably! xD
ok looking it over ill stick with my 7x7 per reactor and 4 water wheels. Reactor's at 200% for 126 Uranium Silos
If quantums get added my suspicion is that superosc will be a component used solely for quantums. π€·ββοΈ
So 2 parts of more complicated nature.
I'm betting on this as well
choo choo
Which would mean +1 to the "things to not store" list.
what's not to store?
I set all my factories up to Store 2 containers before shipping items out. Rest gets overflow to the sync
Im a bit late but
- Im a macsist
- This build is on the west coast, ran into spacing issues
- Im insane
This is what I'm stick working on. Want to make a single foundation eleveator system
Currently?
Screws have no reason for infinitely replenished storage as their sole use outside of making other items is the Shop. So having a personal storage chest of them is fine, but you don't need a line of them running.
Heat Sinks is number 2 as it has no use outside of making other items.
stuck*
If SuperOsc (as I suspect) is used solely in making Quantums, same category as Heat Sink and therefore no reason to store.
I wish they would do their Hamster pipes like Oxygen not included.
oh i didn't even notice you're already at the border on the left i thought you had a ton more room
but still underneath you should be able to fit all of the extractors and pipes leading straight up into reactors without piping them all up from the side
why have i not done this
i have them alll over
helps going up and down bigger factories
just hurts some coming down lol
I do this, but I use only 1 tube.
The three farthest rows would have not worked tho. But yea its a issue of own making
i do this so you don't get sucked up/down on accident
i got sick of trying to go up and down i eventually remembered jump pads were a thing so i put some of those around, but hypertubes make so much more sense
FICSIT reminds all pioneers that workplace accidents are the fault of the pioneer, not the company. π
@prime orchid bit of a cross sectional look old image
To the right is maybe 30m of usable water room left
you can kinda see my 3 floors with this
anyone wanna play? im bored
also my Floors have that spacer in between to run power
sorry im quie new here
enjoy the 100 hours of the game you'll play in the next few weeks
ok my first Row of reactors at 200% are now all running 100%
why cant i chat in join group
Quite the reverse of what I did with mine.
check #rules may need to accept something
ahh you put the reactors on the middle floor
did
I just love how clean this looks
staggered?
Yeah, they are built right over the water extractors., and waste is taken out via lifts to the attic mounted beltway, fuel is supplied from the same place via a huge load balancer.
no they just are in rows
yea my middle floor is the load balancer
checcked rules still cant chat
read pins in that channel
you're missing a reactors between all those other reactors xD
i think the fov made it look like they were angled
you have to fill out the BOT info at the top
I still have so many water wheels to place
bruh
do you want to play tho?
still wrong channel π
No, im in a 600 hour map solo
sad
daphonic is really lame consider yourself lucky he said no :P
I placed all the water extractors early, saved me so much finagling later on as the place gets built up.
I remember when my playtime was triple-digits π¦
I don't
Yea, I tried to make a Decent blueprint but it's just not working out and I want to cry
Yeah that's rough.
let me try again with the new update
because of the bugs or the size
I'm still trying to get my Road/Rail system working with blue prints
I just had a thought
What if you put the reactors under the map, then pipe the water and fuel down to them?
max rail segment length: 100m
blueprint dimension: 32m
||literally unplayable||
then you wouldn't see the pretty blue glow
I want a 5x5
there needs to be a Center
4x4 kills my inner child
wait, they glow blue now?
true
there already is a center
look at the front of them, they redid them in U5? i think
he means center foundation
a center foundation
not between two foundations
why
hey, game dev's finally broke the mould and realized what Cherenkov Radiation is!
mold*?
There is this neat things called #design-and-architecture. its a lot easier to build things worthy of that if it has a center
its the same thing, except my spelling isn't a fungus.
but it already does have a center lol
CENTER FOUNDATION jesus
center foundation
also, im mildly surprised no one is asking what the heck Cherenkov Radiation is
isn't it obvious?
the blue light from nuclear reactors
It's the blue electro magnetic radiation the reactor gives off under water when it starts up I belive
big youtube video on it
i have been surrounded by people for so long that thinks radiation is green, its refreshing to finally have people that understand it is blue
now time to wait for them to make uranium waste gray...
I think it depends on its Medium
actually it is, apparently it's just an american vs british spelling
Uranium Glass glows green, and prob why Radiation has been associated with green for so long
the association was because of comics using green for gamma radiation and radioactive waste, which got stereotyped
and the green barrels of goo people think is nuclear waste
Isn't Uranium glass from like 1800's? Comics early 1900?
actual picture of real life uranium waste 
uranium glass took off in the mid 1900s from uranium salt that was industrial waste from Radium mining
put a foundation thats equal level with where you want the pillar to go
again, from comics/cartoons
that makes it far easier to snap the pillar part in place, then remove the foundatio
I've tried that trick too but didn't work
just media in general
1830s
Production. Uranium was first used to color glass in the 1830s and it has continued to be used for this purpose with the exception of a fifteen year (or so) period beginning in World War II.
how so do you mean?
i am patching right now, but i can show you what i do in a sec
coool
What comics showcased it that you speak off?
Damn still CANT put water wheels on Blueprints
water wheels?
Water extractor
oh
you probably wont ever be able to
will this work? I have no idea never tried to upload a video before...
is it recommended to turn those normal splitters into smart splitters?
god no.
thats basically a manifold, you'll be fine
No... smart spliters are for Sorting and Overflow