#math-and-meta
1 messages ยท Page 56 of 1
are you kidding cast screw is my favourite recipe. i havent found it yet but i had it in my last game
im too lazy to make iron rods
steel rotor i prefer for use in a motor factor for needing lots of rotors
cast screws just gets rid of the intermediate rods. it's pretty "meh".
it's amazing when you're bad at math
it doesn't do anything that other alt recipes wouldn't do
it removes a bunch of rod constructors
if you want to save resources, you use steel rod
if you want to save space/power, you use steel screws
cast screws don't save any resources and save way less space/power than steel screws
and does simplify the belting maths
belting math is simplified by underclocking
Cast Screws is common loot.
early game i find it useful pre-steel
yes but most cast screw use is done before steel is a thing in game so.... that makes it infinitely more valuable when your doing early game and every watt matters
pre-steel, stitched plates do the same as cast screws but also save resources
I've never found it worth rebuilding a production line for.
its in the early hd research pool as one of the intro 6
yes, but you need iron wire too
you don't need it
and we're talking about rotors, not plates
you don't need that many rotors to progress to steel
copper rotors + steel screws = ๐คค
that was really my point, hold off on mass rotor until you have more options
for me it's not worth to pick a recipe that will be a bit useful for two hours
and then never used again
i'll still use it at times when i have a surplus of iron and shortage of coal
all recipes have their uses but that doesn't mean that you can choose not to use them because you don't think they have much value
that's why I said for me
yeah but repeatedly saying its a useless recipe and you shouldn't use it isn't being just for you
I never said that?
I was simply comparing it's advantages to other recipes and said that the other recipes have those advantages better
read it doesn't do anything that other alt recipes wouldn't do
cast screws don't save any resources and save way less space/power than steel screws
which i do agree with, greeny
yeah, nowhere there I say "don't use" or "is useless"
He said it doesn't do anything another alt can't do. (And I would add, do better).
Every alt has a best use case. But some alts are still woefully underpowered in comparison to their counterparts.
whoops i was reading yours weirdo beardo an his as the same person my bad
Which is why moon suggested not scaling up until aquiring those more desirable recipes..
For me I don't hold out waiting for recipes while teching up the tiers. Because it's pointless. If I need more of something I go to other nodes and build more. It's only at end game when I want to maximize and optimize do I bother worrying about alts.
it's the truth though. Out of all the possible paths to make screws, cast screws don't really stand out in any property.
and when you combine those statements with yours it sounds a lot like dont bother trying this
i apologize for picking on cast screw as the example
If I have the alt. Awesome. I'll use it. If I don't? Eh. Factory going to get built either way. And I'd rather be building then waiting on an rng
yeah they are an early game best use case when watts are more important
early game you need screws mostly for reinforced plates, where you can get rid of them by using stitched plates (which give you all the advantages of cast screws + some more). Yes, you also need screws for rotors, but in my eyes you don't need that many to justify wasting a hard drive on it
This feels like a difference in perception. For a lot of us with thousands of hours in the game. The "early" game is pointless to optimize for. Only once you've unlocked everything is optimization worth while.
Before that just brute force it by building more. You're not going to run out of resources anytime soon
Could spend an hour hunting HDs and hoping to get an alternative I want. Or just add a couple more rows and another Miner and get back to teching
or do a bit of all of it ๐
i mean, early game, i don't really focus on rip production because i find lots in hd hunting
I do have thousands of hours in game and i go hard drive hunting while still in biomass phase and when you are that early it is a fairly good recipe
and slum with mk1 belts, etc
you choose the best available alt and sometimes you get weird combos
like phase 1, i truly find spending power on anything but rotors and screws+rods sorta wasteful
there's no best
there is best for current objectives and rescources available
sure, but that is different for every player
but i spend most of that stage doing the mam research and working down the hd pool
for example if I am building my oil then the best is just about any oil recipe
the issue is early game power is a pain to keep running so its easier to save on that
HOR and Diluted Fuel looking pleadfully in the distance
more complexity ๐คทโโ๏ธ
True but still, they are undeniably the best alts in the game
no, they are best from meta point of view ๐
but generic "best" recipes don't exist ๐
Yes, but what I'm saying is that the time spent in early game is miniscule vs the time spent in the rest of the game.
You spend a couple dozen hours (maybe a couple hundred if you're really taking your time) teching up, then you spend 10, 20, 30x that amount building perm factories.
So by perception, I apologize. It's not a play time factor. It is one of "do I bother worrying about this starter factory being super efficient before I've even unlocked refineries or do I just push through and get to have all my tools available.
It's the primary reason if I'm starting a new world I just unlock everything with Scim. I build the end game. The journey to get there was nice the first time. Having to wait on mk2 belts for a couple dozen hours is not fun
i'd say, that best alt in the game is actually copper alloy
not really they add one step but eliminate most of the waste to deal with that you struggle with with base recipes
but its a little subjective
they literally add one step and have one waste (same as base recipe), not much change there. So yeah, more complexity
i personally like thinking of things as not best or worst
and yeah, it's all subjective. You can have your own "best" recipe that you value the most, but that doesn't mean it's objectively the best. Objectively best is impossible to define anyway due to different preferences. Objectively best in terms of how much fuel you make out of oil? sure. But not generally best
hor + dilluted (packaged) fuel is defo top tier
as is copper alloy, pure caterium, crystal computer, rigor motor and recipes like that
the issue is the pipes and building as you have three separate products that requrie you to loop back/sideways to make it work vs with hor you just add a step that makes everything have one flow of direction
If you're going for pure simplicity, it really doesn't get easier than Oil -> Fuel
But yeah, if you want to max your fuel output then HOR + Diluted fuel is the best you can go for. However, it's more complex and takes up more space
we're talking about one product tho? we're talking about fuel
with standard fuel recipe:
- oil -> fuel (+ polymer resin that can be sinked)
vs - oil -> hor (+ polymer resin that can be sinked) -> diluted fuel (blenders, so very late) or diluted packaged fuel (a lot of complexity from packaging/unpackaging)
first option is just way simpler
i'd say why bother with making power with oil->fuel, the yield is so low on that unless you're building to upgrade at some point
It works well if you have no alts at all
yes but no because I atleast don't turn all the oil in a spot to fuel
the resin can go into plastic/rubber production
that's a you thing, not everyone does that
seriously, its very uncompelling for me to do for like the 3-6 gw you'll get
Although, I prefer oil to plastic/rubber then residual fuel
because it's a nice quick way to make fuel? not everyone plays in a way that they need tons of fuel
i'd rather make that sort of yeild with coal
(I'm not saying I would do it in some way, I'm saying that all ways have their pros and cons)
Nothing is stopping you from doing that
yeah, i'm just sharing my viewpoint, not arguing
i think using nearby oil to make plastic & rubber makes more sense to do for a number of reasons
not everyone plays the game either objectively from base materials needed to complexity and power requirements to power generated HOR and diluted fuel are better in time invested to what you get out compared to just about any base recipe you have in game.
any sort of power plant is sort of a build it and forget about it thing
Turn the oil into fuel and use the fuel for plastic and rubber
I don't argue against that. I say you ignore the disadvantage of more complexity, which is objective disadvantage (but some people may ignore it or not care about it)
And spare fuel can go into gens
and as soon as a recipe has one disadvantage, then it can't be objectively best
i'm not crazy about mixing production and power generation in the same line
when i do so there's always a few ohfa moments when i realize something is backed up because i'm moving belts around in central storage or something random
or oops, i shouldn't have removed that awesome sink yet, etc
Objectively it can be best even if it has one disadvantage. The trade off just must be worth it for example car a costs 36,000 dollars gets 86kpg and has heated seats but car b cost 42,000 dollars gets 92kpg and has heated seats which is better?
the 92kpg right?
depends on how much you drive per day, the grade of gas the car takes, whether it will be highway or city driving
reliability of the car, etc
how do you compare "1 MW less" to "less complexity"? how do you even objectively define complexity?
time spent
or another metric is 'how easy is it to break'
all things equal except for the kpg
but in SF example not all things are equal
its still a function of how much you drive
indeed, never a clear option
yes but each player isn't going to speed up and then slow down in construction speed unless an outside factor changes so that is a mute m=point
like i don't want to get off topic with this, but there's a break even point on that over time
you might exceed your use of the car before hitting the break even point
it really is amatter of how long it takes you to spend 8,000 dollars saved on fuel or electricity i guess
one player can see certain recipes as "best for them" and it will be true
one recipe can't be "best" for all players
simple as that
yes, and that will be different
and sometimes the answer is 'whatever you enjoy best' ๐
objectively taking the subjective person out of it as that is the only way to compare anything
if we leave everything subjective there is no way to compare...
it becomes my truth is and that makes your truth worthless
which is exactly the point we're trying to make
everybody has different preferences, requirements and goals
so everybody will have different "truth" about "best" recipes
and I continuously stated objectivly in my statements
yes, some recipes are objectively best for some parameter (e.g. alt HOR is part of chain that makes most oil-based product out of single oil)
but that doesn't mean it's objectively best for everyone and everywhere
which means arguing a subjective truth vs an objective truth is saying that because i believe something it must be true vs no you can't fly even with the superman cape
Birds aren't real.
Earth is flat.
Sacking of Rome was an inside job.
Moon landing was staged.
women aren't real?
We live in a simulation.
i can change the objective to make it so that biomass is the best power in the game subjectively but objectively that isn't true
or situationally provide a condition for that to be the truth
...biomass power is pretty good in phase 1 ๐
objectively there's no way to define which power is best
cost to output as well as time put into construction as sevrahn has stated multiple times
how do you compare that?
also what's "cost to output"?
(and biomass wins in time put into construction ๐ )
cough geotherm cough
biomass can be put anywhere, geothermal (on average) needs some time to get to place where you can put it down ๐
(also yeah I'm aware this is stupid generalisation but it's what you must do when you are comparing things that can't be compared ๐ )
is it possible to unlock the tech for geotherm in phase 1?
power and resource cost to manufacture fuel needed than time to construct set up to wattage output from said resources and time spent playing on world
yes? i believe you can if you spend time as their should be enough supercomputers at crash sites
is 1 MW more or less than one iron ore?
is copper iron ore more or less than one coal?
how do you generalise these? there's no objective way of doing that
(and as long as you include time spent, it fails completely due to different players having different times to build thing)
no, you can't because you can't get the hmf or computer recipe that early
You can find those at crash sites
Handcrafting > All Alts. ๐
compare straight across or you can use the resource extraction rate for cost ie 780p to 30mw
that ignores resource rarity
what's the formula that sftools uses? just sort of a weight based on resource ubiquity?
also resource extraction cost differ based on purity and clock speed
belt and miner tech too
maximum extraction of all resources for denominator on bottom and maximum for that resource on top for weighted points
then multiply it all my 10,000
it says so on their page
weighted resources, if iron is three times as common as copper, then copper weights three times as much (and therefore 2.5 iron is "better" than one copper)
I don't claim it's objective, but it's (imo) good enough to suggest decent recipes in terms of resource optimisation
and that's where I have been pulling my data from
yeah, for that sorta thing you're kinda just punting at how to measure it
moonchild asked for what algorithm SFTools uses though
there you can compare how much mw goes into making fuel vs compacted coal to see which gives you more bang for your buck
but the MW changes based on miner tier, node purity, node overclocking and recipes used
well they don't have it written anywhere on their page so only someone who helped make it would know how they do their math
"they" is me as I made those, so that's why they asked me ๐
you do a flat comparison at each level then 4
its not so much what you pick as the yardstick, but having it be a consistent comparison
is it better to do coal power or compacted coal and look straight at mk1 miners then at mk2 then at mk3
and then for every clock speed from 1 to 250%? and for every node purity?
they aren't easy problems
indeed
no need as the clock speed at 250 is a ratio of the 100 percent so it doesn't change the total and as long as you keep the same purity level for each it doesn't matter
something i'd find useful is to be able to adjust that rating based on tech level
it does when you have different amount of miners for compacted coal vs fuel
you are making it more complex than it needs to be yeah max out both at same purity level and then look at cost in mw to output in mw maxing it out then go what is the difference....
or make them both at 100 percent and look then
the difference is that you're assuming something that the player may not do and therefore the comparison you make is useless for that player's case
whats this about?
objectively best recipes
we're just noodling on that subject
or rather, WTNewman thinks there are such recipes and we're saying there aren't
There is only 1...
and now we're talking about how you compare what is best
there's none
ah. assumption that recipe math requires vertical thinking instead of lateral thinking
Everything else is situational.
if you are making an objective comparison once again than you eliminate as many variables as possible so as to do a comparison
so make everything that you can the same....
if you eliminate variables, it's no longer objective
you can try and make such an analaysis, maybe you are the one who magically can do it
you wouldnt be the first to try
(and fail ๐ )
yep
no because comparing an apple orchard of 26 acres to an orange field of 360 acres is not an fair comparison
they would need to both be grown in the same size orchard before you can make comparisons
indeed. Which is why you can't compare two recipes unless they have everything but one property equal
so saying an mk3 miner vs an mk1 miner is the same thing
Alt recipe discussion in a nutshell:
Team "There must be one best recipe"
vs
Team "There is no one best recipe"
that is eliminating a variable
i think cast screw and EIP are the only ones simple enough to draw a comparison
no, they have two different properties - power cost and production multiplier.
and that turns into a tradeoff easy to understand
exactly so you make them the same to eliminate the variance in the variables
therefore eliminating them from the consideration
which means you're no longer objective...
how do you possibly equate those two
neither are.
cast screws skip step which means they also skip gains you get from that step
EIB is slightly harder to justify, but still need different resources, so a point could be made about "I already have these as input so I don't like the other one"
i dont think you know how an objective study works.... you take two similar sample sizes and compare
you dont draw 100,000 of one sample and only 20 of another
I'm perfectly aware. But that's not what you're doing here
i'm just saying they're the only ones you can simply compare as you just did, and arguing about the accuracy of your comparison is a fool's errand
For a given input, there is a best recipe. However, that recipe is never in isolation
So its not just one recipe, its a set of recipes
If we are comparing two things whatever they may be objectively you eliminate as many things that are the same from your consideration so why are you making it more difficult by changing the parameters for one to make it different than the other
you could now of course brute force all paths and rule out "yeah, this recipe appears the most in all combos so it must be the best for the product it makes"
But thats probabilistic, not absolute
out of curiosity, have people done the 'max out every component producible' calculation? like i know its been done for max turbomotor & ads's in isolation, but everything all at once?
i have and it uses all the pure recipes
yeah, but the things you eliminate must make sense
you can't eliminate "does a person have mk3 or mk1 miners" because every miner needs different amount of MW. And if you're comparing setup with 10 miners and 2 miners, it matters if it's 10 MW vs 50 MW or 60 MW vs 300 MW
everything all at once results in a local maximum. And you may not even need maximum Turbomotors
there's "max sink points" which is basically what you want
unless you want to max everything you want to produce equally
i'm not even sure how i'd define that problem, tbh
Once you have your 4000 and 1000 of each elevator part, they effectively become useless
max sink points is indeed solved. And if you define your problem, it usually is simple enough to solve
you eliminate as many as possible so it is a 1 to 1 comparison so you dont have 10 miners vs 2 miners you have 2 miners vs 1 miner as you need a miner for sulfer and coal vs just for coal
so you have 1 compacted coal vs i coal energy cost to energy production
has it truly been solved, or was the assumption being 'max ADS's and that's your answer?
it was a random number example. But it still matters and can't be eliminated
the math for compacted coal for coal power nets you different results if you assume "more power for less coal" or "less power for more things"
it can by once again doing a direct comparison of 1 compacted coal to 1 coal energy required to make the product at the same clock speed
this is maxed sink points + power needed for it + 100 GW extra for things like trains and stuff #math-and-meta message
If you want to maximize all items, you can just literally do that in SFTools adding each one as a "maximized" production goal
The tool outputs the solution that makes the most of each, with each at the same rate
or just look at the wiki where it states cost to make in mw and then how much mw it produces
example (random numbers, not exactly your example):
- production line A needs 20 MW + 4 miners
- production line B needs 40 MW + 1 miner
you want to compare those two
with mk1 miners (5 MW): A = 20+4x5 = 40 MW; B = 40+1x5 = 45 MW; A is cheaper
with mk3 miners (30 MW): A = 20+4x30 = 140 MW; B = 40+1x30 = 70 MW; B is cheaper
see why miner mk matters?
Is this for compacted coal vs coal in coal power plants?
i'm not sure that it can be done with a greedy algorithm
the cost to make on wiki is average when you tap the whole map and overclock everything, so is subjective (as not all players overclock everything and tap whole map)
yes but stop swapping mk in that use the same at each mk level and see oh at mk1 this is better at mk2 this is better and at mk3 this is better
not in the box where it states at 60p/m
whole wiki algorithm is based on subjective basis, you can't use it for your objective comparison
that's why it's getting removed anyway
we put that stuff on the wiki and found nobody really cares about it anyway
and comparing WP btw wiki and sftools isn't a great idea
i haven't used sf tool for any of these calculations
I'm using the same mk for each case
I'm just saying that based on which same mk I use, I get different results
for comparison sakes at mk2 when you unlock fuel power then do you calculations then
they just use different calculations as baselines, you shouldn't compare the metrics together
#1084202981639061594 message
Compacted coal math
i haven't
and that's already subjective because you picked an option ๐คทโโ๏ธ
arguably since the oil extractors are mk1 therefore you must use mk1 miners for all comparisons with oil
lol no
its only fair to keep it at the same level
Oil extractor Mk 2 is the Resource Well Extractor 
that's assuming that they even have levels (which they don't) and that equal levels of machines are equal in all parameters (which they aren't)
then do it at all levels a oil extractor vs mk1 mk2 and mk3 and see what it looks like
exactly. Then also vs 1-250% clock speed and vs different purities
and you get into a rabbit hole of gazillions of options which all can have different outcome
as then you get the full scope and realize that mw input to output nuclear is the best
best in mw input to output. Not just best
so it's not objectively best. It's just objectively best in one caregory
nuclear is "best" because its less machines than 100 fuel gens.
But some people simply hate waste and the complexity of nuclear and the time investment
not really as they are ratios for mw in over and underclocking so you only need to do each calculation at 100 to 150 percent
then you have your ratios and can use that
the ratios use exponential formula. It's not possible to generalise based on part of it. Not to mention that 100 to 150 is already 500000 options (4 decimals)
yeah and if you can find 2 point on a parobolic formula you can find the formula
then why bother doing all the calcualtions at each overclocking level you can graph it and see the overlap
the calculations are applying the formula
input into a graphing calculator and see the 2 lines
it is for a comparison of 2 items
time per a building average
that's subjective
thats a terrible metric
its a great metric
because it shows "least time wasted on building a machine" ?
compexity can be simply number of inputs and building
again, subjective
so i can "optimize for least time spent doing stuff in a video game" ?
both chess and Satisfactory alternate recipes are a solved game if you're sufficiently insane
because it is subjective to each persons building speed
(anything you pick is subjective btw, all answers are wrong, it's a trick question. Complexity is defined by the player, so it can't be taken into account; so any analysis you make is by definition not objective as it doesn't include complexity)
I think we should remove build speed as a variable so we can make an objective comparison. ๐
and how do you properly convey to people what the numbers mean?
just tell them "lowest is best"?
we aren't playing golf
Then how do you properly apply the metric of "time per building average"
pick a building constructed count objects placed and then divide by time and do this for all construcion completed so far and tada
or just really look at objects in game and hours played and solution
(not to mention any of that isn't objective)
i did say it was a subjective measurement
if you apply subjective measurement to something, then the result can no longer be objective ๐ค
its complexity it is subjective by default
and given that this discussion was based on "X is objectively best recipe", I find it weird to use a subjective metric to prove that
hence why i was keeping it out of my objective analysis
which is a subjective decision
i think you should follow through on your analysis and then show some results.
Disussing data is easier than the theory behind it
aka - "if we ignore this, X is best"
no because in order to have objective data you can't have subjective ideas in it so from a purely mw and resources used standpoint as you can't say that oil is complicated or not for any one person as some people struggle with biomass burners and that is all subjective
yeah if we remove the human element from this wow we can do a proper analysis
The fact you have to clarify the standpoint at the beginning of the comparison inherently makes the result subjective.
The fact you can't see that, means for the past couple hours you haven't understood what subjective means.
Which in turn indicates this has all been a giant waste of time ๐
so...
"if we remove human preferences, we can tell what is best for humans"? ๐
bow to your ai overlords
too bad that the subjective things have a lot of weight.
So the objective analysis is done in an abstract vacuum
humans enjoy alcohol as a whole and yet objectivly it is bad for us....
All hail ADA
which is why you can hate or love recipes even if objectively they are better
If you maximize your hydric acid intake then it is also objectively bad for you
if it was objective then you can't say it's better
because the concept of better is in itself subjective
plus an entirely objective analysis is useless, I play the game subjectively, so I need an analysis that caters to my subjective POV
the only "objectively better" recipe could be:
- same machine
- same input materials (and same /min values)
- same product (but more /min than base)
(or variations on this)
how objectively if something outperforms in every category then subjectively you can like it or not but objectively it is better. if it doesn't perform better in every catagory then it becomes subjective
(and even there you could argue that having less /min fits nicely into a different recipe or something)
yeah but there's no such recipe so what's the point
it outpreforms in every category from category list that you picked, excluding those you ignored
see here
you can't have a objective list with subjective things inside.... that's like saying that obviously humans are better than aliens because you don't see any aliens
cast screw is objectively better than default, given that you posses literally no other alt recipes and never will
which doesnt apply to most of the players
even the evidently superior alt recipes are only superior because of a good subjective tradeoff, such as encased pipes or solid steel
because screws are hideous enough to scare away anyone who uses them
yeah but ignoring things is subjective on it's own, because you chose to ignore them, so the resulting list is no longer objective
brb going to centralize 40k screws/min
it is objectively better than default
and that's another problem - comparing recipes in vacuum
until you get steel rod alt
in vacuum maybe. Not ingame
looks like you have no idea what objective means, no need to waste time discussing this any longer
That's 2 of us who have now drawn this conclusion.
objective quote "(of a person or their judgment) not influenced by personal feelings or opinions in considering and representing facts." IE things that are immutable
objectively better means:
- no matter what parameter you pick, A gets better results than B
- parameters can be e.g. power consumption, per minute production, ratio between input and output, relevance for given place on the map (based on that place's resources), relevance for player's goals (what they want to produce and in which amounts), complexity of the build, player's preference to exclude some resources from production lines, etc, etc.
so you can't have subjective things like how fast you build included in any objective list
list isn't objective if you decide what goes on it
those numbers are really tricky to arrive at, like your inventory size alone affects the speed of building, as does your experience level, whether you follow no-clip build rules, etc
if i include for example number of building on the list that isn't complexity and it is objective but some people think that isn't enough even though to add more is subjective
"personal feelings or opinions...."
not actions. like "time taken to build"
that was about complexity
as a catagory used earlier
if you decide what goes on the list, then the list is subjective, as it is (by your definition) influenced by personal feelings or opinions in considering and representing facts
if I include every non subjective element on the list then what more would you like.... for me to include political opinions as well?
if you want to compare things objectively, you need to include everything
(which obviously is impossible to do)
then we would need some form of polling for every subjective item
like how hard do you find building with manufacures on a scale of 100 to 1
f.e. some people may fear the purple HOR color, so HOR isn't best fuel path for them
which is funny
is that really a thing????
I mean I learn about a new phobia like every day, I wouldn't be surprised that fear of given color is a thing
or they build with the non visible pipes
you still see the icon in recipe picking and opening machine/pipe UI
Porphyrophobia is an extreme fear of the color purple. It's a type of chromophobia, which is a fear of colors. People with porphyrophobia may experience severe anxiety when they see or think of purple in any form, or it might be a reaction to specific shades of purple.
In that case they may never even pass oil production
but you only need to do it once...
oh wait... default fuel recipe
indeed
than one only makes orange fuel and blue resin
for some people that may be one more time than they can handle ๐คทโโ๏ธ
wait they might see it in their periphery and be unable to open any refinory
(and it was just a random example, but it was to show that you just can't make objective claims about something so subjective)
or just build in the monochromactic swamp
f.e. I've recently found there's a "fear of items with holes"
because everything humans experience is subjective you can take anything and make it subjective regardless of it objectively being true for example the sky is blue but people who are blue green colorblind would never know that except if told
there's a sexist joke in there somewhere ๐
peg boards my nemesis
If objectivity is so easy why haven't we found the objectively best energy source IRL yet (
sarcasm )
objectively it is nuclear power so far. Subjectively to many people have to many fears about the what if it goes bad so we go based off of subjective opinion
it's not objectively. Some people hate storing waste
or don't want to deal with super complex processes
IRL.....
IRL nuclear is NOT objectively best.
where we go down to bedrock and encase it in so much material the planet will die before we see any waste
for anything i can think of.... so if you have something i am not aware of please share
how can a non-renewable power source be objectively best? ๐ค
the best source would be the sun itself
fair but that is nuclear power
dyson sphere!!!
i see nuclear i assume fission, pardon
because nothing is truly renewable due to entropy
well sure, but we're assuming "renewable" as "doesn't rely on finite material"
energy is finite so one could argue it is a finite material..... as we have shown materials can be converted into energy and back
by we i mean it royally i was not a part of that expirement
this is just arguing for the sake of arguing, you're very much aware what I am talking about
current uranium reserves are expected to be depleted by the end of the century, hard to justify a power source that will only last 70 years as best
Sun is expected to outlast civilization afaik
it is a pet peeve of mine when people argue for renewable energy saying things like its better for the environment and there is no harmful impact of it at all and while you may have not said that I may have let that irritation show
According to the NEA, identified uranium resources total 5.5 million metric tons, and an additional 10.5 million metric tons remain undiscoveredโa roughly 230-year supply at today's consumption rate in total.Jan 26, 2009
I'm not saying any power source is best, as each has drawbacks and advantages
I'm just saying that if you want to mark one as best (even subjectively), it probably should be some that will last more than a hundred years
not if humans have anything to say about that we will take the sun with us
how
"undiscovered uranium sources" sounds weird
how do we know about them if they are undiscovered ๐
technically with a breeder reactor we can outlast the sun...
well extrapolating based off of current mines and certain radioactive areas
throw asteroids and the planet into the star would work
do you know how many asteroids and planets are needed to annihilate the sun itself
one or or two depending on heavy metal content for planets and the whole Oort cloud if we only threw asteroids. we don't need to annihalate it just ruin its ratio and start making it fuse iron
so don't throw Jupiter at the sun that will just make it stronger
this is getting very much #off-topic-general
at best im private off topic
Plutonium fuel rods are best
best how? ๐
Bionuclear Fuel Rod when?
they create the most radiation of all fuel rodsso they win there
๐ฟ
Please tell me this isnโt the same convo I scrolled passed 3hrs ago?
It is ๐
But thankfully it is over.
does anyone know off the top of their head the sequence of steps needed to unlock charcoal & biocoal w/o selecting the alt recipes?
do those come free with the compact coal unlock?
i don't remember
We can parse with somewhat decent accuracy the general distribution/amounts of materials within the planet
Eg: earth is X kg; it has about Y kg of this well known element, so we can infer that there is at least Z amount of element the other element decades from.
Once you have a solid enough starting point, you can make pretty accurate guesses
can someone help me i have problem with this for months
i dont want to delete my world for this
We don't know how to help with unknown issues. Don't ask to ask, ask :)
Ah, multi-channel questioning...
Please let's leave the convo to a single channel ^^
but where shall i uplink the picture then? its only here
Screenshots.
Anyways, load your save onto SCIM. Find the tuck, right click and change pos. And change it's z Value to somewhere high up (or check thr z value of your player and go a bit above that)
Resave and download and load that version up and your truck will be back
#1038092680493801533 is the "main" channel for questions and, appropriately, allows to add images
We have reactors that can run on material other than Uranium as well though. For example, Thorium salt reactors which are both more fuel-efficient than Uranium and we also have more Thorium in the earth to use. That 90 years until depleted Uranium also doesn't take into account re-enriching the fuel. Also, if we get Fusion to work we will basically never run out of fuel for as long as we will be around.
Also doesn't take into account stockpiles held by countries as well - the UK has enough plutonium on hand to power to country for 20 years
Uranium is like 12.% of all energy produced(including ships planes and cars)
Most of the things are hydrocarbonates
i'm having a stroke for about 30 min already....trying to figure out how to split and merge one line of 5 RPlates and one line of 2.5 RPlates into 2 lines of 3 RPlates and one line of 1.5 RPlates.....so basically turn 2 line 7.5 items into 3 line 7.5 items.....only if i could split/divide by 10......anyone willing to help me?
What are you splitting them for?
If they are to go into machines you are better off just manifolding
you can just do a manifold
--S--S--S--S--S
| | | | |
they are going into three assemblers which are gonna make modular frames, one of them will be underclocked to 50%
yeah, then manifold
okay, it will ofc startup slow, but at least i don't have to do crazy math now
yeah it's almost never worth it
"Easy" way to split into any number N (N=13 in example, a very "nasty" number to split into)
- Split to the closest biggest multiple of 2 or 3 (2x2x2x2 = 16)
- Merge all "excess" back on the original input belt (before the first splitter). For the example, merge 3 outputs back (16-3=13)
- Make sure the belt between the merger and the first splitter can handle the extra throughput you've added
- Optimize the beltwork if you wish. Otherwise you're done
With that few machines involved it wont start slow if the RIP making machines are turned on and fill their output buffers while you build the machines for the SMFs.
In the current build, is it more efficient or the same efficiency, between the two options?
A. 2x water extractors @ 75%
B. 1x water extractor @ 150%
power efficiency: A
space efficiency: B
any other efficiency: equal
+1 internet, thank you for that. Exactly what I needed to know. :)
Working on a location optimization for factory planning. Here is a test showing best locations for a factory that needs 1200/min Iron (darker is better). Combinations of pure, normal, impure to add up to 1200/min have been taking into consideration. "Best" is ranked by lowest cumulative sum of distances to nearest resource nodes that add up >= to the desired rate.
I wonder if it would give even better results if you somehow made it so that if it has more resources nearby or even other types of resources, it's counted as a negative
that way you won't "waste" the great places to build for just iron things
You could keep track of things as a cost function, where proximity to iron lowers cost, and proximity to other resources increases the cost. And then plot the heatmap based on cast value. That seems pretty doable.
yeah, I just wonder how good would those results be
Here's a test looking for best spots for 12,000/min Iron. No surprise it favors the desert. Next I'm going to add search parameters for multiple resource types for factory planning.
Iron Alloy vs Pure Iron vs Default will be interesting
You bring up a good point about factoring in proximity to water as a resource input (i.e. Pure Iron recipe). This is currently not setup to handle water
Location optimization test for a 240/min Motor factory. Darker area are better in terms of proximity to copper, iron, coal nodes for the requirement resource rates.
Best selected location:
[-148000, 343000]
193 -110588 -135153 iron pure 780
120 -47085 -141055 iron pure 780
16 -44869 -139480 iron pure 780
26 -37614 -142250 iron pure 780
17 -43382 -136820 iron pure 780
262 -186902 -118340 iron normal 600
202 -190787 -117690 iron normal 600
263 -187933 -114624 iron normal 600
274 -227411 -118862 iron pure 780
252 -250080 -126363 iron pure 780
264 -163354 -192097 copper normal 600
195 -96801 -135276 copper normal 600
251 -166357 -129628 copper normal 600
411 -26898 -145469 copper pure 780
192 -99604 -146823 coal normal 600
50 -102630 -140320 coal normal 600
51 -107739 -130640 coal normal 600
49 -110109 -129160 coal normal 600```
Isn't this entirely subjective to which recipes you select?
Absolutely, this was a test targeting a "real use case" of planning for a specific 240/m Motor factory (using the basic recipe). The script here takes in a list of resource types and corresponding resource rates that you need and it scans the map for best placement to the nodes that you need.
Does anyone have a spreadsheet/database they use for working out materials needed for buildings?
the ingame to-do list
for machines that is
foundations, walls etc.... i always just guesstimate that because designs can vary as you build
Yeah, going to the build menu and just telling it how many of each building you want will give you an exact list of all needed materials and amounts.
SFTools tell you how many buildings you need to build a given factory, just copy that over to the to-do-list
OK this is a cool tool
Especially if you can adjust what resources/parts/amounts you are using
I've been waiting for a tool like this one. Global resource costs aren't valuable for players who don't plan on utilizing 100% of a given resource, local resource cost is much more important
Yeah
Is @pulsar stratus on here? Let's get this integrated lol
What did you write this in? Love to take a look at the source
English ๐
"Location optimization test for a..."
Seems all English to me 
that's not the source 
currently doing educated guesswork in GDScript
๐
sounds like a 'yes' to me
Guesswork? In coding?
Are you insane?
๐
Jace certainly has never guessed when coding anything for Satis.
Ever.

if you write code by changing things until you get the desired result that's considered bad practice, but if you write a program to change things for you until you get the desired result that's called machine learning and pays triple
tbf I tried and it just worked first try, so I may or may not be insane
Not to get too #off-topic-general in here, but my least favorite part of coding is when the compiler throws zero errors but the program isn't working...
Because it means everything I wrote was legal, but somehow I now have to figure out which part of it is "wrong" ๐ญ
I wrote this in python in a Jupyter notebook. More than happy to clean up the notebook to share (calling all data science geeks to make the code more efficient than a bunch of for loops ๐). Also thank you to @pulsar stratus for providing the raw json list of resource node data!
Yeeees. Yes
Uuugh I hate Jupyter ๐
But even. If you don't want to clean it up and just send it to me raw I'd be fine with that
(And nothing against anyone using Jupyter, I'm just a dev snob ๐ )
And if you really want it efficient... you don't want a data scientist to clean it up :p you want a dev to ๐
Sure, DM me and I'll send it over when I get a chance
Tut tut ๐
is the alt recipe Instant scrap better than the normal way?
yeah its more bauxite efficient
instant scrap or electrode scrap + sloppy are tied for most efficient on bauxite
so if thats what you need go for that, otherwise default is a lot simpler
Like lino said - but depending on location and how much bauxite youโre doing sloppy+ electrode is simpler
lovelyy alumin
yeah alt recipes are all about tradeoffs and your enviroment
you might want more efficiency, faster output, less buildings, fewer resource types, etc
you can mix and match alts to achieve your desired results
Scrap has 2 methods that are tied for "best".
I have 2 pipes of oil - one is carrying 300, the other is carrying 600
I have two factories consuming 450 oil each
what's the best way for me to feed those factories?
Is this a good way to do it?
Arrow in the middle is a valve
Best way would be to have one factory consume 600 and other one 300
Second best is what you built but without valve
Yeah, scrap the valve.
hmm... what issues do you foresee the valve causing?
Valves can only be set to 256 possible values
it won't be set to anything, i just want to prevent flow from the 300 line to the 600 line
could use unpowered pump i guess
why tho?
that's resolved by the 600 line having 600
fluids in general work best if you let them flow wherever they want
and just loop pipes at the end
but again, best is to just not mix the two
if you have X on belt/in pipe, make a factory that uses X
aesthetics tho
need symmetrical factories
3 modules at 300
even numbers tho 
or just separate the two modules so that they no longer are connected
300 is an even number tho... lol
Set one side to clock at 200?
Continue the manifold on the 600 pipe in front of the 300 manifold and even it out?
You have many options
The valves are supposed to work intuitively, but they tend to act 'wonky' or so I've heard. I've never personally experienced this, and I use them occasionally, but the general consensus is to avoid them.
All? ๐
So a VOP to sink excess water to concrete made water back up...
Any suggestions?
without images impossible to tell

are there supposed to be valves on it?
my understanding is you're best off copying the VOP or VIP from the manual precisely
It's presently humming along perfectly... but I left it alone and it backed up
I just rebuilt the whole pipe system juuuust in case I did something strange by mistake...
Shouldn't that work without VOP? Just all byproduct water is put to concrete
Wasteful! But yeah I may do that if this doesn't work.
Wait - are you just sending waste water out or you've attached this to a system that's consuming waste water?
I have byproduct water going to back around to the sulfuric acid, but I produce too much water, so the extra goes to concrete
How is it wasteful? There's no difference between byproduct water and normal water, if some other setup needs water, it doesn't matter if you give it byproduct or fresh water
is the byproduct from the sulfur being consumed in a nuclear set up? Cause that should be the same consumed as produced right?
Nope, the fert uranium step is producing water byproduct which I'm using to bring back around to the sulfuric
... what's the sulfuric feeding?
It's a loop, sulfuric is feeding the fert uranium, fert uranium is making water that comes back around
you're doing nitric acid somewhere else?
Nope, nitric is over here too
I'm looking at sulfuric acid and nitric acid in that combo and I'm pretty sure together they use the same as the waste?
3 water per 3 nitric
5 water per 5 sulfuric
fertile uranium uses 3 nitric and 5 sulfuric and outputs 8 water
Okay then
14.4 machines producing fert uranium produces 576 water. Sulfuric acid takes 360 water, I have 216 water left over which I am sinking via VOP into concrete, it keeps backing up and I can't figure out why it was doing that.
use it for nitric?
you can set the valve limit higher if needed
so more water can pass through in a big wave
Shouldn't need to do that, but maybe set it to 230ish.
fluid transport is AVERGAGING.
if you ever dip below the max then on avg you will back up right?
you should consider it, to account for possible delays of the mk 2 pipe switching direction
230 it is then
Just gotta turn up the concrete machine slightly
and fluid comes out in chunks with production cycles.
if it only outputs what the acid doesn't use set it to 600
When I did that, the acide got starved for water
funny
problem with the build then?
Like I said, I would avoid using VOP or VIP if at all possible, use the excess water for the nitric in a perfect cycle
that means the VOP wasnt tall enough whatever to act as overflow junction
Screen shots above, should I build it up another level?
you can if you want
if the lower exit of this thing (the one going to acid) goes up vertically, that makes the fluid swell up inside the VOP aswell
lowering the threshold until fluid moves to the overflow side
It seems to be working since I rebuilt it... maybe I had a wrong pipe somewhere or something silly... 
Yeah, that's a neat spin on the usual 1:1 fluid loop, a 1:2 fluid loop ^^
Weird but cool!
Tbf, it's more challenging than it might sound.
You have to make sure that there'll be enough water to keep at least one of the fluid productions happy, or the byproduct water will stop completely due to only one Acid receiving water and being made while the other production keeps on starving
hence why using fresh water and recycled water is so important
if you have one fresh source for stuff, it can kickstart itself again if it runs dry
But then you have to either deal with prioritization or deal with some of the by-water separately
I think this is just a good usecase for buffers (give enough fresh water to start off and the system won't ever lack fluid; add enough empty buffer space and the by-water won't even pile up to machines)
Another test, factory location optimization for resources needed for 480/min Aluminum Plates (default recipe). Darker is closer to the copper, quartz, bauxite, coal nodes. Highlighted spots are the best (closest grouped) nodes found.
ohhh, you said thats a jupyter notebook, right?
Yes it is
Could you share it? It seems like a useful tool
That is so overcomplicated
while at the same time doesn't take into account other productions you might need next to it
If you already know which production lines you need close then you can build close to that
I doubt it takes into account changes in terrain that makes building or logistic annoying by the pattern of hte colour too
It looks great to have a general guess
I take half an hour looking at the map at least
.. Just use SCIM. Show the resources you need
Yeah, but you still have to do this what-is-closest-to-everything work in your head
This serves like a good first guess
I'm looking at the dark spots on that example and most of the 'optimal' suggestions are on terrain that would be a giant pain in the ass.
you can literally just turn on the resources you need on SCIM and go 'oh there's the three nodes I need close together'
You can use the dark spot as a first guess, and look for suitable terrain near
Working to clean it up and share it with Anthor as well. DM me so I don't forget.
sure thanks
I've found it's sometimes hard to review the SCIM map if you turn on 4/5 resource nodes of all purity types. This tool gives the user a location to start looking in as well as the specific nodes that we ranked "best" to consider.
Which alts are the "worst" by WP standards?
And do they ever shine in a particular production niche?
That's the thing: imagine being able to overlap "heat maps" generated on request to the map on SCIM.
Eg: heatmap for X iron plates/min; then heatmap for Wire/min and so on at preference
One has limited use, but being able to toggle and edit them could offer quite some interesting data
WP is very subjective metric ๐ค
I mean, the calculator automatically chooses the lowest WP recipes, right? Just wondering what the opposite extreme looks like....
calculator doesn't use the same WP algorithm as wiki, but similar one indeed
So, I've got a nice recipe for a computers factory that generates a lot of fuel as a byproduct. Decided to make a fuel/turbofuel factory out of it and came up with this idea.
With the amount of Turbofuel I have here, I could power a whopping 36 Fuel Generators. But I was wondering, would it be possible to package all the turbofuel and feed it through a smart splitter where one end converts it back to liquid for the generators and the overflow unpackages it into a storage container? That would be awesome.
Actually I could probably smart split the regular fuel to do that too, so anytime I'm not capped out on power I'll be saving the excess packaged fuel/turbofuel.
fuel is a byproduct because you manually entered it and likely just maximized for packaged turbo?
Yes, I played around with the calculator for a long time to get a Computers recipe I liked.
ah.. default rubber and plastic
I feel like that's incredibly efficient given the inputs and the total number of output/buildings/power.
yeah those tends to output a lot of heavy oil
you're getting ugly numbers in the entire setup, is that intentional?
Yes, that's intentional. I could maybe round up if I wanted, but I usually just underclock each of the machines slightly.
30.938 computers is odd
but then again caterium computer is usually best used in groups of 4 manufacturers
My strategy was to start with this in the calculator and then work backwards.
could just use 8 manufacturers and thats it
7.5 assembly director systems only need 15 computers/min
After playing around with this endgame recipe a bit to make it as efficient as possible, the total number of computers I ended up needing is 30.938.
The threshold for those endgame recipes is to finish the final phase in 8 hours.
if i trace all paths... you only need 18.75 computers total for all that
Using slightly different alternate recipes I presume?
I went through and disabled all the F tier ones from this analysis:
https://www.reddit.com/r/SatisfactoryGame/comments/xutbq3/phase_4_alternate_recipes_ranking_w_spreadsheet/
Except I left the residual oil/plastic/rubber I think.
disabling recycled plastic and rubber because some list thinks they suck?
those 2 recipes easily cut down your oil demand because you basically turn heavy oil directly into rubber and plastic
No I didn't disable them. And that's one of the many reasons why.
lmao that analysis puts coated cable of all things above insulated and quickwire cable
Well the reasoning is all there. Occasionally I still switch things out to simplify a factory design.
Coated Cable still D tier too.
the path they chose in that analysis is one of many
since you are nowhere near the numbers they set, you have a lot more leeway
Yes I don't stick to their recommendations 100%. More of a guideline.
I adjust based on resource locations or to make simpler recipes all the time.
heavily recommended to never follow any online "tier list". They are all very subjective and usually don't agree much between themselves. Not to mention that all recipes are subjective and some people may like different recipes
It's more the analysis with this one I prefer. It's not entirely subjective because of the metrics established in the introduction.
either way: if you wanna really make a use of that heavy oil, i would just use it to make some plastic/rubber
Why plastic? Fuel byproducts sink for more points and can be used for power pretty much anywhere.
fuel byproducts sink for more points... what?
the analysis is very much flawed. How do you compare "raw resources needed" for every combination of recipes?
(there's 2^150 combinations, roughly... so around 45 zeroes ๐ )
pure copper in f tier?? i love that recipe
https://satisfactory.fandom.com/wiki/AWESOME_Sink
Rubber sinks for 60, plastic for 75, packaged fuel for 270.
you need like 300 plastic. you can make all of that from just the heavy oil byproduct that you get from rubber
theres better things to sink than packaged fuel of all things
and as for power: you can just burn the fuel on the spot
and transport the power via cable
(and yeah there's a lot of combinations that are impossible to use, but even if it was just 1/1000 of combinations that are legit... you're still beyond realms of possible analysis of all options... not to mention that you can use multiple recipes per item in pretty much any ratio)
Again, I adjust recipes all the time for various reasons. I just needed a simple outline from start->finish and that was the one I chose for endgame goals, and I work backwards from there trying to hit the phase 4 in 8 hours threshold.
tbh then just build 28 fuel gens and keep the rest of the fuel for jetpack or whatever
the power is far more valuable
you dont need any conveyor splitter stuff to overflow fluids
That's precisely why I started this conversation by mentioning the package->smart splitter->unpackage idea so that I can have all the extra fuel that isn't consumed for power.
That'd work too TBH, thank you.
use mk 2 pipes for the fuel
then you have around 50-ish fuel overflow
which you can then package
speaking about manual... shouldn't valves be removed from VOP (or at least said to be set to 100%?)
now that we know how bad they are and how little values they can actually have?
if you wanna precisely or sorta precisely limit output at each stage... no
you can do whatever you want with those valves
i just set them to something a bit above what the machines on the other end need and it works fine
but if manual recommends "set them to what you consume there", then there's a high chance that the actual value set in the game will be lower due to 255 possible values of valves ๐ค
well that translates to what I said in most cases ๐ค
what you desire is up to interpretation ๐
(or add a page about valves being bad ๐ )
is the valve even required in the VOP? from pure logical point of view it seems it would work without them
can be whatever you want it to be
mr.plumber can you fix my pipes please ๐
no but i can help you fix them yourself
sounds good
I've rebuilt the entire pipe(s)
rebuilt all pumps
removed buffers
head lift is good on every pump
all water extractors have power
removed valves? pipes looped at the end?
so then whats the issue
the blenders are not getting enough water
extractors produce 600 p/m and the blenders need 100 each
so it's right on the limit
are the junctions going to the blenders below the blenders?
yes
this might be the problem
when one blender fills itself it takes all the fluid it needs at once and lowers the fluid level in the whole pipeline so no other blender can get fluid until the pipe refills to the top
feeding from above is usually more stable
or so they say
(and looping the pipe)
that's not what I said tho
i have had one bottom feeder that was unstable, seems i fixed it with pumps but not really sure what the problem or solution was
that would be ok as far as i understand it
looks like it's working hahaha
the upper pipe looks cool with the angled junctions
not sure i totally wrap my head around the concept. one machine takes all the fluid it wants and lowers the pipe level. but now other machines cant take from the pipe for a while? how did the first machine take the level so low then?
if you have a long pipe manifold, you should feed it from both ends
that should help improve the flow
yeah, split it and feed from this side and the other side
It mostly works just like a splitter manifold. Just starve the blenders of dry goods to prefill it all, then put the blenders on standby while you fill with dry goods.
No, like this
#screenshots message
still having issues
now it pumps loads of water and then it stops
looks like the water is going the wrong way in the pipe
did you try the loop trick that was suggested?
could be multiple issues, bottom feeding, and using a full 600
change the connection between blender and juction to mk 1 pipes. improves stability
Those 2 things shouldn't be causing issues if the rest of the pipe network is set up correctly
make use of some unpowered pumps at any major intersections, they will stop any backflow and ^^^ use mk1's into machines
no, dont use unpowered pumps
even if mk 1 pumps are bugged right now, you do NOT want to kill head lift by leaving the pump unpowered
I should said if you don't need the headlift, yeah
Hmm? Unpowered pumps do something?
I pre-built 3 extractors and piped them but haven't done anything with them for hours since - anything I should know?
So you'd need to find water at 2 different elevations and you can save yourself building a pump or two and that's about it?
Am I understanding correctly?
i use them to stop backflow
Or are we talking building junctions on a cliff-climbing pipe and attaching floating unpowered pumps every 9m?
powered pumps do as well but they use power obviously
all my pipe networks are flat however so I use them unpowered
if you have 0 m head lift, you cant move liquid up at all
I just realized I was thinking about extractors and called them pumps above. I get it now. Editing.
if you leave a pump unpowered, you cripple the pipe on the exit side
because that thing can no longer move up
Yeah you can't bottom feed if you use them, but they work for me because all my pipes are flat
Makes sense - a tiny buffer is something I'd like for my belts AND pipes.
I only do it because I am paranoid about backflow and I refuse to use valves outside of a VOP
What do you mean?
In the case of pipes, anti-backflow or a small reservoir (which doesn't backflow).
In the case of belts, a tiny storage buffer.
Storage containers?
backflow is easier to deal with if you just loop the pipe
then you can ignore backflow completely
Mumbles about flow becoming unreadable
Yes but smol.
Stack them then
...that makes them larger.
Oh sorry I thought you were complaining that they were small ๐
Lol, nah, they're chef's kiss sized IMO. I do additionally want a splitter/merge-sized unit with maybe 4 slots, just to have them. Be useful for a short time in progression too if you're doing the auto-as-you-go type of playstyle.
That and a 4-way splitter that loads from the top or bottom via direct lift connection - but such a thing would require new code to be written for adding a lift that attaches vertically so I won't hold my breath for that.
4 way splitter would be pretty much pointless anyway imo, manifolds solve 99% of cases ๐
Most things you can build are pointless and most layouts that work at 100% efficiency are overengineered as a result. ๐คทโโ๏ธ But that's more a point for #design-and-architecture to be fair. You aren't wrong.
probably never going to see it tho because why spend dev time on a new buildable that already is covered by 2 of the existing. ๐คท tis life
What's the absolute maximum power that can be produced on the map, excluding biofuel?
Using the most optimal combination of coal, oil, nuclear, geo.

more than a TW just from Uranium Plutonium
Max Nuke is 1.19 TW.
Max total power I think is shy of 2 TW iirc.
interesting
whats the max wattage you can draw before your pc melts?
Depends on your power supply...
it was meant as a funny 
Better luck next time. ๐
i actually am curious as to what the max power that people actually use is
real world watts for PC? or in game?
oh, I use about 22 GW
Idk. Im up to 42GW production. But max possible usage is in the 50s...
what about actual usage?
Depends. Right now probably 20GW... but a lot of lines are stalled out due to full outputs waiting on the tie ins to the next line.
i see
i'm in like a 20/40ish range atm
max in any playthrough i've drawn is probably in the 150 gw range shrug
you can draw a lot when you OC particle accelerators
I think my HMF outpost by itself is like 34 GW ๐
oh man
100+ per minute ain't cheap.
Disagree. Youโre either creating backflow by fluid passing machines, up the end, then hopefully flowing back down or youโre splitting the fluid and sending to the end which in turn also creates backflow ๐คทโโ๏ธ but if that fluid continues to flow back around to the beginning then it will just block the extractor from being able to input fluid into the network. thatโs why it always kills me to see you guys suggest that as a fix to backflow
At most all the extra pipe does is create an extra pathway and buffer for fluid which could be said about the fluid buffers everyone suggests against.
It might eliminate the symptom but doesnโt eliminate the root problem
I can believe it. How many HMFs are you making?
I actually donโt think Iโve ever even seen backflow in a fluid manifold except in cases where there is inputs flowing towards each other, in which case if the correct amount is being input, and caution is taken to only allow excess to flow where it needs to go, then it should never even be an issue
Iโve only ever seen fluid struggle to properly flow all the way down a manifold, in which case again, caution and proper setup can avoid this issue by just not doing that, and instead making smaller manifolds and pipe networks
Which run? ๐
I think this might be the room for me: are there any known issues with long output manifolds backing up? Like I have a 20-machine chain making steel pipe with a total output of only around 400, and outputs are chained together with 10 mergers all the way down. The machines at the start seem to have trouble draining even though everything is using mk1 lifts into a mk5 bus that all the mergers are on.
Have you tried upgrading your mk.1 belts to mk.5?
The outputs of the individual machines are sub-60, so I didn't imagine mk5 would be necessary; is there some funny merging logic for mismatched belt speeds?
If that doesnโt work maybe try splitting the manifold and merging the two back together at the end
Um yeah I think it might have something to do with merger speed. I remember it used to be an issue that was supposedly related to max belt speed not being fast enough but then they fixed that. So idk if mergers also need fixing or have been already? Maybe inputting mk.1 is slowing them down? Idk tbh. So just try in that order. Upgrade all to mk.5, if that doesnโt work then cut the manifold in half and merge the halves at the end. If that doesnโt work then maybe mergers are just still too slow for 780. In which case youโll have to split the entire network in half and not try to send it all on 1 belt
Appreciate the thoughts
But keep in mind this is only if the belts are actually backing up to the point of machines not being able to empty. It is natural for the manifold to sort of โbackupโ without actually causing an issue
I'm getting 28% efficiency because the output is so backed up
Lol wow
Thatโs worse than expected
Are you sure there isnโt a different issue?
Yeah, we'll see if things clear up with mk5s everywhere
It should be around 98% if it was the issue I was talking about
Yes, the machines taking pipe are underperforming because they're not getting it, and the machines generating pipe can't output it fast enough
That sounds much more severe
It's looking very possible I just rip it all out and start over... it's just 9.6 uranium rods per minute... ๐ข
Make a thread in #1038092680493801533 and post screenshots and details of setup
Just as a thing if you're looking at the machine UI 'efficiency' meter don't trust it.
I mean if all his shit is backed up I donโt think thereโs a reason to doubt it
I moved to on-floor instead of under-floor and everything's working fine even without mk5s on every output
So now something about my through-floor setup must be causing things to fail
How irksome
it's very inaccurate even if things aren't backed up. Things can be running at 100% for ages and not show it.
Thus 'don't trust it'
and if the thing is backed up you don't need a meter to tell you it's not working right
I mean, I'm also sitting here and watching it, seeing it idle every few cycles because output is full
Everybody's right
that's the best way tbh. Look at the lights.
nah cause just like i said belts especially in the case of manifolds can be completely filled with items, and still be running at 100%
hence... look at the lights ... >.> and if the whole manifold is stuttering chances are the producers are stuttering and getting full
ok but are you going to sit there for 20 minutes and try to look for a yellow blip or just look at the efficiency meter and see that it says 99%? you do you
Por que no los dos? ๐
Since this is nuclear setup I need it to be 100% foolproof, so I'm spending way too much monitoring every little bit
it's also pretty common as i said for manifolds to be backed up and "stuttering" because of the way mergers work.. one input has to wait while if there are other inputs moving items in. it's natural. machine efficiency is based on average run-time over a certain time frame. maybe you think it's real time? is that why you have such a distrust in them? lol
Well... surface-merging and then routing it to the underground for the downstream modules suddenly works perfectly

Going to let it run and make sure, then consider if I want to blow my brains out retrying the original setup
Thanks folks
once you've flooded the system only takes a couple minutes. And then you can come back and look at it, and it'll still be more accurate than the meter saying 98% when it's been 100% for agse
i don't even know what you're saying anymore i feel like you have an unhealthy distrust of the efficiency meter based on misunderstanding how it works and when it would show a problem. unless it's obviously wrong, then it's probably right
I have never seen it 'correct', never seen it show 100% when I had watched it for ages to know it was 100% for ages.
If you cannot trust the meter then there's no point looking at it thus need to do observations anyway.
you've never seen it show 100%? lol ur game messed up bruh
Bruh - the efficiency meters are notorious for being unreliable. I don't know why you want to rely on them.
Bugged sure but incorrect? Never seen it happen
Itโs always been correct for me except for the one example I gave when it bugged
You just said youโve never seen a machine say 100%. Iโve never heard anyone else say that. Thatโs not notoriously incorrect thatโs just your game broke my dude. Mine works fine
I would have loved to see your exact setup before and after you fixed it to theorize and test why it happened
For a description: machines in two rows facing in towards each other, conveyor floor holes for each output, mk1 lifts attached to conveyor holes from top and bottom, merged into mk5 belt underneath (mk1 lift to mk1 belt to merger onto mk5 belt). Total of 20 machines in the case I was talking about here. I had to convert over a similar chain with 26 machines that was built the same way.
After was simply no lifts/conveyor holes, just belted outputs to mergers to mk5 belt
if they are bugged they are by definition incorrect lol
and there's been tons of reports of the meters showing 99% or even 1% for machines that run at 100%
No I was saying if they are incorrect then itโs due to bugging out from what Iโve seen. Iโve never seen them just be incorrect
obviously if they show incorrect numbers, there is some bug that causes that ๐คทโโ๏ธ
but what's the point of saying that? you're arguing about the cause of incorrectness
but it's incorrect no matter what
Incorrect due to a bug and simply incorrect are different cases, technically; pretty sure the insinuation is that you should be able to trust the metrics unless there's something else very wrong with your save/install
what else could cause it's incorrectness if not a bug? ๐ค
e.g. "default" should be "trust"
That's his point
then what is "just incorrect"?
You shouldn't assume the game has a bug, so you shouldn't assume the numbers can just be incorrect
Not my argument anyway, haha
I'm heading to bed. Let me know if you had any thoughts on my setup causing issues, Spence, and thanks again
Not an argument at all just a conversation. We keep it chill here
I just don't understand the "They are incorrect because of a bug, I never seen them just be incorrect"... because if they will be "just incorrect", it would still be because of a bug
What I meant was that as far as I know the bugged numbers are like either 0% or stuck at 99% (which personally Iโve never had one stuck on 99). But the machines donโt just randomly report like 28.. itโs pretty safe to assume those kinds of reports are correct IMO. But in any case you should watch it and verify that it has constant input and output with no delays on either side. Itโs just an indicator tool not a guarantee
the machines donโt just randomly report like 28
I've seen even those reports.
And weโre sure that the person reporting this actually knew how to verify everything properly to say it was definitely bugged?
pretty sure yeah (as there were multiple)
iirc there was some fixing done recently to make it more stable, but it's still not 100%
Ok cause my next question was how long ago were these reports and have they died down recently because I hadnโt heard of any like that
The only ones Iโve heard of have actually been able to find and fix a problem
In any case I feel like we were trying to solve an obvious issue where things were backed up with machines reporting 28% and cobalt was just like โdonโt trust the percentagesโ. But I guess if none of my machines ever showed 100% Iโd be saying the same thing ๐คทโโ๏ธ all I was trying to say is I donโt think there is a massive problem with everyoneโs efficiencies always reporting incorrectly. And if something feels off about the percentage then just check it out yourself thatโs all. The alternative advice to sit around watching hundreds of machines and hoping youโll catch one turn yellow for a split second is just seems silly. I wonder if the light bars are bug-less ๐ค nah thereโs no way ๐
catching up on the convo, I believe the numbers reported by machines can still be a little off
I don't think i've properly seen it in U7 since it went EA, but I do know where to look
I see it all the time in a sloppy + electroscrap 4+3 config where the wastewater is recycled... the numbers when you first enter render distance are most times '0%' and sometimes do get 'stuck' (for lack of a better word) at ~98-99% after a short while of watching
my suspicion is that its more of a display artifact bug than some sort of simulation bug, and i suspect further it is more likely to be noticed when your fps drops too low
(by the time i hit a need for a mega-aluminum build, the game is hurting my pc :P)
i also think a possible cause is a lengthy autosave pause
Interesting. The wiki says the non-generator machines are literally just calculated by on/off time which shouldnโt be too complex. So maybe itโs possible the calculation is being affected by things like save freezing. Has it been tested by disabling auto save? But tbh that should only be a problem if the calculation is over a period longer than auto-save intervals. So it would change
I've not scienced or measured it
Note: lights reale to what can be seen (from anywhere) using this Power Draw graph ๐
The latter is, objectively, the most reliable and quick way to check for efficiency if one can isolate the power grid of interest.
Also I have a question and a bit of a sour gripe.. Iโm watching kibitz first play through and see the MAM is inside the HUB.. WHYYY did they change it? I think thatโs so much cooolerrrrr
so you can build it while hd hunting
I actually am lost on the first part of your message. Say that again?
i think it was also just sorta pulled out so that the hub upgrades would be all tutorial and for balance, an early phase 1 unlockable
So, laziness? :/ I think having to bring things back to the hub to research makes more sense and actually gives a purpose to the room inside the hub instead of just being for memes and arcade game. I was
Lights *relate to
Just a moment, catching up on chat
Granted it is very nice to be able to clear up inventory space by researching things on the fly when youโve got a bunch of crap on you but still
it was a choice... keeping the 10 minute research time and allowing you to continue exploring
But why not just decrease research time if thatโs the issue
to encourage you to go on expeditions
Decreasing research time wouldnโt change the fact that you still have to go hunt them all down
And itโs kinda nuts that it takes a minimum of like 17 hours to research them all
seems short compared to the time it takes to build a nuclear plant
I'd like to point one thing out: most of the people you're talking in this channel, have been around here for years. I'm not saying this to make a weird flex, just to point out that many reports and conversations have been made in the channel in the meanwhile, so there's a quite big data pool to pull from, collectively.
With that said, they have recently improved on the efficiency meter code. Whole it's definetly true that it used to be almost completely unreliable before as @vapid gorge said (even an autosave could lead to wild results, lag lead to machines never showing 100 and so on...), I'm not sure how true that is now... So I don't think it's fair to ignore meter without any research on it now.
But even then, I still think that the best way (as in: most convenient and with 100% reliability) to check for the efficiency of many machines is watching the power draw graph. Machines running at 100% produce a flat power draw line. Any up and down corresponds to a production inefficiency to be found (exception being vehicles, sinks and particle accelerators, which one can just put on a different grid or isolate a factory's grid for troubleshooting)
Note: before the UI efficiency patching, saying to trust what it said was very much a bad suggestion; wether that's still the case or not has not been verified properly
yep, well said
i would really like to see them add some sort of efficiency checking tool rather than needing to rely on proxy measurements at some point, however
How would it be different?
Example of what you can do now and couldn't when the MAM was in the HUB: You find a "rare resource", annalize it on the fly, unlock the tech for node scanning and you can already place a miner or the node before going back to HUB for resupply. By the time you get back there's enough ore to go through the basic research already~
(Also yes, good way to overlap HD unlocking and exploration)
being able to put some sort of item counter on a belt would imho be way helpful in verifying you, for instance, are actually making 900 plastic out of a recycled 300->900 build
that's kind of tricky to measure
Yeah...
I'm not to keen on anything more complex than the power draw system tbh... Maybe just something that does the same but with simpler steps
i'd just like something that tells me if i'm missing a belt somewhere ๐
Stuff backing up :P
hard to tell just by visual inspection on a long manifold
along the same lines, i'd like some minor modifications to machine models to move the status indicator for all of them moved into a location that is within their hard clearance boundary and visible from 180 degrees from the front or back centerpoint
Depends on how you set it up.
If output = input, it shouldn't back up
If there's overflow, it still shouldn't back up if you extract the overflow from the end of the line
the assembler light always clipping through the ceiling and the foundry light being visible from only one side are examples
Tbf, you decide the height of ceilings and which side of machines is shown to which part of the factory ^^
i do, and actually do design with that intent
but that light on top of the assembler really peeves me
Eg: I plan floors so that, from the entrance, all lights or most lights can be seen. Eg: turning machines around, placing blenders after Manufacturers after assemblers...
like either make the bpm a bit taller or move the light, lol
I am a strong defender of 4+ walls high floors ^^
Tbf researching HDDs on the go isnโt much of a selling point if the alternative doesnโt present an issue requiring that in the first place lol
If they changed it to 1 minute each that would still be over 1.5 hours of research time
There is no alternative (yet).
All MAM research used to take time. Now only HD research does. It wasn't the other way around ^^
And most people tend to spend a lot of time in-between trying to decide which recipe they want to choose so that adds on a huge amount of time to the total
i mean, that's the least of my problems in time consuming tasks of the game
you're implying that you cannot multitask while an hd is researched and drop a mam when its completed
Oh I didnโt know that. I actually found it really silly that it takes 3 seconds to research things. Why have research time at all at that point? I think 1 minute for everything would be fine
Never did
its 3 seconds because they made a simple change to make it almost instantaneous for non-hd items
However it isnโt completely idle time. You canโt just leave your computer on for 17 hours while it researches them all. You do have to be active at least every 10 minutes
Iirc, only "base" researches required 3s, like node scanning. Everything else ranged from 2 to 10 minutes iirc, with many being at 5
all are now 3s except for HD's
And being active every 10 minutes for 17 hours felt pretty tedious, especially when it comes to replaying. Just going out and getting them all is quite the task
You might be surprised, but I did hear some complaint over the waiting time going away ^^
i mean, like 17 hrs is NOT unreasonable for all the research items in the game
given that there's only about 60 that are worth grabbing
Since I can't even recall the exact reasoning, though, I reckon those complaints weren't frequent or with compelling points
and that properly playing through the game without cheating takes at like rip-roaring pace ~17-18 hrs
Lol well no Iโm actually not surprised I understand the importance of putting arbitrary limits on things for the purpose of challenge and reward, but itโs a balancing act
I think it wants to not let the player feel like they can unlock everything anytime. Some things take time, let's find something else to do in the meanwhile (like while waiting for SE deliveries to fill up)
There's also how time adds to the mistery of choice...
if anything needs rebalancing with the hd research, i would cast my eye to which hub unlocks add what research items to the recipe lottery pool
That's an obvious one ^^
like i mean complaining about something that takes a theoretical minimum of 17 hrs as mostly a background task in a game that's meant to be enjoyed for +24 hrs, it just doesn't seem like a very strong point to be making
As someone who ends up using "unlock all" most of the time, I won't comment on that...
like i mean you're essentially complaining that 'i can't stop sitting on my butt and doing research for 17 hrs'
I think it's more like "I don't even have to sit here and wait, why make it a wait at all, what does it add, how does it make the gameplay better". Just my interpretation
i personally really enjoy the hd hunting and exploration aspect of the game
so every play through i do end up collecting all the drives and doing the research
when i'm sick of building, i go on an exploration, once or twice per phase
and i get quite a bit of enjoyment out of that part of the game
i understand that isn't for everyone
but if it isn't, then just edit your save and unlock stuff, as Sushified said, lol
So youโre saying the difference between 1 minute timers and 10 minutes timers is that people wonโt sit at the mam.. I totally agree, but also I kinda still did that with 10 minute timers cause I just wanted to watch YouTube in bed and research them whenever I heard the sound. I feel like if I put the effort in to retrieve all the HDDโs, I shouldnโt also have to spend 17 hours clicking a button every 10 minutes to get the rewards from them. And letโs be real about the โrewardโ itโs not like game breaking to just unlock an alternative recipe in 3 minutes vs 10 minutes. When thereโs 90 something it adds up. As for โunlock allโ.. the game REALLY makes me want to use it, but I personally donโt enjoy cheating. It would also ruin the whole incentive to go around collecting them which I donโt have any issue with
My rule is: if I've done it already, I can cheat it
yeah, really my point is that when i'm sitting in the game, i'm not waiting for an hd to research, i'm building things or exploring or doing something besides watching the mam
Yeah thatโs fair @frosty owl
there's a few times when i'm gated looking for a specific recipe
but it isn't very often
spawns in entire ISC of golden mugs
Assuming I ever bought an entire ISC of golden cups, sure, I might ^^
I mean, I've achieved 8 of them, so I could just do that ๐
Btw, I was being short, but I don't refute your point, I was just adding a note/comment on the cheating part
but if you're building while researching something that's gonna have you tear it all down and re-build it.. then is it even worth doing while you wait? it felt pointless to me to do anything until i unlocked them all.. that's while i just quit and watched youtube until they were all done
but i can understand the joy of building things, unlocking a new recipe, changing up your factory, rinse repeat..
if you know the alts and have a plan
no you're totally fine dude very valid
you can build and retool without tearing down
but i will concede, not everyone has all the alts committed to memory
i just think the mam in the hub had a certain charm to it
you don't have to concede you're allowed to have an opinion
i'll agree there
not everyone plays the game the same way and everyone's on different skill levels with different amounts of time to dedicate to playing
i will say there's two things that i feel the research does sort of gate you on building
one is getting the 'good' steel recipes (solid steel, EIP, encased HMF)
and the other is the 'easy' aluminum recipes (sloppy+pure ingot)
I could make a case that hor+dpf could fall into that category as well
its not that you need any one of those recipes to build, but the combos of them really do help you
and like the more recipes you need to 'form voltron', the more of a drag the research aspect becomes
i was gonna say diluted fuel but honestly that doesn't really feel like a gate.. upgrading fuel generators isn't much the same as changing your entire factory. it's really fun actually i enjoy doing that
yeah, for me personally, i really dislike anything surrounding fuel power, but that's personal taste... kind of a more you can't build really interesting looking fuel power plants because their size is so unwieldy
but either way gating wasn't really what discouraged me, it was the fact that i wanted to start from scratch and re-build "the perfect factory" with all the recipes unlocked and until i did that it felt like a waste of time building factories just to turn around and destroy them
well i mean, cheesing out some materials from the shop to defer building to get over a hump is something i'll do
i.e. buy some steel beams to unlock the bpm before starting on a steel plant
You can build interesting looking buildings to put them in though ๐
i've never bought materials. probably great for fast-tracking but it's just the principle of it i don't like. why give tickets to company for things you're literally there to make FOR them.. lol
well yeah, but i'm talking about personal tastes ๐
just make them yourself for freee
i always end up buying a few stacks of beams, hmfs, computers, supercomputers, and turbomotors along the way
really getting a couple of miners upgraded to mk3 before you can make the parts for them is pretty useful
ngl i usually just forget i can even do that before i get stuff automated and start sinking things in the first place
in one save, i was sinking so much that i honestly just bought all the turbomotors i needed, lol
like what else are you going to do with the tickets after you have the statues?
Before U7 I bought more rifle ammo than I built 
does anyone know if the 'maximum stacks/min' readout on a drone port is an accurate number?
i don't blame you on that one actually
Tbh, I also rarely used the Rifle as I preferred the Basher :P (more DPS)
probably has bugs just like the machine efficiency numbers but probably correct in general.. although it's probably less precise since it's vehicles hauling stacks of items and the arrival and departure times can vary right?
i'm just guessing since i haven't used vehicle transport
its telling me that it can pass a max of 2.71 stacks/min, or 271 sulfur/min
seems a little low
I've heard you can get 300ish parts pm to drones depending on the stack sizes, seems reasonable.
I've also still yet to try it but apparently you can set drones to 'fetch' items instead of sending items off? you'd need to double check. if the drone waited until there was space might have more parts waiting for pick up by the time it gets back
i know i'm on the hairy edge of the limits with that
how accurate the thingo is though is up in the air ofc
but i thought i'd be honestly on the other side of the edge
