#math-and-meta
1 messages Β· Page 61 of 1
yea but pipe speed is 600
i know i was talking to sev
either way: if you split the approximation up into 2 parts, one for t > optimum time and one for t < optimum time, it is pretty usable
Time?
π
i wonder, is there an easy way to calculate the max throughput?
sooo to anwer my own question: yes the approximation is usable, for all times lower than optimum time
not really for higher stack sizes imo
trying 500 now
as it was before: everything above the maximum is exact, but yes, the lower approximation gets worse
thing is, calculating the best throughput requires calculating both lines anyway
for the lower bound you need the usual formula, for the upper bound theres the approximation by using the optimum times and the resulting optimum throughput
and the upper approximation isnt really an approximation as it is exact
ye noticed that too
perfect overlap
but just doing it in the first place would probably be easier
Fluid Trains at 107s seems... like something I can work with tbh.
im currently thinking about how to calculate the best throughput
but maybe there just isnt a simple solution besides just calculating where they intersect
What do you mean by "best"? (Sorry I have been in and out of this one)
im bad at math π©
well, the point where going any slower or faster would result in less throughput
You already solved that though?
i did?
50 per Stack
-88.62s RtD
-1083.3 Items/min
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
-273.23s RtD
-1405.4 Items/min
500 per Stack
-642.46s RtD
-1494.25 Items/min
O.o i cant remember π
That's why I was asking for the fluid numbers, so I could add them to that list. π
wow past me is smart /j
You took my equations and made the above based on the limits of stack size.
I just wanted to add the Fluid Train numbers to it.
Which you said was this, but "I don't have it exact yet" so I have not added them to the list of "maximums" π
ah i figured it out again. well, chatgpt did
let optimal_throughput: f64 = ((stack_size * train_inventory_size) + (reload_time*beltspeed*2.))/ (beltspeed*2.);
let optimal_reload_limit: f64 = ((optimal_throughput - reload_time) * beltspeed * 2.)/optimal_throughput;
let optimal_time_limit: f64 = (stack_size * train_inventory_size) / optimal_throughput;
in this case optimal_reload_limit and optimal_time_limit are equal
Optimal reload limit: 896.5259618976467
Optimal time limit: 896.5259618976467```
data for fluids @median heath
Nice.
Only thing left would be solving the upper and lower times for Reload Limit = 600
Lower bound: 54.16
Midpoint: 107.08
Buffer: 52.92```
Buffer?
If you build your train route to take as long as midpoint, buffer is how many seconds you have up and down
so you could be 52 seconds too fast or 52 too slow
Ah
fn main() {
let desired_throughput: f64 = 600./60.;
let roundtrip_time: f64 = 642.4646153;
let stack_size: f64 = 50.;
let beltspeed: f64 = 600./60.;
let train_inventory_size: f64 = 32.;
let reload_time: f64 = 27.08;
// desired throughput is known
let upper_bound: f64 = stack_size * train_inventory_size / desired_throughput;
let lower_bound: f64 = 1. / ((1. - desired_throughput / (beltspeed * 2.)) / reload_time);
// roundtrip time is known
let reload_limit: f64 = ((roundtrip_time - reload_time) * beltspeed * 2.)/roundtrip_time;
let time_limit: f64 = (stack_size * train_inventory_size) / roundtrip_time;
// nothing is known
let optimal_throughput: f64 = ((stack_size * train_inventory_size) + (reload_time*beltspeed*2.))/ (beltspeed*2.);
let optimal_reload_limit: f64 = ((optimal_throughput - reload_time) * beltspeed * 2.)/optimal_throughput;
let optimal_time_limit: f64 = (stack_size * train_inventory_size) / optimal_throughput;
println!("Data if throughput is known");
println!("Upper bound: {}", upper_bound);
println!("Lower bound: {}", lower_bound);
println!("Midpoint: {}", (upper_bound + lower_bound) / 2.);
println!("Buffer: {}", (upper_bound - lower_bound) / 2.);
println!("");
println!("Data if roundtrip time is known");
println!("Reload limit: {}", reload_limit*60.);
println!("Time limit: {}", time_limit*60.);
println!("");
println!("Optimal round trip time and throughput for a given set of parameters");
println!("Optimal time: {}", optimal_throughput);
println!("Optimal reload limit: {}", optimal_reload_limit*60.);
println!("Optimal time limit: {}", optimal_time_limit*60.);
}
Here is the little script
All those f64's remind me of when I owned an n64...
sadly no f64 in satisfacotry π
I just type float in everything I have done so far because I have had no need to specific between 16/32/64 π€·ββοΈ
its mandatory in rust afaik
Who plays Rust?

π
how can I tell if a pipe needs a pump for the liquid to flow better ?
The indicator rings won't be moving is one. Or you can check pipe segments individually and see where the flow is stopping.
If it does not flow at all and is capped at one height level
oh, sounds simpler than I expected
Also knowing the max headlift of buildings helps.
10m(12m actual) for water extractor
20m(22m actual) for mk1 pump
50m(55m actual) for mk2 pump.
https://satisfactory.fandom.com/wiki/Head_lift#
Head lift determines how high fluids can be pushed up. Only the vertical distance, or the difference between the elevation of starting and ending points, matters; it does not depend on the Pipeline's shape. Each meter of head lift can lift the fluid by one meter vertically. Fluids can flow freely along perfectly horizontal pipelines.
Head lift d...
There's diagrams to see for visualization.
what about the warning message on the pump that says "headlift is exceeding recommended headlift" or something ? should I worry about it ?
I've never seen anyone stress about too much headlift. π
alright, thanks for the help π
I think that indicates you need another pump above that one.
all 3 of them are like this, it's barely enough to make it to the top
sometimes the warning just disappears
Your pumps are too far apart. Deconstruct them, start over, likely need to rebuild the pipes between them as well.
Use 4 pumps instead of 3, evenly spaced.
21.1 is within the limit
20 is recommended, 22 is maximum
the orange area is just a warning/safety net
Isn't there a risk of flow restriction due to approaching max headlift?
only when exceeding it
nothing happens if you exceed recommended but not maximum
in fact the automatic snapping snaps to max headlift afaik
Theoretically, if you wanted to use cyberwagons purely to destroy Plutonium Rods, how many would you need?
depends how would they be driving
I wouldn't sink them as a joke. The wagons would be driving in circles. I was actually wondering about this in terms of X/rod, not as an actual number.
how much plastic/min do I roughly need in my first plastic factory?
I have 1200 crude oil/min
Your plastic need will scale up more or less based on which alt recipes you use in the future and what kind of buildings you decide to lay out en masse.
For a first factory of this kind, not knowing the other factors, I'd say 100/min is fine, while using the rest of the oil for other things.
But if this is going to be your forever plastic factory and it's going to specialize, then probably do polymer/HOR -> rubber/diluted fuel -> plastic and scale it to 600 crude for now.
(Because you're going to eventually use all of it, that scale determines your layout for all 1200 while leaving options open to you to hybridize the facility if you determine you do not want that much production after all)
alright
It depends on how much rubber you're pulling out of it too. Are you just making plastic or are you making other things?
I want to start making other thing as well
All of your oil recipes will change from beginning to the end.
Because of the whole diluted -> recycling -> more recycling loop.
I currently do not have any alternate recipes for oil unfortunately
Yeah and the amounts you'd want to funnel away for other things will change. For instance if I were in your spot, with the recipes I have, I'd split that into 360/240 (600) twice, because 360 crude is one of the magic numbers for a chain and any multiple of 30 is always gonna work with crude.
For now. you should figure out what products you want and turn the byproducts into something you can burn or sink.
Then hunt down 20 or so alt recipes while your storage fills up with the products you do want.
I think your only real non-oil bottlenecks on tier 5 and 6 are heavy modular frames. So start making those too.
I think I'm gonna go with 6 refineries for plastic, making 120 plastic/min, then turn the heavy oil into fuel
Do you have fuel gens yet?
I do not
Aye, I recommend to keep it to 2 rubber and 2 plastic with 1 HOR -> Petroleum Coke clusters if you have no alts.
5 refineries into 40 rubber and plastic and 120 petroleum coke.
Oh, you have fuel? Then polymer resin with water may be a better way to go, assuming you can use the fuel.
You're going to need to turn the heavy oil into Petro coke then.
why is that?
Awesome sink doesn't accept liquid and any machine with production can't run unless all its products can be removed from the thing.
It'll eat your plastic to package the fuel for the SINK or to use.
oh.. I get it
Unless you want to do a real bootleg method of pouring all the residue into a pipe network with loads of buffers that gets constantly flushed.
need? at least 1/min. How much you should get? depends on how you want to balance with rubber, and what purity the nearest node is
I should actually do the math on that method for the sake of having the math. Might be funny.
thats what I am doing. Creating a Mega-factory that takes up all of Dune Desert, half of Desert Canyon, and half of Spire Coast. It produces pretty much everything used for building, unless aluminum is involved (so no RCUs or cooling units, or any derivatives)
I was actually referring to using fluid buffers and flushing as a disposal method.
North-South train from eastern Desert Canyon to Titan Forest, maybe it even turns and goes to crater lakes?
Which is probably why Waste comes out solid.
I will need to rebuild the factory later ayways, because I only have mk1 pipes, so I think now I'm gonna place something temporary to get me started with the unlocks
misread that as 'doing math for the sake of math'
nope, completely self contained.
Mk2 pipes need plastic anyway, so you're stuck.
5 refineries and an extractor walk into a bar...
thats the best idea
alright, thanks for the help everyone
Who said the train has to be outdoors? βοΈ π€
I like your build idea, hope to see it.
our pleasure
my build isn't using any Titan forest nodes though... why would I need a train going there?
I was attempting to suggest that you could incorporate the aluminum that way into your build.
I currently have 2 coal power plants with 8 coal generators each on 4 normal coal nodes, is it worth the hassle to go and upgrade the miners to mk2 to double the coal input and double the coal generators or should I just build another site somewhere else ?
Mk2 is barely a hassle.
You should really be making those ingredients in decent quantities.
If not, then that should be your next project.
is it possible to get a full 2 belt throughput on a single freight platform
No
No. I think the theoretical max is 1.5 belt throughput, but don't quote me on that
say, does a smelter really produce 4 caterium ingots/s if you underclock it to 33.3333%, or is it ~3.999.../s after all?
it makes slightly less, clock to 33.3334% π
it just cant be maxed because it stops when the train docks right?
Yes. Thatβs why you use a bin to absorb the load when the station stops inputting
really wish the game rounded it π©
thanks, was wondering why calculators set it to .3334 actually
right, but because of that you cant get 2 belts max throughput
Per carriage, no
game can't round it because game doesn't work on per minute values
Iβm sceptical on 1.5 belts being the max throughout but it will be <2
Somebody came up with the numbers already. 1494.25/1560
Throughput Equations: (1560 is used because it is the max of x2 mk5 belts, and all Times are in minutes.)
First you need TimeToFill. Which is reliant on Cargo Stack Size and Car Capacity.
TtF = ((StackSize * Car Capacity) / 1560) + 0.45133...
If TtF >= RtD (Round Trip Duration)
Throughput = ((RtD - 0.45133...) / RtD) * 1560
If TtF < RtD
Throughput = (TtF / RtD) * 1560
Maximum Values:
50 per Stack
-88.62s RtD
-1083.3 Items/min
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
-273.23s RtD
-1405.4 Items/min
500 per Stack
-642.46s RtD
-1494.25 Items/min
horizontal is round trip time, vertical is throughput. green line is two full 780 belts
(assuming stack size 500)
What's the cumulative fps/lag difference between using conveyor belts vs trains?
i don't know exact numbers, but train tracks only require 1-2 lines run per section of map, and each line can carry many belts' worth of items. trains are definitely better for game performance than belts when long distances are a thing.
Doin' me a big think
No one really knows
Probably only a few fps at most
Belts, other than the background CPU math they cause will only give you lag when they are being rendered.
i wanna make a rubber/ plastic/ packaged fuel factory with 2550 crude oil. should i make more plastic or more rubber?
Make what you need.
None of us know what your goals are, so which thing you should make more of is a question only you can answer.
do you use plastic or rubber more?
neither rn. its in a server i started playing on
Then just build equal amounts of both.
In terms of later products, I do wonder which is typically needed in larger volumes. I know initially plastic seams to be in higher demand due to mk2 pipes and the first recipie for circuits... but beyond that idk.
j do wonder which is needed in larger volumes
This is dependent on your goals and which alts you use.
Which is why none of us can answer the question for an individual.
Well. A generalized trend could be arrived at...
But the wiki is broken and wont show the "used in" table on the page for rubber atm...
That said. I think plastic is used in WAY more buildables once you factor in alternative foundations. Lots of plastic coated concrete stuff and nothing like that with rubber that i am aware of.
A generalized trend could be arrived at...
How?
With 2550 oil you can make 7650 plastic or rubber per minute. At that rate buildables become irrelevant because you gain plastic faster than you can use it
By acting like you have to adjust your production based on how many buildings use a certain resource and ignoring everything else
Resources are infinite, building space is finite. Don't worry about MK2 pipes when deciding your production lines
Rubber, used in:
Coolings
Gas Filter
Turbos
Multiple Cable recipes
CBs
Comps
Concrete
Oscillators
RCUs
RIPs
Plastic, used in:
Multiple CB recipes
Comps
Supers
Batteries
Multiple Plate Recipes
How many buildings?
Why do we care what buildings need?
That is all filed under "amount going to storage infinitely for building mats."
The trend I would base on all recipies. I would think of it in terms of options available. Its more of thought experiment than anything else...
Yea that's my point, Canadian is approaching it incorrectly
Im not approaching anything. Im just thinking and talking about it. Sheesh.
The way you approach talking about it is incorrect then :)
If you want to give yourself the most options for being undecided on what you would use it for, I would split it Rubber/Plastic 60/40, but honestly it is always specific to the individual.
Ok imma break up what I think is a fight with a math question
See. Thats an actual answer. And an acceptable one.
... is typing
If I'm building a factory with a demand of a little under 600/min and using trains to transport the resources; can I have two trains that each collect 300/min (node quality limits). My idea was to have a platform that receives resources from two different mines each at 300/min
Highest mk of belt you have?
5, but we only have MK2 miners
Yeah, you can do that from 1 platform if you buffer it.
My plan was just a shitload of containers on the recieving side
Just need 1 to buffer it.
anyone have any recommendations on this to accommodate better for mark 4 belts?
a few questions about the set up. To start, Why are you making both fluid and packaged fuel?
because mk 4 belts are 480, so the rest of the fuel will be used for some gens
alright, then why not package the fuel rather than using DPF as well as DF?
also, whats wrong with using multiple belts?
took off diluted packaged fuel, thats better
i dont mind using multiple belts, i just dont need more than one belt of packaged fuel
and decorating with some gens within the factory will help with the massive power needed to run the factory, and look nice\
only minor gripe that people could draw with that is that the recycling loop is messy, but you are already working with a messy oil number. Not much else I can say
yeah im not excited for the messy loop but its certainly manageable
oh the belting will be a piece of cake. the clockspeeds is where I draw the worry. Other than that, looks good for a nice, simple DF plant
or plastic/rubber plant rather
ill just do some overclocking on both sides
bout to be a ticket machine till we need the resources for other factories
don't do that until you have the power support for that facility. It would make more sense to turn all the HOR into fuel, and burn it in generators and process the poly resin as the extra plastic/rubber, rather than the other way around, as you get much more power to play with, and you still get a steady feed of tickets, whereas the other one will be a massive drain for a while since you don't need that amount yet
i dont want to have to make changes later, theres enough coal in the area to run a good portion of the plant till we build a fuel plant on the coast. all i have to do is some spicy wiring so i can turn on 1/4 of the factory at a time
trust me, making it remotely throttleable is not hard. once did a 252 equivalent nuclear plant that I could throttle by percent increments, only took 7 grids to accomplish
What does HOR stand for?
Thanks
guys, how do I make Plutonium fuel rods with 800 uranium waste per minute?
the tools say i need 4000 per minute
build more machines for those, or don't and wait longer π
there must be a way to get the number proportionally down
It says you need 4000/min to make how many rods?
20
4000/5 = 800
20/5 = 4
jesus i am an idiot, i tought it had to do something with the input numbers - since we input the waste manually
thanks
π
Having looked at the graphs yallve put in for train efficiency. I assume there is a point where with extremely long travel times youd use multiple cars. Such that while the train is enroute you have time to fill multiple loading docks between trips.
I wonder how exactly you might calculate that and where the peak ROI is.
Tho i suppose the competing idea would be to just add a duplicate train to the same line.
? Peak ROI is what they all show if I take your meaning.
Going outside the bounds for a given target is when "add another train" becomes the solution.
Rountrip time of a single train can be "halved" by using 2 trains, if they are offset by half the route
that effectively makes your "one train" twice as fast
what are 2 trains but a single train going twice as fast 
If inside the target window? They are less throughput due to more lockout timers.
well, each train gets one lockout timer but half the items now
throughput per train is lower, naturally
but total throughput in theory stays constant
or is this more in the view of the station?
Context of the theory being the limit of the target window means no, it would go down.
Outside the window is when adding another train helps.
Huh yeah wait, its better to "pay" for a full load with 27.08 seconds than to pay for half a load
If you're not pushing the max of the target window then things are different, yes.
But the above context is about maxing.
but then in theory, splitting that load up to 2 freight cars is better
as, yes, you get less items per load but the itnput per minute is less
Cars yes.
Trains no.
wouldnβt it be functionally the same as one train with half the round trip time?
No. Because lockout timers are additive.
one train with half the roundtrip time but more lockout in turn
its constant time vs a variable time
more freight cars on the other hand have a fixed time for all of them too
2 freight cars vs one freight car have the same lockout timer
Sooo long trains usually are always better then. But then you have to fight against freight car weight and train station space
which i guess is where "wait until full" or the other load settings come in. If they work that is
Long better until unfeasible.
Like if you have an extended distance so far outside the window you'd need like 15 cars to do it in 1 train, having 3 trains with 5 cars is "better" for most people.
Besides the power draw and space requirements are there any downsides to just adding cars and locomotives to make a long train?
no not really
Well. Yalls conclusions sound about what i expected. So thats good enough for me. So it kind of comes down to longer train vs duplicate trains which will depend largely on how one wants to build their stations. So 1 long train and long stations VS many short trains and short stations.
Do they actually work? I mean, if you didn't load a full wagon, its never going to get filled, because the belts are paused while train waits. Or does the train waits until the freight station is full before starting the sequence?
the station actually does still allow items
as it is not in an animation
it still "locks down" the UI however
so items can go in/out, but you cant interact with the station
Have to try it someday. Never fooled around with the setting because it looked like a tarp
Yo, fun little math thing
A 4 meter concrete foundation is 8m * 8m * 4m = 256 m^3
It requires 7 bags of concrete, so each bag of concrete is ~36.5 m^3
A stack of concrete bags is 500, so a stack is 18,250 m^3 of concrete
A storage container holds 24 stacks, so 438,000 m^3 of concrete
A storage container is 5m * 10m * 4m = 200 m^3
The inside of a storage container is 2,190 times as large as the outside - plus internal space for logistics
So why is turbofuel no longer meta? Last I played it was the preferred power source. Is it just cause people aren't scared of nuclear anymore cause plut can be sunk?
Nuke got easier as well. Turbofuel is a lot of work for something that's going to be replaced pretty soon by a nuke build anyway
You can dilute the hell out of fuel, so Turbofuel isn't really that much of an incremental increase.
we have pocket dimensions, I think we can have storage dimensions as well π€·ββοΈ
You can turbo diluted fuel, they're not the same step
point is you get enough power from diluted fuel to get you to nuclear
But I guess if it's a stop gap, I see how diluted could be enough
and instead of spamming hundreds of fuel gens, you build a few nuclear plants and get same power
Yeah turbo plants were gigantic
I went ahead and did an old school turbofuel power plant recently... the fuel generators are such a freaking pain to place
ha, replied to the wrong thing.... ahmanub
What I mean is that you can create so much regular fuel that it can get hard to keep up with the other components.
They really should do more than 150MW, it's weird it's only twice coal even though you can do way more than 2x power with oil
A single pure node of oil plus a bunch of water = 20 GW of power.
If there were more sulfur on the map, Turbofuel would probably be used more.
I was thinking of doing plain turbo instead of hunting for diluted or doing base recipes, but hard drive hunting really isn't that bad
Like for power right as I get fuel gens
We could do the math on the marginal gains from each fuel type. That'd be interesting.
Compacted coal would be at the bottom lol
100 Crude equals 266.66 fuel (284.367 MW + mining en cost)
I argue it's actually a loss for coal > compacted coal, but people don't like when I compare 200 coal to 100 coal + 100 sulfur
100 Crude + 177.77 Sulfur & 177.77 Coal = 222.22 Turbofuel (743.035 MW + mining cost)
Turbo blend: 100 crude + 66.66 Sulfur = 133.33 Turbofuel (347.971 MW + mining cost)
Fuel is 750 MJ, Turbofuel is 2000 MJ, but for simplicity sake, Turbofuel is 2.6667 fuel.
Means basic recipe is 592.666 effective fuel. Turbo blend is 355.555 effective fuel
And now I'm tired. Someone else do the rest.
There is 6,840 potential Sulfur on the map.
And 11700 potential Crude Oil.
What are you trying to do?
Figure out the effective fuel each bit of sulfur is worth.
what do you mean effective fuel?
Or however many MJ each sulfur adds. I'm not really paying attention anymore.
there's more than enough sulfur
That's not what I'm saying. I'm saying if there were more.
not sure I understand π€ if you're not limited by a resource, how would adding more of it help?
I'm not demanding a change, I'm saying that I suspect a trend.
like assuming infinite sulfur and coal which one has a higher potential MJ when used for fuel?
That if there were more, people would use turbofuel more.
you'd need a baseline
if there's infinite coal and sulfur, you'll get infinite MW π
If you had infinite coal and water, we'd just be done.
infinite coal and sulfur but limited water
π
Is it even possible to use all the water on the map without intentionally wasting it somehow?
then compacted is better
uh actually no, scrap that
it doesn't matter, as you're limited by number of gens (limited by water), so MW production is fixed no matter the fuel
Was Turbo Heavy Fuel ever considered good? Am I missing something?
So then if you have more than enough sulfur either option is fine until you reach the use limit for water?
It has the simplest setup.
no.
to get most MW:
if water is your limiting resource, it doesn't matter if you go coal or compacted
if you have enough water, you should convert all sulfur to compacted and burn remaining coal as coal
So is one setup not more water efficient of the other?
simple by comparison to nukes you mean or just other turbo fuel recipes?
Except meat and veggies.
It's a turbofuel recipe... so it gets compared to turbofuel recipes.
Simplest setup in comparison to all power is just... biomass.
I assume the person was asking about turbo fuel in comparison to all power gen options not exclusively to recipes
in complexity vs MW
Or Geothermal since you just set and forget.
hard to define "1 complexity" and "how does 1 complexity compare to 1 MW"
I mean fair point but coal gen are fairly 'simple' vs fuel recipes. and biomass may be 'simpler' but more tedious/effort since it is manual
I guess it would be partial subjective
any comparison you can think of is guaranteed to be subjective (or useless)
as long as you have more than one things to compare
e.g. "this recipe makes more per minute but uses more resources per product"
any conclusion like "X is better than Y" assumes subjective preferences
You can quantify complexity somewhat in number of steps, but beyond that, yeah, it is subjective since there's no baseline for how much time it adds to have loops or more raw resources or bigger, more complex machines or solids vs fluids
even if we ignore complexity, you're gonna end up at things like "is 3 iron ore better than 1 copper ore? is 10 MW better than 1 iron ore?", etc.
3 Somers are better than 1 Mercer.
Prove me wrong. π
well that mercer is richer π
1 packaged water > 
everything > 
Mercer?
Me, not getting the reference at all.
No, this mercer
> 

they're named after matt mercer, that was my joke
they'll probably get a name change before release
so Ive got 4 assemblers which require 12.5 copper sheets and on the other end I have 5 contructors which produce 10 copper sheets each. If there was a 4 way splitter I wouldve done it easily, since I could split one of the 5 constructors output into the other 4 therefore creating a 12.5 copper for the assembler. Any idea on how to do the manifolding?
oh manifolds? it's just a splitter on each machine and let them fill up and then it'll balance itself
also you can just use 3 splitters for a 1:4 split if you want to load balance
or use underclocking and use 5 assemblers instead and direct feed
thing is I already based my setup on 4 assemblers and...yeah
but thanks I ll try that out
Basically the core of a manifold is that the splitters are in a row and they feed into each other in a row. The machines are on the side of that row.
"How to do manifolding?"
Wasn't aware there were multiple methods.
Just... put the splitters in a straight line and run the belt.
aight for some reasons it wont let me take a ss so
basically on the right I have 5 constructors each producing 10 copper sheets
100 in total
sorry left*
and on the right i have 8 assemblers each requiring 12.5 copper sheets
and I was asking for a modality to distribute the
Im fucking stupid I figured it out
ππ
so basically I can merge all of them then create a manifold for the assemblers's input right?
Yes.
took me a moment
pre-fill them if you don't want to wait
i got to the computers and its the first time trying to do something like this so yeah
yup!
yeah manifolding is just super easy, and personally I find by the time I'm done building an entire factory it's mostly done filling and the time I woulda spent load-balancing is more than what it takes to run to base grab items and pre-fill
though I guess I can blueprint some balancers now
yikes
that may seem normal to you but the most buildings i was ever able to build was like 10
before my attention span kicked in
I suspect some iron wire be amongst those constructors
were u talking to me or
yes, I was just guessing cause iron wire is super slow but efficient, so it's often the culprit for tons of constructors
sure
basically everything from T1-4 thats iron made and also hmf
cuz i overproduced steel ig
rn im in sep1, but im planning this for when i get mk4 conveyors
oh yeah, none of those outputs are too big on their own, but altogether it does look pretty big
so rn ill only build like the EIB + space parts
yeah exactly.. well the HMF is taking up a portion of it lol
yeah HMFs are hogs lol
I guess 15 HMF is actually decently big
basically half my factory will be HMF
why do you want to produce screws? π€
was meant to be 20 but i thought 15 is enough and ill get more EIB and other stuff instead
i dont, its a byproduct
to keep the numbers nice, mostly the 2160 steel
or ig just in case i ever need screws.. hate to say that
5 is plenty tbh
0 is plenty
hmf
hmf will have their own screws production
i agree, theres just nothing i could do with the steel tho lol
thats why im making generous amounts of basically everything
i think its gonna be laggy unless i OC though
depend on how good your machine is, it's not a megafactory or anything
i have a rtx3060 gpu, hopefully should be able to pull this off, especially if i branch it out a little bit
and its kinda approaching the megafactory thing
id call it a tiny megafactory (for sep1-2)
if you keep it spread out then it stops it being a GPU problem for sure, then it depends on your CPU for the simulation
it hits the CPU from everywhere though right
yeah
mhm alright
spreading out just means less things to render, so that helps GPU lag
ill try to split it up into "modules"
can't stop CPU slowdown though, that's inevitable
like each part will have its own separate building a bit moved away
It also helps cpu as well
probably the biggest perf hits are lots of different items on belts in render distance & the flood lights
oh, I assumed that was the same no matter the distance, never mind then
Yeah. Apparently the game "skips ingame time cycles and multiplies" for things that are far away. Or something like that.
Glass too i think. And i heard signs also.
i've not seen too many issues with glass, but yeah, lotta problems with using lots of signs
I thought they fixed the glass thing in the cosmetics update
like they changed how glass works or something
I think they stated that the next update will shrink loading zones for more granularity.
So megafactories will be less laggy.
I haven't really heard that
How I'd that affected by loading zones?
The reason that smaller factories are easier on performance is essentially that every machine, belt, pipe and other factory entity has essentially two components: the visual component of the machine and the actual factory component responsible for handling all of the calculations.
When you go out of view distance, the game can essentially stop caring about loading the visual component of that object, which reduces cpu time significantly. The game loads these components for all machines within a certain radius, weather or not you can see them
Its been mentioned a few times in here. π€·ββοΈ
It's gotten better. Used to be "double"
depends
everything u see still gets rendered, but the loading zones arent enormous anymore
a megafactory shouldnt be affected much i think
megafactory's main source of lag is not related to loading zones
indeed, it's usually GPU struggling
doesnt the loading zone decide what things get rendered on the gpu?
or does it decide something else?
no, iirc that specifies what gets simulated with CPU
well, rendering it may be as well
but i thought everything always gets simulated confusion
but if you're in the megabase you have it loaded fully anyway
yea thats my point
things far away skip ticks iirc
unless its like, a giga base and covers a big part of the map
but having everything in one place is still a bad idea, i feel like outposts woudl benefit more from this
@rustic patio @wind spade my understanding is that the loading zones are only for map stuff
Loading factory items will remain the same afaik
ah okay then that wouldnt change anything in regards to factories thx
I feel like there's no point in using trucks, it seems like a lot more work than necessary that other solutions would handle more efficiently and smoothly.
Did you find any real advantageous use for them compared to just making long belts or setting up a train?
long belts ruin your fps in the long run
trucks, trains, drones, etc are better for fps
trucks have no lockout time too
Yes, I found a real advantage in the fact a truck stop can move more per minute than a train platform could ever hope to.
Found another advantage in the fact trains consume more fuel than truck could ever dream of.
for getting things from a to b trucks are just the best
but a train network is better in most other situations imo
Well. Nothing beats belts.
That's just the bottom-line.
Using other options is a choice and why we just compare those 3 between themselves.
Each has areas where it is great and where it sucks.
Best practice logistics is using all 3 in concert where applicable π€·ββοΈ
whatβs the third?
Drones.
ah
and fourth? trucks?
on a note of fuel advantage of trains is you dont have to supply them or their depots with fuel directly like you do trucks. Which I view to be an advantage between them
- belts
- trucks
- trains
- drones
?
Like nearly everything in the game, subjective analysis is what matters.
Objectively, trains consume about 20x more fuel than trucks. But the method of fuel supply is something you have to decide if you care about or not π€·ββοΈ
Objectively, trains consume about 20x more fuel than trucks.
? π€
tractor is 75 MW iirc, train 110 MW π€
was gonnas say 20x sounds completely off
even if you include stations and platforms, it's hard to reach 750 MW
Were you not there when we did the math on this?
most likely not?
but one engine vs one truck (even with all the stations) has no chance of being 20x more
It is not completely off. It was truck run + truck stop vs. train run + station + platforms and the result was that for the 1560 being move a single train consumed the fuel for 24ish trucks.
afaik platforms use electricity only when actually (un)loading?
If you wish to redo the math and change my current knowledge on the subject, feel free.
My brain already has the matter filed as "solved: this was the result"
purely based on known numbers:
train: 110 MW (max)
2 stations: 2x50 -> 100MW
4 platforms -> 4x50 -> 200 MW
total: 410 MW
vs
truck: 75MW (max)
2 truck stations: 2x20 -> 40 MW
total: 115 MW
result: 3.56x more power used (assuming all stations and platforms use electricity at all times, which I don't think they do, afaik they only use power when train is docked?)
To add to known numbers:
Station + 2 Platform runtime = 27.08s
Max runtime for Truck Stop = 24s.
sure? but still, no way to get 20x more, even 10x more is almost impossible to get
oh so youβre talking like mwh, not just raw mw
aka MJ, but yes.
yeah, not super familiar with the exact terminology
MJ:
27.08x300 (train stations)
110x[trip time] (train)
24x40 (truck stations)
75x[trip time] (truck)
solving for 20x more (yeah, assuming same trip time, because otherwise the comparison can result in pretty much anything)
27.08*300 + 110*x = 20*(24*40 + 75*x)
8124 + 110x = 19200 + 1500x
1390x = -11076
since x is negative, it's literally impossible for it to be 20x more (as that would mean you have negative trip time)
Huh?
On the way to the guests' room to refund the money, the bellhop realizes that he cannot equally divide the five one-dollar bills among the three guests.
Someone deleted what I said Huh? to.
let them fight it out among themselves
? Fighting?
Channel looks dead?
eat the two extra dollars and then gaslight the guests about how much they gave you
This person googled or knows the missing dollar riddle I'm referencing. Bravo.
But it's kind of awkward now so if you wanna talk about that I guess y'all do so.
Question for the math nerds; is overclocking nuclear power plants worth it?
Worth is subjective to the individual.
Spending shards will save you space, as it always does.
You have to decide if that is what matters to you.
i have been overclocking fuel gens to save space since the fuel consumption and power generated seems to be the same (two gens at 100% produce the same as one gen at 200% and take the same amount of fuel). But I dont know if the same applies to nuclear. I know that with the overclocking changes in the last update they mentioned nuclear would work different from other gens
Nuclear is linear
is the waste generation linear too?
Yep
so all it will do is save space?
Yea
Overclocking power gens has always been linear.
They just made it.. "more linear" with the latest update to it.
They just made it so fuel consumption was also linear
It wasn't linear, it was the same kind of formula everything else used just with a different exponent so it capped out at around (but not exactly) 200% instead of 250%, but yeah fuel and power generation always went up at the same rate. The UI was also wrong some places and communicated all this poorly, overall a big pain in the ass haha. Much better now
"It wasn't linear, things just went up at the same rate."
π€π€π€π€π€π€π€π€π€
What is your definition of linear?
the mathematical one, a linear formula
the formula for the rate of change was exponential, power and fuel consumption just used the same formula
I'm preeeeeetty sure the power gens were never exponential
or logarithmic, I always get that mixed up, which is the one where it's X^"some number"
either way that's not linear
Power and Fuel Consumption were linear...
yeah but I think it was neither - it was just a gentler constant slope finishing at about 202% power when you OCed to 250
like the power increase from 100 oc to 150 oc was the same increase as 150 oc to 200oc
it wasn't
old formula: power capacity = initial power capacity * (clock speed/100) ^(1/1.3)
Old gens had exponential power growth, linear fuel usage. New gens have both linear
the correct term is "power function"
the speed of the generator and the power usage of normal machines followed a power function
i have a question, if i need 111.11 refineries at 150% does that mean that i place 111 at 150 and one last at 0.11 * 1.5 (0.165%)?
yes
hey all, I'm working on some concepts for alternative recipe information summaries and wanted to hear some thoughts on this design.
I picked Uranium Fuel Unit to demonstrate
i might have goofed on the power saving value, i just dont know where
For that particular one, you should put a note that the recipe is subject to change as Beacons will be completely removed from the game at some point.
every recipe is subject to change due to recipe rebalance planned
Yes, but this is a change sooner than the other changes.
do we know that?
It's likely.
I'd say they will put it together with other recipe changes, makes much more sense
if they're gonna break your factories, they better do it in one update, not across multiple
same logic was already used for U2-U3-U4 (can't remember which one) recipe rebalance
nah
If anything, they do it all at once
thats how they always do things
group similar tasks up and work on them once it is time to work on that whole topic
I think u4
Long time ago now
U3 introduced multiple products per recipe iirc
tho not sure if there was a rebalance after it or not
Yeah, a lot changed with pipes and then I think they did a rebalance of all the new recipes in u4
U4 redid tier 7 and added tier8
u3 rebalanced almost everything, u4 rebalanced t7+
Wait was u3 or u2 the pipe update
U3
3
U2 was Nuclear and Trains
I remember watching a letsplay from someone and they were annoyed they had to redo their coal plant. I started playing sometime soon after I saw that
Coal Generators didn't require water prior U3
Yeah
perhaps include something like the wiki with a map of the recipe from others so people can visualize it a bit better
uh what
Map of the recipe? Like a Tools or SCIM production chain visualization?
2+2
nope this channel is for maths
no, this channel is about math in Satisfactory
you're not funny with meme spam, neither were the previous 200 people who did this
mhm your werid
it is a very quick filter on who to block though you have to admit
like it displays in the Wiki for the MJ value of certain alts
MJ value is just one step, not entire production line
well yes, but im saying that it would be a bit easier to read if it had a map of something like that
by map you mean "production line with the item as a product"?
if yes, which recipes would that use?
nevermind then
Actually looks really good
I would also add an "alternatives" section
Or add the other alts as clickable tabs at the top
But the benefits/drawbacks approach is great and exemplifies how every alt is a choice
Would this be autocalculated somehow or is it all manually written?
manually written as most alts won't be "compare recipes" but "how is this recipe often used and what it can do"
Yeah I thought so
Biocoal:
often used for: memes lul idk
Actually I have used biocoal once
When I ran out of nobelisks in the wild and there was a spider around
I found some sulfure ore
But no coal
To be a little fair to biocoal/charcoal, it is how you get the most energy out of biomass/wood
Yeah but wood collecting is still a manual process sadly
If there was some automation to it it might prove a bit more useful
now finding a use for liquid biofuel...... that remains an elusive subject π
Because it allows you to input biological materials into automated gens
Just like liquid bio
I mean if you want to do a biomass only run, it's better than biomass generators
sure, but I think they're supposed to be kinda a joke
fuel gens
Given every other recipe fills a niche, I think its rather than they havent gotten around to do some sort of farming update
But thats just my take on it
Maybe theres something in the archives to prove/disprove me
Biomass is for batch production.
yeah but why? I guess it's a way to get rid of leftover solid biomass but if you're regularly making use of bio power biocoal/charcoal is better or just biomass generators with solid for portability/ease of setup
It's perfectly efficient, scales infinitely, and is in all cases not automated at any step.
It is however very reasonable to calculate precisely the MWh you can get out of some biomass, so you can lay out some machines, fill the biomass reactors to precisely match your production target, then pull the lever and walk away.
Or you could overproduce and sink what you dont need
Fuel generators using liquid bio-fuel are the same with the caveat that they begin to generate right away. You do however have the option of storing power with perfect efficiency using power storages, so again, the bio-fuel is only useful for batch production as it cannot be automated.
You can jump-start stuff with it too and make use of it in other ways... But yeah, it goes hand crafting -> batch crafting -> automation if you want to look at it this way.
why not?
it's a sandbox π
fair enough haha
Oh hey
We have biocoal, and we have biofuel, and now we're getting Jeff.
Bionuke?
who needs a messy production process, just let jeff power your factory lol
Biobomb exists.
Gas Nobelisk.
If you use biocoal to make ammo, how many pigs can you kill using one pig's corpse?
Biobomb is when you take a massive dump in the toilet
1 Hog Remains -> 1 Alien Protein -> 100 Biomass -> 120 Biocoal
Add 120 sulfur and you get 240 Black Powder.
2 Black Powder per Nobelisk.
So one pig can be used to kill 120 of his brethren.
Assuming they don't bunch up.
Does this math check out?
just need the 120 steel pipes as well but otherwise looks correct
Sanity check for a feeder problem I'm having. I'm pretty sure this is the flow of items because the factory demands on the miners are more than half of a full belt, plus mergers taking equally from both sides. So I need smart splitters to force backup in this scenario so it'll actually manifold correctly. Am I right? or do y'all see something I don't? Cause I didn't think there was actually a scenario for manifolds where smart splitters were required:
M = merger
Mi = miner
Fy = Factory
S = Splitter
Fy165 Fy210
^ ^
| 135 | 180 180
Mi270 --> S --> 135 --> M --> 270 --> S --> 90 --> M -->^
^ ^
| 135 | 90
Mi270-----------------> S --> 135 ---> M --> 150 -->^
Mi15---------------------------------->^
I'd personally just build factories in a way that you can hook a 270 miner to it tbh
haha little past that point
(ideally consider logistics before building factories π )
well hey I thought it work, and besides I knew smart splitters would fix if not, I'm just curious about the exact mechanism
cause this is the first time I've run into a problem like this
Yeah I see it, in the bottom right corner. Your merged 150 line turns into a 90 without apparent loss of 60 items.
that's what I figured, that plus the first merge and split don't allow for more than 135 to be taken from the second 270 line
You CAN just use splitters and mergers to finish the divisions you've already started with - 60 + 120 (180) and re-merging the remaining 90 to split again (225, which will manifold down to 210) is possible for example.
I'd probably just simplify to 270/250/35 if I needed these numbers though. edit: thought about it
yeah I'm not following lol, I shoulda just done smart splitters from the beginning as soon as it looked like load balancing, anything other basic balancing makes my head hurt
Yeah these are fun to solve but are a pain in the butt when you just want them done.
Just saw this, like the info, etc. Probably could use a bit of formatting & presentation help. Perhaps 'frequently combined with' should be changed to 'popular recipe chains' and list a basic diagram of the chain
"Frequently combined with" is already going to be changed, it will instead now show a "complete" combo and the general effect of it. Displaying the chain seems kinda pointless, players know how recipes work and dont need handholding
Example for how that section on Recycled Plastic could look
it replaces "Frequently combined with" now (forgot to change that in this image)
(.. i just noticed i wrote Quartz Oscillators in the summary, not Crystal Oscillator)
I like it
do you need some editing/writing/outlining help?
...also, just thought of this... something else that would be useful is a section on 'prime locations'
like for instance, pasta is really nice to make in southern dune desert, titan/lake forest or near the void hole
or another instance is that the oil well in crater lakes is perfect for electro-scrap
I dont understad this game, my nuclear power plants do 25 waste\min, I have 32 of them - 800 waste per minute, the recycling is build to handle 1000\min and the waste is backing up while the recycling is on max production
Are you trying to put it over a single mk5?
Kaliss casts Recycle!
It fizzled.
Follow the waste to where it's backing up
Then see what that machine doesn't have that it needs
Then follow that, etc
i was hitting my head over this for 40 min
turns out the water outflow from one of the blenders is connected to a floor mount that isnt connected to anything
every time I have an issue like that either I forgot to set a recipe on a machine or a feed belt/pipe didnt connect (mp issue)
usually the latter
how do you guys split your waste 75/25 between the blenders and the accelerators?
Split into 4, merge 3
everything overflows in the end
their production overconsumes waste, presumably to get rid of excess stored waste, it will never back so it has to be load balanced
So they're asking for a 4 way load balancer? Load balancers on powers of two are probably the easiest.
Not true, will still work with overflow
right, sorry, didn't think that one through, both sides want less than 800
No matter what they would want, it will work
Is cast screw a good alternate recipe??
All Screw recipes are better than the base recipe. Whether you want to use screws or not is a separate issue.
That depends on you and your preferences
I sure think so. Same as default but less machines.
Its at least better than default screw with default rods.
Compared to base recipe path, they save some power. But skipping a step also means that you can't use alts on that step (steel rods), so it's up to you
Also, balancing my coal generators is a better idea than overflowing them??
Both will work equally in the end
But what is more efficient
Nothing, since both will work equally
Ok
Manifolds have a bit of start-up time but use less space.
When overflowing (manifolding), you just have to wait a bit until it stabilises (or pre-fill the gens), but you also can build way simpler (and probably smaller) splitter setup
Balancing uses an increasing amount of space the longer the line is.
Probably x log 3 something. I don't know how to do algorithmic notation.
Hard to specify, given that balancing some numbers will take less space (e.g. 12 is easy, 10 is pain)
But anyway, it gets unwieldy fast when you need to hook up 20 machines.
I try not to do manifolds for over 10 machines
If I have no space for load balancing or something I just use 2 manifolds in line and route the second input belt on top of the first set of splitters
Also splitting machines into groups of 2 or 3 then manifolding to those splitters works pretty well but you need more space for that
Hmm, way more oil here than I remember, I had intended it for producing packaged fuel.
Has always been one of the highest-yield spots for oil, no?
I've seldom used the place so no idea.
I haven't ever built anything there tbh.
Plan to get something rolling over there with my next run on U8.
I used it in my first save for fuel power, I haven't touched it since, the two pure nodes at the northened I had no idea existed.
I see a lot of people skip screws. Is that just because some of the alternatives to Rotors/Reinforced Iron Plates don't need them? Or because they are inefficient? Something else?
Wait... huh?
I tend to enjoy the simplicity of...
Iron -> Cast Iron Screws -> Parts
All Screw Recipes are better than the base recipe.
What?
Screws take up a lot of belt room, you can get around that by having screw manufacture on site with the production chain at the cost of a bit more floor space.
Don't have to add copper or steel or anything usually
I guess that's what I do. Just manufacturer on-site w/upgraded belts. I rarely move around high volume parts for long distances.
Example of just putting the Screws into the manifold so they don't take up belt space:
You mean assembler? Looks like the screws don't go into a manifold there.
...
Did you just ignore the row of constructors on the right feeding the assemblers?
Example of putting the Screw [Constructors] into the manifold...
The way that I see that is...
Manifold -> Constructors -> Assemblers
I guess it's just semantics though. I see what you mean now.
it's because back in U2 screws were crap (no recipe with screws was good) so people were like
but then U3 came and screws are now usable, because recipes are much more balanced. Some people just hate screws because they were bad back in the days, other people hate screws because the first group of people told them they are bad. Some people hate them because they merge them to one belt and belt isn't fast enough (instead of doing what Sev did ^ ).
The real answer is that screws are fine, feel free to use them if you like the recipe path that involves them (as is true with any other item).
Yes, which is what he meant by:
you can get around that by having screw manufacture on site with the production chain at the cost of a bit more floor space.
The manifold holds both the rods/ingots, and the second material which is belted past the constructor, tbh I didn't even think of building quite like that, pretty cool.
That makes a ton of sense, ty
It's
Manifold
Manifold
Manifold -----------------> Assemblers
Manifold --> Constructors-> Assemblers
Manifold
Manifold
It's also really cool.
They're in a cave, so they're not immediately noticeable
Yeah it is pretty cool. I need to do more sushi belts.
If that's rotors you don't need sushi - it would just be an iron rod manifold. But this is Sev so it could be sushi.
But it shows copper sheets coming out of it?
yeah those are copper rotors, so it's sushi
So it would either be rods+sheets or ingots+sheets.
also the splitters are smart splitters
I didn't look closely at the belt, but yeah, standard recipe rotors are iron rod + screw and default screw is made from iron rod, so you can do this arrangement for rotors without sushi also.
Ingots + Sheets in this particular setup.
Cast Screw + Copper Sheet to make Copper Rotor.
Restriction of this particular outpost was that it wasn't allowed to use Steel or Oil.
Although, now that I have a Steel Rod to Base Rotor BP I am interested to try it out.
I need to tweak/update and re-screenshot all of my BPs though.
I can attest that it is awesome. :) I'm going to borrow your practice of mixed belts and do a very similar copper rotor assembly floor now though, I think.
What multiples of buildings do you prefer for your assemblers in blueprints? Same question also, but foundries?
Same question to others. I'm wanting to look at it from an "I'm going to build large numbers of these arrays" perspective.
I'm not understanding the question.
Most Assemblers I have in 1 BP is 2.
For doing large-scale builds where you'll repeat an array of buildings, do you prefer the BP just be 1 machine with its attachments and greebles or what?
Attachments could also be other machines that feed it for example, like your assembler+constructor+manifold.
Would that just be 1 assembler, 1 constructor, and their splitters in your BP? :)
Now is the principle behind each BP always a...what would you call this? Microchain? A chain link?...or do you sometimes build big, long, boring production lines?
You are putting way more thought into this than I do.
Really? Are you just building for resource node usage until you reach 0? You seem like you have a meta-strategy going on with your planning. I mean that to be uplifting.
okay.. I have 20 turbo fuel refineries that are 100% capacity and have absolutely no excess fuel in their internal buffer. so 100% of the fuel is going into the pipe grid
I have 80 turbofuel generators hooked up in sections of 20 broken further into manifolds of 5
I am making 375 turbo fuel and the generators need 360 to all be powered, yet 6 generators in random rows of 1 completely hooked up section are never getting enough fuel
this power plant has worked fine for 10 hours totally fine until a train got backed up for 30 seconds and somehow 3 junctions got deleted which I replaced
Conclusion: my turbofuel is evaporating for no reason
are all the TF machines working at 100%? seems like it may be a piping issue
100%
I blame this intesection
that front pipe is an artery that branches into 8 lines of 5 generators
I've replaced those 3 pipes and the junction 3 times
the 0/min pipe has no fluid in it
Just for kicks, can you throw an mk2 fluid pump on that input pipe and see if that changes anything?
Ooh! it might be worth replacing all of the pipes around, I have sometimes had pipes refuse to carry liquid because bug, often when it isn't really connected even though it bloody well should be.
The worst example I had was thanks to my mouse double clicking, I had a pipe junction inside another one, connecting to it resulted in two separate systems that shouldn't have beem.
ill try. if it doesnt work ill just disrupt the whole grid and put a spaghetti noodle in that brings the fuel to the other side of the line
Just curious if the recalc from splitting the pipe segments does anything interesting in this case.
the person I was playing with could have probably done something dumb without knowing
they dismantled a power line connecting my hub area to the rest of the grid on accident
I made the mistake of assisting someone in multiplayer "once" ~not including family, now unless I absolutely knew the person isn't a complete dolt, I just won't enter someone elses game again, too annoying.
I end up getting bored if I dont have someone else on my world
My world is comprehensive enough that people can and often do get lost there (unless their pc can't handle the save)
maybe I just wont fix it Β―_(γ)_/Β―
its only 500ish megawatts of wavy power production graph
Eww π
That wasn't very math meta of you. π
I have many BPs that are variations of one another.
Such as a series of BPs that all have 3 refineries in them. One is for pure iron ingots, another for pure copper etc. One BP for each recipie that uses an ore plus water thru a refinery. They have partial i/o manifolds. A structure around them and roofs, walkways, power, lights etc. Just string together and tie everything together.
Same for other things. Like foundries for compact steel and solid steel. Or 6x assemblers for cheap silica, or silicon circuits...
500 MW? Isn't that 3.33 fuel gens?
oh hey the problem solved itself magically...
thanks terrible pipe physics
I think the fuel was just filling up the internal buffers on everything then the excess I'm making was enough to overflow through a random pipe somewhere linking 2 sections together
Even with this on-purpose inefficient non-diluting plan, 1400 packaged fuel will still pour out of the blue crater, I really didn't think that locations use through completely.
There are what, 3 pure nodes and 2 regular?
Why are you making it inefficient on purpose? I'm curious.
Because far too much packaged fuel would be produced vs what I'd even use, so the setup is inefficient but as simple as it gets.
Yeah that's not exactly the spot to use for a small oil setup, considering it has more than 1/5th of the map's oil all within a 150ish meter radius
I don't actually need oil for anything else either, I can probably get like double the packaged fuel but I don't even know what to do with 1400 π€£
explorer drag races?
nah, plutonium rods for that
No use for plastic either?
Got a huge refinery in the dunes consuming the entire spire coast for rubber & plastic.
Are you using Blue Crater for anything else or just the oil?
Nothing in blue crater at all right now, only a cannon exit there, I am just considering the construction of a fuel plant for the hell of it, no real purpose other than just building it.
There's enough nodes there to make one or two Project Assembly parts, so to speak.
I have a combined project assembly factory up in the rocky desert.
But if you only want it for oil, you could just tap less nodes and figure out something to do with it later.
Lots of water too.
Only partially working after test components but all final products emerge there, and that place has its own source of rubber & plastic from the nearby 133gw fuel plant.
do you guys hate it when factories are messy nightmares?
thats when they are the most hilarious
I saw a constructor in a tree recently, that certainly was something lol
The more of a mess your factory is, the harder it is to upscale it.
but potentially the more clout your screenshots get
You'd need to hit a critical mass where you're not sure that the thing even works.
If it pops out the HMFs at the right rate, does the how really matter π
Looks like blue crater is going to get slightly built up.
2481.82?
he's building a johnny army
No, I mean that's not evenly divisible by 300.
Why would it need to be?
I guess the number of oil sources in game
Yes.
?
Is this a good power/plastic/rubber plant? It uses all the oil nodes in the spiral coast.
Oh good lord. Use Tools π
But also "Good is a point of view"
So if you are happy with that setup, use it.
Also, if I may ask, why turbofuel instead of diluted?
it's using both
Isn't it more efficent?
π
the meta is to skip it and go straight to nuclear, but do what you want it does get more energy
It is, but has no sense next too for energy
Another one falling into the Turbofuel trap π₯
? Energy?
Turbofuel's only practical use atm is making bullets.
π¦ sad indeed
Efficiency is relative
It uses a little less oil per mw, but costs you in terms of sulfer and complexity
@whole heron 300 thing--
Were you meaning because oil usually comes in 300's?
Yes. His goal is to do something with his oil and getting that 81 means tapping the impure node.
Stop solving forwards.
I use it for my feul generators, it is great if you need mass energy and dont have nuclear energy unlocked yet
His end product is a perfect, flat 2800.
Or just... Diluted.
Simpler. Saves a lot of time.
Far more than enough to get you to nuclear.
It was a forward facing problem in the first place. He's sinking most of it.
You go forward first to see what your limit is.
Then you decide on what you actually want and solve backwards from there.
Forcing the use of all extractable resources just for the sake of it is needlessly complex and is the root cause of many people's build issues.
But that's the reason he's doing this in the first place.
If he just wanted vehicle fuel, those buildings are already up.
I'm mostly building for the hell of it since I already have cannon access to the blue crater, fuelling vehicles coming later when I decide what goes where.
Building forward is perfectly valid. Setting the goal of using every extractable unit from a node is a fine goal.
That it is annoying to some people to hear that you play this way is not a consideration at worst, and a tangible benefit at best.
Thanks for pointing out to use "Tools" great program managed to double the output.
β€οΈ
It is superior.
I've been using tools for ages for production planning, best part is you can keep the plans saved in the browser and create others in new tabs within the page.
I usually just try to find at what point each machine bends its knee to the might of three.
I mostly set a target and see what happens with resources in an area as a kind of cap, sometimes though it has caused issues like my spire coast consuming rubber/plastics refinery producing way too much but meh.
can somebody help me balance 5 to 3,75 and 1,25.
Manifold.
5 > (splitter) > 2.5 > (splitter) 1.25 , > (1.25+2.5) , leaves a belt with 1.25 and another with 3.75, easy.
Or yeah just build a manifold and it is tidier.
@serene oriole if you're set on balancing, it's easiest to think of it in terms of ratios... but also make sure to remember if you're balancing that you can use belt speed limits to your advantage
a have it balanced now, im just stupid
Missing something doesn't make one stupid, it just means you missed a detail that you later fixed.
No. He said it.
Only stupid people miss things.
No backsies.

||Meaning we are all collectively stupid people as we all miss things.||
My valves in a VIP was a colossal fail that made a particularly large installation fail in a rather ignomineous way.
good con. guys,bye
So it begins,
Thumb Mouse Button 2???
I use mouse modifiers on a lot of things up to mouse 7.
What's wrong with R? π
When I can control most of the game with just the mouse, why rest my other hand on they keyboard unnecessarilly?
Do you not use WASD?
I always fat fingers other keys when I use those ones.
Get you some hand-lipo-suction π
Wouldn't help a damn, my fingers are actually quite slender, I just have poor coordination in addition to terrible eyesight.
Brain-coordination-botox?
can someone explain how my max consumption is less than my total consumption?
Hoverpack.
does the hoverpack not add to max consumption?
No, because it isn't part of your factory.
But it does draw power, so it adds to consumption.
huh
Max Con is based on all connected buildings to your network.
Hoverpack isn't a building or vehicle, so it doesn't register under Max.
fun fact you can also accomplish this by underclocking low power machines enough such that their idle power is greater than their regular power
example with 10 smelters clocked to 3% then let go idle
So if you have all machines underclocked to their idle usage, can you create stable power no matter if machines are on or off?
yes, but only machines that are ~44MW or less can get to 0.1MW or lower
so it doesn't work for the more power hungry machines
also they all have to be clocked in like single digits, so it balloons machine count too much to be practical
Has anyone done the maths for net throughout on a multiple-train two-station route? Had a whack at it myself but couldn't get any exact solution so just wrote a sim instead lmao
More trains = more docking time, plus it's preferable to add (trip time)/(trains) wait time at a station to ensure equal spacing
I mean sure but youβre bottle necked at your belt speed. Itβs why generally itβs easier to just do 1 belt per train car
That way your buffers can keep up
Yea but that means more cars than needed, somewhere not far under double
Thereβs a formula on the wiki that already sorts out throughput if you really want.
For a single train - with multiple trains it doesn't quite work anymore bc you've got to account for additional dock time and wait time
Is approximately right but I'm just a nerd who likes exact solutions xd
Thereβs a lot to account for sure. But with multi trains youβd have to know exactly how often each train is coming in. If they arenβt at the same rate your looking at very complex math
The sort of math that gets people to only do 1 train between 2 stations
But no, Iβm the years Iβve been here I havenβt heard of anything like that
Train rate is easy to account for thankfully, just make each train wait (trip time)/(trains) minimum at each station, and they'll be equally spaced by that time
I just pretend signals work well enough π
Signals Wirk fine, trains have to pause to let others by
Overproducing between each factory so it can cope with a little loss of throughout but inefficiency make me sad
I mean, the way around that is simply to not double up on trains and to do 1 belt per car. But you do you
Eh I've found path signals like to slow down trains coming from a block approx < 2 full rails long away, even more so if any other train is nearby even if they could happily pass at full speed
Trip time is quite long though so I'd need a lot less than 1 belt per car for one train, in some testing I found it'd need about a mk3 belt of input per car
Can barely fit the 5 4-car stations needed using multiple trains in my factory lol
Multiply that by how many stations I'm planning on using and at that point it'd be more time efficient to turn half the world's sulfur into compacted coal and use trucks instead of building the massive station footprints needed
I've already done half the worlds sulphur in to compacted coal, but I use belts in tunnels for it.
How much sulfur do you need for full nuclear?
Not all that much tbh, not compared to turbofuel.
My place uses 15 sulphuric acid refineries.
are you coming from the same location? or are you coming from multiple as if for example grabbing iron ore?
using all material?
it depends on recipes slightly but no more than 2 pure nodes to make the rods
that is if your maximazing rod production
I'm using 2100 uranium uses like 750 sulphur though, hmm no one sec I'll load up and recount my refineries.
Looks like the Cell Alt recipe is 1:1 Uranium and Sulfur. Base recipe uses less.
5:3.
Central location
Yeah remembered my refinery count incorrectly, using 1350 sulphur, 27 refineries.
there is only 2400 uranium on the map if i remember correclty
2100 is the max.
Max nuke power is 3108 sulfur
3x overclocked normals getting 600ea, 1x impure for 300.
so almost half the map
then for each new train added double your throughput. if you are getting say 320 per a minute each train will add 320 per a minute as the unloading times are already accounted for. however if you exceed max belt speed that becomes your limiting factor
but I don't think many people go that far with nuke power
I used bog standard recipes so 1350 sulphur and 2100 uranium for the 21 fuel rods per minute.
full recycle so 5.25 plutonium per minute to the sink.
Uranium Waste destruction recipe uses 216 sulfur per 600 Uranium.
yeah am remembering an additional impure that doesn't exist
So yeah, about 3000.
That means 5000 or so sulfur that's available for other things in worst case scenario.
Not input saturated (train cars aren't full), I need the amount in at load to equal amount out at unload - more trains increasing docking time thus decreases transfer rate, and in order to ensure equal spacing the trains have to wait which increases total trip time and also decreases throughput slightly
I'm just trying to figure out how many batteries I can make before I enter the realm of insanity.
there's only 6840 sulfur, so it'd only be about 3700 left
not if you build a buffer with two belts into the station and one into the buffer than when the train is done docking it rapidly empties buffer into station or the inverse allowing constant throughput
Shit, read the long line. Ok, not that much sulfur if you go full nuclear.
but also no one needs full nuclear, even max points can't use all that power and redirects resources to make more points
That means more cars though - I'm not trying to get a working solution (I've already built a sim to check), I'm just wondering if anyone's solved for optimal solution
True, just wondering.
There's also no recipes to stretch out your sulfur usage like there is with pretty much every metal.
yeah usually sulfur is being substituted to stretch out other stuff
Why stretch out when you can entirely eliminate
Well, often you can't.
to be fair sulfur only has two jobs: stretch out coal, oil, and uranium usage and make batteries
This place makes 600 per minute.
For 600 batteries using the classic recipe though this place is needed, 1800 wire.
You would need more trains not cars in a train... you build a industrial storage container a tiny ways away from station and connect one belt into the buffer then two on the input to trains then flip it around two belts exiting station into the isc and one out and as long as your throughput doesn't exceed 780 per a station adding more trains is easier than adding a new station. A buffer is the optimal solution. it allows for a constant throughput even with the loading and unloading. If your not saturating your trains fully you may be better off running some drones for the items though depending on quantity.
I'm using a buffer (also currently working on fluid), limited in batteries bc I'm limited by bauxite and copper so drones aren't preferable, and transferring a few k per second
Trains are defo slightly better than cars per train but it's p small, like 15-20% difference tops
Again though I'm not trying to get a solution that just works bc in that case I could just throw 20 cars at any problem, I'm interested in the optimal solution for complete throughput
Found from testing that it's difficult to actually get a situation where the input backs up at platform instead of buffer (the latter making the target throughput impossible)
Buffer-to-platform transfer rate is usually high enough as long as you're not inputting most of 2x mk5 belts or mk2 pipes
Also useful to know for space-constrained builds, currently my oil processing building only supports 4-car + 1x rear-drive trains
@wind spade any chance the doubleclick-feature is coming back? Really miss this one π
new tools - probably yes, in one form or another
current tools - most likely not, given the rewrite in the process
Related: with how tools stores production plans as is, will those carry forward to the new version or will they need to be re-entered?
not sure if available since beginning, but there will definitely be a way to convert old plans to new plans.
Thanks π
at the beginning the new tools will most likely go through alpha-beta-RC-release process, and at least in alpha and part of beta the converter doesn't make sense
Some of my more simple plans I have saved as screenshots, but the space elevator one, even separated in to a basic & advanced plan is the challenge.
keeping old production lines is definitely one of the priorities, but not relevant until new tools stabilise in terms of data handling/storage/format
All good, and greatly appreciated π
Tools has been a colossal lifeline in organising my chaos.
Don't get me started. Actually kind of addicted, can't play without them.
Some people go to work and wing it. Some folks bring in whatever tools and techniques they need to get organized and increase their productivity.
here u can change it urself
S is stack size and C is belt speed
R is the amount of seconds that the train stops to reload, you dont need to change that
just added it as a slider because i wanted to play around with it
how did you get these
well, the stuff in {} can be ignored
its just to remove anything where the other one is bigger/where its below 0
without that it looks like this
we only care about the lower line because well, its two limits and the limit thats lower is the one that counts
that looks kinda cool
isnt that red one like hyperbolic sine rotated
it looks like it a bit
uhHH maybe
the lower one is just
train_capacity/roundtrip_time
S is stack size, times 32 because a train can hold 32 stacks
x is time, divided by 60 to convert to minutes, because we have round trip time in seconds and throughput in minutes
mhm
i see, also playing around a bit, this is what would happen if the conveyor had a -1/min throughput
pretty cool
B is just
time_spent_actually_filling_the_train * beltspeed * 2 / round_trip_time
2
so the one in the middle
yes id recommend that
first of all:
- you can get all recipes, so there's no wrong choice
- all recipes are situational and you'll get different answers from different people
So, to conclude:
A train (the blue line) is faster/has more througput on long distances. The tipping point is at (a few examples):
- 600m for a 300/min belt, stacksize 200. (~42 foundations)
1600 m for a 300/min belt, stacksize 500 (~200 foundations)
1600 for a 120m/min belt, stacksize 200
i see
thank u
Apparently there is no second.
now, regarding the recipes:
- first one makes more stators, from steel, but you have to add quickwire
- second one saves uranium at the cost of adding oscillators
- third one makes more wiring out of stators, but you have to add high speed connectors (quickwire + oil)
choice is yours π
no, just takes a while to type π
oooh wait this is the perfect moment to post the new experimental thing i did
(quick, do it for those three recipes)
i went with the second one
since fuel rod is kinda u will never have enough
again, choice is yours π just don't blindly follow random numbers from random people, always ask "what does this recipe do for me" and decide based on that info π
I'd add (50% more) in the benefits section, don't see a reason for it to be for ECRs only and not for UFRs
i mean i surely know xD i have a messy factory and power could help
ah so now we do want the percentages 
ummm, I always said "if it can be compared just within the scope of the recipe, then go for it"
you can compare ECR costs between the two or UFR production between the two
you can't compare e.g. quickwire cost
aight then
I always want the percentages... and i also want everything on the wiki to assume the default recipie is used for all precursor materials. The damned wiki assumes everyone is using "Iron Wire" for example.
just wondering what is more useful than the others but thank u for the help
that is going to change and wiki won't assume anything and won't compare recipes, but paths π
that's highly situational π depends on your goals, progression, other unlocked recipes, available resources, preferences, ... π
Hence why we are kicking the current analysis out
It sucks
well still better than the previous one π
What i posted above is a concept for what the new one could look like
still working on details of it
well the one you picked indeed helps you to get more power out of uranium π
i have adhd so sorry if i forgot ur ping but thank u!
Since we don't know that the user is using nuclear power to begin with (maybe sinking uranium rods) I understand that this could just be a straight loss in power overall but maybe we should do the math and change the note to something that makes it clear that this recipe loses power compared to the standard on a per-item basis if you are not using the uranium fuel rods for power?
If you are burning the rods, then even after considering the extra refinement steps, you DO experience a net gain in energy production by using the alt, do you not? π€
This one is kind of a suspicious case because you'd not want to make special notes for most items but this one is a generator fuel. I feel that it deserves the special note in this case.
the power loss disregards power generation
i simply forgot to remove the "power efficiency negated" note
that recipe simply IS less power efficient, by nature of needing 2 manufacturers alone for the ingredients
π Yeah I could see someone taking the wrong idea from the note that it isn't as power efficient, given that their goal is probably to generate more power.
It is indeed less power efficient for the chain.
"This recipe costs more energy than the standard" in THIS case gives an implication that you are not going to have a net gain in your end result.
End result isn't in the scope of the page, but specifically omitting that detail in this case would be in keeping with the scope AND not potentially give the false impression.
if i remove the "negating the energy efficiency" note which shouldnt be there in the first place, then it isnt ambiguous
"This recipe uses more power. Period"
Uses more power doesnt mean "you now have an energy deficit"
Yeah, exactly. Not debating anything here - I was just adding the final thoughts, as you have already stated that you forgot to remove that part.