#math-and-meta
1 messages · Page 65 of 1
Sev just doesn't think turbo fuel can be fun xD
more then other alt recepies. For example the 15/min reinforced plate recepie
That is not what I said.
Classic Turbo Batteries when?
Eh, I dont' think you can quantify the extra effort from diluted fuel to turbo enough to go 'it's not worth it'
too subjective
This is subjective.
Which we agreed that alts are subjective.
OBJECTIVELY you do not need Turbofuel more than anything else. But you're saying you do... which is where we disagree because your reasons for thinking it is needed more are subjective.
turbofuel increases the max ammount of power avaivable while drones reduce the ammount of conveyros you need. Conveyors are a one time expenditure and thus infinitly avaivable and infinitly cheap. Power/min is not infinitly avaivable and thus holds more value
max amount of power available is already more than you can ever use, even if you completely skip turbofuel
yeah power is hardly sparse
and oil is nothing compared to nuclear for map available power, which isn't even a realistic thing you can run into
processing whole map into maxed sink points (unrealistical build given FPS issues you'll have at the end) eats only ~600 GW, which is easily achievable by nuclear alone (even without burning plutonium)
My statement is:
Some recepeis are in general more usefull then others
There are uses for all alt recepies but there are some that are used more often because they are in general more usefull. More power capacity is always required, more reinforced plates at a higher cost are not always required.
My statement is:
Some recepeis are in general more usefull then others
You cannot objectively say this.
usefulness is subjective
some recipes are more used than others
doesn't make them better or more useful
Some recipes are more useful to you than others, yes.
If you max out your map and have nuclear unlocked. I personally do reach the max power limit i could achieve with normal fuel before reaching nuclear sometimes
I doubt that
your factory pre-nuclear uses 390 GW?
if you're doing that much power and that much building, it's weird you're not on nuclear
depends what you mean by 'max out the map' then I think
this is my current power and i do not have all the nuclear unlocked and a giant production of mine isnt online cause of power. Only the spire coast oil isnt used for power so far and we are using turbofuel
that's not anywhere close to max oil power
max fuel power without turbo is 390 GW, you're not even 1/10th there
21.753 GW Consumption...
So... barely more than 1 pure oil node with just Diluted.
I'm running 21GW on just a couple coal plants and one 450/m oil > HOR > diluted plant
50 once verything is connected and running. And without turbo id need to use far more oil nodes then im using currently
3 total is "far more"?
If you're using everything but spire coast for 50GW, you did something wrong
wait imma put a map wich oil isnt used. And i also need oil for other production lines
50GW with diluted is just 2.5 pure nodes, you could do this in blue crater alone
if you're doing turbofuel, you should be using barely more than a single pure node
this is quickly turning from "how useful is turbofuel" to "I think you've setup your fuel wrong"
Were currently preparing a powerplant south of northern forest directly next to pink forest and im currently building a production in blue crater.
I don't know what you want me to see from the map
3 pure nodes i definitly more.
Yes, you can supply your stuff with only dilluted fuel and dont necessarily need the turbofuel.
But turbofuel does not require much in terms of production and setup to increase your total power output, i hope you do see that
Again, in this context I am not saying it is bad at all.
I am saying that you cannot OBJECTIVELY state it is more important/more useful/has priority over any other recipe.
not In all cases
But you can state that it is more often used and thus more usefull then other recepies
its not subjective wich is more often used
I'm done with this conversation.
"more used" doesn't mean "more useful"
more used is just "more people prefer it"
(which I don't think is true either, most of the people I see here skip turbofuel or at least don't use it much)
I would bet good money on compacted coal getting used a lot by new players and people who don't frequent discord/reddit, who don't get deep enough in the math to work out the net power
but compacted goal is garbage for power
This all is semantics here. Then i wont use "usefull" but "more often used" wich is a metric for how usefull it is for newer players.
it's not semantic. It's key difference
and it's important, telling players what are the "best" recipes discourages them from experimenting and finding their own personal favorites
sigh +1 to the mute list.
why? It mroe then doubles the power from normal coal at the cost of 1 sulfur/coal
lol
the power required for the assemblers eats enough of that boost that just going and getting more coal gets more power
compacted coal for power only works out if it's sitting right next to the coal node you're already using for power, and you find that easier than going and finding another coal node
whats the metric for converting MJ to MW?
MW is MJ/s
so let me doi a biut of maths really quickly t
This means that at a cost of 15MW you get 137.5MW, so a net win of 122.5
that's not how that math works
*as long as my calculations are correct, I used 330 (MJ(compacted coal)-MJ(coal)/60 x 25
well, depends on what you're comparing
if you calculate "I have X ores", then ofc only coal is better than coal mixed with sulfur
if you calculate "does adding sulfur help", then compacted is "better"
2 coal beat 1 coal + 1 sulfur
1 coal + 1 sulfur beat 1 coal
Im currently calculating the net win of power when using compacted coal against normal coal minus the ammount of pwoer required for the assemblers cause Lund said that because of the assemblers you have a net loss of power
yes, if I was unclear it's 2 coal vs 1 coal + 1 sulfur, which the crux of my argument is that if the power is less and you have to setup assemblers, in most situations it's better to just go tap a second coal node than to make compacted coal
ok from now on im simply going to be stating the exact conditions of my statements. Basically every argument i was in so far was because of such a situation. THx for explaining
it indeed helps if you don't assume people are on the same page
especially in a channel full of math nerds
assemblers run for 12 seconds at 15MW to make 5 compacted coal, so they spend 180 MJ to produce 3,150MJ of items for a net total of 2,970 MJ
that's made out of 5 coal and 5 sulfur, 10 coal is worth a straight 3,000MJ
so for the same effort of mining and moving material, coal wins
i wouldnt classify me as a math nerd, more of a general nerd cause im also interested in coding and stuff
compacted coal only wins if getting more coal is too much of a bother
the problem is that you can't also generalise "compacted bad", because just adding sulfur is net positive
it still needs a buff with a description that sings it's praises to high heavens and at best you go through a bunch of effort to not go find more coal for just slightly less power
it's bad design
aka coal is more usefull when the next coal mine is closer then the next sulfur mine, compacted coal wins when the next sulfur mine is closer then the next coal mine.
effort to not go find more coal
local availability is a thing 🤷♂️
yeah, I'm just salty about it, pet peave of mine
but yeah, thats why im also msotly using the normal coal and not the compacted coal in my builds cause sulfur is jsut such a bother to actually get enough of
if there's a region with 3 coal nodes and one sulfur node, then maxing power includes compacted
I'd just like it to actually be worth seeking out, rather than "oh hey I used all the coal, but there happens to be a sulfur node right here"
and now that we are talking about sulfur i realise that I made a huge waste in my last production line
also feels like a noob trap, because if you don't do the energy math it looks like it's way better than it is
i used the pure sulfur mine in the swamp and thought it was normal so im right now producing twice as much sulfur then I actually need
there's tons of those 😛 steel rotor, cast screws, ... 😄
you can pry steel rotor from my cold, dead hands, that thing will live in my motor factories forever 😛
wait whats bad about cast screws?
unified stator/rotor manifolds forever
the fact that any of the steel-based screw recipes get often ignored because "cast best"
cast is fine, it gets outshone by other screw recipes and combos though
kinda the same way I feel about heavy flexible vs heavy encased, heavy encased is so good it doesn't leave room for heavy flexible to do anything
basically depends what you're looking for:
saving space/power? steel screws
saving resources? steel rod + base screws
cast screws are just not "best" in any of the two most common goals (they don't save much space/power and don't save any resources)
the issue with them is that it's very easy for people to see their advantage, as there's no math needed, it just skips step directly
other recipes are harder to figure out how they help
I mean i have a softspot for casted screws in the earlygame when you dont have the steal. There its jsut a straightup upgrade
Flex is a bit "weak" imo.
Too many resources for too little gain (less manufacturers)
most common usage for screws early game is reinforced plates
if you pick stitched plates instead, you'll save same amount of power, same amount of space but also some resources
but then you also need different resources then jsut iron and that adds in a lot more complexity in the numbers (for early game). Do you have a fu´ll production line for that one?
yeah I'm not sure there's any speed buff that can work for HMFs, considering the actual HMF production is always the smallest part of their assembly, it's always gonna be about what feeds it
it's only one different resource which you're using anyway (copper). Also, early game copper is super underused so you usually have tons of it lying around
also iron wire is a thing to combo with the stitched plates
and stitched plates is slow enough that the iron wire speed doesn't really matter
yeah i have looked that one through quickly, you can easily do this in a dedicated mixed starter factory, ill incorporate that into my design
well but at least there are no traps like alternate plastic recipe in U2
help I've been using nothing but biocoal for power, and there's no more forest left
Ignoring Rubber Concrete because "Fine is best" 😉
Third opinion:
Water concrete is also great
opinion/fact:
all recipes are good if you like them or make use of them
opinion: I agree however cause im God what i mainly use msut be objectivly the best option and I really like every recepie based on water
Correct!
Some recipes are definitely amazing though, like being able to completely phase out Crystal Oscillators from production, an absolutely terrible part that's way too much of a pain to mass produce
well, again, that's good for you, but may not be good for others 🤷♂️
No idea who would ever want to run 16 manufacturers to not have waste from a pure quartz node just for one part, but you do you lol
waste?
im using biocoal for my heavy nod frames, its too add 60 coal to my 300 normal node of coal i stole from the red forest
I meant it as excess of raw quartz, waste in that sense, not literal as in byproducts or something
what's the problem with excess of raw quartz?
If you are drilling them, might as well use them, but to turn one pure node into crystal oscillators, it's 16 manufacturers
16 manufacturers is nothing in the scale of this game
Not like you need that much silica either, so it really ends up not getting used
16 for one node, on top of the other 50 machines needed, all to make one part that's almost exclusively used in one recipe that has much cheaper options is though
one recipe?
Yes, one, outside of alternatives, while for those it's often a relatively bad option still, you make ONE per minute per manufacturer after all, manufacturer is ridiculously slow on some parts like this one for whatever reason
crystal computers are great, uranium fuel unit as well. Rigour motor is also decent
and yes, for lategame production you need to build more 🙂 slowness of one machine is beaten by building multiple 🙂
COs need reinforced plates, so it pretty much ends up almost the same cost for Rigour Motor to just use base recipe, not saying the alts suck, but for the most part they aren't worth it
If your power grid can handle it, in endgame it's fine, but before that, good luck powering 50 machines for one part
diluted fuel can handle pretty much anything
True, but you can only find so many hard drives during progression and without save scumming and taking 10 mins each time, good luck getting the recipes you want
I mean, I'm in endgame and still can't get OC Supercomputers to min-max my production even with scumming:/
Only recipe I'm missing to min-max my current stuff
the 10 minutes are the 10 minutes you spend going to another drive 🙂
You can only find so many without external apps though, which I prefer not to use, and I'm too busy factory building constantly because I keep finding good recipes that make me redo things lol
Really wish the scanner had bigger range
radar towers can help you find them
That involves having to reach up high for them to scan as wide as possible, then power them and then wait for the 5 or so scans they do
At that point just grab jetpack with an inventory full of fuel and fly through the world scanning
It is sad though that after scanning about half the drives in the game, I still don't have that one recipe that would finally perfect the factory
usually what you do is unlcok alts as soon as possible so that you keep the alt recipe pool small
Want to min-max the current setup before I beef up the grid with nuclear (already have particle accelerator and all needed alts)
which helps you reduce the chance of not getting the recipe you want
they don't work like that since update 6
the radius is fixed no matter the elevation and the map is revealed instantly
you have to keep them powered to keep showing the resource nodes on the map/weak signals
Haven't tried them since update 5 because they were sucky so never bothered again, good to know
yeah they were hardly useful until then
Might go around setting some up when I play later
60 temporary coal
Aluminium says hi.
Nuclear, CBs, and HSCs would also like a word.
Aluminum also has silica as byproduct, about a third of what it needs back in, so you really don't need that much, and one node can handle like 20 nuclear plants for nuclear power
Aluminum also has silica as byproduct
Not if you do it optimally...
byproduct silica is only a fraction of what's needed
He does say "a third"
depends what you call optimal 😛
True.
If doing it "optimally", then silica literally isn't even part of the line for aluminum, you remove it from both steps
No...
😄
If "optimal" = maximizing conversion
You still use the base ingot recipe.
Which I personally am slave to because bauxite is the single limiting resource on my world.
Sloppy Alumina and then Pure Ingot
Those are not connected.
Baux -> Scrap is stage one.
You either do Sloppy and ELECTRODE
Or you do Insant.
Completely separate, and having nothing to do with stage one at all is stage 2, where you pick either Pure Ingot or base Ingot recipe.
Sloppy does not connect to Pure.
Bauxite into Solution into Scrap into Ingot, pretty much how the line goes regardless of recipe, not sure how you can say that they are separate. Only way to change this is Instant that skips a step, but it's still a line
Unless you mean it in the sense that it doesn't add up perfectly for machine throughput, that's solved with tweaking the speed
Let's say pure Bauxite node with Mk.3, that's 480, then you use two+one underclocked refinery (or one+one overclocked) to get 576 Solution. Then you use another that many machines to turn it into Scrap (base recipe since Coal is more readily available next to Bauxite than Oil for Coke, but both work), then enough Smelters to turn it into Pure Ingots, no Silica involved
In that sense of needing to tweak speeds on everything, I do admit it's extra headache, but meh
Sev's point is that for picking ingot recipe it's irrelevant which bauxite->scrap method you pick
But if talking silica involved, if you can phase it out of the process entirely, then it's a non-issue
you can, but why do you want to?
Personally I don't mind either way, but if you want to not have to deal with silica and only have it for nuclear instead, it's nice
the whole game is balanced about "more complex and more annoying setups yield more resources"
it's a choice between simplicity and resource efficiency (in most cases)
I know, don't worry, just no point in overcomplicating something that generally isn't important, even with 2 Bauxite nodes, you'll be covered for most of your alumina needs even with base recipes
Unless of course you have some monster of a factory
given that everyone's goals are different, you can't really generalise like this
I know, but personally, with 2 pure nodes, I have about 12 large containers of sheets and casings each despite using hundreds per minute, can't imagine running out lol
If you take it out of the Scrap steps you're optimizing to have more.
If you take it out of the Ingot step you're choosing to have less.
That's the "issue" that you decide if you care about 🤷♂️
True, but it's case-by-case I'd say, you for example mentioned you have little Bauxite available, while in my case I probably have a lot, that's probably what it will all depend on
All alts except HOR are case-by-case. 🤷♂️
Probably are, so leaving it at that
except including
I'll get the experiments rolling once Ex is out 😄
Pretty sure heavy encased frame makes a good exception
Swapping screws for concrete (which it still uses less of bc less encased beams) and cheaper and faster in every other way is a pretty objective upgrade
It's not as you're swapping ingredients
I guess but not really as the encased beam needs concrete
Like
You're taking one ingredient out (screws) and reducing every single other ingredient, with the caveat that concrete is reduced only a single production step earlier
The argument for logistics isn't even there as diverting concrete from encased beams (or just getting a nearby limestone mode if made elsewhere) is always going to be logistically simpler and lower footprint than setting up the production chain and transport logisitcs for screws
transport logisitcs for screws
you mean screw machine in front of the HMF manufacturer? hardly a challenge
Even less of a challenge with Steel Screw imo
Steel Screw + Flexible Frame 
Huh. I never actually mathed it out. HEF actually is Just Better resource efficiency.
It's even better when limestone is the resource gating your HMF production, which I thought was the opposite of the case. I've been making default HMF around this normal limestone node because of never checking the numbers. D'oh! 🤦
Heavy Encased Frame all alts enabled 10/min:
442.5 iron ore, 266.667 limestone, 133.889 crude oil, 151.296 water
HMF (HEF/FF disabled) 10/min:
693.75 iron ore, 277.776 limestone, 206.019 crude oil, 224.228 water
Petro-free HEF 10/min:
392.08 iron ore, 380 coal, 360 limestone, 524.046 water
Petro-free HMF 10/min:
670.085 iron ore, 591.667 coal, 375 limestone, 695.406 water
It always felt like a better recipe to use overall but I surely did think it ate more limestone than heavy modular frames itself.
This is just Encased vs. Base right?
Yeah, no flexible frames comparison right at this moment.
I checked with and without alts other than HEF; steel alts bring them closer but don't quite cover the gap in resource efficiency. Without steel rod or screws it's a rigged contest for sure.
guys whats the most efficient way to get plastic?
is it the standard 3 oil -> 2 plastic + 1 hor
and how do u do that
make rubber and fuel, then use the recycled rubber recipe
it's funny how all the most oil efficient recipes start with creating the product labeled "residue"
i dont like computers
careful, you're on one 😉
HOR makes everything better
i dont like computers in satisfactory
which part? there's lots of alts for computers and its components allowing for nice variation is recipes chains
might be a better way you like more
the one where i have to make a ton of stuff to make one computer
i think ill use the caterium computer one
thats the simplest one
ah you might try caterium computer + caterium circuit board, cuts out everything but oil and caterium (and optionally iron or copper to supplement the quickwire production)
i totally did forget about CCB
alt hor -> diluted (packaged fuel) -> recycled loop (+ residual rubber)
that wouldn't make as much
so by recycled loop
you still need some plastic/rubber in
residual rubber is more efficient than residual plastic
(+ residual rubber)
was already fixing the typo, thx
got u
but you could just hand-feed it anyway
would that self sustain if you hand fed it once
depends on how you build it
if properly, then yes
but you're making residual rubber anyway so you can use that
do u have some diagram of this properly built one
no
You have the option of a double-feedback loop or a double overflow loop or a number of things.
got it
modular factories looking less and less appealing to me
i just feel like making a shit ton of plastic and rubber in one place and then shipping it everywhere else where there isnt oil
oil is like the only thing where centralisation makes sense to some degree imo
there isnt a place where oil is near any caterium
😤
i would build it with trains except i need said computers to unlock those trains LOL
Blue Crater has some Caterium and Copper in one spot.
Along with water if you want the homeopathic recipes.
You put rock in concrete box and get concrete
The point isn't that screws are hard anyway, it's that screws at all is harder than literally being free
The concrete you switch it for is less than the concrete you save from encased beams, and transporting several hundred screws, even if for some insane reason you bulk produce elsewhere, is still more work than transporting concrete from either those encased beams or a limestone node at most a few hundred meters away
and yet it's a different resource so players may have their preferences on what they want to deal with 🤷♂️
... as someone making a base without copper, that argument's still pointless as the default recipe needs *more concrete*
It's literally cutting out an ingredient for free, not one for another
you're switching ingredients. Their raw material cost may be irrelevant
some people solve forwards and they may have tons of screws lying around ready to be used
some people like screws so much they use it where they can
some don't want to deal with alt recipes
That's irrelevant as it uses less of every single other ingredient, those screws aren't being used, they (and HMFs) are being wasted
that's irrelevant for you
some people don't care about resource consumption
because they will never build that big so that they'll run out of something
Ok? That doesn't change the fact it's objectively worse as a recipe
Downgrade is the word
you're still using things like "raw resource consumption" as a parameter to measure how good a recipe is. Since you're subjectively picking the parameters, it's no longer objective
Some recipes waste resources but save power. I think these are great to use because my game lags to the point of unplayable long before I deplete the resources on the map.
if you're looking to build the minimum amount of stuff, you want fast recipes early on but switch to resource saving recipes later
most of the fast recipes that need more resources for the more advanced parts undo themselves in that aspect on a macro scale because they need more machines to feed that single step
@silk lintel Who needs signs?
wtf many smiley faces c:
Moving storage.
Tells you what is in the container and also is very useful when you need only like 5 of something.
out of curiosity did you ever play Captain of Industry
No.
figured it'd tickle both automation and survival itches
Oh noooo
Sound people added death sounds to the spooders that... kinda make you feel slightly bad about killing them 😦
Did the MAM always kick you out of it when you finished a research?
Because I don't remember it doing that and this is annoying AF.
it has always reset the UI to 'no tree selected'
It is not doing that.
It is kicking me all the way out of the MAM.
no, that's new
Very annoying.
submit a bug report if you haven't already
Done.
subjectively worse.
Just because there's a choice doesn't mean it's a good one
This is just turning into an argument of "some people only want to buy 500g of pasta instead of 10kg at once so they're both great! Charge $20 for both because neither is the better option 😊☺️😊" please don't continue tagging me
it's subjective, because what is "best" depends on your goal
It's objectively subjective - you don't have the same values on the same resources as everyone else
Each location and each choice in what is being produced there will affect what resources are more valued - maybe it's better to use more iron than limestone in a location for someone.
Thus it's subjective. By definition.
and even that bad faith argument is shitty - maybe the person can't carry the 10kg of pasta thus it's useless.
also some people may only ever use the 500g of pasta, and the rest of the 10kg would go to waste
Some people are just bad at definitions of words and assume their value system is the only one people can have I guess
ig
do u need sulfur for nuclear
yes
yep
is a 600 crude oil -> turbofuel power plant overkill then?
or will i have enough for nuclear
there's like 6800 pm on the map
i prefer the Diluted Fuel route, but it's up to you
how much can that make per 300 oil
20GW per 600 Oil
using the HOR alt and either diluted fuel alt
also simplified
more or less fuel gens though?
two step vsi don't even know how many steps
I think you need 1:1 Sulfur:Uranium, correct me if I'm wrong.
like sulfur:uranium?
it's 133.3... gens for the DF
Right, oops.
no its alright
that produces 20GW and uses 600 Oil
It's 2100. Not much.
Oh, I forgot about the Sulfur that's used on the Plutonium Rods.
I don't remember how much you need for that.
yeah im looking at that
120 acid per 300/min waste
thats 30 reactors
about 1008 sulfur for max nukes recycling alone
sooo you land at roughly 50% of all sulfur
a fair price for that much power
Am i doing it right ? I am using Mk3 convoyers
that will fully saturate the belt and match it exactly, yes
btw it's a mk2 miner , i really want to use it's full potential
and I don't know which belt is meant for it with 3 power shards
Im assuming its there to stay consistent, all machines that can be overclocked have 3 shard slots
And im pretty sure you can squeeze things out from an impure node
a mk2 on a pure can pull 600 ipm with 3 shards. a mk5 belt can handle that
I need to check the nodes if they are pure
yes , it's a pure one (coal)
Thanks guys , helps a lot
btw if you're concerned about efficiency of miners, the general rule of thumb for power efficiency is the intuitive answer: use up pure nodes, then normal, then impure. There's some complicated math for squeezing out a bit more by balancing them precisely, but it's a minor power savings over just following the easy rule. Of course this is assuming they're within the same distance and logistics isn't an issue, so more about usage of local nodes than doing stuff like shipping in by train, vehicle, or very long belts
Thank you Lunk for clarifiying that
But also
Don't fret too much about purity. There are more than enough nodes that you can get all you need before you run into resource limits. And you're computer is likely to be a sideshow by then.
Hi just trying to check my math. I got 100 residual fuel going to fuel generators. That comes up to 8.3 generators, right?
checks out
thanks!
You can either build 8 gens and overlock one to 130%, or build nine and under clock the ninth to 30%
what nuclear recipes should I use to make the most power?
if you look at the wiki and recipes infused and fuel unit alts use less uranium resources than the alt per output in exchange for other materials
but at the same time - the Fuel Unit recipe will likely be changed in SOME way before 1.0
but they're only going to change it with the big recipe rebalance, so not really worth worrying about since everything will get messed up anyway
do we know if the rebalance will come throughout U8?
I wouldn't expect it to
I think rebalance will come closer to launch and I feel like we're still a few patches out from that
We don't really know anything about it, other than it's coming and recipes aren't gonna change before it
Something about trying to minimize the number of updates that break factories
I genuinely love Daniel's Satisfactory Calculator, but its arrow routing code is a little goofy with more complex recipes and its also not the prettiest overall. I decided to combine it with FigJam, the whiteboarding section of Figma, and create some prettier flowcharts that are nicer to look at and far easier to follow! i hope you like the design :>
Arrow colour is currently in order of what stage that production line is, so it progresses through the rainbow as resources get changed more and more. I'm not entirely satisfied with this though, if anyone has suggestions as to what i could change the colouring methodology to i'd love to hear it :>
looks good, but I'd bump the contrast of the arrows against the background
greeny's calc shows the same values but only on hover, so you can't really take a screenshot
Tools is superior 🫡
U8 called. Wanted to talk to you about living in the past.
i need to turn
1080 raw iron,
360 raw copper
and 720 raw limestone
into as many HMfs as possible
then do it
i am trying
also, sounds like weird request... why don't you make just the amount of HMFs you need?
why does the calculator always add in oil
which one?
SCIM
now its adding wood
Tools is superior 🫡
as if id fucking want wood in my line
im gonna try sftools
okay my stupid prompt doesnt work for websites like this
Im gonna do it by hand
why not?
works perfectly for me https://u6.satisfactorytools.com/production?share=333vQ6LTCf1jjIHkc0VH
also i forgot coal
Probably need it for steel, cuz HMF use steel pipes / beams
yp
hi everyone! I need an advice! How much cooling systems per minute are enough for tier 8?
anything between 0 and infinity 😛
for real though - what do you need them for, how much do you need and how fast do you want to complete that goal? ask yourself these questions and it should give you pretty clear answer on how much you could possibly need
Work back from your target product manufacturers
that's... what I said?
True, yiur advice boils down to the same, but this is a more practical, tangible step.
well my advice is about how to figure out the "how much/min"
after you figure that, sure, you want to work backwards to figure out the raw resource needs
Well, to me, with my first tier 8 playthrough, those two steps are synchronous, as i try to balance reasonable effort w production speed, but dont know beforehabd where the optimum tradoff lies
I assume for now it will be at one manufacturer making cooling systems ⇛n heat sinks ⇛xyz raw inflow, in combination with if i have reasonable access to that many resources, else i underclock the manuf for now.
Or multiply for more
what tool is that?
https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_CoolingSystem_C"%3A"6"}
yeah don't use that
Tree list.
use satisfactory tools
It works too, no? If needed by pruning branches or setting some side inputs?
it's outdated with quite a few issues
Oki, fair enough, esp for huge builds. Yet for a quic beginner ballpark estimate its still ok imho.
@merry blaze simple
Finally unlocked Instant Plutonium Cell once I found out by accident earlier you could rescan drives and had accidentally not accepted it, so now I have basically every nuclear-related recipe, time to sit down with a calculator to get min-maxing, but any recommended options?
They all pretty much do the same thing except fertile uranium:
Uranium alts: trade more resources to make more U. Rods but less uranium
Plutonium alts: trade more resources to make more P. Rods but less uranium waste
Fertile is weird because it ends up making less power from the same amount of uranium if you're using the uranium alts because you end up with less uranium rods and less total waste, but is the opposite if you don't use those alts. End result is if you want the most power out of each piece of uranium, you don't use fertile and use the uranium alts. But it can also reduce certain resources partly because you end up making less uranium rods. So I'd say it's worth playing around with if you want, but I wouldn't expect much out of it.
I definitely don't want to use pellets, simply because particle accelator is annoying with the variable power and also bit too big to have many of, so will be using the non-fissile+casing for Plutonium Cells. I want things to be perfectly done to sink the rods at the end after converting waste, don't want to leave any waste around.
oh, no waste is easy, don't use any plutonium alts and use all the uranium alts
the only point of the plutonium alts is to make more plutonium rods, which if you aren't gonna use them for power you don't need them to do that
For non-fissile, should I just use the standard one with silica to have more uranium to pump into generators instead?
yes
So what's a good path to take from raw uranium to plutonium rods to sink without any bad leftovers?
Again, skipping pellets preferably
if you're trying to skip the particle accelerator to proccess the waste, you can't
You can't skip it at all?
yeah, it's either at the pellets step or the cell step
instant plut cells changes the machine
I just saw, my bad
Will use alt for encased plutonium
Which uses accelerator, but that's fine, just don't like pellet recipe
I'd rather funnel all my waste into non-fissile than have to split it up
you do you, but it is just a single splitter and then one side backs up and it'll balance itself out
the typical plut rod sink route doesn't use any alts to make plutonium rods, cause all of them decrease the amount of waste proccessed and increase all the other resources
so you might want to check the bauxite/aluminum needed to skip pellets before committing, that'd be the only concern
That's the thing, I want to avoid backups because of radiation radius, I'll have all the stuff near my base because I'm trying to get everything in one place and if the radius starts building up it might get annoying
I have absolutely no problems with aluminum, have about 30 giant boxes of each casings and sheets lol
If anything, I just sink it because I have nothing else to do with it until nuclear
I'm not actually sure which would be more radiation, not letting waste back up or making more rods, would be an interesting math problem to solve
so the cells would be the question, and they're 12x the radiation of the waste 
but that probably gets trumped with full stacks of waste
assuming cells aren't backing up
I'll definitely be making conveyors as tiny as possible making sure things don't back up, from what I remember from ages ago last time I did nuclear, when inside the machines, they don't produce radiation, has that changed?
not sure, I've done the planning and math for nuclear, haven't built one myself
I have done that twice, once I got started and mostly did it, but then couldn't play anymore because by that point I had so many machines all over the map the game would crash every couple mins
It's why I've reset
Was crashing faster than I could dismantle pretty much
dang, bad computer, huge save, or both?
5600XT, so not the computer's fault lol
Without machines down, game runs at ultra 120FPS, it's the machines causing the issues
I mean yeah, that's always the problem with building games
Said it before, but really wish we had Mk.2 Smelters and whatnot, halving the amount of machines needed
can't optimize away stuff I you don't know what the stuff is gonna be, gotta do your best to guess lol
Back to the drawing board I guess, I'll just work it out
do you do it in an excel sheet or you do use a calculator?
Calculator and notepad, that way I can just copy-paste it in the new Steam notepad and have it in-game to look at
Really like the new steam overlay features like the notes, now just wish it had calculator too
overclock
thats the entire point of it
Which is a waste of power and you still need a ton of machines
we dont get mk 2 stuff cause alt recipes and power shards exist
its only 30% extra power at 250%, relative to machine speed
its well worth the investment
overclocking an entire world reduces machine count by 2.5 times while only increasing power demand by 30% ish
A smelter goes from 4MW to 13.4MW, how is that 30%?
And you need HUNDREDS of them still
30% more compared to 2.5 machines
Still inefficient in endgame, having Mk.2 and then overclocking would be less taxing on performance
but yeah I wouldn't really consider it feasible unless cheating in shards, which with U8 can be done in game now
questionable. but Mk 2 machines wont happen regardless
Also, about shards, you'll only have so many if not using AGS
theres good old doggo farming
Other things that need a buff are manufacturers for example, usually not even making 2 of something per minute, even with overclock, that's 5 and you need hundreds if not thousands
anyway, alts also come into play
Even with alts machines are slow
depends on the recipe and machine
An example of a part you probably need dozens of per minute, see how slow it is? Even with overclock, it's still not even 10 per minute at best and then you also have to overclock all the machines before, and then you run out of shards because usually you'll probably only have 200 or so without spending hours just shard gathering, but you always want to prioritize generators
And let's not even talk about how long it takes to get the space elevator stuff for the last stage
Point is, needing 30+ machines per resource node just tanks performance, having Mk.2 machines as the last milestone for people in endgame to not play at 5FPS would be nice
Anyways, that's besides the original point, back to planning out nuclear
I mean the game is intentionally getting harder and more complicated over time
reminder that you do not ever need 500/min heavy frames
every part has its own speed
screws come in the thousands, heavy frames at best in the tens or even hundreds if you are a masochist
if i want 60/min heavy frames, i pick heavy flexible and just overclock them all.
Literaly just 7 manufacturers
compared to 16
It's dozens, but let's say 60-70 for an endgame factory, that's still 7-8 full overclocked manufacturers and another 60 machines overclocked to provide the stuff, or about 200 machines total and goodbye performance, because that's still one part
compared to 30 with the default recipe
10 is plenty imo
Not in endgame and especially if going nuclear pasta for space elevator
I mean 10 feeding to a storage
making 10 HMF is more than enough
you need a fixed number of pasta, after that you might aswell trash the entire production line
i don’t mix factory lines
if it’s producing 10 hmf’s then it’s exclusively going to a storage room
if i need something that uses HMF’s like FMF’s, i make a new HMF line
which is exactly what i did in my world
10 per minute isn't enough when they are used in so many things, like fused frames
also from what i remember, SAM ore is still not implemented, and its supposed to help with something according to the devs
do you just refuse to read?
Putting them in a box is fine, but then you are trading automation for a ton of time going back and forth between boxes
those have their own production line, not from storage
uhm, no?
I just have it sitting in my storage room, if i need a restock for buildables, i just pop in and grab
i don’t take from my storage room for automation
Just how many things can you do that for though? Because that was ONE part of hundreds you need
fused frames are used in exactly 2 of the final elevator parts
that means you only need 2000 of those frames to be done with that
i agree, but assume it could be different if you go ham on train networks or fuelgens, or want to speedily finish phase 4N
i think you mean 32
there’s 32 non-consumable items worth storing
33 if you include screws (i don’t)
Screws just get phased out
no need to store resin, coke, ore or coal
not what i mean
Get enough alts and you never need screws
and a looooot of other parts
HMF were not in that list, right?
My storage room is JUST for building stuff, not automation
if i need screws for something i’m producing, i make a new screw line, if i need HMF’s, i build a new HMF line
or build properly and build with screws as there's no reason to phase them out
I just use steel screws since they are way too good
I build screws if i feel like using a recipe that utilizes screws
But if you hate screws, you can just phase them out
i mostly use cast screws, just personal preference
steel screw is the mk 5 of screw production
For me making 260 in one go just feels ncie
for me being able to just use some iron ingots and one machine is nice
i don’t like making steel, idk why
i avoid it if i can
within reason
Some would say there is nothing reasonable about avoiding steel. 😆
For steel, there are some that help, but I don't like it either, mostly because depending on the recipe, you are forced to under/overclock to get the pefect throughput without stalling or backing up
and i’m not included in that “some”
you don’t like changing clock speeds?
it’s basically compulsory
steel is just ratio builds
If not using AGS, you can only have so many power shards without wasting 50 hours looking for slugs
so build more machines
its not a waste if i enjoyed the 50 hours of exploration
In 80 hours of normal play so far and a TON of exploring, I still only had about 250, then turned AGS on earlier during stream and got like 600 in 2 hours with flight mode, but legit getting them is a pain and I always prioritize generators
plus you don’t need ags to spawn in items
you’ve been able to do it with scim for ages
edit in 500000 shards in a container
I didn't spawn it in, just used flight to get around faster for high places and the increased range of picking up items helps
I won't cheat in anything finite, I only spawned in anything crash sites asked for while exploring and rifle ammo, that's all
to each their own ig
It's bad enough slugs respawned so I could get double what I had already, spawning them in is overkill and I just wanted to enjoy the view with flight
Goal was to get hard drives, ended up finding hundreds of slugs lol
Anyways, still figuring out the nuclear stuff here, just can't remember if the nodes I'm close to are normal or impure
eh, we'll see what happens when they do the big rebalance
Only impure node is the one in the coral top, right?
you can look on scim or use radio towers
yes, the only impure uranium is the highest one
its a big troll node
That's where I had my old factory, took forever to climb, had to make flying platforms and whatnot to pull the belts back to base, and all for an impure node lol
Are there any pure nodes or it's all normal besides that one?
if it was pure you’d encounter the issue with mk3 miners with full overclock
Just verifying in case it was changed and fandom hadn't updated it
oh there’s a new wiki now
fandom wont get updated either 
satisfactory.wiki.gg iirc
it wont ever again
Is it better than fandom?
yes
I just tend to use fandoms for most games, so not sure what others there are
less ads
I didn't know there was a new wiki, it does explain why fandom was out of date.
Thanks for the info, didn't know either, good to have found out
Fandom did update stuff for update 8, it's not that outdated, but still nice to know there's others
the pages on fandom are narrow collumns
on wiki.gg, they actually can use full space now
Thanks, updated my bookmark.
i more so hate that fandom ads move the page
if they didn’t do that i wouldn’t mind them too much
like i’m trying to read, not battle with ads scrolling the page
Yeah, or if there's video ads, they follow you AND move the page
and I turned off my adblocker on it recently to see how bad it is, and they added autoplay ads in the middle of the page 0_o
it was terrible on mobile
Adblock helps, but still jitters the page
fandom was what made me get an adblocker again, and then youtube cemented me keeping it on
wiki.gg is adless if you log in, and otherwise just has some non-intrusive banner ads
For me it was youtube and fandom together
I learned the hard way to nuke ads by default and revisit on a case by case basis, the old drive by downloads were scary.
Still see those sometimes, page loads and I get a random file trying to download itself
Noscript & Ublock not only blocked the adds, it also let me block the adblock-blockers.
youtube is funny, cause I used to watch it all the time on the app and on my tv, but apparently to "combat" ad blockers they started adding more unskippable ads, so I just stopped using my tv and the app and switched to ad-blocked browsers, so good job youtube I guess?
Not on fandom, but some sites do that
The little "x" closing adbox was fine, 5 second ads was the tipping point
Can't use youtube without adblock now
If only there was spotify adblock too:p
blockify
I'm vibing to some good music and then ads come on
for me it was the TV and app versions inserting ads wherever they wanted regardless of what the creator wanted, so videos would get abruptly interrupted every 5-10 minutes
like mid-sentence even, it was aweful
You mean those yellow line thingies on the play bar? Those were BS honestly
Especially on slower connections where you'd buffer videos, ads reloading the video was annoying
yeah, but we've gotten way off topic now, which is my bad I started it lol
- feedback on new wiki is always welcome :)
I was on it yesterday and I found it really useful. The search worked well. The phrasing around alt recipe resource usage (about sub recipe selection) always leads me to be a little confused what was actually used
yeah alt recipe analysis is still a WIP thing
we want to remove the weird weighted point (WP) math entirely
Yeah I never got that
something akin to the "Recipe Summaries" like you can find on a few pages will be used instead
so written text detailing what the recipe does, when it might be useful, benefits and downsides
the current implementation was an attempt at making it more objective, it removed a tiered recommendation list, but it overemphasized resource efficiency weighting resources based on rarity (thuse the "weighted points"), but also made some then meta decisions on some then popular recipes that weren't efficient for weighted resources
so better than what we had, but ultimatley flawed and it got tunnel-visioned
Yeah, some opinionatedness is appropriate here
I found it a little odd Supercomputers are filed under MAM. I guess.. they are?
it's already opinionated, they're trying to remove away from that to just descriptive
Thing is with alts their weights will differ from person to person, the local materials or even factory & numbers balance, it is hard to objectively say if one is better than another.
they are researchable in the MAM
sooo technically yes
IC
Trying to work out nuclear still, any good ideas for dealing with water byproduct? I don't want to loop it back in because that will eventually back up, but only other option can think of is packaging it. Any alternatives?
3 to 1 blenders
I sent wastewater out to coal burners to keep the system bulletproof.
the last blender takes the other 3's byproduct and it's own
tested it, works fine
Will it eventually back up? Someone ;) wrote a very handy manual that explains how to recycle, giving priority to the recycled stuff.
wet concrete is the go to if you don't want to bother water loops
Doesn't back up at all?
yeah there's a few solutions to have fluid loops without backup
I need everything to work consistently, no stopping and going
Had I planned the system properly the wet concrete would have worked great for sending extra to the encased beam/frame factories, problem is they already had a concrete feed/
or I guess really two lol, separate machines and a priority junction thing from the manual
Dump the fresh water pipe into the top of the recycling pipe. There is no step 2
oh that woulda been a neat interaction, oh well
the only important part is Keep fresh and recycled acid feeds seperate
Problem with wet concrete/iron/etc. I'm worried about is that if the concrete or whatever box backs up, then nuclear backs up and then generators don't get fuel
sink the concrete
Then I can just do the package+sink I was originally planning
Saves me the drill and whatnot
that needs plastic, a lot more troublesome to get there
I have way too much of it
The only successful feedback loop I have is with a combined acid loop in uranium processing, it's been running without error for more than a year, all my other loops folded up.
if you've got the spare plastic sure, wet concrete is just the easiest if you don't already have something lying around
I'm making like 300 plastic/rubber per minute and don't even use half
And that's from one facility, if I need more I have like 4 extra nodes to grab
i mean you already need concrete anyway
question is why are you making it then 😛
for nuclear
I'm also pretty sure wet concrete is the most power efficient, cause it gobbles up tons and tons of water
You can make the wet concrete output resistant to collapse by having overflow>sink, so if something happens down the line you won't have the concrete backup and shut down your wastewater output.
Because I need to deal with polymer resin from fuel generation while still having plastic/rubber for stuff I need, otherwise I'd use diluted fuel
That can work, thanks
either way, the 3:1 blenders should work fine
if the system gets clogged with cells, it takes a while to unclog, but after that it should work fine again
Just remember, overflow> sink isn't the same as simply sinking the output, it just prevents the whole thing going bad if your use of the output gets messed up.
I know, just branch it out
Decided for now to use Infused Uraniium Cells and standard Uranium Fuel Rods (avoiding COs and Beacons), if my math is right, that should be 48 Power Plants so that will be more than enough for a long time. Now to figure out the waste...
It's late and all the calculating is giving a me a headache, but just need someone to verify if I have this right, if I have 1200 waste, to turn it into pellets perfectly, I turn 900 into non-fissile with standard recipe, then I do the 1200 non-fissiles that gives me plus the other 300 waste into pellets perfectly since it's a 4:1 ratio, no? That 37.5/min really screws me up every time
using a planning tool is good to confirm stuff https://u6.satisfactorytools.com/production
Can you elaborate a bit more on this?
your recycled acid, never connects to any pipes that have fresh acid in them
and vice versa
can't you do a similar feed system like waste water into fresh for alumk?
It will always eventually clog up, because whenever there's room, the extractors start pulling and eventually there won't be room left for output. have this in my current setup and even with min-maxing it, it still clogs up once ever 5-6 hours real time
And I have to empty out a buffer to make it get unstuck
Without buffers it would be even worse
Thanks, will test that out in a moment
you have a fluid buffer in the system? weird
I have similar set up with feeding waste water from Alum back into the main feed and it works fine with no stutters
just curious why it's more of an issue with sulf
Always put buffers if possible, makes things so much better for non-loop setups, while giving you room for error and buying you a few minutes or even hours if you do loops. Buffers are always nice really, even for normal stuff, putting buffers can ensure the factory doesn't do a constant stop-go and instead works consistently
it's not, the same principle can be applied to to any fluid loopback system: keep recycled machines separate and use clock speed as needed to enforce that rule
though we've previously established tho is just gonna sink excess water through packaging with spare polyemer resin
Yeah, underclocking extractors kinda helps, problem is that the second anything clogs up in the output (eg: too many casings with no room to go like I get every few hours), the entire thing gets ruined and you have to empty out pipes
not if you keep the machines separate, if recycled and fresh never touch they can't clog up because recycled will always be taken at the same rate it's made
and the fresh side can back up, since it's not blocking anything
I'm obviously talking about loops, if you keep things separate you won't have the issue
Really wish we could just "spill" water though, just have a pipe leading into a body of water, would solve the headache entirely
in the jargon used here, loopbacks going into separate machines are still considered a "looped" system, though I can see how they're not
When I hear loops for fluids I think returning the output back into input like many alumina setups, moving it to separate machines shouldn't count as loop
Mostly because there's no looping, they are connected in line
the pertinent thing that get's it grouped in with looping is its output is going back to its input, even if it's not going to all the inputs of the system at least some of the machines are feeding themselves in part
It's in line though, doesn't loop back to the same machine or bundle of machines, it goes to the next
oh maybe there's been a miscommunication, for loopbacks with separate machines it totally stays in the same process or goes back a step
an aluminum example with vanilla recipes:
given making 675 aluminum scrap you need 3.75 worth of refineries for alumina solution and 1.875 refineries for aluminum scrap
those scrap refineries make 225 water/m, and the alumina solution refineries need 675 water/min
instead of trying to balance the 225/m recycled water from the scrap step and the 450 water/m from water extractors, just don't mix them at all, have a set of 1.25 alumina solution machines taking exactly 225/m water and another set of 2.5 machines taking 450
now the recycled will never flood, but the process is totally partially feeding itself, even if the feeding itself part is isolated
No cuz its way more water there
My point is that isn't loop, it's connected in a line
Nuclear has 40/min acid at best recycled
Don't remind me, using alt just to skip having it as byproduct
I'll still need it for later stuff but saves me some headache
Tried it out, my math was correct, that's a very nice utility, will probably save me a ton of headache
Thats why this exists for aluminum and not just the 3:1 rule like with blender in nuclear
besides, In Nuclear its single recipes that output and input the same fluid. In aluminum its 2 seperate recipes and thus 2 different machine groupings
Buffers are pointless in most cases. Best case scenario they do nothing, worst case they break your system
My aluminum production keeps backing up with water and I don't understand why. I've looked at other setups and I feel like I did everything right. I'm using the sloppy alumina/electrode alu scrap alternate recipes to produce 1200 alu scrap/minute.
So that's 3 refineries doing sloppy alumina, requiring 600 water/minute total and 4 refineries outputting 420 waste water/minute. I have 2 water extractors set to 90 water/minute feeding the loop with valves on both ends... The buffer still fills up and then everything backlogs on water...
Also, I've just realised the previous convo was about alu as well, so reading back up in case that has answers for me 😅
What's the top left refinery in that sloppy/electrode setup. set to 90%?
oh it's to offset the loop with 4 refineries set to 90/10 instead of 3 set to 100% all?
Is that the best/only solution? Can my setup not work?
an actual buffer?
And get rid of the valve and put a pump right before it meets back with the fresh water
Something like this?
(the water extractors got torn down for a second 😅
If used wrongly, then sure, but buffers are great to prevent things like fuel generators from stopping constantly and whatnot, while using a box as a buffer for standard stuff can prevent production machines from doing so, especially when conveyors don't truly split things equally
Fuel generators stopping I've solved by simply doing the "full pipes, happy pipes" thing. Let them fill up before turning them on.
you can prevent it by having full pipes. No reason buffers are needed
Same here, but I've noticed that sometimes the pipes kinda lose fluids, not much, but might end up mattering over dozens of hours, and using a buffer doesn't hurt whatsoever
pipes don't lose fluids
Anyways, just spent like 2 or so hours converging two Uranium nodes in one place (the cave entrance outside that stupid to find one), so now I can double down literally on nuclear https://u6.satisfactorytools.com/production?share=oIfOGuO8RNQxLKlBbh1F
Going with this setup for now, have some good nodes around to work with also, just need to figure the waste too
Funnily enough that setup also exactly fits my current power grid overhead by about 400MW, so I'll be able to run it in one go rather than bit by bit as I set up generators, then use the generators to power the Plutonium stuff
I've remade the loop, I'll see if it backs up again...
I had it like that before but with a valve instead of the pump, I think. Is there a reason the pump makes a difference?
valves are crap 😛
huh, interesting 😅
Is there any way of doing prioritised belt mergers?
apart from a few weird ones, no.
there's also never a need for such a contraption imo
If you just want to prevent backflow, you can just use a pump without power, does the same thing. No idea what else changes (besides head lift) when powered
Could do with one bc I'm merging a fluid-input manifold and item-input manifold for space reasons, would prefer the fluid chain not to back up ever but it's in a production loop with the output so I can't sink anything either
Also merging the two manifolds allows them to reach max throughput without having to prime all the belts with items, otherwise the loop keeps them stuck below max capacity
Have an idea for one that's big and overcomplicated and only mostly works, might try later and show results
They behave differently than people expect- pumps are more reliable in most instances
these numbers are so you can run seperate fresh water alumina and recycled water alumina refineries
it has to be that kind of ratio or you have fluid issues, with either alumina clogging or waste water clogging
God dammit, this loop backed up again and halted alu production... I can't figure out what I'm doing wrong
guess I'm doing the 90/10% thing and just add another refinery
For small alu setups i do a loopback w the VIP junction (just at an upgoing bend on the fresh supply line). Seems to work for me, but probably your scale is bigger.
I think the flow problem might come from your longer horizontal priority line? Can't you connect both at the back, so the prio line is shorter (and lower?)
i recommend this setup with a smart splitter for bauxite
that way you dont have to do math, just overbuild the refineries
4 splitters and 4 mergers connected like this
it makes it so 7 items are taken from left for each 1 item taken from the right
so aslong as your priority input isnt 8x bigger than your other input it works
in my example its 120 wet concrete prioritized over 120 supply concrete (so in this case even 2 splitters - 2 mergers would have worked)
if you have a case where your unprioritized flow is very little, for example 1% than you just need to increase the lane of splitter to log_2(1/0.01)=6.64 so 7 splitters
I can confirm that buffers had broken my perfect ratio systems many times... Which is why I'm wondering why do they exist other than storage?
The only place I use them functionally is when transporting fluids by train and want continuous fluid flow during dockings.
I repeat my point: do not merge fresh water and recycled water.
Unless you are an actual pro at the game, you are unlikely to make such a loop work right.
The ONLY kind of loops like this that people of just about any skill can actually get going are ones abusing the Priority input build
or a smart splitter for bauxite
it fixes all the issues
that system is already doing seperate water loops as far as i can see
i tested what you sent a few months back, and whether it had a smart splitter for the bauxite or not played no role in the stability and "safety" of this build
well there have been people that did the loop back setup with correct math but still reported that it waterlocked
this just eliminates any possibility of it,
even if you screwed up your math
if it waterlocked it wasnt correct math then
idk ive seen peoples builds that looked correct but just stopped working
but anyway the point is that you dont need to do math with this setup
also a tank is actually kinda nice for this setup
if theres water in it, for what ever reason, then the system will just slowly drain it until it is empty
alternative is of course always to just... have an overflow valve to a coal generator
thats way more logistically complicated though
need to build the generators somewhere
and maybe you dont have enough coal/coke
compared to building 1 smart splitter
its about the same cost for safety
idk i feel like the smart splitter is 100% safe
unless someone sees an error in my design
only thing that can kill this is both water and alumina backing up
if they back up then the freshwater refinery wont get bauxite so there is no new water entering the system
and since the recycled loop is water negative, it would eventually go down
why would the freshwater refinery get no bauxite, the smart splitter doesnt block it
im talking both pipes and machines being full
it sends it to the recycle refineries instead
and since they have water they will take 100% of it
so 0% gets to the freshwater refinery
it would be a problem if all refineries are full but if you have overbuild your recycle manifold (like you should) then you have machines that never operate unless theres more water in the system than there should be
aight, though that means the person using this design has to be willing to accept idling machines
alternative new goofy method: something involving generators and priority power switches 
i wanna see it
hahaha
that sounds awesome
just some coal gens running on like 25%
and if they get no water, a switch goes off, disabling a pump or something
downside to this:
"Group 1 has shut down!"
"Group 1 has shut down!"
"Group 1 has shut down!"
and the breaker noise every time
hmm.... its possible to use this as an alert system
because afaik they dont reset
oooh interesting
so possibly to use them as a safeguard in case the system DOES get logged
i wonder if you can use that as a safeguard for any system
like belt doesnt transmit items anymore -> warning
Generator gens no more fuel > switch goes off
packaged fuel is a possibility
i might actually have to dig the fluid logic gates back up LMAO
hmmmmm
something like mixing a belt with concrete and then merging the fuel line with that left over concrete
belt is working -> no concrete -> fuel so power
belt isnt working -> concrete -> not enough fuel so shut down
yooooooo
a use for sushi belts backing up? huzzah
I KNOW RIGHT?
time to hop into the lab i guess
ok so i found some way to use them as warnings now
you gotta have a refinery that triggers when water overflows into its pipe
that should sett off a switch connected to a generator that cannot support the refinery running
a packager should work too instead of a refinery, allows you to make a pack-unpack loop to use a lot of power
since the priority switch protects the generator side from shutting down, the generator now drains the pipes while the other machines are shut off
so you effectively get a warning "ey, theres too much water here, im draining it now"
i made the sushi blocking work
if the belt is missing then the belt to the factory gets filled with concrete
that gets split off to a coal gen
that coal gen is supplying 100MW using packaged water -> unpackege water
its getting supplied 20 coal/min normally to produce 100MW
20 is accomplished by splitting the belt 3 times and remerging so the belt throughput is 60/3 = 20
but if there is concrete on that mk1 belt then its less than 20/min so the system loses power -> circuit breaks
the concrete ofc gets split off at the end to not clog the coal gen
and that specific breaker has the name of the belt that just broke so you can see "this factory belt doesnt have items"
the "excess water" warning works solidly.
only downside: Having to reset the switch and the machine that triggers the power overload
god i love satisfactory
maybe something similar for "belt is full" and i might unironically use this for uranium waste -> plutonium, so i would know if my waste is backed up
Finally, a proper warning system Kibitz can use when he - without a doubt - has another nuclear waste induced meltdown
i guess prio merge waste with coal and send coal to coal gen would work
if the waste is backed up then the coal gen wouldnt get coal and shut down
yup
I just discovered that tapping space bar very fast can make you fly a bit higher than a continuous burst with the jetback (U7).
yup
oh it's not just a bit higher, with a macro you can get like more than 2x as high
so what you’re saying is, with a fast enough macro, i’ll have UNLIMITED POWER!
can someone , calculate exactly how much I should put the numbers for water exctractors , so they don't eat much of my energy ?
I produce 900MW and they take 82MW in total miner which give 112MW in total , the orange field that goes down because I don't know how much I should give the miner to mine coal .
Thank you
water exctactors I gave them 90MW for the two coal gen
13.7*6 = 82
are you confusing MW and m³?
each generator's water consumption is listed in the bottom left
at 100% it's 45 m³, at 200% it's gonna be 90 m³
the coal consumption is also listed, 15/min at 100%, so 30/min at 200%
so 2*6*30=360/min
I'm not confusing mw and m3 , i know m3 for liquids and mw for energy power , what I am asking , what's the numbers I should give to water exctractors so I don't have waste power energy
I use 75% of each water extractor
which take only 13.7mw
my question Is there a solution to take less of that power ?
yes, but also no
all you can do is match it to exact consumption which you're already doing
if you spread it out over more machines it'll lower the power since power consumption follows a non-linear equation and goes down faster than the production rate, but that becomes impractical really quickly with the number of machines you need
you're already doing this by using the 1:2 at 75% instead of 3:8 at 100%
the benefit of trying to use more water extractors, but at lesser clockspeed, is outweighted by the space they take up
this is new , so if i use more water exctractors , it will be beneficial ?
minimally
the power you save is nothing major
it would be easier to simply run more coal generators
with the available water (and coal) you have
to expand on the point of it being minimally useful, the way the equation for power consumption and clock speed works is that you get less benefit per percentage lower the lower the clock speed
so for example going from 100 to 75 saves you more power than going from 75 to 50
yes , this point I get
so we don't have linear over/underclocking for production buildings yet? I don't remember if they said if they we're committed to switching to linear over/underclocking.
nah, they adjusted the exponent for normal production instead cause they felt the tradeoff is nice
just a bit too expensive, hence the exponent nerf
from.... whatever the heck it was to log2(2.5)
1.6 to 1.32something idk
Finally done and yeah it's almost a very nice clean 32GW
Still calculating nuclear stuff here, if I'm making 19.2 Uranium Rods per minute, would it be best to go 38 plants at 250% and then one at normal speed, hitting that perfectly or just 38 plants at 250% and use that 0.2 as insurance that slowly backs up the input to prevent stalling and maybe adding that last plant a lot later after every input of the plants backs up?
I will of course pre-load each generator with like 5 rods manually to be safe since I don't trust conveyors, but just don't want to ever bother with the system again once it's set up if possible
nice!
I just told satisfactory tools to maximize fuel and rubber from 1800 crude oil and it told me to make 2100 turbofuel. Lmfao
nuclear power plants are the one place where a balancer is better than a manifold
meh - it's not worth balancing out 50.4 rods into 0.2 lots. Just wear a suit
regardless of radiation, isn't the startup time like days long
eh maybe? could always just hand feed stacks in.
Shouldn't be days though. How many rods in a stack? 50?
yeah 50
I guess it'd take a while? but hand feeding or just chilling until it does generally isn't much of an issue.
woudln't be days surely though
@vapid gorge so this setup would take like 11 hours according to greeny's tool
Hah, though I imagine it's a pretty steep curve where you'd get the majority of hte power a lot sooner
it's far better with overclocking than without
well NPP should always be overclocked
eh - I'm not sure 'always' but it's convenient. However if you're building over water you can place the 2 power plants over a few water extractors in a fairly small footprint if you won't want to burn the shards. Because you'll still need that foot print for alllll the extractors you need anyway right? and unless you're SCIMing more shards into your inventor yyou won't be OCing all those extractors
I'd build it over the ocean, and have a setup like
NPP NPP NPP NPP
| | | | |
+W +W +W +W
+W +W +W +W
+W +W +W +W
+W +W +W +W
+W +W +W +W
but that's a line of extractors with the NP on the end right?
yes
see I'd rather avoid the massive foot print and how much space it takes up. More compact to build the NP over the extractors
ah, clever
yeah it depends how many total NPP you have
for my 8 NPP setup this would be perfectly fine, there's plenty of ocean to use up
I think when I was fiddling with the idea you could use the space directly under the NP just for hte water. And that was before they reduced the water intake for the NPP
might even be able to do 4 WE with 2 floors of NPP above them to build quite tall with only minor WE OCing
haven't juggled the numbers though
hi, I just finished a major setup with mk2 pipes running on 600m3. Every time I restart the game the pipes seem to empty themselves, Is there a way to work with that? it made the game unplayable for me
U8?
u7
mods? MP? Server?
no
shouldn't be happening - Do a test.
Turn off some of the machines using the fluid and flood the system. Turning off a couple will do the trick pretty quickly.
Check the volume of a pipe, save, then reload
yeah, I just did a test with everything topped up, I turned the game off and on and the pipes were apparently emptied
try the same thing on another pipe system on another part of hte map and see if the same thing happens - that's absolutely bizare and never heard of something like this happening. Might be worth googling the bug
yeah, I tested a simple plastic setup collecting oil from a buffer in another location and the issue repeats itself, in every reload the buffer loses a lot of liquid due to pipes emptying themselves, I mean, I think the pipes are emptying themselves, I cant see any other reason why
unfilled buffers in systems can cause issues honestly. what is the buffer being used for?
in the main system as a fuel tower
are there pumps set so fluid can't flow back into it?
look honestly I'd bet the issue is how you've set up the system rather than it being a load bug. u7 single player is really stable and mass deletion of fluid seems unlikely. Could always look through bug posts on the official site if anyone else has had this happen I guess though?
That would work the same without buffer imo
i looked around vaguely, and I found some mk2 bugs, but i couldnt find any reference to this issue specifically
There is not a mk2 bug
yeah that's a back flow management thing.
Just mk2 pipes usually need a loop to work at full capacity
you mean a loop in the whole system, because I bifurcate it in 2, top/bottom, so I should connect top and bottom at the end?
essentially take 1 pipe of fuel - make a single manifold of it, then loop the end of hte manifold back to the start of it
And in general:
- keep the pipe system as simple as possible
- don't use buffers or valves
- loop any pipe manifolds
- feed from above or level
- fill the pipes before turning it on
ill try running some of these tips
I'd also avoid having the manifold be split on different floors, if you have to do that split it early and treat it like 2 manifolds
and loop each manifold separetely? like, I separate the 600 on the bottom, make 300 go up, 300 go down, and loop each system separetely?
exactly. seperate loops and treat them as independent
I'd also put a pump before the start of each of the seperated loops but it might be overkill
couldnt a valve to the work so I dont spend extra energy?
valves don't behave the way you expect - pumps are much safer and reliable for this sort of thing
ok im building that system now
Hence why I said to evade buffers and valves xD
I think buffers and valves are needed for fluid train systems? I'm not sure whatever they are actually required for
i thought valves were a backflowing solution, but Im building without them now
sadly no
I build my loops like this - https://media.discordapp.net/attachments/1110793034582458458/1110833940954103865/image_13.png just as an example
does this connector position work?
turbo fuel ones will have to be much much longer obvs
i sse you put your connectors horizontally
that looks like a very short loop?
meaning it doesnt work, or that it is unnecessary?
well more that this doesn't look like it's one of hte 300 turbo fuel pipes?
im only using fuel, not turbo
ah well that's still only like 125 fuel in 10 gens right? are you making smaller independent manifolds?
or have you OCed the crap out of them?
yeah, I made each manifold running 300
Ah fair enough. yeah should work fine , just leave 1 of the generators off on each manifold until the whole system is flooded
they are 10 gens running 250%
buffer is usable in one specific place in train stations, yeah. Valves not
valves just block backflow from one end of valve to another. any other pipe section still can (and will) have backflow
I thought the fluid train buffer system needed valves? ah well. I haven't needed to build one personally
no, it's valveless as it's required to be bidirectional iirc
huh cool
but even then, the "don't build valves and buffers" still apply 🤷♂️ just if you know what you're doing you can use some of them
ok, so I built the system, but when I turn on the gens, fuel in the pipes rapidly decreases and maintains at around half capacity on the top of the loop. does that mean I have issues elsewhere?
geezus, everything seems fine now, I DEEPLY appreciate the help, i was going crazy with these pipes
just as final adjustments, the bottom pump is useless here, or is it better to have it? and considering a larger system, a pump would be benefitial in this position right? for the backflow issues?
and should I just remove these buffers between the gens and the blenders?
remove all the buffers
as for the pump - I advised it because of the manifold split. If you've flooded it and got it to a point where it's stable I think technically it's not needed - but I'm paranoid about doing set ups like that and the small mw would give me peace of mind. Feel free to remove it and see what happens though I guess?
ok, thanks again, it was a world of help
You dont have to remove the buffers. You could route around them and isolate them as backup fuel should you ever accidentally blow a fuse and need to restart your grid.
buffer reboots are so cuuuummbersome though. Power storage gang
dammnnn mods hitting diff
Personally find buffers useful solely for:
- Fluid intermediates produced with a by-product (or vice-versa) as the fluid may need flushing for manifold saturation
- Test points in an input-prioritised system - full buffer = bad and needs flushing, filling buffer = can fix setup whilst breaking making diagnosing easier
- Trains
Basically they're never useful for actually buffering bc, like, infinite resources and all that, they're just sinks or flow equalisers
buffers are only useful for trains
While I get the whole thing with valves where they cause more problems than they are worth and if all you care about is preventing backflow you can just use unpowered pumps, but I don't understand the hate for buffers people have here, use them a lot, never had any issues with them and they have saved me tons of problems when used as fuel or gas buffers.
because they’re entirely useless outside of use in fluid train platforms?
and they very easily cause headlift issues which cause people to think pipes are buggy in-game
They are nice to guarantee that there won't be any stop-go BS, at least in my experience
I know buffers interfere with head lift, but as long as you put them high up, they work nicely
well there’s a few options there,
a. it’s doing nothing
b. it’s delaying a problem you’ll find later on
the pipes themselves provide plenty of buffer
Or preventing problem in case of power outage stalling machines when restarting or if you want to make tweaks to the system without fully shutting things down
if you have a power outage you did something wrong
just prefill your manifolds and start it back up again
You can't always micromanage 5000 machines across half the map you know, some might get you past the capacity when they were supposed to be idling, during progression especially, you can't afford to be stingy on power
why would you ever be stingy on power?
Exactly my point, you want to be at the limit, but it's easy to go past accidentally
“when they are supposed to be idling” why would you ever have idle machines intentionally?
because you made a mistake, refer back to this,
also why would you have to micromanage machines, just get it right the first time
Most people don't micromanage and optimize during progression though, they make do until they have the stuff TO min-max
From one tier to another, your factory needs can change, but you can't be remaking the factory every time, you remake it when you hit certain "milestones"
no your factory doesn’t need to change
If i have a factory producing computers for example, why would getting a new milestone require me to change it?
And that is why I leave machines idling sometimes on purpose, before the power switch update, it was a pain to walk back to the other side of the map to turn that part of the grid off
Maybe you got a better alt or something, many reasons
@snow dove I think they play the game in a very different way than you do.
yeah i gathered that
sounds like a nightmarish way to play - just build a power plant that you odn't have to always stress out about what's on
Once in endgame, I admit you need to calculate everything perfectly, but if you sit and calculate everything every 5 seconds, you are playing calculator, not a game
goal should always be to way overproduce power
lots of people calculate everything…
I mean you don't HAVE to do that end game?
many people don't
I for example match every consumption-production thing
Not everyone has the time for that though when it won't matter 2 tiers down the line
Why stress and min-max coal when you can just get fuel a bit later for example?
still don’t get what you mean by “min-max”
Once you have everything, then sure, before though, it's by preference
why would you need to make thigns precise early on if you don't have to do it at the end?
I mean worrying about the 0.5% clock speed changes and whatnot to hit values perfectly and whatnot
once you get access to clock speeds and basic logistics, you can do that with every machine
During progression I play the game like a game, during endgame with proper calculations because THAT will be the final factory
and a lot of people do
I don't understand what you mean by 0.5% clock speed changes - you set it when you build a machine? it doesn't change unless you want it to
i don’t see why you wouldn’t match production values to consumption values
and having a buffer doesn’t affect that lol
I don't set anything precise early on and that has nothing to do with trying to keep certain sections of factory off? just let it fill up and not sink the items - then it goes on standby on it's own
if your consumption is over your production, it’ll delay your issue, if it’s under production, it does nothing
wich one of these is really useful?
decide what you like the most
there is no “best recipe”
you also can unlock every alternate recipe so don’t stress too much
That's what I do, I let it idle until I need it sometime later down the line, no need to sink and waste power, too much trouble to disconnect when it's idling, but if something causes it to resume, I might get an outtage
if you just want my opinion tho, Pure iron
“waste power”??????
You should have significantly more power than you use at all times
well past the very early game
If you have steel screw, bolted frame is a much nicer option, but that's personal opinion. The ingot can be great if you have water nearby because it can nearly halve your iron requirements even if it takes a refinery and extractors
if you choose to limit yourself on power that’s a you problem
I'm literally talking progression, why would you have an issue of power in late game?
once you get coal, power shouldn’t be a limitation
Especially after nuclear, you can have so much power you have nothing to do with unless you plan to tank your FPS
Also this convo started about buffers, and how they have no actual use outside of train cargo platforms
I know, but like I said, they did help me on many occasions, so I just don't see the reason for hating is all
Valves on the other hand I wonder why are still in the game lol
the reason for hating is that they have no actual use outside of train cargo platforms
What's that?
Seems like too much effort for what it's worth, but options are good to have I guess
Only time I used them was for backflow blocking and it caused too many issues, so been using unpowered pumps since
wdym “caused to many issues”
VOPs are fairly common to build, just not 3-tiered ones tbh.
if you don’t limit the throughput it all they work fine
Sometimes I tried limiting is the thing and went badly, so gave up on figuring out pipes and been doing simple setups that just get the job done
it’s cause valves only work on an 8bit system, so there’s only 256 values it will actually accept