#math-and-meta
1 messages · Page 38 of 1
that's why you should use online tools
i do!
im using this satisfactory tools thing, its very cool
whoever made that can be very proud of themselves :p
no leftovers
I just always have a sink at the end of my sushi lines, so adding one more item to it makes no practical difference to me ^^ (other than less throughput aviable)
i might make a trash train
that just picks sftuff up i dont like and carries it around if i ever need it
do u think the items i chose are good?
@misty solstice
lets talk here
alrighty
okay so, the diagram u sent should work perfectly, but i feel like it isnt as elegant as it could should be
i dont like it because its so incredibly intertwined, everything feeds into everything
Yeah, I was just trying to figure out how the alternate recipes are supposed to interact
its like a spiderweb instead of a tree
unnecessarily
I actually did basically a 3rd of this just now, up to 8 blenders making 800 fuel. For my new power plant
what are you unsure about?
well the bit after you make the fuel from the HOR; getting to plastic/rubber
since I now need a lot of both
okay so
basically, you can use fuel to duplicate rubber and plastic
1 rubber + 1 fuel = 2 plastic
1 plastic + 1 fuel = 2 rubber
this way you can turn fuel one to one into plastic or rubber
makes sense?
yes I think so, and the diluted fuel recipe seems to be the best way to go from Oil to Fuel
which explains how you can get so much from the same amount of crude
it is, you first use the Heavy oil residue alt recipe to turn oil directly into heavy oil residue and then you turn that into fuel with the diluted fuel recipe
what the diagram then does is rather complicated
the heavy oil residue alt recipe gives resin
you can turn resin 2 to 1 into rubber
So, there is definitely no reason not to use Blenders for the diluted fuel then?
the diagram turns resin into rubber, and then it uses that rubber in combination with fuel to make a lot of plastic
nope, no reason to not use blenders
the only reason you might use the packaged version is if you dont have blenders yet
okay cool
which is completely unnecessary if you want rubber too
what i do is way simpler
i make the fuel, and as a side effect i get resin too of course
i turn it into rubber, but i leave it at that, no more complications
im done with that rubber and put it in my train
now i just have a bunch of fuel, how will i turn this into rubber or plastic without anything to start the process?
simple, i loop it
lets say i want to turn it all into plastic
i have three refineries, one is the recycled rubber recipe and the other two are the recycled plastic recipe
i only feed in fuel, nothing else. the first refinery turns the fuel into rubber, the second two turn the rubber (with more fuel) into plastic
then i use a smart splitter to feed the plastic back into the first refinery
the only disadvantage is that you need to seed it, you need to put a little bit of rubber or plastic in at the beginning for it to work
but once it runs you only have to feed in fuel
Yeah blender diluted fuel is one of the rare cases of one recipe being flat out superior to another
The other case being casted screws, which while the base recipe still has uses, in a direct 1:1 comparison to the base recipe, casted screws is superior
oh I don't know if I have that one. Steel Screw really helped when I got it though
I'll have to check that out
oh nice, directly from ingots to screws
To be clear I only meant the base recipe compared to cast screws recipe
Steel screws is great
The base recipe ends up seeing use again with the steel rod -> screws combo, which is the most resource-efficient way of making screws
@misty solstice i made a little video where i show my setup, maybe thatll help. ill send u the link when its uploaded
not really, complexity is a metric as well
Would you not agree that the blender recipe is also less complex?
oh I meant diluted fuel vs normal fuel
DPF is better earlier when you don't have blenders 🤷♂️
Ah, yeah
not sure how is it power-wise
what do ya'll think about this nuclear recipe chain?
https://u6.satisfactorytools.com/production?share=YbHf8Fmw7wjwUcywhlnp
btw, @misty solstice https://youtu.be/adh8CXngiTI
I don't personally like using copper alloy ingot, and prefer pure copper, but it's all opinion
copper alloy is a lot more power and space efficient, and i dont think ill ever run out of copper or iron
especially since i use steel for everything and i only use coal for steel and i only use iron for wire with the iron wire
so the only use for copper i have is quickwire and copper sheets
Like I said, all opinion, I just throw all my raw resources into a big pure recipe farm
Pure copper is definitely the weakest pure recipe though
i dont think it would work for me because i have to be careful when it comes to frames
i want to build big, so i try building with frames in mind from the start
If you mean fps, pure recipes (not copper) require far fewer machines
Ok which one do you think doesn't
copper alloy makes 100/min
Yeah like I said, not copper
pure makes 37.5/min
still wrong
the default one makes 15/min and the pure one 12/min
plus pure needs more power, so you need more power buildings
plus pure needs water, so you need more water buildings
If you're making 50.4 uranium fuel rods per min, you're not worried about power
i will use pure for caterium and quartz, but only because they are limited
Now do limestone, iron, quartz etc
you're...running out of limestone?
we're talking about space efficiency
okay, those three are actually faster at producing
but im not sure if they are more fps efficient
dont know if refineries take more or less cpu power
I don't think anyone knows
however if we look at space, the pure ones are worse
Tho it'd probably be pretty easy to benchmark
*fps efficiency
i think ill stay with default most of the time, having to bring in water all the time is soooo annoying 😩
Yeah it's definitely something you need to plan your whole build around
its funny, imk going to try goiing from fuel to max nuclear lol
@rustic patio Alright, done. Since I find the subject interesting I'll add my 2 cents too...
Pure recipes that have higher output than all other recipes for the same item: Pure Iron, Pure Quartz, Wet Concrete
All other recipes have versions that outputs more ingots per machine (ppm ofc) than the "Pure" counterpart.
Additional 2 cents: to be more precise about which recipe would have the worse effect on FPS, one should also account for their difference in inputs. Pure recipes are more efficient, thus require less input items which can mean less input beltwork for the same output. Some pure recipes differ entirely by the number of inputs, making the comparison even more skewed in this sense (eg: pure caterium is slower than standard and requires both ore and water where alloys recipes still need 2 input items like their pure counterparts). So, all in all, there might be too many nuances to make a "proper" analysis on this
Wow that's a lot of text
Thanks
I think I'll go with the pure on quartz and caterium and sometimes concrete
I'll def use alloy for copper, and I don't think it's worth it for iron
Concrete is absolutely worth it. The output is just too good 
Also bolted recipes
Bolted is love, bolted is life 
I like pure quartz, wet concrete, alloy copper, default caterium, no iron. Because I'd rather alt iron ingots out of my production plan with steel recipes.
Bolted uses more resources, more buildings, more space, and more energy than adhered. I'm having trouble imagining a good use case for bolted plates.
Only one of those points is true.
Who can guess which it is?!
Coke steel. Or default.
Wait, dunno about energy though, so let's make it 1(maybe 2)
bolted alts are plain useless, for your argument I care not 😛
And what recipes are used (along the production chain) to make that comparison? ^^
The ones with least WP
you know, the wiki analysis is flawed
How?
it picks a "best" option and uses it everywhere moving forward
Which, guess what, don't always lead to either the least footprint nor the least machine count (that's nearly the same) :P
Okay?
while trying to present itself as objective, it is not, the results are biased and thus incorrect
If it shows all possible combinations it's useless
It has to make a choice
but there is no "best", that's the problem
The facts it shows are objective, it does not claim one recipe to be better than another
Point being: if one wants to make a point about two recipes having better or worse footprint, they should be using ALL the recipes in the production chain accordingly
I would say it does, smaller number = better. the most small numbers = best
I would assume using steel screws. Can't imagine using anything else, frankly.
So you're the one being subjective, not the wiki
The wiki just shows the numbers, it's up to you how to use them
but how do you know the wiki is right
(fyi I edit the wiki so I want to make sure the information there is correct)
I trust the open source process
If there's a mistake it'll surely be noticed eventually
the wiki analysis has been made by one person 💀
is satisfactory turing complete
Sure there could be some mistakes here and there, but it'd be ridiculous to claim that I know better than everyone that checked the wiki
And has anyone found a mistake in it yet?
Eg: WHO would find it convenient to use steel rods to make screws to make bolted products?
Probably a production planner that knows that yes, that is the most resource efficient way to make screws. Definetly not someone in-game who wants to save on machines ^^
WE ARE THE SOURCE, @rustic patio 
Likewise steel coated plates from coke steel or default steel recipe. The wiki numbers would use coke recipe.
yes, I did, because to me it seems biased 🤷
I mean a mistake. Not a disagreement....
Disagreeing with the methods is not the same as finding a mistake in how those methods are applied
😭
There have been quite a few over time, yes
Cool, if I tried it myself I'd probably make more than there are in the wiki right now
I mean... Ondar would know if he accessed the history of wiki edits, wouldn't he? ^^
anyone can view the history of any page
i dislike adding complexity when there are enough resources nearby that it's not needed for the build
Now you're going to make me waste time on SFTools comparing recipe combinations. Just for RIPs.
hence why i don't like using coke steel ingots
yeah i use solid steel
What did I walk in on?
Piping the HOR in was annoying when I tried it. But it DID have the desired end result. Resolved to use default steel where crude is annoyingly far away.
You might find this comparison interesting #math-and-meta message
and in terms of the pure recipes it just depends on what resources are nearby
pure iron ingots rarely make sense due to how common iron ore is
but i needed a lot of caterium in my last build so i used pure caterium ingots for that
@rustic patio there's been an effort to replace the wiki analysis with written descriptions, which wouldn't try to do the impossible of trying to compare entire recipe chains
it would also make it more accessible to new players, and we could link it to people posting their MAM screenshots
it's not being implemented yet, but I'd love to hear feedback (from anybody really)
I still like the recipe chain comparison, having more info doesn't hurt
even though setting up 52 caterium refineries was painful
As long as you don't blindly follow it it can be useful
at least they feed 1:1 into quickwire constructors
you have no idea how many people DO just blindly follow 😭
I'm sure many do, and that's not good
But I'm aware how the WP work and I account for the inconsistency when choosing a recipe
I can understand that the data is valuable, do you think it'd be sufficient to move it to a separate page so that you could still find it by searching for it?
I go against them very often because of the choices I made, yet I still think they're a useful tool in some situations
if the data is too hard to read for people, they don't find what they're looking for
Yea sure, I think it'd be great if the noobs were kept safe from their inexperience
I fiddle with allowed defaults/alts quite a bit before I accept the result as a recommended plan that I'm free to modify. 乁( •_• )ㄏ
something akin to this, I guess https://satisfactory.fandom.com/wiki/Hard_Drive/Alternate_recipe_analysis
we'd gather the tables on one page
thank you for your insight, I'll definitely keep it in mind
No problem, I totally agree that it's a horrible idea to choose an alt just by WP, but I feel like it can be a valuable tool to help in choosing one. Something something hammer and nails
WP is weighted points, right?
Yes
if you just go by max resource efficiency every calculator is gonna tell you to make a hundred refineries for pure iron ingots which is unnecessary
Run a factory plan with the recipes mentioned and have a proper comparison between the stitched and bolted routes
Go by what feels satisfying and is manageable for your play style. That's how I arrived at my personal list of preferred alts. Getting rid of iron ingots is as much a flavor choice as a rational one.
Well.. They're necessary... For efficiency 
I'm working on evaluating a nuclear plant to be as efficient in RP/MW to see the most effecient production chain
That's why you don't let the calculator choose your recipes 💪😼
Going full steel is also FPS-friendly overall.
@laura.#4517 should take notes
What's RP?
Already decided to do that :)
FPS impact factored largely in how I weighted alts.
And yet you stitched 
Sorry, I got used to RePo for Weighted Resource points and my brain short circuited. Meant WP
Adhered.
i use a calculator and then tweak it until its something reasonable
i have no idea what's more fps and how bad saves can get but i am doing ok so far i guess
My list of rules:
All coal is for steel
Use steel wherever possible
All wire is made out of iron
All quickwire is fused
All coke is for aluminium
Every oil will produce 3 rubber/plastic
I haven't gotten to aluminum yet. Will have to make those comparisons soon.
sometimes i use iron wire sometimes i use the default recipe, usually depends on how much nearby copper there is
That's perfectly fine. Once you finish learning basic game principles and advance to optimizing gameplay, then you should start worrying about thay
I like fused wire, personally.
Fused wire/quickwire is an easy setup if the Cat/Cu are near each other.
Imo coke is superior for aluminum, partially because unlike coal, it has no other big uses, and partially because it gets the most aluminium out of bauxite
yeah depends on caterium availability
And I like getting the most out of my bauxite
I have a feeling I'll be using coal because coke gets so much steel out of each foundry, in contrast.
Unless it requires silica
I'm a sloppy pure person
i kind of regret having 52 caterium refineries for my recent nuclear power plant build
The alternatives being..?
Preach it.
(it'll increase by another 144 soon
Blueprints!!!!
Oh don't worry, I have over 200 just for copper.
Same 😒
refineries dont even fit in blueprints do they
Yes they do
They do I think...
oh i thought they were too tall
Make a double blueprint, one on top for refineries and decoration and one for bottom feeding logistics
https://youtu.be/adh8CXngiTI
Look at my setup, I used one blueprint to first place the floor and bottom feeding logistics, and another blueprint to place the refineries and decorations
"aesthetic" 🤔⁉️🤷
That title seems sus
"don't blindly follow youtubes" should be pinned and wrote every 10 minutes
ive never seen a youtuber for this game
the amount of issues with what I've seen in some youtuber videos is... a lot
MYOM
It was in response to someone posting an oil diagram popularised by a Youtuber
all my builds are default colours on a single flat foundation, am i doing something wrong
I made this video to show them my (superior) setup
You use foundations? Whoa...
What was the chart? (Or rather the process list?)
typing in the quick search is obnoxious
Nope.
It suggested feeding rubber from resin into recycling
idk i just dont really know how to do decoration i guess
which is very much suggested
because that way it kickstarts itself
Some of the SFT plans get ridiculous with recycling rubber and plastic both into each other at precise ratios. No thanks.
Why?
You can... It doesn't really do anything in the end if you don't.
and if it fails for some reason it can start itself again
It'll start itself with my setup too
Don't use SFT for recycling. Use a spreadsheet for that
And mine is simpler and more easily expanded
i thought the process was oil -> heavy oil residue -> residual rubber -> recycled plastic
you just feed it all and overflow 🤷♂️
What's your set up flow?
that's what i did anyway
the process is oil -> HOR -> (recycling rubber/plastic loop)
Yep, and the HOR > DF > Recycled
Overflow Sinks are always the real MVP
ok good
If I want to make rubber I have one refinery for plastic and two for rubber, the plastic refinery feeds the rubber refinery and the rubber refineries feed the plastic refinery with a smart splitter
Once it gets going it'll self start again no matter what
how, if you don't feed residual rubber to recycling loop?
And you need to input nothing but fuel, so easier logistics
*self start once stopped
That's what I meant
No it won't...
Yes it will?
I mean "it starts itself from a zero state"
Not without external input... Or did I miss something?
(so all machines empty)
i had issues with resin manifolds not feeding the refineries in time and the fuel outputs getting clogged, but after a few flushes i think it stopped clogging
Once it's full it'll start again when supplied with more fuel and power
that's not what I mean
And it won't ever fully empty because smart splitter
We are saying when empty how will it start itself
I mean "when everything is empty, it can start itself"
Because I wasn't talking to you
It doesn't start itself from the beginning
Me and Greeny are saying the same thing
You have to put one stack of rubber or plastic in
well that's not what Nemo meant either
Me: "it'll self start once stopped"
Nemo: "no it won't"
which is why that youtuber suggested feeding plastic to the loop
Why?
because it'll self-start from zero state
Right. Whereas with a residual feed, it will automatically start itself when empty, and when it gets full once the outputs are relieved it will keep going
Most times when factories stop it's because of input lack, not output lack.
once it is full you dont ever need to put anything in again, having to put a bit of rubber in once is worth it to me in exchange for way easier and simpler logistics and less belt work
and its way easier to expand
its a tradeoff, like everything, but it es worth it in my opinion
does that make sense?
Laura's setup works because it never outputs all of it's rubber/plastic, only the excess
And is that different than a system that feeds residual into the recycling loop to jumpstart it?
Slightly
It's not significantly better, but it does mean I can spend my resin on fabric instead
im going to nod and pretend i understand
I'm asking if it has advantages different than a residual fed loop
I can try to help you understand if you let me know what you don't understand
yes, the advantage being you're free to do what you want with your resin, you need to do less math, and it is easily expandable, and you need to do way less belt work
the easily expandable thing is the biggest advantage to me
i can just add more sections, because it is self contained
it simply takes fuel and outputs rubber or plastic, thats it
and it is simpler!
Whereas for recycled loops you can still expand then anyway, and do slightly less math and you just don't have the opportunity to make fabric?
uh, u do more math with them, and its harder to expand
Not if you do your belts properly
because its not selfcontained
Both are recycled loops, one just doesn't factor a residual process into it
i just stacked all my refineries in one place is this bad
Is it messy? Slightly. Is it bad? Not at all
which you can do with mine, and not with the other...
well i had issues with manifolds not feeding fast enough before outputs got clogged
with fluids
you can do that with both 🤷♂️
lets say i want to turn 25% of my rubber production into plastic production, how would i do that with the other setup?
both are self-contained
That's duplication. I was talking about literally slapping on more refineries instead of making another module.
?
is it possible to do that without changing beltwork?
Run the numbers of how much rubber you make, then figure out how much plastic you can support, then build it. It's not rocket science
id say no
Manifolds my dear friend.
so you need to change the buildi.ng
you dont need to with my setup, you just swap the recipes around
You would need to add more refineries. That's it.
if you sushi that is
no, i dont mean adding...
usually people build things that are already for use, not "I'm gonna prebuild stuff and change it later"
i mean changing, going from 100 rubber and 50 plastic to 50 rubber and 100 plastic
see above
Why do you want to hurt yourself that way?
its funny how u refuse to answer my question
the answer for the diagram is no, yoou need to change beltwork
we are talking about recycling, right?
but in my setup i just need to switch two recipes around
i dont, its super easy the way i did it
whiich is good, because i made too much plastic and need more rubber
Yep
Laura, does your recycling setup sort plastic and rubber between the recyclers so you can change your ratio?
So you are doing more planning because you didn't plan right before?
i have 20 modules, each can be switched from rubber to plastic at will
You mean by flipping a switch or by changing the recipes manually?
changing the recipes, and not having to rebuild anything
self contained modules that depend only on fuel input
Lmao that's great I didn't even think to do that
yes, but again, how is it belted
"self contained module" tells me absolutely nothing
So by doing more work because you didn't plan ahead?
how do you that without changing beltwork? if you change from recycled plastic to recycled rubber, you have wrong items on belts
They do multiple small sets of 2:1 refineries that feed each other and take the excess from belts and use that as output
i just disable the input and wait until all the items are in the machines, then i just change the recipes
Smart splitter inputs, right?
You stop input and wait until input is full?
the only input into the system is fuel...
this makes no sense so far, i cant envision it
There would still be incorrect items on belts
Nah
images or im not buying the idea
which still doesn't explain how plastic input changes to rubber input
You can stop the refinery input from the smart splitter and wait for the belt to clear
Then you change recipe and enable the new input
ive been asking this entire time if smart splitters were used
so you need mixed belts?
So you need to change twice as many buildings because you planned improperly?
no mixed belts
then I call bs
then it doesnt work
No mixed belts????
you cant change recycled rubber to recycled plastic without adjusting the input smart splitters too
and for that you need mixed belts
or idk, 2 belts
with smart splitters set to output or not output
but thats just like adding or removing belts manually
there are no mixed belts
right so your only choice is to basically turn an entire module from rubber to plastic
Aaaah
that seems tedious tbh
If you want to make a recycling plant that switches from mainly producing plastic to producing rubber, the best way to do that is to produce 2 set ups for recycling loops and split the fuel between them and use power switches to control which one is runnig
i dont
that wasnt my goal
it is just a coincidental benefit
how does the left change to right?
waiting for machines to fill and then switching recipes doesnt work anyway since switching recipes makes machine start with an empty inventpry
so you will need to manually prefill them again
i never said i would do that, not once
what did i read above then
where?
Then what was your goal
making a robust, simple, easily expandable recycling system that can be scaled up or down based on demand
So not accounting for your future plans until they happen then doing a bandaid fix?
you know
you could just make a whole bunch of refineries next to each other and turn some off if you dont need them right now
saves you some time
That's what I suggested
compared to waiting for the system to restart after you switch recipes
try switching around the recipes in the diagram i posted earlier, its more difficult than in my setup...
this one?
the diagram that isnt my setup
idk where that is
i cant search by name wtf
this here
try going from 900 plastic to only 600 plastic and 300 rubber without having to rebuild machines or change beltwork
ah, this one isnt ideal for switching
or lets say you're using 40% of the fuel for power right now and want to use it for rubber or plastic later
with my setup i can just add the modules i need at the time
people don't do that because people plan in advance
advantage that you never use is not a real advantage
okay, my power situation then
40% of the fuel i am producing at the plant goes to fuel gens
i can take fuel in 5% increments and turn it into rubber, or plastic
by simply adding another module
i can easily expand my production as necessary
well people build power systems separate usually
again, it is an advantage. you might say it doesnt come in handy often and it isnt a big advatange, but it is one
and the nice thing is, if i want to in the future i can easily reroute the oil to my fuel gens again
with the resin setup you will be wasting resin if you dont supply enough fuel
with my setup not, because the resin is seperate and independant of fuel
so in an emergency, if i need to go back to fuel for some reason, my production will be less impacted
same idea, but now they are all next to each other and you just cross-enable them via the standby switch
and again, something you have completely ignored, is that my setup is not as intertwined as the diagram
feeding less machines into eachother in a row reduces complexity and i think is a good thing
so you have all these benefits, small as theyy may be, and the only drawback is that you have to put in one stack of rubber, once
Iron wire is terrible for FPS. Why not fused Wire?
i love quickwire
Well, also that one, but still
i know
i dont want to use fused wire because i want to use my caterium for fused quickwire...
Why do you fear running out of Caterium, do you have maximized plans for it?
i heard its rare so im hoarding it like a dragon
well its not that rare
since fused wire and fused quickwire have the same inputs, i always make them next to each other
I strongly suggest trying some maximized production plans on SFTools to see how much quickwire you actually need for your goals (even a rough estimate is good enough)
Based on that, you can resize your worries appropriately
but i like roleplaying as smaug 🥺
my mixed fused wire/quickwire plant
copper is just as valuable as caterium in this case
I mean, I'm all down for saving quickwire too, but Iron wire is just so bad on the FPS :/
I've got some chat to scroll through... I'll get there 😅
oh btw @tropic hawk i found another advantage
in my design all things are super super super corpartmentalised
or however that is spelled
compartmentalised?
Compartmentalized
Umm im just starting with nuclear energy and im wondering how far the radiation of this storage would go.
12 refineries feed 10 blenders that feed 36 refineries
so it is super easy to diagnose problems
proably a few hundred meters if full
if i find a feeding problem later in the loop i know exactly what set of refineries/blenders has to be responisble
100 ISCs should be enough
things dont mix, they are separated
honestly i find mixed belt recycling setups fun too
this separation was key to achieving 100% efficiency, i doubt i would have been able to iron out all the mini mistakes otherwise
every single one of my 609 machines has 100% uptime
the power graph is perfectly smooth. i dont think i wouldve been able to achieve this with the other design
i assume you have seperate grids that have transportation and sinks connected to them?
since those always result in jagged power graphs
sinks are in the same grid, transportation is seperate
I'm gonna say there is now way I can convince you that your system offers thing normal recycling loops don't, so I'm just gonna disengage
its actually exactly 100 lol
so you wont admit that im right even on a single thing..?
you wont say that my system has even a single advantage?
kinda sad that u just ignore that, but okay
my oil plant is directly connected to my fuel gens, so i can just disconnect it from the main grid to see power draw
well, not directly
its just "one loop closer"
because, it is all separated, i can turn on and off certain blocks of machines super easily
lets say theres a problem with my resin setup, i can turn it off and everything else just keeps running
i even have emergency sinks placed so that nothing gets clogged
i dont put resin into my recycling stuff either, usually
and the emergency sinks are directly directly connected to the fuel gens so that they never turn off
it just gets merged with the rubber output
(once the resin got turned into rubber of course)
ugh
I pointed out that you are essentially not planning for the future and just doing band-aid fixes as it comes up, but like McGallon said, I'm not a fan of maintenance
i want to make HMFs, but for that i need power, but for that i need drones, but for that i need batteries
i want to make 50.4 nuclear fuel rods per minute before i do my hmf setup
ah, a basically max build
You want to do max nuclear before HMF?
that wasnt my point at all. my point is that flexibility, wether you want it or not, is an advantage
terrific
but you completely ignore that
and act like the tiny tiny tiny disadvantage is the worst thing ever
thats gonna suck so much to do that without frames automated
i have frames automatzed
just not 80 per minute yet
And I gave you a build that was significantly better, and was expandable and wouldn't require you to manually change anything except two switches total, which you ignored
i was talking about my build vs the diagram
and you still completely disagree on everything i say lol
i dont even know what build ur talking about, u didnt send any diagrams afaik
diverging playstyles, you two will not find an agreement here lol
what advantages does it have over mine?
No, I said you build two different plants, split the fuel/residual inputs between them and use power switches to control which is running
You do t have to manually stock machines and baby sit them when swapping recipes, you don't have to manually change the settings on n machines
manually stock them once, and in the very vrey very rare case i want to swap recipes
sounds like a good tradeoff for not having to build everything twice
but you dont even admit that there is a tradeoff, thats what bothers me
You asked for how to make recycled swappable and I advised. The best idea is to not do that in the first place.
if you said "both have advantages and disadvantages and i like doing it my way" i would have agreed and i wouyldnht have a problem with it
but you act like ur the diagram is superior in every way
i didnt
i simply pointed out that its possible in my setup and not in the diagram
Sorry, you were insisting yours was better. My bad for using the default appeasement reply.
you just deflected any arguments i gave you by saying "i dont need that"
As did you. You are saying "this is easier to expand" when you shouldn't need to expand in the first place if you actually think about the long game. You say "it's easier to swap production" when you shouldn't need to do that if you plan. You say "it's easier to fix problems" when you wouldn't need to IF YOU PLANNED IN ADVANCE. In other words having foresight entirely negates the pros of your building
If you plan in advance.
this game is all about expanding
If you don't, then that's on you.
theres a difference between "expand an existing production line" and
expand as in "make a new one"
It's about advancing production. How you achieve that is up to you.
expanding existing production lines sucks
usually
making new ones is easier most of the time
its funny how suddenly building with expansion in mind is suddenly bad
this is a special case though, i need fuel that i wont need soon and soon i will need plastic and rubber which i dont need now
hence "usually"
if you have an actually expandable design, great
if you just build for now and not for later, you never need to expand, you just make new factories, existing ones stay the way they are
And I said you could do that. With the build I mentioned, but your build which is more than a hog on space is harder to expand with more steps
how does my build need more space?
the amount of machines is the same, and i put the machines as close togther as possible in my build (within a blueprint)
You do seperate modules, my idea adds machines to the end of a line
greeny: "ur build is bad because its unnecessary if you just build for now and dont plan ahead"
nemo: "ur build is bad because its unnecessary if you just plan ahead"
okay, so you can expand in smaller steps
seperate modules does not imply spatial seperation
both is true
you can just slap walls inbetween and it counts
that can be an advantage but it isnt in my case because i already know how much fuel i want to use
because, inspite your accusations, i planned ahead
if you planned ahead you shouldn't need to swap recipes
And yet "I produced too much rubber so I need to switch to plastic" did you really?
oh no, i made one mistake
i guess this proves that i didnt plan at all because i underestimated how much rubber id need
how does me being an idiot have anything to do with the way i arrange my machines?
why are you so deseprate to argue against me
Because you should plan ahead and those plans should take into account what you need
sorry that i didnt plan out every recipe form the beginning of the game?
Because you said your build was better than the residual loop. I'm saying it's not better.
And I'm saying that if you plan ahead much of the advantages are irrelevant
plan ahead is a mixed bag
"just do everything right and you wont make mistakes"
yea duh of course, having safety is still good
"just overproduce" or "plan ahead by making a funny expandable design"?
wether you think the advantages outweigh the disadvantages is up to you, but denying that there are advantages feels almost insulting
And it is. That's why my builds have redundancy systems like a residual feed in case of malfunction
the diagram is more fragile than the thing i built
oooor you just use smart splitters which ensure it can never run out of material in the first place
the residual resin thing offers zero benefit over smart splitters with overflow settings
yes! it actulaly makes it more fragile!
because if the fuel part stops the resin stops
not really
if its separate then the resin will keep going if the fuel stops
if you handle overflow for fuel
If the fuel part stops so does your system
its all a big "if you do X then Y wont happen"
oh, got it the wrong way around oops
more so "if fuel stops being consumed, resin will stop being made too"
if the resin stops the fuel part stops
not in my situation
why would the resin stop tho
unless you have crude oil issues
that screws with everything anyway
Nope. Resin is made from HOR. If the feed of resin is cut off that means HOR is not being made, ergo no fuel
stops the entire system in the diagram, not the way i built it
i dont mean the resin plow being cut off, i mean resin processing being cut off
i guess the easiest answer is "overflow to sink"
and is a weakpoint, a small one, but it is one, that my system doesnt have
yes but it needs the resin to work
So if a cable is cut because people made a mistake? Human error can fail your system too.
yes but mine can fail in one less way
which most would consider an advantage
if the resin stops being turned into rubber the system in the diagram fails, not mine
So you just build a factory and walk away and don't check it whatsoever?
they both have contingencies that do not make one system better than the other
it is objectively better in this regard because it has one less point of failure
stop trying to talk around it, thats a fact
not using resin means you need to use smart splitters to theres always stuff in the refineries first
And that's exactly my point. @rustic patio was claiming their system was better than residual feed. I'm claiming that it's not.
again its not what im claiming
using resin means you need to make sure that part always has water and that heavy oil doesnt currently back up
i clarified this before already
One second
the answer is you are both wrong and its just trading one design with its requirements for another.
I see both as the same
no, i agree with you
i agree that both things have advantages and disadvantages
yes, i said that back then, in part humorously
its simply a net zero sum game
later i clarified what im arguing for
both of these have requirements and drawbacks
And where did you say that you were joking?
i clarified it, this is the fourth time i mention this clarification
nowhere
and both already incorporate solutions to the drawbacks in their designs
Mind pointing me where?
meaning both designs are absolutely equal
So how were others supposed to know?
Nemo: Because you said your build was better than the residual loop. I'm saying it's not better.
Laura: im saying it has advantages
and that there are situatiions where it is better
wether you think the advantages outweigh the disadvantages is up to you, but denying that there are advantages feels almost insulting
wether it was meant in a humorous way or not is irrelevant, i later clarified what i was arguing for
im mixing between using the resin to start it and keeping it as seperate loops with smart splitters based on how i feel like
all im saying is that there are advantages, wether or not the outweigh the disadvantages is personal preference
And in that context you are implying that it is better, as in American English you are saying it had "advantages over the previously mentioned system"
im saying it has advantages and disadavantages
and it is up to you to decide which weigh heavier
wether you think the advantages outweigh the disadvantages is up to you, but denying that there are advantages feels almost insulting
thats literally all im arguing for right now
but you continue being completely against it
And I was pointing out that most advantages you listed were non-issues if you planned in advance.
(or not pre-build for future)
again ur saying it has no advantages lol
"if you're a god you dont need a helmet"
I don't see him saying that
the bad things it supposedly prevents arent actually bad things according to nemo, thus the advantage is null
I see "it has advantage that you won't really make use of"
1: I'm saying most.
2: if you think I'm saying all, then you are agreeing with me that if you plan in advance it has little to no advantages
what advantage do you agree with?
i havent heard you agree with me once in this entire conversation
Mind listing them off?
the systems arent as intertwined
it is easier to expand with more oil
it is easier to expand when switching from using fuel for power to turning it into oil
it is robuster, if the resin processing stops the fuel processing still works
the recipes can be switched out in blocks
it requires less belts
it requires less math
the beltwork is simpler
the simple beltwork allows you to split it up into completely separate blocks that are easy to optimize
also, i feel like the blocky nature of it makes it easier to scale up too, because the belt and pipework falls into place naturally
- plan ahead
- plan ahead
- plan ahead
- do a basic quality check
- plan ahead
- outright false
- maybe
- not really.
- not if you plan ahead
- no accounting for taste.
lmao
Your less math may be the only leg you have to stand on. But thats because I'm not at my PC and can check it easily
i did plan ahead
i planned to expand it...
why would i use 3450 from the beginning on?
oh btw, you said you disagree with "most" of them, but you disagree with all of them lmfao
at this point it almost feels personal lol
you're not budging even a single nanometer
if you make a setup and base most of it's advantages on "you don't have to plan things" and post it in #math-and-meta where most people are nerds that plan things ahead, then don't be surprised it won't be liked
i did plan thigns, by giving me the ability to expand it
i planned ahead and knew in the future i want to turn 3450 oil into plastic and rubber
but i also knew i couldnt do that at the time
so i built my factory in a way that would allow me to do it in the future
how is that not planning?
its like that one swedish chair
i think thats peak planning
it grows with the child
planning ahead and buing a chair that the child can use through its entire adulthood is planning
buying a new chair every year...
is that planning?
planning ahead is "I know how much I'll need", not "I hope I'll need this"
i knew how much ill need from the very beginning!
3450 oil to plastic and rubber, and some fuel in the mean time
then you don't need to swap recipes
mistakes can be made
ur acting like flexibility is a drawback
and we were talking about expandability...
just because you personally wont use a feature because you're a god and are omniscient and the game never updates and you never make mistakes doesnt mean that it might be useful to some
but you deny it
again, i dont get why all of you are so focused on arguing against me
why is it impossible to agree with the fact that some desgins have some advantages and some have other advantages and it is a subjective choice which is better?
no, you insist that mine is bad bad bad and there is nothing redeemable about it
I never said that tho
I said that the advantages you provide aren't advantages in my eyes
you're disagreeing with me, and all im saying is that there are advantages and disadvantages
so you're saying there are 0 advantages and only disadvantages
something with no advantages and yes disadvantages sounds like somethings thats just objectively bad and has nothing redeemable about it
well, disadvantage that i know of
it has to be manually filled once, but still, thats a disadvantage
you probably agree with that
and the only other claim im making is that it has advantages
and since you disagree with me, it has to bet that thing that you disagree on
you're saying how opinion and advantages are subjective and fail to accept that in my subjective opinion the advantages aren't good enough
you say they arent advantages in your eyes
you're not saying that it isnt advantageous to you, it isnt an advantage at all to you
that is a difference
a wheelchair isnt advantageous to me, but i can clearly see how it can be an advantage to someone
so you agree with me?
no
what do you disagree with then?
but in this case it's about whether they need the wheelchair or if they intentionally do something weird to need the wheelchair
do you agree with the following statements?
it is weird to not know exactly how much rubber you need once you start oil
it is weird to use fuel power and want to use that fuel later for rubber
it is weird to prefer a simple design over a complex design
no
yes
depends
if you dont agree with them all please tell me which ones you disagree with
(the "no" and "yes" is answer to the "is it weird" question)
so at least one of them isnt weird, aqnd that one can lead to my desing having an advantage, because its easy to expand
so you agree that in some situations which isnt caused by human error or weird behavior my design might have an advantage?
the first "no" is because you will build rubber when you need it, not "in case I may need it" (that would be weird)
wow
its incredibly how stubborn you are
you refuse to agree with me even the slightest bit...
if you ask around subjective thing, you get subjective answer 🤷♂️
thats the thing
im not asking for any subjective opinion
my claim is that it is subjective! and you disagree with that!
"is it weird" is definitely a subjective opinion
ah so you were just referring to that one question
not the argument we had the last 10 hours
yep this makes no sense, you refuse to agree with me for some reason
as if it would instantly make your heart stop
thats not what im asking
and you can't ask objective questions about "difficulty to build" or similar
again you completely miss the point
its like 20 feet below you, on idea how it got there
I get your point, I just simplified it
"does my setup have these advantages" is basically the same as "is my setup good"
I'm just too lazy to type
again thats not what i asked
i feel like its both
well sure, you said it has those and I said I don't agree, but again, that's irrelevant
(and I do not personally attack you at least)
thats not what i claimed
oh sorry so this list of "advantages my setups have" was written by someone else I guess
#math-and-meta message
definitely in context, was answer to question "please list the advantages you claim your setup has"
enlighten me then
lmao, i tried
And now i am caught up
Neither are you
no, you said "you miss the point" like 500 times, attacked me personally and then said "I tried"
ive already budged a lot
after tryingb to enlighten you
sum up your point then, so I can answer it (again)
because im just sick of this, you're not trying to understand you're trying to disagree
Ah yes, modifying your point so you can't be logically attacked anymore, and making it all the more ridiculous
no, its called chanigng my opinion once confronted with conflicting evidence
and then for some reason still being argued against lol
and once I gave you evidence that a different system would serve you better, you didn't budge
where?
im not talking about which system is better though, i dont care about that
Remember the system that I explained was expandable and would allow you fine tuned control over what you produced? you laughed it off as 'impractical'
thats not what im arguing for
the one where the solution was "build everything twice"?
it is incompatible with my playstyle, im trying to maximize fps
it felt more like you trying to ridicule the way i do things
no, the one where to have two lines fed by manifold and add more refineries when you need more product
tries to maximise fps
builds extra stuff they don't need yet
because i plan ahead and know ill need it 🤦♀️
is there anything I missed I can swap out to lower resources used?
https://u6.satisfactorytools.com/production?share=GYSo21Cm1aLBjX0rIo7V
HOLY FUCK
if you know how much you need, then you don't need to "swap recipes" or "expand"
which resources do you want to lower?
idk what ur talking about m8
those are the "advantages" of your setup as you claim
your making everything wtf
two of the main 'advantages' for your build
ur missing my point
this is pointless
apparently you know how much you need but yet still need these
what is your point then?
that its a tradeoff and one is not strictly superior to the other
(because you said like 1000 different things and apparently none of them is your point)
any is good lol. but mainly Bauxite/Caterium/Copper
Nitrogen and Sulfur too but I don't think I can squeeze much more out of those
thats all im saying, there is no clear superiority of hte other setup
imk not saying mine is better
and you are arguing with someone who does weird constraints for fun, someone who coded a program to help people calculate the best recipe chain, and the person who created the plumbing manual
sure. But then why do you need a setup where you can swap recipes if you don't really need it 🤷♂️
maybe my english skills are the thing thats causing you to not get my point, im nto sayoint its ur fault
i dont need it
and what is the goal of this megafactory?
what i want or need is irrelevant, again im just saying that mine is just not objlectively inferior
well with typos like that...
thats like, my entire point "it is not objectively inferior"
I lost 1500+ hours of saves so starting over :/
Planning out max nuclear, and everything that's going into a auto sorter for storage.
Batteries are because entire world will be Drones for transport logistics.
then... I don't understand all this "do you agree with the advantages"
I saw someone with a similar issue once and I'd definetly like to see more on this, if you don't mind providing more screenshots and info to describe your setup and how you encountered the issue more in detail ^^
I find it an interesting subject, as it's the only example I've seen where manifolding can cause (production) issues where load-balancing wouldn't 
Is there any risk to overclock coal and water generators?
i didnt ask if you agree with the advantages...
i asked if you agreed thatp they could be advantages to some people, which would cause it to be subjective
we are saying that in multiple use cases of planning ahead, a massive amount (90%) of your advantages don't matter. and the few that do are personal taste and maybe a bit of math, and when you are posting here, where people like math and don't really care about personal designs choices, you will get torn apart
eh...
yes, that was in response to nemo after he said he agreed with some of the advantages
i was simply curious and wanted to know which ones they were
is there a reason you want to use just drones for logistics other than 'because I want to'?
so do you agree that my design is not objectively inferior?
if all you wanted was to show an alternative while knowing it's subjective if it's better or not and people said they don't like it, why argue with them? 🤔 I'm just confused
because nemo sounded like he was saying it was objectivgely worse
and when i asked him about it he completely went against me
which affirmed me in my suspicioun
if you do the math right and don't run full belts (which you shouldn't) you should be fine... thats why we have injected manifolds and relief lines for output manifolds
im sick of this, do you agree with my very simple premise that my design is not objectively inferior?
can we end this meaningless, draining, stupid "conversation" please?
I lost the 100+ hours worth of progress on a ground level, no clipping world rail and I don't want to touch trains for awhile now lol
alright, your design other than accounting for personal preference, is objectively worse.
have you ever done an elevated train line? or messed around with vehicles?
Alternative solution: switch the smart splitters first, then the recipes.
wdym switch the smart splitters?
im about to switch from plastic to rubber, so if u have an idea how to make it easier please tell me
From plastic to rubber
yes & I've already made a world max nuclear build that runs solely on drones transporting all raw resources across the map before so i know how to make drones achieve 780/min
the smart splitters dont do sorting
👆
alright, I was trying to chisel down your sulfur demands, but so much for that
making good screenshots in this game is hard
The more you try, the better you get at it 😉
If you don't want to, don't feel forced to try, but if you wish to get into screenshotting, take the chance to take a bunch of screens, I won't mind going through them and giving you feedback on which are the best or how to make better ones ^^
yea, that's a massive chunk. that's why didn't think i could knock anymore off.
I may be able to once I start planning which nodes I'm using since this will impact the battery consumption. 1000 was just a safety net to make sure I can build everything else on that list and still have excess.
sulfur seems to be as minimized as you can get it
same with Bauxite
i hate how the legs take up half the screen
do i really have to install a mod to hide them
It's situational. It's just a very edge-case scenario, but that can cause some headaches if one doesn't have full knowledge of the game yet. The fact that it's the only one (that I know of) too makes it worth pointing out imo
Or try different angles
what legs?
using the PFU alt can lower nitro, sulfur, copper, however it would slightly raise bauxite and caterium
why not do an angle instead of straight down?
top down is the best way to see how everything is laid out (or it would be)
then why not use SCIM for that?
is this readable?
if you rotate and zoom in a bit, yes
can you even rotate in scim
thanks
spin your screen
||I'm catching up... Nearly... ||
Yeah, in the early game especially, I tend to prefer setups that allow me to process the Resin however I prefer.
I might want some in storage for the MAM, some for extra rubber, some for filters... Having it "locked" inside another setup can be quite annoying in those situations (needing me to setup something specifically for Resin)
maybe its easier if i just send a save file and @frosty owl can look at it with scim
or ingame if they want
you can remove visible layers with the slider on the right side to remove clutter that you're not focused on too
Well, that can do too, but I'd still need some details on the issue you had
manifolds dont evenly split the resin, which isnt normally an issue. but it is an issue when your resin manufacturing relies on the by-products being used
you using smart splitters ?
no
start
why
because a manifold will never work on a 1:1 ratio without them
and even with them, on a 1:1 ratio they have to be setup to feed last > first and not first > last
yes
ive been using manifolds in 1:1 ratios just fine in other projects, its only an issue when all by-products need to be used evenly later in the process
What do you mean with "manifold in 1:1 ratio"?
input and consumption match
the reason it's an issue is because when a refinery produces 2 items, it stops producting both if one of them is clogged
i need more resin for the rubber but it won't make more rubber because the residue is full
then introduce a smart splitter at the end of the lines that one output is set to overflow and leads to a sink
then you need to prefill your refineries with resin
if the HOR is backing up, then there is another problem that isn't to deal with how you work the solids
you need those byproducts and if you didn't belt it to where those needed byproducts aren't needed until the last few refineries they'll never fill on a regular splitter manifold.
It does work fine after all the refineries are prefilled with resin, yeah
so my solution was to just drain the buffers a few times until there was enough resin
I'll try to guess the issue, please correct/point out any wrong part:
- Oil is connected and HOR + Resin start production
- Fuel and Residual Rubber start producing
- Fuel goes into Recycled Plastic refineries, but there's barely any Residual rubber coming in
- The fuel start backing up, causing the HOR to back up and reducing the production of Resin.
- The system stalls, full of Fuel and HOR; Resin, Rubber and Plastic inputs would be empty
I guess I can figure out the rest just running the save ^^
build an overflow into a FB or an IFB for that line.
have a look at it if you want i guess
Omg saves can be small enough to share in here!
I have to use a file share site for mine 😦
specifically for the HOR line, and make a hump like detailed in the plumbing guide
There's plenty of ways to solve this issue. The thing is: there exists the issue, and it only happens with manifolds :P
i dont like splitters because they add a big level of unnecessary complexity
i mean balancers
the only time i used balancers was for my nuclear power plant
to split the fuel rods evenly
I use balancers on anything radioactive, it has a profound effect on area radioactivity,
Thank you (though I suggest deleting that and sending it through DMs instead, just to keep it within the #rules 😅)
i think radioactivity is completely irrelevant to be honest
Sometimes I'll load balance even a factory just because I can.
Well you do you, I wanted my nuclear facility walkable from mine to sink, and got it.
the game caps radioactivity at a super low value
and once you have a supply of iodine filters you dont really run out
Things were different when you had to choose between flying or using a hazmat suit 
so eh
i think that if radioactivity is super high then you should start taking low amounts of damage even with filters
The new equipment slots kinda "nerfed" nuclear balancing 
but its not a big deal really
nah im glad you dont have to constantly swap between equips that shit was annoying
well i still swap between jetpack and hover pack
"Super-high" radioactivity kills you within 10 seconds ^^
yeah without filters
Eg: standing near an ISC of plutonium waste
with filters you just burn them faster
i meant even WITH filters, if your radiation bar is completely maxed, you should still take a little bit of damage
I know you can use the hazmat and shit but I prefer to build in a manner that culls unnecessary radiation, the plutonium fuel rod manufactory is still quite dangerous, still 5 out of 6 isn't bad.
did you get the save @frosty owl i deleted it because apparently its against the rules
Ah, that's an interesting suggestion 
I'm all down to make nuclear balancing more relevant 
honestly the equipment changes were the best changes made in a long time
Nope. I don't have messages active, try sending a friend or message request first
swapping constantly is annoying
where is that laura now? her way doesn't have this issue
Swapping is something I refused to mess with, it is the initial reason my nuclear industry is almost totally radiation free.
No, that was referred to Atrum's setup
also i still never figured out train signals
i just have a single train on each of my tracks because its easier
Have you checked out the guide yet?
Likewise, I did manage some epic train crashes though 🤣
I keep looking but something just doesn't go in.
I need a third arm to grow so i can comply better
I know I should drink less 🙂
honestly i think its just easier to have a single train with like 12 carriages instead of multiple smaller trains
TL;DR block signals everywhere, only use paths between entrance and exits to intersections and train stations.
then you also only have to have 1 train line with loops at both ends
The one train I have working is a shuttle type double-ender that moves 4320 aluminium ingots, the other is a staged 400 car train crash experiment that knocks a ryzen 9 7950x with 64gb ram/rtx4090 down to 3 fps.
and just add more locomotives if it gets bigger
You "can" use 1 loco for 400 cars but it moves at 13kmh
if you had 400 cars with 100 engines wouldnt it move at normal speed
my point is just have one big train with multiple locomotives and carriages, instead of having many smaller trains on the same track
then you never have to worry about crashes or signals at all
and you only have to lay track in one direction, and put a loop at both ends
just seems easier
It does balloon the size of a station, for moving goods you might be better served by having two on the line instead of one.
i mean i have a train with 10ish carriages that serves two different factories, the stations are decently big but not super unreasonable
Signals aren't complicated enough to warrant such weird measures
but its not difficult to just add more train cars either
I usually simplify things to their most basic level, to make shit as bulletproof as possble.
the only time i made a complete circuit instead of a straight line was when i needed to visit three different points that formed a triangle
otherwise i just make a single line with loops at the ends like this
I'm not very fond of loops,. they make the train line larger than necessary, I'd sooner just use a double headed train and have it shuttle back and forth.
ill be honest i just cant foresee any situation where it's easier to have multiple trains with signal systems.
when i build a train system its for a single build project, where i train specific resources i need from different places to a single build location, then transport the finished goods back
id love to be proven wrong though since most of my experience with this game is just trying stuff out myself rather than reading guides
A complexity that could be avoided by separating the train lines.
Train smashes are fun, but not when they bring your whole system to its knees.
Sometimes you need multiple trains for throughput and that requires some sort of signalling
whole system meaning pc or factory
Can stuff up either depending on the accident.
Especially if power related.
Black starts suck ass.
biomass collecting before coal generators is kinda awful honestly
i do kind of wish that burners had a conveyor in, i know it wont happen because the whole point is youre not supposed to automate them, but i just wish i could stick all my biomass into a container and then have it feed into constructors to turn it into solid biomass then automatically distribute to burners, instead of having to interact with each one
It's on purpose so people don't get comfortable in biomass
Nvm you already said that lol
i think everyone rushes to coal gens because theyre fed up of collecting biomass
cant imagine not doing that
Meh. Biomass collection has never been an issue once I started hunting proactively rather then just killing whatever bothered me
100 biomass per killed alien. At the least. That's fast enough to me
Not 100 biomass burners though, that would suck.
Are you having it stop at many stations? If so that’s the perfect way to kill your train throughput by adding a lot of 30 second stops
Yes, like we said, that’s the whole point
Pretty funny that you can sort of do this, but only when you get to fuel generators lmao
Biocoal
That’s because they are terrible and should be forgotten
There’s… just no point once you get to coal? And I’ve never seen it come up before I start on coal plants
Ah fair