#math-and-meta
1 messages · Page 42 of 1
If the fuel stops getting consumed, HOR backs up.
This just sounds like a math error.
if you do something better than goofy ah piping you dont have these issues
Once the facility is on there shouldn't be any variance.
we can help there, which is what we should do even
If HOR stops, polymer resin stops.
If polymer resin stops, plastic stops
If plastic stops, fuel stops
... you said you were recycling tho
Ok hang on I need a visual for this
like, you mean the "recycled rubber / recycled plastic" recipe, right?
screenshots could help
of your factory
You can't tell what's going on in screenshots. I'll make a diagram thingy
Gimme a min
its always terrible when you dont understand your own works 😰
Yeah oof
makes troubleshooting a pain... as we just heard
imma hop ingame and try to build a miniature replica of whatever you send
Ok here it is:
Fuel is getting produced faster than it’s getting consumed, because it’s not being packaged fast enough.
Fuel piles up, which slows down consumption of Heavy Oil Residue (diluted duel recipe)
HOR slows down, which causes polymer resin production to slow.
Lack of resin slows rubber production down.
Lack of rubber slows plastic production down.
Lack of plastic slows canister production down.
Lack of canisters slows fuel consumption down.
Infinite loop of sadness.
Miniatures? Sounds like modding 
nah
care to list the number of refineries for each step?
Oh goodness... Let me see.
Wouldn't overclocking or adding more packagers solve this immediately?
and clock speed if you messed with that
Yeah that's what I did to solve the problem. If any excess fuel gets generated, it can be removed.
I don't enjoy Particle Accelerators..
welcome to variable power demand, enjoy your fluctuating 2000 MW 
Make a naughty grid
The refinery itself works fine now. The issue is that the excess fuel (which is not a normal part of the process) might interfere with the shipping of other products.\
then dont merge all of it with the rubber going into the train
you have no use for that much excess fuel
Today I scaled my Turbo Fuel from 320 to 480, only to apparently hit my current power requirements - barely. I'm just gonna give up with this TF playthroug and slap a few nuke plants up tomorrow.
i assume you have 2 seperate belts for cansters?
one for canisters going in a circle to make diluted fuel, and one to package excess?
or do you just constantly make new canisters to make diluted fuel
Ok i just added a flow limiter to the fuel output line. Only 270 (the regularly produced amount) can get on the train. Any extra gets sinked imminently.
I use the blender recipe. No need for canisters there.
Valves aren't that simple
They're 8 bit
You can't set precise limits with them
Even if you could, itd rarely help
I'm not working with liquid fuel. I having issues with packed fuel. The problem is solved now though. Thanks for the help!
dont you have fuel generators?
because for fluids, there is an overflow junction build
you can just make excess fuel be redirected into generators
Oh yeah I tried using that method. The main line for fuel is bumpy though and has high and low points. No matter where I put the junction, it would either always or never get fuel.
head lift might be an issue
Yeah it was. Not all the machines that make fuel are level.
the overflow bump must be taller than whatever machine uses fluid normally
if its not taller, its not overflow
you can however "decouple" this
Yeah. The issue is that because some machines are higher than others I could not find the sweet spot for the overflow pipe's height.
this is how you remove the height dependancy
bottom right is normal output
the pump ensures that any pipe after the pump can be as high as needed
without affecting overflow
you can also use a mk 2 pump
Eh. The extra packagers that I built serve the same purpose and prevent the system from being overcomplicated.
Thanks for the suggestion though!
if you have recycled rubber AND recycled plastic, you can make those run smooth without any fear of interruption from fuel overflow
because those two in combo can just straight up turn only fuel into rubber and plastic, no outside starter rubber or plastic needed
Bruh. WHY DID I NOT THINK OF THAT
Ok math nerd hive mind - This is the centre of a circle, the beam across the 2 platforms is 4m and 3m (upper and lower respectively)
I'm doing my best to get a central foundation right in the centre and wondering if anyone knows a good way to put one right in the middle xD
hmm I think I got it
I think I've showed off this way of doing aluminum.. I'm pretty sure mcgalleon either did it first, or gave me the idea xd
it does not lock up. ever, and needs no sink. they made aluminum a bit too easy x: 75:100 sloppy:electrode
Does it need pumps?
it does.
I mean yes but why not just use the polymer with water for a plastic starter? I mean you cant really use it for much else
*rubber
? What you meaning? You produce plastic out of water and polymer, not rubber
you can do both and rubber gets you more items out of same amount of polymer
Wait you can do both? Ok thats interesting, didnt know about that. Thx
rubber needs more water but less polymer
so pretty much always better to process to rubber than to plastic
I mean whater is basically infinite practically speaking
Yup. I didnt know that recepie existed
and the two "Recycling" recipes makes it easy to produce either rubber or plastic from the original rubber (and the fuel)
witch one should i pick and is there a link with the best to worse hard drive items to pick?
there is no best/worst, each recipe is a trade, pick what you feel like using
in this case, just avoid the beacon alt
Iron wire is useful first iron is everywhere, second if you go nuclear pasta crazy, copper becomes quite the commodity.
1: Good for maximizing iron output at the cost of additional water, power, and space.
2: Good for lowering building count of beacons at the cost of steel and Crystal Oscillators
3: Good for making wire if copper is nowhere around at the cost of iron
My opinion is 3>1>2
alright thx
my pleasure
no best/worst, no good/bad, pick any you like
Any best/worse link you get is going to be entirely subjective and opinion.
The only mostly objective recipe tier list is:
Overpowered
-HOR
-Encased Pipe
Situational
-Everything else
Shit
-Biocoal
-Charcoal
-Fine Concrete
Don't forget diluted (packaged) fuel and the two recycling recipes
What about them?
They aren't overpowered.
It's HOR being broken AF that enables them to be as good as they are.
I would be curious to see what other thoughts there would be on the production of either 12.8 or 19.2 Plutonium Fuel Rods.
The goal is 540GW Zero Waste Nuclear with a tentative build location in the swamp and desert either in or off the coast to make piping a little easier.
The project will have up to 55-60GW budgeted from fuel power with it ideally being 45-55GW usage in the end result. This is my grand finale on power production.
Delete both pipes and rebuild them
Are you using the Plut rods or just sinking them?
I will be sinking the plutonium rods, the difference in the numbers is the 19.2 I believe would use the pellets. My goal is to have as few steps as possible to make a little less of a complication.
If that is your goal, you already know the path you need to take.
True, I suppose I was wondering if anyone else has been as crazy and might have some thoughts to reduce it further. Or for moving stuff like Uranium.
working on a BP for my first foray into aluminium ...
is this right ... and is there any other info you guys tend to add to BP descriptions?
I wouldn't BP your "first foray" into something because that automatically sounds like it will change after you finish it and get the sense for what it entails.
I wouldn't normally, but this is the max I can get out of a normal node with mk2 miner and fully OC'd
Max using Base recipe is different than Max though.
I wouldn't make a BP until I had either Instant Scrap or Sloppy+Electrode
most of the drives where researched before I entered phase 3
As those are the 2 methods you will choose between.
yeah
and pure aluminum too. makes it super easy. blueprints almost arn't really needed. except for maybe the smelters if you're using pure
I use base Aluminium Ingot because it gives more.
but your usecase isnt the same as everyone elses
not everyone uses up all the aluminium
with the "worse" one u can get 9780 aluminiulm per minute
True.
But the Ingot stage is it's own decision to make.
Scrap is always down to Instant vs. Electrode+Sloppy no matter which Ingot you choose.
and with the other one you can get up to 13040
true true. im a sloppy electrode kind of person
All just comes down to Coke vs. Coal.
so you can use 16300 silica for 3260 extra aluminium
and for me that wasnt worth it
but depending on what yu want to do, that can be worth it
I'm more of a Bolted Wet Residue person, myself 
bolted wet residue?
Bolted Plates/Frames
Wet Concrete
Heavy Oil Residue
Bolted Plates... 😭 Pain.
I just randomly chose a word from each. No particular order was entailed
Sloppy Coated Computer 
Helps a lot in machine reduction and I can "fit" it in the factory plan
Space-saving is the sole function of that recipe, true.
More like performance-saving, for my use 😅
It pairs decently with Bolted Frame too.
Because Steel Screw makes 260, Bolted Plate takes 250, and you can route the extra 10 over to Bolted Frame and not have to deal with weird %s.
Add Flexible Frames and the whole chain just comes together.
Too bad Flexible isn't quite good, else it's be more than just a fun layout to play with
As always:
More Rubber, Less Screws and I will actually use Flexible.
I would argue the opposite.
I'm willing to shed more (steel)screws over them, but the rabber seems a bit much to me. That's quite a lot of oil-per-frame
I guess if you put a Steel Screw Constructor @ 1.5 so you can 1:1 it in the manifold line of Flexible it has more merit.
Btw, Coated Cable was a great choice for machine reduction too.
I know this may sound weird after making a point about saving oil, but I think it's worth it: output of cable from 30/min to 100/min AND you need to make less wire for the same amount of cable
do pipes with indicators have much of an impact on performance?
They can have a very small impact locally
They don't really impact overall save compared to clean pipes
nice, thanks bud
Main use I see for clean pipes is when you're packing them tightly and don't want the indicators clipping 🤷♂️
They might have more uobjects
No way to test it, but if you plan on getting close to the uobject limit, maybe don't use them, just to be safe
I use clean pipes because I think they look better.
for some reason my power grid uses more power than max consumption
any idea what could be causing this? it was perfectly flat once
it is now too, but its above max consumption
I'd they do it would be a very small increase
And the uobject limit just isn't that big of a deal
Hoverpack?
nope
Clarify: like you are not wearing it at all?
(Still draws power even when you're walking on the ground, some people miss that)
Odd.
consumption exceeding max consumption is a honorary feature at this point
it wasnt always like that tho...
the bug has been happening ever since they added the max consumption line
it only started being like this after i replaced my pips and exchanged my pumps to mk1 pumps..
:(
sad, i had a perfect grid and now it is detroyed
Perfect grid is one you never have to look at because you know it has far beyond what you will ever need.
You need to build nuclear and never look at power again.
in my last save I hid my fluctuating fuel power setup using all the geothermal generators, you couldn't even tell something was wrong
objectively my approach is superior to yours
wanting to have consum equal to max cons is not because i dont have enough power
its just cool when two numbers are equal
id banish them onto the naughty grid ™️
thats also where my trains and optional sinks and particle accelerators will go
i will have a perfectly flat grid
Where could I go to find currently known satisfactory tech? I.e. stuff like prime splitters, water towers, hyper tube jank...
tho id totally foget about doing Prime splitters if i were you, but to each their own
I couldn't find stuff on there
its there. just... its fandom so... its tough
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some light mathematics can allow for pla...
Manifolds: The ultimate prime splitters 😉
Also see the pins in this channel for some more things, though most of them are on the wiki too
That's something I already know of. How would I find things I don't happen to know about already on there?
search. And googlefu. And luck.
and asking around if you have something you specifically want more info on.
but... like a nice handy "ehre is some cool tricks" there is nothing like that. Its scattered through on various pages.
haunt around this channel and #design-and-architecture and you'll probably hear a lot of ones too.
Ty
do you have anything overclocked?
nope
Winning.
Sometimes you just need a balancer.. at least I do.
Currently a bug in game that causes the numbers to mess up, if you OC/UC a building before connecting power IIRC.
Like the pre-underclocked BP deployed buildings you probably have.
IIRC the fix was to put the machine into standby and back on. Not sure if there were easier ones.
Possibly removing power from the whole section and then reconnecting.
But it worked after building it
I haven't done any over or underclocking between it working and breaking
No idea then, but currently there are some bugs related to the max consumption calculation.
And possibly to the consumption one too.
@brisk rover You have to break the middle ore and you can place the machine 🙂
Is there an "optimal" site to build nulcear in the meta? From what I can tell pretty much no matter where you put it you have to import sulfur, and otherwise it doesn't really have many constraints?
the east swamp can make a reasonably sized nuclear set up very easily
That is exactly where I was thinking about and primarily because it has such room over the water.
even has oil nearby for plastics/rubber
Buuuut I have to find a place for my batteries then.
do both there. Just don't use all 600 sulfur for nuclear
battery
Yeah ok that might not be crazy. I mean regardless the nuke plant needs so much sulfur it will have to be imported so it's not relevant.
And having the batteries for the drones right there for the uranium would be nice.
I found actually a pretty convenient spot to put turbofuel but I think if I will be bussing sulfur around anyways I would rather put turbofuel on the west coast.
here tho..... is like pretty ideal for resources.
the red dot ofc
But the west coast doesn't really have a better use. And it's a great building site. And also I don't have to transport water from that lake...
Are u like good at statisfactory
You are saying the red dot is ideal for a Turbofuel Plant?
I built a 20 GW TF-Powerplant over the lake in the past... its really a great place for TF...
only 20GW?
I put my coal plant right at the super far west edge of that lake. I think I could fit a tf plant next to it. I left room for it. But the thing is then the scale I want to go I have to stretch the northern oil all the way down. The red dot has a nice big clearing between everything
20 GW of DPF was quite a thing to build... (no Blenders in U3)
I’d rather build on the lake tho
Orrr I have to employ the use of trains to move the oil in which case the west coast with importing the sulfur via train is just better
a long conveyer belt for the compacted coal might be a more reliable way to get the stuff to the Oil...
this will provide bidirectional headlift, right?
No compacted coal. Using turbo blend fuel
also an option... it might also make the whole thing easier because you need less sulfur...
hmm... how much TBF you can get from 600 Sulfur? 1200 TF, right?
Basically it comes down to avoiding transporting sulfur on the train network; where I put the TF.
Yes
I want twice that
Yup
this will be quite a project...
did they change a recipe? I though turbo-blended fuel had no leftover polymer resin... hmm
Heavy Oil Residue
yeah, the current calculation has some leftover from the HOR/DF/PC/TBF array... I though it was self-contained... hmm
maybe I just remember it wrong
Anyways if I put the TBF anywhere that requires an import, it might as well be sulfur to the West Coast. Because otherwise it's a greater amount of oil to transport.
So the red dot was an attempt to avoid any imports. Kinda still stuck on where I'm putting the thing, but not sure the difference actually matters.... LOL
the worst part of theat project will be all the fuel gens lol
Ah, you need the Desert Canyon oil nodes too.
Right
Yes and more importantly how to make them not look like a mess.
so im trying to setup turbofuel for fuel generators but when i try to do the math i always need more Crude Oil then what should be necessary and i dont get why?
Don’t do math. Use the calculator.
Do math AND use the calculator
make the calculator and never use it
@civic kiln
i build these under my train network, i can navigate through them at super speeds
its basically the same as a train t junction
just, with hypertubes. the secret sauce is to use an entrance at the exit
ive tested it with 36 hypertubes and it worked
green is junction red is merger
how come this is fluctuating?
is it supposed to be pumping 600?
flow rate is not constant in pipes because of several factors a) variable consumption (machines take big gulps periodically) b) stable production (output is generally pretty linear) and c) the display shows total flow both ways out of the pipe segment.
Yes, but why do you need it?
Spire Coast, northeast of the center of the oil, about due north of the eastern-most oil node.
Because excess headlift seems to currently affect stable flowrate maximum for some reason.
So to get full potential of Mk2 pipes, you need extra headlift.
And looping works because it drops the requirement per pipe in half.
And not because of the loop per se.
Really? Interesting...
Lauras system with input and output at same level worked with Mk2 pump just on one input and rest not.
Or with cheat watertower.
But not with Mk1 pump or no pump.
Bear in mind pretty much everything with fluids will need to be re-tested once they do the overhaul on mk2s.
Yes.
Is that a confirmed feature of the next update or just something they said that they would get to?
But it would explain why some Mk2 pipings can do full 600m^3 without problems and some cannot.
Without known reason so far.
For example my Mk2 feeding 599m^3 has plenty of extra headlift from the way it was constructed.
Nothing has been confirmed for next update afaik.
What we do know is they are bringing mk2s down to 500, mk1s down to 250, and rebalancing all fluid recipes accordingly.
"When" has not been disclosed.
And it ends up in 24 refinery straight manifold with bottom feeding. No loops etc.
Probably the same complete rebalance they have talked about, which will also touch the beacons in the nuclear alts, and get Mk3 miner "fix" etc.
Yep
It will pump full, and just recycle fluid if that isn't going anywhere.
afaik Mk3 miner thing hasn't been said to be in the same thing as recipe rebalance 🤷♂️
Also recipe balance and beacon removal is because "it's better to break everything all at once"
Pipe change will not break anything. 🤷♂️
Unless they decide to use a recipe re balance to help alleviate some issues with pipes by lowering liquid requirements across the board
(Or raising even, meaning less machines per pipe)
Those would be separate things though.
Like they could 100% put them in the same patch, but the pipe rebalance is just all numbers shifting by the same amount to accommodate the new mk2 and mk1 capacities.
So technically they could do that as its own thing if they wanted and the the recipe rebalance later. 🤷♂️
They are the only people with answers to these questions.
And ta recipe rebalance has been stated as one of the ideas on the table regarding mk3 miners
Sure. But my point was specifically that the pipe "fix" (which isn't a fix as it's not really broken/bugged; it's just a streamline because fluids are not intuitive) could be made a lot easier with less "fix"/refactoring on their side if the recipes change so there are less machines per pipe
Could. It's a theoretical
Because I need to move up water through multiple pipes and I'd like to use just one pump for that
say you had 3 stations... these 3 stations each are in different locations on the map and are each filled by 3 mk.5 belts of all the same material (9 belts total). the trains are all transporting the materials to the same location to then be fed into 9 outgoing belts to feed the machines.
Would you prefer 3 trains of 3 cars each, to feed 1/3 of the output each?, or 3 trains with 9 cars each to take turns feeding all the belts as they arrive? or 1 train with 9 cars alternating between the 3 stations?
Personally im going with the 3/9, but im interested in others thoughts... im tempted to give the 3/3 a try though as it has been set up to easily adjust if needed, but im liking the large trains at the moment
large trains are just so much cooler
I'd do it this way:
each station has a 3 car train that picks up the 3 belts
now either all 3 trains go to destination and unload to 3 different stations
or they go to some central point where they unload to a 9 car train which moves it to the destination
but if you're going to put the trains on the same line, why not just start with the 9 cars?
transferring from one train to the other is just double handling
because each train should only go between two stations
it's a rule I live by
makes it much easier to handle logistics, increase/decrease of throughput required and adding/removing cars
well in my case with this example, the central drop-off point is right in the middle anyway
then just three 3-car trains
yeah im starting to think the 3/3 may be more efficient. in essence its the same throughput, because the 3 car just does 3 trips while the 9 car is waiting to fill up. but it seems more reliable. i'll be testing both once its actually finished anyway so it will be interesting how it turns out
React 🤓 if bounce pads should be overclockable for more bounce
How far is too far to be pumping water?
an amount
idk, 1000 m?
Your game, your rules.
every liquid flows the same
All fluids follow the same rules, you don't need valves
if your pipes are shitty, then they all dont flow 
So realistically there is no cap on how far you can pipe water it’s just gonna be super swingy at the start?
You should only really use Valves if you're building a VOP junction.
Listen, you said my rules.
Correct.
Hmmmm
valves are not recommended to use unless in very specific cases
Sure you can use them, but you don't need them. You'll just make yourself suffer
In very rare circumstances they are needed, I've never needed valves
Let’s not all be so literal.
in very rare circumstances they are possible to use
I don't think they are ever needed
This new information both complicates and simplifies my plans…. Now I have more choice. But also now I have more choice.
True true, let me rephrase it. They are needed for certain contraptions
Like a cheese water tower. You need parmesan and valves to build it
I can’t believe the thing holding up my placement of the last HMF plant is the lack of LIMESTONE in blue crater.
I would so love to put it there but just isn’t logical to import freakin concrete of all things lol
Rubber Concrete, my beloved.
I need 2700 limestone all the same
Only 2700?
Yes which is “only” 2.5x as much as exists where I want to put the plant. Lol
Which is only 40% of the HMF production. So we’re already fractionalized for the iron demand which is why I’m trying to avoid splitting it further.
all liquids, nitrogen has slightly different properties
Aghhg
I always get fluid and liquid mixed up 😭
Yes, I meant liquid, nitrogen doesn't need headlift
They do follow the rules of not needing Valves though 😉
and it fills top to bottom
Didn't when I tested it more.
really? thats what I have heard but I haven't done much with it
Had 3 big buffers on top of each other, all filled at same rate.
And when I removed input, emptied one, they started to balance and then oscillated like crazy.
I did think they filled from top, but didn't when I actually tested.
All connected pipes and buffers wanted to go to same fill percentage.
When no inputs and outputs.
No matter of relative position.
But they kept overcompensating and oscillating.
Gas is just liquid with infinite headlift.
It doesn't behave any differently.
interesting. Glad that misconception got cleared up
No, as just said, it fills to same percentage when it can. No matter the position.
Fluid fills from bottom.
So the fluid has clear line, the nitrogen doesn't
If you have long pipe with 1000m^3 total volume, and input 10m^3 of nitrogen, you get 1% fill in all the pipe segments.
No matter how they are arranged.
10% with 100m^3 of fill.
It will oscillate like crazy when trying to get that balance and never reach it.
But that will be the levels it will oscillate around with no input or output.
Fluid will just level to fill the bottom of the system, depending on piping arrangement related to feed position.
Found another use for Stun Rebar: If you shoot a jumping spider in the air their jump does no damage to you when they land.
So - problem -
I'm delivering items via drone
I want the look of always moving belts
But I can't have a sink at the end.
Is there a solution that isn't bringing the end belt back to the drone buffer and having a priority merger?
Is that a fact? Because slushing is a factor separate to head lift, or so it has felt
It's the way it was described when it was introduced 🤷♂️
I've never had issues getting gas to go where I want it, so I personally haven't dove into the minutia as I usually do that only to solve why something doesn't work.
A valve with 0 headlift changes how liquids work. So either there's more to head lift than would be apparent at first glance, or then that statement isn't 100% true
Entirely possible.
would using a ISC and just running the overflow directly back into 1 input do the trick? if it ever got full it'd still stutter though
It could just be the inherent gravity based head lift that tosses a wrench there
Liquid that starts from 200m high requires no pumps if it goes 200m down and 200m up again, but pump ring thingy doesn't reflect that at all
Might just be an oversight in pump code though
A perfect example is a factory that had enough headlift according to the UI, but last two refineries struggled to have enough crude oil. Replaced an unrestricted valve with a pump and it just worked.
That's what I reckon is slushing, and pumps seem to "kick" the liquid even when headlift is unnecessary.
buffer + rate-limited belt
sure, but the overflow must be done with smart splitter
Hmm I can't find anything online about a belt limiter set up. Just people asking to turn smart spilters into valves.
But as mentioned wouldn't I still get stuff sent to sink with the ISC?
well, depending on what's the target IPM
you can rate-limit using slow belts
and then split resources from them to make it even slower
(and merge back resources into the ISC)
Yeah I was thinking it might be similar to a load balance set up ... urgh
Some of them would be easy. I have a bunch of 600 and 300 belts I need done
However I need 352.8 rubber ....
which is the stickler
wasn't too worried about the 600 and 300 ones
52.8 is 22/25 out of 60
Which is why I thought 'priority merger'
Then shortly
'fuck, an actual use for a priority merger'
so... 60 belt to limit to 60, then 1:25 balancer (e.g. 1:5 into 5 times 1:5), merge 22 outputs to get 52.8, merge with 300
(you asked for it 😛 )
I mean it's purefly aesthetic.. but still
I feel the priority merger set ups I've seen would be more compact >.>
I truly asked for it yes xD
I don't think there's a 100% priority merger setup that would work for your case
think the best we can do is a couple of overflow forcing the prioritized belt overflow back into the main line?
Groooosssssssssss.... but thank you for helping brain storm
there's only that 99.99% one with spamming tons of mergers and splitters, and there's 100% one with trains which doesn't solve the "items come in bulk" problem
(at least afaik)
Well - having the end of the manifold coming all the way back to the start is pretty fraking awks sadly
not impossible but a bit awks. I could clip the return lift through a pillar though I guess
train one being two stations and it picks up from the first "priority" line and only filsl the train from the second line if there is still room?
@oblique notch Well I'm pretty sure I'll need 2 drone ports delivering the 352 rubber right? so would the train idea modifiable?
I've also never done the train thing
I was talking about three stations, load, unload, unload. Second station is priority split. For merging it's the same just reverse - load, load, unload. First station is priority merged
however the items still come in bulk for that and it takes a while to stabilise
so I don't think it's a viable strategy for what you want to do 🤔
hmm.
i would think that load load unload would be better, the first load being the priority line, the second being the less, and then they get mixed together at the unload.
But if you have smaller parts per minute might not work out.
that's... what I said? 😄
load unload unload is priority splitter with trains 😄
So pretend I don't know what this load load unload thing is? xD
3 Train stations. First two set to laod and last set to unload (for priority merge)
three stations on one loop, train going in a loop. loads at first station, loads remaining space at second station, unloads all in third station
after it stabilises, the first load station has priority for the "merge"
(can also be done with trucks)
constant stream of Factory carts for smaller numbers 🤣
Big oof
The things I do for continuous flow main lines
I'd just go with the 22:25 balancer tbh xD
Real pioneers truck things with Cybers 😉
Is still really want them to do my idea with those 😦
+1 Inventory slot to the Cyber per star you earn in the Productivity Packager.
YEAH yeah... I probably will.
Means if you ace the game you get a 19 slot truck with square wheels.
Which is still a meme, but slightly more usable.
After doing the balancer I'll just use Micro Manage to shrink the spag to 1:100 the original size. Genius move
A way to squeeze in a train stop xD
Finally, the train stations we deserve
i have a question how do i do this part? it is producing 15 iron rods but one modular frame requires 12 im not sure how to do this
you need to make 240 iron rods for the modular frames and 180 for the screws
whats the confusing part
grrrr
?
lol
what mods? 😛

what did you do that needed 299.9999?
u can't get the max out of an mk3 miner on a pure node, can u?
mk5 conveyor should max at 150% on an mk3 miner, right?
162.5% IIRC
so that might be a new tier thingy to come
1200 was set before they knew 780 would be their engine limit.
Very, very unlikely.
We don't know, but the devs have selected the solution.
But aren't yet willing to talk about it more.
I'm still on team "dual output for the mk3"
Because you can clearly see there is enough space for it on the model.
So we will probably know more once U8 teaser season starts.
just as a background: i'm trying to figure out how many sulfur i'll "waste" on turbofuel before going nuklear (and batteries)
rn i'm thinking 1 pure node, which gets me 40 GW, should be plenty to start nuklear production and support all my other builds im on rn
Or just use Diluted to get you to nuclear because Turbo's only practical use atm is making bullets 🤷♂️
I won't be rebuilding turbo again in subsequent saves, the one I kept in my current playthrough is through sheer inertia after the spire coast got changed.
All that sulphur will go in to batteries.
i'm more of a train guy, so battery numbers don't need to be that high honestly
Using diluted would be fine aswell, but i still want atleast 1 turbofuel power station
They will do that. The problem they are having in the moment is how to deal with dual outputs. You have a few other objects with dual outputs, but all of them have different inventory’s for the outputs. Even the mk2 container has two seperate halfs that each get their stuff from either the op half of the inventory or the bottom half except if those are free and only then it goes to the other one.
I guess thats their problem
I still think the dual output thing should be done in the same way the two bio-burners on the hub are, basically two mk2 miners in one structure with their own UI and clocks.
No? Trubofuel is more usefull then batteries. And you need much power before getting to nuclear
Well u could argue that u got enough oil for making diluted fuel until nuclear
You don't need a lot of power to get nuclear off the ground, a dilute plant can easily do it at like 40,000Mw
and turbofuel is a bigger logistic nightmare
Not that much. And how much power you require before getting nuclear is hoghly dependent on a bunch of factors
Tell me about it, my current save has a 133,200Mw turbofuel installation using 1800 oil.
Like 40K isnt enough for me in my current world and I havnt gotten nuclear
It wouldn't be difficult to exploit a second oil well for power then convert to packaged fuel when the nuclear is up.
And the logistics for turbofuel is completly dependent on where you build it
The logistics is why I have a web of tunnels feeding the thing.
Where did you build yours?
Originally the spire coast, coffee stain changed the place big time so I moved and redesigned the place to the gold coast to the west, and diverted the tunnels to feed coal + sulphur there.
This was the old spire coast installation , 1800 oil > 4000 turbo fuel https://www.youtube.com/watch?v=EvTc93T8-G4
This power station houses 888 fuel generators.
This is a final tour of the plant due to the spire coast changes and it's impending demolition to be moved to the islands,
https://www.satisfactorygame.com/
https://store.steampowered.com/app/526870/Satisfactory/
two days taken for demolition and ten days redesign and rebuild later, this is where it was rebuilt: https://www.youtube.com/watch?v=_rLV_YcVt8s
My current turbofuel facility
1800 oil, 4000 turbofuel, 888 fuel generators
133,200Mw
This is an updated version of the one I once had on the spire coast that I demolished and moved just prior to the start of update 6.
Improvements to the design include swapping the packager loop for blenders to dilute fuel & the removal of the fuel buffers in ...
i think ill go spire coast aswell, like the eastern side of it with a conveyor bus to coal and sulfur
and when i demolish every old factory, 40k MW is more than what i need
I mean you could just have left your plant in the spire coast
No thanks.
Terrain intrusions suck and the design was archaic, the dilute package raceway was replaced with blenders, most of the buffers are gone and the build is improved.
It would have still worked perfectly. I mean thats your decision, but thats just a waste of time and resources. I
why is it a waste if u your goal is to have a save youre comfy with?
Waste of time avoiding half the facility being buried under the terrain and updating it to take advantage of newer build methods? I don't see it that way and won't.
Im just saying demolishing a good powerplant and rebuilding it somewhere else is a waste of resources and time
Since the vid each group of generators has small buffers to smooth out fuel flow and has actually had pipe layout improvements, the entire thing is running perfectly.
It isn't good when buried under the terrain, and half of it would have been flattened anyhow in updating it, leaving it where it was would have been utterly stupid and needlessly difficult to update.
Whyever youd actually need to update it. Anyhow, returning to the previous discussion about the practicality of turbofuel
You dont really need much infrastructure for a good working turbofuel plant
You know, better way of running the damned thing, also fewer objects which is a serious issue in my world, newer power in mind I'd rather do gold coast + blue crater as dilute facilities now, and convert one to packaged fuel for vehicles later on.
which is the gold coast?
Dilluted fuel doesnt save objects (assuming its running the same ammount of power). For a set ammount of power it saves objects to do turbofuel
Id guess the desert coast to the north
But im not sure either
I know very well the objects in game, I have been way above it for a longer time, but the extra refinery cluster + the infrastructure to move coal + sulphur is more objects!
Not for the same ammount of power
🤦♂️ dude, nuclear, you know the inst , forget it you are being deliberate at this point.
anyways
What? I have no idea why im deliberate here. Im saying that turbofuel for the same power as dilluted fuel needs fewer objects
Whats so hard about that to understand?
You need more refineries to produce enough fuel to keep up with turbofuel then youd need to just build turbofuel
Why it matters is the question.
And you're keeping the oil installation after the nukes are up, stop being obtuse, I won't engage further because you're trolling now.
Because that was taromanis argument. Saving objects
Tf?
I sense a disturbance in efficiency
Which computer recipe is the best to work with? I'm trying to get a small factory so I can have them for building.
Not an easy one to answer, I settled on caterium computer because its numbers played nicely with making supercomputers, but some like crystal computer, I have no experience with that one personally.
Ok i'll look into both
there's no "best", as everyone's definition of "best" is different
My best is the best best and this is objectively subjective
caterium computer with caterium circuit board is quite simple
I believe it was alumina solution.
I underclocked it due to local limitation of bauxite I think.
I just did my first computer automation. Decided on silicon circuit boards and crystal computers (with insulated oscillators).
Diluted is 20 GW per Pure node.
Far more than enough to get you to nuclear.
And while the debate can be had about how easy/difficult logistics for Turbo is, Diluted is unquestionably simpler.
Caterium Comp + Silicon CB
or
Crystal Comp + Caterium CB
how does that make any sense?
Resource cost.
he wants a small factory to produce mats, resource cost is quite irrelevant
To you, perhaps 🤷♂️
DD has a larger spot to build
Why are you ignoring keywords in the statement?
Largest, flattest, most open...
Nothing in what you circled for DD is flat.
You actually didn't circle the one part of the DD that is flat.
Western edge of the RD has a massive rectangle of land that in total has a 3m height variance.
You don't really find that anywhere else.
flatness doesn't matter much if you're gonna make foundation platform anyway
Your last point i cant fully agree on. Its easier to use the same ammount of oil. If you want the same ammount of power id say turbo is easier
And as i stated whether or not you get through to nuclear depends on what you do till you reach that point. I currently have a consumption of round about 60K without nuclear power
*60G
60KMW
My last point is about logistics.
Oil + Water = Product is simpler logistically than Oil + Water + Additional things.
That's not even debatable.
You didn't just type that unironically, right? 
Logisticswise yes. Im talking about time investment
Technically 60KMW=60GW. So technically im correct which is the best kind of correct
SI-system doesn't work like that.
60 GW of Diluted is just 1800 Oil.
Which is insanely simple to do.
Oil + Water + Nothing Else.
Fast, easy.
Well, first off I'm triggered.
Second off, it's "k", not "K"
So either it is 60000MW or 60GW.
1K=1000
1000MW = 1GW
1KMW = 1 GW
k*
I can let kMW slide... XD
k, and you cannot put several prefixes together.
Im just joking rn.
Same :P
Have you seen Roman Numerals? 😉
What you meaning? This is maths channel, not physics channel. I could just definde a to zo all as 1 and just add the whole alphabet at the end of the former statement and it would still be true
Now lets return to @median heath
Im gone for a few secs
physics is math
Yes but you need multiple of thiose to match the output of one turbofuel plant
Still simpler.
And this is a conversation where neither party will change their mind.
So 🤷♂️
You have no proof of that. 
Physics uses maths. Their not the same
Not really. Maths explains physics, that’s about it
Yes. Because we seem to define simplicity in different manners. Your talking about complexity while im talking about time investment
More precisly physics steals maths and acts as if it has any worth. The true sciences are just math, chemistry and biology. Physics is just math for people to stupid to think in infinities
(Note: thats meant as a hyperbel, dont wanna insult anyone here)
All the sciences (plus maths) are equal in my mind other than chemistry
Chemistry is arguably the most important science
Chemistry is great cause it goes kabumbum
jokes aside, from a societal point of view biochemistty is thr most important and from a fun point of view (objectivly) its chemistry
and for raw destructive power its physics
cause they have the h bomb and neutrinos
Chemistry can eat a dick.
2+1.5 = 3.5
Get the fuck out with your "no, it actually equals 4 because significant figures matter more than what you can actually count in reality with your own eyes."
ends rant
Because if you know that the 2 is 2 and not only about 2 +- 0.5, you mark it too as 2.0.
i think one of the advantages of diluted fuel, in addition to simplicity, is that it can easily be converted to plastic or rubber later on, more weirder to do that withturbofuel
I'm not reliving the pain of that year of school.
My next save will be using two dilute fuel plants, I'm waiting to see what happens with beacons because I want a full fat uranium plant to take over all power in it.
i may be a bit biased towards physics. my teacher in there murdered his friend
By having two pipes to the coal generator manifold.
The limit is per pipe segment, not per system.
One example, with water extractors at the bottom stubs, generators at the top.
Just to show general idea.
Spread out to fit and the exact junction can differ and things turned etc.
And so on.
No.
Just has to be made so that no single pipe segment carries more than 300/min.
just needs two separated inputs
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
Just need to calculate that no single segment needs to do more than 300/min.
I dont like fluids,theyre so hard to control
And because junctions have unlimited throughput, you can even do so that two extractors feed one end junction, and third one feeds the next one.
Even that only needs 270/min max. for highest pipe segment.
they are easy to control, if you know what you’re doing
We seem to have found the issue
Gid Gud? 🤪
best control is no control
just give them a pipe and allow them to flow freely
loop the pipe for extra security and voila
After my limited work so far with fluids (no N2 gas yet) I will add that using gravity in your favor is a tool that should not be ignored. i.e. making prioritization humps, etc.
VOPs are very useful, yes.
Variable Output Priority junctions.
Simplest use-case is when you do overflow hooks as Weirdo described above.
pumps might help?
@next fox First question, did you let the pipes all fill to 100% before turning anything on?
First rule of pipes that the game doesn't tell you, is that the less water in a pipe, the slower it flows. By a lot. Having pipes at 100% is a requirment for anything to run right.
So if pipes start off empty, they will never fill up because the flow rate is so slow they are emptying faster than they can be filled.
Try turning off your generatoes and giving it a few minutes to see what happens.
pump there doesn't help?
Where is the closest pump downstream?
TIf the top of the cliff in that picture is the same as the others then that should be plenty for the pump to handle.
You're sure everything is turnd off? Nothing is using water?
Hmmm.
It sure looks like it should work.
Is it just one pipe or both that isn't working?
I'd try removing that section and putting it back, maybe the connection isn't right somehow.
When you go to place a pump on the line, it should show you were the previous headlift stops (a blue ring) - if that ring stops before your machines, then you'll need another pump.
If it goes up just fine all the way to your machine OR it just straight up stops without showing the connection point (especially if it stops at where pipes are connected) youve got a bad connection. It happens where it visually is connected but for whatever reason (lag, hiccup, slight bug, memory issue who knows) it didnt actually connect the two segments.
Any reason a train would stop at a green signal? x:
bad tracks?
also this is the wrong place?
Colorblind conductor?
I'm gonna go with what simon says.
I'm never seen them stop on green unless the track isn't fully connected or an obstruction is happening somewhere in the near.
Ain't the tracks.. :/ they were working fine yesterday. nothing has changed other than I've left my game on all day
May want to load your save into interactive map and see if there is something broken at that spot.
But I'm unsure from here sorry 😦
I'm gonna save and reload game
...yup.. that's going to stay a mystery... before reloading, I deleted the block signal the train was stopped at.. it didn't move. after reloading I deleting the block signal and it starting going on it's merry way
amazing.
load balancer question
lets say a load balancer balances a 20+40 belt into 30:30
and one of the inputs take 10 and the other takes 50
after the input that takes 10 backs up to the balancer, will the one taking 50 get the adequate amount of stuff...
or will it be hard capped at 30 and backup to the production/balancer input
I think you posted this in another chat and got nothing - might wnat to post in questions
im assuming you mean output not input, and it would depend on the load balancer
Huh?
Alr I'll post it in #1038092680493801533 later
it depends on the load balancer you use
Just a 2:2 balancer, for example
yes, but there are multiple types of 2:2 balancer
more complex ones will work in more situations - 2:2 is simple so its not as relevant but it is so in larger balancers
im assuming you mean a balancer like this:
---S---M---
X
---S---M---
@ocean sluice
20 > 10 > 30
40 10 30
20
20
that balancer works like this ^
and if one of the inputs only consumed 10 like in your question it would back up like so:
20 > 5 > 10
40 15 50
5
35
like so:
another example of a 2:2 balancer could be
--- ---
| |
M---S
| |
--- ---
which would balance like this:
20 > 60 > 30
40 30
or when backed up:
20 > 60 > 10
40 50
like so:
Not really. You can generalize the assumption of "if it backs up, it outputs 10 + 50" as there is no way for balancers ||that don't involve complicated feedback loops|| to "cap" the output at values lower than belt speed.
Example of balancer that may be able to keep outputting <60/min: one where a fraction of the 60/min is priority merged back with the input, causing the latter to back up on itself
yes, but in larger balancers such as 4:4, blocked outputs can cause it to unbalance - which is the problem i was getting at
such as (using the 4:4 example):
Out1=25%
Out2=25%
Out3=25%
Out4=25%
to
Out1=0%
Out2=50%
Out3=25%
Out4=25%
instead of
Out1=0%
Out2=66.67%
Out3=66.67%
Out4=66.67%
but you are ||\™️|| correct in saying that is the case for a 2:2
Oh yeah, of course they will go out of balance, I'm just pointing out that they will output all of the input still, not anything less
Colourblind
Ty!
I am using a simple balancer btw
The fist one tomato suggested
hmm
a bit more info on it plz??
also the fluid train part of the questin
So you want to know the throughput of a solid train and the throughput of a fluid train and compare?
yep
S is stack size
For a fluid train you need this to be 50
And C is belt speed
For a fluid train it's 600
For a solid train transporting fluids, you set the stack size to 100
That's the stack size of all packaged fluids
And C will be your belt speed, probably 780
Depending on your setup you may have to account for empty canisters, which would mean halving the throughput of the solid train
i'll use a seperate freight car for that
Then you'd have to give the fluid train an additional car too to make it fair :p
Or divide the solid throughput by 2
ye... thats what im duing
uhh rq question
what is R ?
Reload time
The reload time is constant, defined by the game.
reload is so good.
Yes, 27.08
I added it as a variable for me to play around with to see what different reload time would look like
You can just leave it at 27.08
how many overclocked water extractors for 20 overclocked coal power plants
20 * 45 * Clock % = Total Water Needed
depends on how much you overclocked the coal gens
250
thanks
TWN / 120 = Total % Needed
T%N / Extractor Clock % = Number of Extractors Needed
is there a way to add your own buildings in the satisfactory calculator?
as in, in the production planner use a mk2 miner instead of mk3
I think there is a setting in calc? Not in tools.
wdym in calc?
Just use Tools.
sorry did you mean the webpage calc or in game?
ah then yes I believe in Calc you can change the defaul machine?
the other, Tools, is the one Sev just linked at you
You can't change the miner but I find it much easier to use
Items, Input tab you just enter the total amounts you have.
Keeps it simple.
i.e. if you have mk2 miners and pure nodes, but are gated by mk3 belts, you can enter that amount.
So out of this I'd take 270m3 of turbofuel to 60 fuel generators making only 9000mw, i feel like my math is off cuz i thought it'd be way more (270/4.5=60, 60x150=9000)
Like, that's making full use of 6 oil wells (3 pure, 3 normal, iirc)
(pls tag btw)
you thought youd make more power?
Well I hoped so
Diluted fuel ⛽️
I'm listening
D(P)F is great
diluted (packaged) fuel
Is that better than turbofuel?
depends how you consider 'better'
Does it make more raw POWAHH in the end if pumped into a fuel generator
they make the same amount of power
a fuel gen will always make 150mw of power (@ 100% CS)
turbofuel has a longer burn time though
so it will produce 150mw for longer per m3 than fuel
Okay yeah fair, but does diluted fuel burn longer than turbofuel?
And if so, does diluted turbofuel exist?
diluted fuel = fuel
diluted fuel is an alternate recipe that makes fuel [HOR + Water > Fuel]
Ohhhh yeah i see
and diluted packaged fuel is [HOR + Packaged Water > Packaged Fuel]
but you unlock it earlier
So what's the advantage of it?
more fuel for oil.
maximises crude to fuel ratio
if you want to do the same for turbo you need d(p)f too
loading factory.. wonder what's going to break on my save tonight xd
Hold on hold on, but you get the heavy oil residue from making plastic/rubber right?
With the alts, heavy oil residue, diluted fuel (or diluted packaged fuel) and turbofuel. you should be able to run roughly 144 fuel gens on 300 oil (I might be off here)
there's an alt that just makes heavy oil + polymer resin
👆 HOR alt, you need that too
66.6667 gens off 300
So I'd use the alt to turn crude oil into HOR which makes makes more fuel (diluted fuel) than turning crude oil into fuel??
This is seriously hurting my brain rn 😂
If your end goal is nuclear and you're up to blenders, but you need more power, you (might) be able to save time by skipping turbofuel and just burning diluted fuel.
Well we're almost unlocked phase 3
And we're running on 2400mw now...........
So yeah we need more power
burning diluted fuel will get you more power faster
Kaykay thx!
I'll look into it in the morning, we'll probably have to go harddrive hunting
turbofuel will get you more power per oil, at the expense of needing sulfur, coal, and building a separate production line for it.
But wait
Turbofuel burns longer, but i can get more diluted fuel per oil than turbofuel per oil
Right?
Basically my question is now
What's a better way to turn my 540m3 oil into the most amount of power, diluted fuel or turbofuel?
if you decide to do a packager loop for diluted packed fuel.. the packager loop can be as simple, or complicated as your heart desires... this is simple.
Turbofuel's main practical use is making bullets.
Diluted Fuel is far more than enough to get you to nuclear and is simpler to set up.
"Better" is subjective in this case.
Diluted is very easy and fast to "just add water" and you get MW out of it. So that would be my vote, personally.
That really depends on what you want to to. there's plenty of oil on the map
If you absolute must get the most MW out of it, and are fine with having to deal with the logistics of bringing in more than just water... then Turbo is the option.
My concern is just the most amount of power from the 6 wells roughly in the middle of the map
Idc how much effort it takes,
plenty of other wells out there after you use those :p believe me when I say, you won't run out of oil.. at least not the way you're playing
I know i wont
I just want to make the most use out of these wells, my use being power
Then make turbofuel..
Okay thank you
Sulfur is limited, and turbofuel uses quite a bit. it's also one of those resources that can disappear very quickly.
There are three deposits near those wells, one of them is enough to use up the 540m3 of crude oil
I doubt you'd run out still but
But there's one think I don't understand, i see people saying they're getting like 15.000mw out of 300m3 of oil, while with my calculations I'm only getting 9000-ish with my 540m3
Hold up
That's 300 for 666 turbofuel
While I have 540 for 300
I'm surely doing something wrong
Ohhh i see
That's turning the diluted fuel which you get a lot more off into turbofuel
that's 148 fuel gens on turbofuel . 22.5GW. on diluted fuel that's 64 fuel gens.. 9.6GW
that's a lot of fuel gens tho
666 / 4.5 = 148 * 150 = 22,500 yes.
Wait so, gimme a min
still, that's a lot of fuel gens. depending on your playstyle and goal, lots of time spent building it and 22.5GW can disappear really fast.
So
With my 540m3
That's 40gw
It's so stupidly unnecessary for us I'm totally building it
you say that now, but this little factory uses 50GW
It's likely we unlock nuclear power before I complete that power plant
Or it used to.. it uses less now since they reduced the power draw for machines overclocked to 250%
May i have any questions planning things, can I DM you about them?
sure
Bruh... Imagine making a post about "Sulphur is not rare" and claiming max Nuclear "just uses ~1800 Sulphur/min, maxing Supercomputers means running out of baux/quartz before Sulphur"
I'm not too surprised that they were using SCIM to run their numbers
i'm trying to build a 600 crude to turbo fuel, i have teh compacted coal, i have the water, i have the crude, i'm all the way to the 16 (in 8x2 config) blenders
i have a question on how to group the final refineries/fuel gens to most easily generate the turbo fuel and use it
it's 1600 fuel, which means at least 3 pipes, but could be 16, could be 8, could be 4
the math doesn't work out easily and i'm not sure how to best accommodate
i could under clock to get down to 20 fuel/min, and thus 5 refineries to use 100 evenly?
or 4 at 100% and 1 at 44.4444%
is there a reason to underclock all 5 as opposed to underclocking 1 out of 5?
As long as they are clocked in such a way that it’s producing the numbers you need not really. The change in power consumption is negligible
not looking forward to setting up 70 more refineries, and then hundreds of fuel generators
lol
so far
go nuclear then 🙂
Link?
8 votes and 27 comments so far on Reddit
thanks. You could even sent them a plan with increased max sulphur to show that more sulphur = more SC
solution: dont use the Super state Supercomp alt 
Not a bad idea, but given they were used to SCIM, I'm not sure it would have been effective. I prefer discussion anyway, as I find switching between convo and SFTools quote annoying (so I try to repeat the relevant data via text)
Use base Super.
No Baux required 😉
What recipes are you using? My turbo plant had about 4 dozen refineries and about 12 blenders and it used ALL of spire Coast oil...
Fuel Gens are where I find it completely acceptable to use Shards to reduce count.
Building 200 is so much simpler than building 500.
Granted this plant had a little under 400 gens... Those were not fun...
i just spent 2 hours planning out a very simple iron factory and then after i finished found https://www.satisfactorytools.com/production
smh
Tools do be the best.
what is a good place to build a aluminium factory?
near bauxite and water
Heavy residual oil and diluted fuel.
What turbo recipe?
Regular
consider unlocking nuclear asap?
You are using the normal turbo recipe when you have access to blenders? Why not turbo blend?
maybe no turbo blend unlocked
It's 20 refineries into 16 blenders into 80 refineries into 592 fuel gen
That's why I asked
what are you, a masochist?
Blended turbo fuel uses more oil and less sulfur and no coal, I wanted more turbo fuel per crude oil since that seems to be a bigger limiting factor
oil is less limiting here
Turbo us the prime sulfur guzzler production line
you can burn through all the sulfur every time before oil is your limit
especially when you dilute fuel
What do I need sulfur for other than turbo fuel
I feel like I'm only making one of these, if I need more power I'll go nuclear
Batteries
which are needed for elevator parts and drones
and nuclear power
oh and everything weapons related
Nuclear Power, Batteries, MFGs, WMDs.
Not bad, that's pretty much exactly the setup I have, I just recycle the water into the sulfuric acid
or use the water to make wet concrete
Or any other water recipe or coal gens
Making the heatsinks was the worst part for me
overclocking helps sooo much in that, I'm doing that type of fuel build rn, overclock them to the end of the world
buddy, his set up should produce 103600 mega watts, he won't need nuclar afterwards, plus you don't have to deal with waste too
im aware, but doing close to 700 fuel gens simply is something i wouldnt ever recommend
the setup needed for 16 fuel gens is larger than the setup for a single nuke
and the setup needed top make fuel for 10 nukes (4 blenders and 5 manufacturers, ignoring the machines needed for control rods and encased beams) is even more compact
and waste recycling.....
6 blenders, 3 accelerators, 6 assemblers and 6 manufacturers handle all the waste for 22.5 nukes
true, but some people do a full nuke setup, which uses all of the fuel power
Or use Storages to jumpstart it.
@wind spade your calculator hates me lol
rounded values are rounded values 🤷♂️
the rounding error with the coal going to make black powder causes 0.001 more coal to be going to the solid steel ingots, which make it so the display doesn't work properly if I disable iron ore on inputs because it's thinking it needs that iron
just find it funny more than anything
ingots definitely can't get "0.001 extra"
it's more that the iron ingot input is not enough
it most likely needs e.g. 701.4871 or something
there is a rounding error on the coal going to make black powder
1 sulfur + 1 coal -> 2 black powder
because it's only taking 9.999/min to black powder instead of 10, it pushes the remaining 0.001 to solid steel
yeah, but that's "0.0001 coal is missing", not "0.0001 coal is pushed elsewhere"
why does that coal go to solid steel then
which makes it assume that there's missing iron
I think you're missing my point, lol
greeny, what is 711.487 - 9.999
you can't do math on rounded numbers and except exact results
all numbers you see are rounded to 3 decimal places
I am aware
you're reading four decimal places when I've never once specified four decimal places
here is where you did so
it doesn't really matter if it's 0.001 or 0.0001
point is, you can never get more resources into a production
because the tool starts by calculating how many buildings you need
and then assigns resources
is 9.999 a repeating decimal?
so there's a hard cap on how much coal that solid steel ingot can get. And it can't get 0.001 extra
Right, so the decimal is actually 17.537175 machines. My point is the 0/min iron showing up that's making it so the visual will not display if I disable iron ore as an input
that's the whole reason I even brought this up in the first place
because it's not 0, it's 0.000x something
your input is not enough
by a small margin
which is what I said already here
it's set to 701.487175 which is what it should be
yet still has the 0/min iron
how do you know it should be this number?
701.487 / 40 🤷♂️ I dunno
my issue was never the math it was the fact that having a display like that just seems weird
I just brought it here because I don't know where the hell else you talk lol
701.487 where did you get this number?
starting coal minus the actual amount of coal I know is needed for black powder
it quite clearly shows it needs .488
(which is a rounded value, but it's .487xx, so bigger than .487)
if I am using 2/3 of an assembler to make black powder with this recipe it simplifies out pretty nicely to 10
which once again brings me to "your iron ingot input is not enough"
10 sulfur, 10 coal
If you send 712 coal to this thing, it will stop having coal problems.
why, then, does your calculator display as 9.999 instead of 10
however, once again my issue was never with the math in the first place
because rounding 🤷♂️
it was this
9.999 repeating =10
increase iron ingot input to 701.488
(if it’s a repeating decimal)
I said that from the start, your issue is "not enough iron ingot input"
This still hurts me whenever I think about it.
Because it shouldn't imo, but it does...
Like.. something that is not 10 should not be equal to 10...
And yet... math fuckery...
more and more confused the more I do this
what purpose do any of these lines even serve lol
again, it's not exactly 0, it's some small number that when rounded to 3 decimal places rounds to 0
basically a number bigger than 0, but smaller than 0.0005
they shouldn't be there in the first place
I bumped up iron, just like you told me to, and look - it's doing even more whack stuff.
they should, because it's the correct math
also I recommend to keep the production line as simple as possible. Making 15 products with things like this doesn't really help
it's simply what was ultimately being fed into the system.
All I did was add my amounts at the end of the line to this.
That is why those are there.
the more stuff you add to the production tab, the more you have the chance to be off by 0.0001
whenever you see 0x[machine], it's not an issue, it's really what is extra
(you can hover over the machine to see the extra amount)
it's usually caused when you use the numbers from tools and do more math on them (like you did)
@wind spade how to access your calculator
Well, 9.99 repeating plus epsilon = 10; 9.9 repeating isn't ten but is infinitely close as to be effectively ten for most purposes.
i was wondering, how many coal generators can i feed with 1 270 line of coal? from my bad, quick math it seems to be 18? i'm not sure about that, so i hope someone can help
270/15
then disable the recipe
Of course it's correct but those numbers are so miserable that they become useless and only confuse
well the "issue" is in the player giving the numbers to tools, I don't really want to intentionally show "bad" numbers
No, it would just make the tool more comfortable to use
again, I don't (and won't) ever intentionally show bad numbers
it's a calculator, they don't show you 6.8 when it's actually 6.7999999
I see no reason to introduce artificial error
Yeah so you can round it to 6.8
anyway, do it whatever you like
except sometimes you don't want to round
make your own planner, the data is freely available with every game install
greeny, any reason why the building counts round to 3 digits and not 4?
if the user adds 10.158 iron ingots input and the production needs 10.1581 iron ingots, why wouldn't the tool show that you need to produce 0.0001 iron ingot extra?
historical reasons, it was like that since the tool became a thing and back then we couldn't do decimal clock speeds anyway so it was way more than enough. Didn't want to change much and new tools will have user settings for displaying numbers (how many digits to round to)
otherwise no reason in particular (and you could host your own tools and just change that one number to round to 5 decimals or whatever)
also, another reason - the solver sometimes works only on 3 decimals so I can't guarantee much more precision in some cases anyway
again, a thing that will change in new tools
round
Alright, thank you. This will help me a lot
If you put one unit of "fuel" in anything consuming fuel (power generator, vehicle...), it'll tell you how long does each unit last in the machine
so if you need 100 Adaptive Control unit and it take 2 computers how do many do you need
100 * 2 = 🙂
ah thanks
Im confused
i didnt get the question at all and now its just 100 * 2
Each Adaptive Control Unit needs 2 Computers to build, and you want to build 100 ACU:s. How many computers do you need?
I need halp. How do I make the video take full browser window? not popup, not full screen, use the whole window?
no clue why.
I'll... just ignore the existence of stream for couple hours and come back when the recording is on.
Whats wrong with full screen?
does neither clicking the fullscreen button or the video work?
fullscreen also takes away my taskbar, and I requie its use for switching between things
ooh, figured it out.
You can go to 'settings' then pick 'popup player', which will open a new windows with just player in it and no chat, but then you can click the big 'twitch' text to see it on twitch, and then it opens the normal window with the intercative chat so you can finally see it like intended.
obviously youtube has a patent on 'click video to view the video' thing 🤣
how long was todays stream? twitch cuts off at 1h26m mark for me?
hey is there an easy way to divide by 10 with splitters?
Make 10 splitters?
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
Then there are people who prefer this madness, aka sushi belts
That is some kind of ratio belt thing. Not plain sushi.
Doesn't that exactly create a sushi belt that's properly balanced
True, pure sushi belt can be whatever hodgepodge of items in one belt, but those aren't inherently useful imo
Doesn’t look like the sushi balance systems I’ve seen
Alrighty
They are very useful if a production system can fit all the items on one belt
I feed a four input manufacturer with two belt’s instead of 4
I'm planning of using sushi belt for my nuclear waste disposal for nitric acid and sulphur since they are the exact same amount
But I got hesitant as I couldnt immediately think of a way to handle cases where an output / input has failed
So you plan on packaging and unpackaging your fluids for Nuclear Blenders? 
@opaque oak @vapid gorge That picture is something I haven't seen in a while ^^... You can find it in this post about @thorn bane 's Saturated Sushi Belts
https://www.reddit.com/r/SatisfactoryGame/comments/rv0v5e/saturated_sushi_belts/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
But the concept behind it is quite cool: he basically figured out that if you "reverse" a load-balancer, you can "easily" create merging systems providing a very specific pattern of items as the output, including feedback loops of needed
That's what I always thought as a sushi belt, and everything before that wouldn't be very "trustworthy"
But I wish there was a merger / splitter that helped us do that kind of thing ingame instead of being so complex
Initially when I saw programmable splitter in the tree, I hoped that would have cababilities of making complex logic
A splitter with "I want 5/min of X to left, 5/min of X to right, overflow to center", and a merger with overflow output on top. 😄
i'm pretty sure literally everybody thought that
there is a mod for that kind of splitters
Ruin huge aspects of the game that way
also just unnecessary
too easy
As Tomato said, such a contraption, in game, "simply" equals: machines with specific clocks making specific items whose outputs are merged
Personally, I appreciate how the latter poses more challenges than if the task could be performed by a single "merger object"
The most complex thing they can do is load-balancing sushi belts (atm)
