#math-and-meta
1 messages Β· Page 79 of 1
yeah
A) A "high capacity" power grid was temporarily connected to a weaker one
B) Some generators went online for a while for some reason
Well, the planner online shows the refinery going at a rate of 2.2x machines to produce that much
Numbers were chosen randomly, it's the proportions that matter (trying to clock at 1/3, 2/3, 4/3...)
Well regardless, it still doesn't make sense how they're not only producing that amount but also them not knowing which specific number either
@sleek garden do you need help clarifying this, or have any lingering doubts?
ohh thank you!
yes please
... It's an "or" kind of question, "yes" doesn't quite cut it π
What's confusing you?
I mean I realized that machines turn off even if there's already too much output in it
so u right, both version would stop at some point
but then what makes the slightly underclocked better than the slightly overclocked?
The difference is what machines stop and why.
If the consumers starve, those machines will turn on/off.
If the producer makes too much, the producer may back up after a while.
But in the second case, you can still deal with the excess fluid to balance the system (eg: package + sink overflow fluid)
Preference :)
(Also power consumption but that is almost negligible)
yeah I make about 10 times more power than I need
anyway I was wrong
numbers are as such:
or
I'd say 40.05 is much close and better given the input is 40 flat
no?
"Better" is subjective ^^
No, gravity can do the trick. You can look up "overflow pipe" on Google or SF wiki got a full explanation
fuel already goes in 3 floors
aw man I made such a mess
should I pump it back up at some point to ensure equal movement?
What is the "best" solution to a problem depends on the preferences of the one having the problem.
The solutions can be many and differ only in parts that can't be objectively analized
Eg: what's the best way to place an assembler next to a constructor? "Objectively"...
You might wanna make a #looking-for-group-old post about that
I only really have questions
But I think I'll be aviable in... 30 min. If that's OK with you, feel free to send a message request in the meanwhile
thx
I forgot my discord password for the bot
I'll just hope that we can do without formal request
I don't know about that...
I'd appreciate it if you could take the time to figure it out as that sounds somewhat shady
entering a voice chat?
ah fine
give me a moment
satisfactory sure is a bloody job ngl
@frosty owl done, though I'm positive you misunderstood my intentions
I didn't make assumptions on your intentions, I just distrust Discord thus prefer to go through all "security-checks" so to speak
Please don't try to open messages randomly. What is the issue?
Discord accounts seem to get "hacked" pretty often.
so i reworked it. worked for about 10 mins before a cut out again.
I just have generators running and like 2 miners producing 2020MW's
still as soon as I link it up to my factory it cuts out.
It justed to 40,000MW this time
My max cons is 15kMW still
Idk if its a mod or if I did the wiring wrong somehow? @frosty owl
Do you use mods?
I do have about 20 installed/running yeah
But nothing that i use uses that much MW that im aware off most structures are vanilla apart from some transport things ie drones
remove your mods and see if the problem persists
My current coal factory is here but running out of room when I was upgrading it suggestions on closest better spot to move them too but donβt want to move factory only power
there seems to be plenty of space? Also you can always build up
yeah verticality is a lifesaver
SFTools
now have Import/Export functionality, see https://www.reddit.com/r/SatisfactoryGame/comments/15pl6o1/satisfactorytools_importexport/ π
does anyone know whats wrong with these fuel gens? my max power capacity keeps jumping and im pretty sure its because of them
theres also this side
oh wait no nvm i think i know the problem
Why is there a buffer?
i think its cause i have the plastic going into a manufacturer and thats backing up occasionally causing me to not have the refineries be at full efficiency
cause i was storing the heavy oil residue in there and then decided to use that to make fuel gens
But... why?
cause i had a ton left over and didnt wanna waste it so i just connected it to the other refineries
So buffer exists to store HOR.
Storing HOR is happening because you have excess.
Next "why" is why did you have excess HOR?
because i stored it before i made fuel gens
also i might just scrap the fuel gens all together because of how inconsistent they are being and instead use it to make packaged fuel automated
storing essentially raw goods is pointless
stored product is wasted product
thanks for the continued support of (y)our tools!
Just to verify before I build it wrong, did I do the math for the rubber/plastic recycling loop right?
@frank crystal seems like you forgot to turn the polymer resin into rubber
I was following this chart for the logic:
The resin into rubber bit is already taken care of since it is extracted from the whole process without hassle. This was just the loop after you get the diluted fuel out of the blenders.
I just wasnt sure because here, the plastic and rubber need different amounts of fuel, but my (admittedly modded) refineries say they need the same for both.
Its just multiplied speed and energy consumption though
you need more refs for plastic and thus more fuel for them as there is some rubber coming from the resin
Is the chart on the wiki jut wrong then? O.o
Because as far as I can tell, the rubber from the resin is sent immediately to the output there and the loop only uses rubber from the recycling.
its easy to mess that up and bottleneck yourself somehow
Especially when you try to feed 8x150 input on a single belt... Good thing I caught it early
How much limit of lizard doggo?
is it even possible to seperate the ore this way
472.5 / 2 = 236.25
What happens when you send 236.25 to something that can take only 135?
apart from the overflow method mentioned, it's not even required to merge them first π you can have two or more miners clocked appropriately
Hmm.... Im starting to think that 125GW of fuel power may be somewhat overkill....
maybe
we do more and it isnt. depends on your plans
Seams reasonable to me. I dont have that much. But ill get close to it as i ramp up for nuclear. But im going to be building nuclear in small increments. Probably after i push my fuel power from 20GW, up to about 60GW.
Would someone think of the environment?!
Everyone just casually burning a small country's worth of power generation with fossil fuels
main reason why you go to another planet doing that
In my current save I have every building material automated (up to tier 8, literally everything including turbo motors, fused modular frame, cooling system, etc) and I'm still on my first coal plant using the 4 normal coal nodes near grassy fields (plus a small amount of power from excess coke from a basic oil plant, not using any alternates). Total production and usage are both around 8000MW. I'm about to build a 85000MW diluted fuel just so I can set up my 65000MW factory to make max nuke
The only reason I automated everything before doing diluted fuel is I didnt want to deal with the hell that is diluted packaged fuel, and I didn't want to hand craft the RCUs to build blenders, so I just went ahead and automated everything first. My building materials factory takes about 3000MW and makes every building material in the game. It was a fun project
diluted packaged is only hell if you decide to make a big collective loop
that one sucks and is a worse strategy
Don't remind me, my old power station had a monster package loop.
vs just making a single loop per refinery
π€£
average DPF setup before BPs Lmao
It was a huge pain to setup, I'm thankful the blender recipe exists.
i think ive only, at worst, made collective packaging, but never unpackaging
unpackaging was always directly out of the refinery
Oh joy.... you know that feeling when you finish a production line, something seems wrong, and you are not sure if you mathed up, or "fixing" it would be the mistake?
Yeah, so I just got that....
Why did I decide to send 900 input when only 600 is needed.... Was I dumb, or am I dumb now....
I've done something similar, six groups of four refineries fed by six mk5 belts, they were all doing sloppy alumina ..... cue some idle refineries and production not working right.
I used xhibit's method for my dpf. Only real loop is the empty cans go back to be filled with water.
dpf is super easy, 1:1:1 refinery with two packagers, 10 canisters into that loop, repeat as many times as needed
split what?
the oil into the refineries and then the fuel into the fuel gens but i figured it out
manifold
bet this dark sorcery won't survive reality check
Nah thats actually fine on first glance
those fractions on output though, not sure if that will be nearly that precise
one decimal? yeah it will, you just wont see it
hopefully
i think programmable splitters can do something like that
no, programmable and smart splitters are essentially the same
aight
well you can set up a splitter ratio
it would be quite complex and annoying but you could
just manifold π
for most people's bases yes
all programmable splitters do is allow you to set more than one item for each output; they're like a condensed version of an array of smart splitters, save space but don't do ratio splitting
anyone wanna play
did they chnage the resources needed for things in a patch? seams like i need more machines than i did last build
Only changes they have made would lead to you needing LESS machines.
there hasn't been a patch for 49 days, or 245 on stable
i tried this online calculator and i have one of everything being made per min and its now going to need 2.085.777 or steel it was 2k laste time now its looking like it needs 2m
which calculator
Imagine not using Tools...
satasfactory-calculator com
@wind spade changelog for u8?
so, is it worth to redo all my tabs o is there no difference anyway?
you can use the export function to quickly transfer your tabs π
huh
it's a new thing π
oh if you mean Tools features, not really. Just U8 has... well... U8 dataset π
but yeah, local backups felt needed. constant fear of loosing it xD
(but transferring the tabs is a quick action if you just want to go to "correct" version π )
Does the github satis tools Version have a Website too?
Or is it only for self hosting
alo, how is the stuff saved anyway?
which stuff? π
wdym?
the github Version is newer than the Website
it is not?
i know many websites doing that stuff and fom time to time everythings gone
local storage (it's something like cookies, just not sent to server and a bit harder to delete)
okay, so even without local backup quite save
it has a per-website limit and browser limit, so sometimes it may get cleared
but most browsers just disallow saving new things if the limit is reached
Tools won't reach the per-website limit and browser limit is usually pretty high, so you should be safe
deleting it usually requires clearing browser data/cache
Then the newest update has been made recent, right?
but with the export feature you can save stuff forever
now with file export it doesnt matter anyway
just wondered all the time how save it could be
latest commit is from yesterday and that version is live
That explains
but back to my question. any change in the dataset?
i think no
there's definitely some changes, but tbh I haven't checked much
if you don't care about things like new things in codex or alien remains, then you should be fine on older version
yeah so far everything with the old vesion was correct
and i dont see any diffeence so far
also, what "older version" did you talk about? tools were always up to date with github's master and u6 branches respectively
what does? π
apart from the export/import, there was literally no change to the code
eh, the placement algorithm for these is black magic
have both open atm
one is the tab in u6/7 and one is the same in u8
I wouldn't be surprised if it could generate different placement for same setup lol
the u8 one does it cleaner most time
should be the same π€·ββοΈ unless something weird happened lol
actually they are all different xD
most time its basically mirrored top to bottom and then few changes
u6/7
u8
its kinda flipped all the time
I haven't done any changes to that part of code π€ I guess I'll call it a feature and move on
u6/7
u8
really flipped 
u8 seems to try to put same types together, while the u6/7 doesnt care and throw orange between the brown boxes
maybe the lib updated for some reason? π€ but then why it wouldn't update on U6
The Version with update 5 and 6
so simple, still flipped
yeah, those were up to date with github code
I thought the github was New er, and you could calculate power and awesome points
that's beta version, which is completely separate fork
Ah, okay
i still want beta access 
But that one has no Website, right?
ah, thats quite easy
(beta access is basically just me telling you the url and asking you to not use it too much publicly so that people won't accidentally start using it for calculation purposes)
but yeah, u5 could be a problem for actual usage
couldnt you just throw the new set in there?
(and can be done via Tools server, there's a role bot there to gain access)
iirc the dataset format changed in beta and I'd have to modify parser to produce the dataset in proper format and I just don't want to do that given that beta features are partially broken and that all the features will eventually make their way into new tools
needing help? 
I mean if you want to dig through that pile of worms, go ahead π
most important feature that is missing: rectangular flowchart
huh?
getting stuff like that. though thats still not completely rectangular.
i mean that it forces all stuff on a grid and only allow lines perfectly vertical or horizontal
maybe also allow 45Β°
a big problem with that approach is that stuff can hide behind other nodes
check boxes for collission with each other 
because it would make stuff larger, but stuff like that isnt readable as well
see this bug from original tools:
Why would Wire go to a Constructor for Iron Rods? And why there is no label on the arrow?
well, check the textfield place for collision as well
the problem is I'm not doing the placement at all
And the arrow
explain the libary it should do better
because things like this are pain to do manually
stuff like that still exists
yeah, the issue is that the library also wants me to have arrows that have multiple segments
but the library for displaying the graph doesn't support that
Can you make an arrow without a tip?
so just a line?
Then you could add a machine that does nothing except interrupting the arrow
Yes
I don't really want to make changes to existing tools when I'm making it from scratch in new tools
in beta yes π
thats an important feature. having to import the waste manually is oof
problem is that tools don't do power production
(well, beta does, but it brings more issues)
could you just ignore power and just an option to burn rods?
I could not
so skip power production, just make the power plant a machine that uses rods and outputs waste. so a rip off constructor
see e.g. https://github.com/greeny/SatisfactoryTools/issues/100#issuecomment-1027687525
First, the data is processed automatically from game files, so any manual additions would either have to be hardcoded (which I'm not a big fan of) or re-added every time I run the script to process the data. Also, nuclear power plant doesn't have the parameters required to be able to calculate recipe production (e.g. "craftingSpeed"). It also doesn't use any power to run, which would break the building/overview displays. It would also display as a recipe in codex and recipe picker (which is technically incorrect). Not to mention that the formula for calculating overclock is different than the formula for production buildings.
All of that would have to be taken into account in code, which would result in multiple days of work. That's just not worth. Adding power properly is a much better option in this case, however as I said, it's not a big priority right now due to other things that I'm working on right now. It will come eventually though.
hardcode the rods 
hardcoding is π€’
implement it as optional patch/hack
so hardcode but make it usable with a checkbox. so when it breaks, it not really breaks, just this option
that's even worse xD
well, some way is needed.
because many people, i as well, failed on the plutonium .-.
new tools will handle it
old tools are not being updated
still the same story π
Do you have an idea how long we have to wait for the New tools?
okay
Legit question...what is the functional difference between tools and calculator? Like, I get greeny hangs out here and made tools, but I've played around with both and don't see how calc is nearly as horrible as folks make it out to be.
from what I know, scim:
- can't do loops
- can't do more recipes per item
- can't optimise production
- from my testing a long way back is way slower especially on large productions
- doesn't remember your productions and doesn't have option to share them (well you can copy a link I guess, so not exactly true)
but there's definitely things that scim can do that tools can't or people that prefer scim over tools π€·ββοΈ
but I guess I'm not the best person to answer this question, would be better if someone who used both could answer π€·ββοΈ
"Can't do loops" is about the only thing I don't understand there.
Also shows all the splitter/mergers as individual nodes which confuses many people.
e.g. recycled loop is impossible to do in scim
Gotcha. Ok, those are all good points. I'd noticed that SCIM wouldn't allow for using multiple recipes for a thing and kinda wondered why. Like sure, I've got some Caterium here I'd like to use up, but I still have a crapload of copper you're telling me is going to be unused because I can't do "wire" and "fused wire" (or whatever its name is) at the same time.
from my experience, SCPP handles the machine-to-machine logistics strangely, with machines making the same product being all over the place, so it's not "cohesive"
because scim doesn't do any optimisation
if you select an alt, it will force-use that alt. If you select multiple alts for same item, it'll use whatever is first in it's internal list
Ok. I'll bite. I'll switch the bookmark after this factory. (It's a damned simple little temporary thing, no need for high-tech optimization).
I mean you can use whatever you want π€·ββοΈ π
again, a person that uses both (and plays the game) could probably answer better than me though
just tried the same i do with tools with scim.
so thow in 60 assembly director, say all alts and see what i get:
perfect 
it will be so much lager
also, wait
it really wants to use more than exists on the map
it does polymer resin as alt recipe 
yeah "all alts" on scim means "force-use" alts π
wait, that has none
oh, it really only makes beams to make unneeded screws
because steel screws are forced
would call it random
lets go on view mode realistic and wait an hour
doubt
I think I had it crash on me once when I tried some advanced production line lol
also holy shit, it uses more cpu than the game ever did
yeah, though most likely only one core/thread?
hm, the first one would be "javascript code running" and the second one is probably "browser stuff running"
unless anthor has implemented web workers or something π€
but yeah, it's still super slow
still running .-.
but yeah, iirc realistic draws every single belt/pipe and splitter
for 60 ads per seconds that are thousands
imagine someone actually building that belt by belt
interstingly, it doesnt increase ram usage at all. it stays rock solid
i brok that up. i dont think it will ever bring a solution
hm, maybe it's possible it draws onto the canvas instantly? π€
im sure there are way more people really doing that than we hope there were
to all of you hypertube lauchers lovers remember to add your fastest belt in front of it for enhanced power to distance ratio
- slide jump
fun fact
a MK.5 belt is as fast as a player sliding
to get the most from a fuel generator, should i use packaged diluted fuel or just diluted fuel. idk how much 60 packaged/min turns into
both DF and DPF have the same ratio of HOR + water to fuel
that doesn't give you most fuel
really
really
sad
residual fuel is 6 HOR -> 4 fuel
diluted is 5 HOR -> 10 fuel
not even close
getting most out of fuel generator is turbofuel 
getting most out of fuel generator is replacing it with nuclear π
thats not how it works
i was thinking about making turbo fuel after already making diluted
personally I'd recommend just skipping turbofuel for nuclear
I skipped that way as well
or do turbofuel nd skip nuclear
what's the best strategy to deal with the waste
which waste btw? π
uranium
Nuclear? you can make plutonium fuel rods and sink them I believe
Time 
three options
- store uranium waste
- process uranium waste to plutonium fuel rods and sink them
- process uranium waste to plutonium fuel rods, burn them for power and store plutonium waste
or you can consume the fuel rods and just store them in a corner and never worry about it
so no sending trucks off the map
no because you don't actually send them off the map
see it from that way you producing plutonium fuel rods to power your truck fleet and make lots of power in the mean time π
they stay in the void, eating your fps
But if they stay on map, they can eat the rods 
you dont get radiation of you use rods for fuel?
yeah, you dont
Just a 7-foundations-wide area of radiation around each truck filled with rods, nothing to worry about~
only stuff in inventory is radiating
you do if there's more than one in the fuel slot
consumed rod wont.
so as long as you only input one, its fine
because the one is "consumed" and being used over time, but doesn't count as item anymore
Which there wouldn't be if trucks really did take only as much Fuel as needed for one (or even 2) round trip 
At least, most of the time...
once a radioactive sugar cube always a radioactive sugar cube
And good luck trying to figure out how much fuel the vehicles take per minute and trying to load-balance the rods accordingly 
you could use a truck to haul in ur uran its radioactive anyways but u need to get the first badge by hand or smth
or just use diff fuel at the start but that would be to easy
I kind of like the idea of populating the map with leaky plutonium fueled trucks... π
i've done it before, they get pretty hot, like almost insta-kill when their death-bloom comes in range if you don't have a hazmat suit
you have enough time to run and avoid it, but yeah, they're pretty radioactive with pfr's
its kind of funny though that when you do that, the most radioactive spot of your fuel plant is the truckstop π
Is this the most compact way of splitting a lift between two floors 6m apart without any clipping?
couldn't you have one spliter with 1 output going down, 1 going up and the other saying on the floor?
The input is coming from above and then splitting to this floor and the floor below
It's just splitting this, but that seems like it should be easier than what I've come up with
so why not drop it to a splitter that has 1 output on the floor and one lift going down?
That's essentially what I'm doing. But the floor holes need to be in line with each other
ah, if that's you're goal sure, though you could prob squish the lifts closer in with clever use of conveyor posts if you really wanted to
Isn't that the closest they can get without clipping?
I've already squished them a bit
depends what you mean by clipping. I'd argue that they are already clipped inside the splitter somewhat π
you could probably put a spliter under the first one and split that to the floor and the lower spliter
might be tidier?
although with that layout your lift on the left would be sticking out a bit more. Much of a muchness though unless you're really pressed for space
That does work well π Thanks π
looks good!
which one ?
5οΈβ£
I cant imagine getting to nuclear without having long ago unlocked HOR already...
this is one of the cases where that text doesnt apply since heavy oil is better in every single existing case
so you literally always want to have that recipe as soon as it has to do with oil
nothing situational
and that's your opinion π€·ββοΈ
thats everyones opinion and its objectively better in all cases
yes, alt HOR makes most of oil, but also is more complex, some people just don't want to be bothered with it
less space, less power, less resources, more output
*less complex
how is "oil -> alt HOR -> recycled loop + residual rubber -> rubber" less complex than "oil -> rubber"?
thats the highest case.
you can just do oil -> hor -> rubber, sink the polymer
what is easier than doing oil -> rubber, have to deal with the hor byproduct
many people start with oil->plubber and turn byproduct into fuel for fuel gens
so when you want it easy and simple you go for hor alt and when you want to max, you also go for it
if that would be true then everyone would go for it
which definitely isn't true, so π€·ββοΈ
i havent ever seen a single peson not always using that recipe
as long as they know the existence
How does one "just do" oil -> HOR -> Rubber
When there is no HOR -> Rubber recipe?
I have π€·
sorry if this is an obvious answer but im new and dont know, is that a joke or is turbofuel a better option?
than packaged diluted
Define better?
easier to produce more of it to run more generators
No.
ah ok
Does it run more generators? Very yes.
Is it worth making for power? Generally no, but worth is subjetive to the individual.
Diluted is far, far more than enough to get you to nuclear.
it uses the diluted fuel as input, so it needs more, but i would say its not really harder to build
its really simple
im actually very close to nuclear so ill proly just get it, just gotta figure out aluminum
? HOR cant be turned directly into Rubber tho
That step always involves recycling via fuel
how's that done? never seen that before
snapping magic
possible in vanilla?
ok i have a tech question about how SF runs: every once in a while it'll freeze for a second similar to the autosave (it's autosaving just fine separate from this). cpu/gpu don't hit 100% during the freeze so i'm kinda weirded out by it
this is on U8 exp.
oh my.. that's a game changer
Ew
stealing that
ah that's a possibility. i know i'm kinda short on cores
no, burn that with fire
apparently i've stumbled upon a dark forbidden heresy π
still don't get how to get from this to that above, but that's something i can work with
space is largely not a limit in this game, just make your foundation bigger π
i prefer to leave little footprint in the world and make my things minimally visible so any way to make them smaller is welcome
space is almost infinite
#design-and-architecture message (and a short video a few comments lower)
crazy stuff
I normally avoid clipping, unless it looks plausible. like this is ok with me
@ionic ridge and @elder barn read #math-and-meta message
thanks sir
I've done those when hooking up underfloor feeds, even built modern railings around them on occasion as well as catwalk floors to make them look the part.
I am planning a power plant with 16 nuclear power plants. They need 3.2 uranium fuel rods a minute. Using the uranium fuel unit recipe i need 533.3334% to hit 3.2 a minute.
If i have 6 manufacturers @ 88.8889% producing 18 fuel rods every 5 minutes and 37 seconds will the power plants eventually even out so that they are all always on? Assuming i balance the fuel rods between the plants .
Or would it be better to have 5 manufactures @ 100 and one at 33.3334%
both solutions will stutter one day
also, they say how much they do per minute.
ignore the actual amount and go with that
The benefit from underclocking is incredibly small by the time you get to nuclear, I'd just use 6 manufacturers at 100% and never think about it again
At worst you'd get some power fluctuations from machines start/stopping but batteries smooth that out over time
ye I just overproduce and consider it a buffer
Planning on incrementally building nuclear power plants with as few machines as possible.
1 manufacturer set250% for infused UFCs.
1 manufactuer set250% for "unit" UFR.
Will feed 3 NPP set250%
Waste disposal for the above is all default recipies.
1 blender 150% NFU
1 accelerator 75% PP
1 assembler 225% EPC
1 Manufacturer 150% PFR
1 Sink
it's two refinaries, next to each other. Either in-line or such that the pipe makes a u-turn.
You cannot make plastic or rubber out of HOR
oh, was the question "without byproducts" ?
no, you just cant. residual rubber/plastic comes from resin, not HOR
HOR only makes residual fuel and coke
question was "convert HOR to rubber/plastic"
ah, I was thinking of crude
How long does each hammer on the craft bench take?
Couldnt find a google answer for it
Have you tried wiki?
~0.3s?
Sounds like you can "ting" roughly 3 times per second.
Is it possible, and or feasible to build an effective fluid-priority splitter, using a mix of valves and height-change/sloshing magic?
**Implementation: **Diverting crude oil between fuel-first or product-first refinery setups.
apparently the current fluid priority systems are busted in u8 so I wouldn't count on it
priority merging busted, priority splitting is just VOP
aka "overflow with extra steps"
that should still work fine
how odd.
Found on reddit, but is this still an effective solution?
Basically, have a consumer before the upward-u-bend?
(Fluid direction is right-to-left in this example)
thats just overflow
suits my needs I guess.
what is the most profitable item to destroy in awesome sink?
!wikisearch awesome+sink
The AWESOME Sink is a special building that produces Β FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
i know that site but im more into the profit but without the time of automised product, if u know what i mean
assembly director when cleaned the numbers
you can do the most of them from the same input
so more points
because other, especially the pasta, cap on resources way earlier
arent the uranium products banned from sink?
from where comes the uranium now?
and no, ore and rods arent
thats the maximum
mostly assembly director, some rockets
other two are inefficient for points
pasta just takes too much copper
and magnetic fields are easy to craft and give no points xD
then it all depends on how much you make π€·ββοΈ
but in general processing the item as much as possible yields most points
Complementing on that: that's the sustainable maximum.
Ye
Wonder what is the energy-efficient maximum, eg using most economical recipes.
but why
you get way more energy than you could ever use, even when doing it as inefficient as possible
Energy efficient is not necessarily the most economical.
Depends what you define as economical. For me, its not using 5 times more energy to get 10% more output.
I want my factories to be energy efficient. Using green energy (nukes) and cutting on coal.
Energy prices went way up recently.
The 'saved' nuclear rods probably give much less sink points than if I used them to burn for energy then make moar resources with the energy hungry recipes I presume.
You can produce more power than you can possibly use before your computer melts tho. So π€·ββοΈ
Logistic nomenclature and semantics duscussion.
Where can i find a good calculator for this game? I am a new player and trying to figure how many Automated Wiring and Versatile Framework I can produce these products. I am completely lost now. I have outputs 360 iron ingot / minute and 240 copper ingot / minute
pins in this channel or #welcome has a few tools (one of them is made by me, so I'd recommend that one obviously π )
and one question, i saw some mods for this game like it's called 'SMART'. Is it also worth to have one?
I personally would recommend to first finish the game without mods
after that you'll have better idea of what you do and don't want to add
many people have played without mods on all their saves for hundreds or thousands of hours and it worked for them, so there's definitely not a "necessary" mod
thank you so much for kinda answers!
@steel brook read #math-and-meta message
I'm just shy of 1,900 hours. Haven't even considered mods.
How do you get mods? π
How would I know, I just said I've never used any.
well at 1900 i thought you'd at least know, somehow i think the bod gave a disc link so asking worked anyway lmao xD
They are going to break them all AGAIN for U8.
Makes me so happy π
oof, i guess i shouldn't get back into the mods then lol
Shouldn't get into them in the first place π
i dont usually go for mods in games, but anything modular and build oriented i feel like mods just triple the lifetime, rimworld, alien dawn, city skylines etc
Thousands of hours in Satis, with no sign of slowing down.
Don't think it needs to be "tripled" π€·ββοΈ
limitations lead to creative solutions
And loads of beautiful spaghetti!
Why?
Split into Lift already exists and completely fills that function.
You're talking to one of the most compact builders in this channel.
in my old factory whenever i could glitch crossover belts i would do it, the smaller the better
Except I will never clip or glitch.
ooh that sounds fun
we are not the same, i will gladly sacrifice my integrity and general decency in the name of compactness
Compact, no clipping.
ok that looks really nice and i now remember why i liked this game so much
are the items teleporting into the splitters
No
youd have a heart attack seeing what im doing
you can fit a conveyor in there, just hard to get out or change after
i used to do a lot of that
i need someone to fact check my math cus i aint good at math. i'm planning to build a fuel powerplant, and this are the calculations i have so far.
i'm gonna pump 2400 crude oil into 40 refineries, which are overclocked to 200%, using the heavy oil residue alt recipe.
those 40 refineries will then produce 3200 heavy oil residue.
the 3200 heavy oil residue will be pumped to 53.333333 refineries, also overclocked to 200%, to be turned into packaged fuel using the diluted packaged fuel alt recipe.
after unpacking the packaged fuel, i will be left with 6399.99996 fuel.
the fuel will then be pumped to 533.33333 fuel generators to eventually create roughly 80.000 MW of power
seems right
though doing more than 100 fuel generators officially earns you the Lunaticβ’οΈ award
Wear it with pride.
dont forget the precious resin!
i guessed so lmao. i just need the power because my max consumption is higher then my production. and that amount of power would give me a lot of headroom
i was planning to skip fuel and go straight to nuclear, but that isn't an option for me right now
Lunatic for more than 100 fuel generators?
ye
It isn't even that hard.
still well deserved
i could also overclock the fuel gens to 200% for 266.666665 total
Oh, I've earned the title too, then; my ElectriCity was 108 gennies.
40GW.
yeah, congrats
go with 250% cause why not
More like lunatic for repeating decimals π
could do that too yea
Those decimals don't play nice.
that'll indeed be a problem yea
That's why you pick different numbers.
I'm not the one that goes for x.333333333β / x.666666666β etc because those won't work π€·ββοΈ
i can probably adjust the math to take care of those
So I'm late T4/early T5, still catching up on factories a bit. I got a choice between heavy oil residue and pure caterium ingot from a hard drive. I feel like pure cat ingots might be smarter since that resource feels more scarce atm
thoughts?
both are great, so it comes down to what you need more right this moment
Heavy Oil is a universally strong component in increasing the efficiency of oil production
pure caterium ingot is.... one way to gain more quickwire
late T4/early T5
This confuses me π¦
You're either in T3-4, or you're in T5-6
You're never in T4-5

So I have T5 unlocked, but I still am not producing all the items from T4.
So offically T5, but still playing catch up item wise
like for instance i still need to do heavy mod frames, crystal oscillators, encased beams, etc
motors/stators
Stators you can skip tbh.
Yes.
It's the sole alternate in the game that is objectively better.
Everything else is situational.
thanks Sevrah, McGalleon
so uh general question, how do i precisely interpret this xd
is GPU kicking the game time up or is game time kicking the GPU up
this is an empty save someone is playing on. GPU is hovering on like 20%
frametimes, the time needed to produce each frame. stuff is paralllel
51.51 ms means one frame takes 51.51 ms so 5.151 % of a second
means you get only these 19.4 fps
and the game itself takes 50.51 ms to calculate stuff while gpu takes 51.49 ms to craft the image.
so cpu and gpu bottleneck perfectly equal at the same time. probably one affecting the other
reducing screen percentage doesnt help much, even at 25% its still in the 45 ms
sooo it doesnt seem to be GPU limiting CPU but CPU limiting GPU
yeah probably gpu is waiting for the cpu. it should normally show the time that is actually needed to produce the frame by gpu without the waiting
like i have this on the dunes save
game takes 18.68 ms and gpu is faster than that
and draw is the slow part
though a normal save is quite good
Btw, heres the image for ScreenPercentage at 50%
lower than the 50 ms, but still
Game seems to throttle GPU by processing something for 44 ms
well, for 24 fps a frame is around 41 ms
for 30 fps its 33 ms
for 60 its 16 ms
for a short overview
yeh i get that. but still, the Game thread wastes way too much time doing nothing since this save has nothing going on to my info
get out that windows tool and see the actual thread usage
how do you add anything useful to that
like, if i were to add GPU it adds all 50 billion instances
this is what im trying to achieve:
120 iron ore in, 100% rotor out
what ive gotten so far: i have no idea how to do maths.
Rotors are 45 Ore = 100% of an Assembler
So it would be better to pick either 90 or 135 instead of 120.
when you have alt recipes, go to recipes tab and add them
though only cast screws could help you here
thats my only alternative recipe i have in the game
And that can't genuinely be done given repeating decimals.
π
Which is why picking 90 or 135 as your ore amount is better.
150
If base is 60, 135/60 = 2.25
shouldnt the units/min match the 150 ore a min?
garbage website does garbage stuff
Use Tools, don't deal with crap like that.
ya what u sent me seems alot easier to follow aswell.
images actually confuse me more ngtl
how can simpler images confuse more?
i am saying tools seems easier to follow
They are saying the images in SCIM confuse more.
anyways, how on gods green earth do u split 135 ore between 4 smelters... lol
Which is common, and part of why Tools is superior.
Manifold.
images somehow make my brain less good at thinking.
π
!wikisearch Manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
interesting, with 135 input, tools always wants normal screws instead of cast
though i would have taken nomal as well tbh
just interesting it does as well
but actually cast should be the better one to build
5 smelter, in 10 constructors
i dont see how manifolds are going to help me get a proper 4 split between the 135
they split themself
huh π
the splitters half each time
135 is a uneven number though
--S--S--S--S
| | | |
π
so first constuctor getting 67,5 doesnt need that much, belt gets full
Because infinite resources means everything self-balances.
this somehow made my brain realize what u mean.
Each machine in sequence will take only what it can and then send the rest forward.
that is extremely simple i hate my brain lol
it will put too much to the first, but inventory and belt space is limited, so it will run full and then it will only put that much in the direction that is used
so self balancing. though can take quite some hours with small usage amount and large factories. so wouldnt do that for nuclar power or so
on the other hand you can pre-fill or let it run while building next part of factory
well, prefill nuclear waste sounds like a really bad idea
just skyrockets radiation
not that much
especially if you build the waste processing somewhere outside of range
well, it doesnt matter then, but it is more by quite some magnitudes xD
well... manifold would be great but i need 5 smelters, one at 50%
Make the 50% one the first one in the manifold. Easy.
well, actually doesnt matter much
Putting the lower clocks at the end can cause issues.
never saw any
+5 to Confirmation Bias π
well, there also is no logical reason for that
whu kinda issues
Doesn't feed properly.
I truly have no idea why it happens, but I am not the only one to experience it.
Putting the underclocked machine(s) at the beginning of the manifold solves the unknown problem.
is that for fluids or solids or both
first time i hear about that
Solids confirmed.
Took habit from solids to fluids so idk about the other side of things.
it's mathematically impossible for manifolds to not stabilise π€
cant really say i experienced anything similar so sorry, no positive data from me for that observation
yeah, it makes no sense
π€·ββοΈ
If I knew the how and why I would state such.
All I know is the what.
do you prfill the last one?
I always prefill.
Breaking
MAth
maybe it amplifies the problem when its underclocked
Well, I mean, bugs are bugs. I had an issue where "right-sizing" belts on a long manifold where all machines were started at exactly the same time caused the last constructors to not get enough resources despite the raw material output + belt capacity both being sufficient - on paper.
i fill the last one to 50 %
for ore that means 50
so when i come back after few hours and have something outside of 45 to 55, stuff needs investigation
what would be the best way to merge the output of the 5 smelters?
5 mergers?
one the right is 50%
when in doubt
manifold xD
trying to avoid using mk3 belts
wait wtf mk3 belts are cheaper than mk2s.
FWIW, always max level belt everywhere is good.
yeah thats the classic Mk 3 moment
though here i would direct connect ngl
Why?
do i really need a merger? if im correct, i could put it in series?
one smeter does 30, so using 2 100 % for the rods, each split in two
wait
are all 135 going to one target?
i can use mk3 belts i just had a brain fart
literally what i posted
if not, merge them in groups so that each group has the amount it needs
can i put a manifold on each input for all the constructors and it will... sort it self out?
Yes.
this manifold buisness is starting to sound alot easier
Join our OnlyFolds.
though i dont like them always. depends on the situation
my idea is to have it all in a line, well one on the floor above.
want to keep it 4x4
well then you have the output manifold line, and the next floor has the machines reversed, so that the inputs are on this side
i assume i need 2 mergers to get all the output on the same line?
so like
β> constructor ->
|
<β smelter <β ore
as in my image, same one merger per output
in a straight line
i arrowed it
one merger line at output goes to next splitter line on the input
yeah, and when you want vertical, do what i drew
so use a lift on the final merger and build th splitte rline directly above these mergers
and then reverse the direction the constructors ae facing
i will try and squeeze the screw constructors on the first floor
600 water coming down a pipe. 600 consumption. Problems. Creating a loop didn't fix the issue - only changed the location of the refineries that don't get enough water.
not all pipes like having 600 in them
Eventually fix was trivial: split pipe into 2x300, bring them in from opposite ends. Nothing changed in principle. Everything changed in practice.
Now all refineries get all the water they need.
I've looked over the wiki. And I SEE all the facts.
I've also looked through the list of recipes for both regular fuel, and turbo fuel.
I've read that turbo fuel is better for gas generators, but I just have a huge coal plant farm (48) so I don't think I'll need help with power? (But I just unlocked bauxite so I dunno)
So even though I have all the "facts" I lack the wisdom to determine which of these is better, can someone smart help? (P.S. I already have a great reinforced plate recipe, copper wire+iron plates so I don't think I want the middle one)
No better... what?
see the linked message
well, turbo heavy is bad in 99 % of cases and 100 % of cases when you think about it a second time
so you can at least say, that this most likely isnt a smart pick
hmm, it seemed to eliminate a whole machine from the chain, since I don't have to convert it to fuel first. Do you mind giving me a brief summary of what's bad about it?
I believe you, I'm just curious
My only thought was "I only use this for my jetpack/vehicles anyway"
see, that's what's great about alt recipes - everyone can find params they like and don't like π
but then I saw the thing about running fuel power plants on it
Greeny I lack the discernment to formulate any opinion on what to like or not like, or how to even evaluate it. So while I appreciate the simplicity of "don't worry about it you'll get them all anyway" I do also find value in the comments of others that might help me understand a bit more about the game.
yeah, my point was "there's no best/worst/good/bad/etc"
since it's all subjective to whatever preferences you have
Oh, yeah, I got that from the link. But, knowing why I might like one over the other would be helpful.
I dunno, I guess I've just unlocked all the tiers, but I've mostly made everything by hand because these recipes are so crazy, and I don't have enough open space to build yet because I haven't really wanted to cover the skies in foundations, and haven't stumbled on any huge ground areas with massive wide open spaces.
diluted packaged fuel: part of a recipe chain that converts oil to most possible fuel (earlier alternative to diluted fuel), however it requires alternate heavy oil residue for that chain
bolted plate: more screw cost vs normal recipe, but faster crafting
turbo heavy fuel: skips fuel step, but less oil and sulfur efficient than other turbofuel recipes
600 oil to turbofuel with recipes:
normal: 1333
heavy: 640
blend: 800
sulfur needed for these:
normal: 1066 (0.8 per tf)
heavy: 640 (1 per tf)
blend: 400 (0.5 per tf)
so heavy needing much oil and much sulfur, always being quite bad
Most oil-efficient: Base
Most sulfur-efficient: Blend
Most space-efficiecnt: Heavy
since oil is in abundance on the map and sulfur is one of the rarest resources, you almost always want to optimize for sulfur usage, except you skip nuclear, then the normal is okay. heavy only when you want it tiny, but why
and the turbofuel production is really small in comparison to the generators anyway
so space optimizing is a weird concept here
so heavy basically is a bait and sulfur waste
would always go for turbo blend. save the precious sulfur
turbo heavy is one of the closest recipes of being objectively bad
is for space optimization in a factory thats small in comparison anyway
though "precious sulfur" is kinda weird thing to say, as the reason why it's "rare" is because you're going for turbofuel π
its rare even without
its literally the second rarest resource
while needed much
most people cap on that first
what's the most rare?
and has close to 0 usages
you need like 20% for max nuclear, maybe some for bauxite, but even maxing those two doesn't max out sulfur
there's plenty left for tons of batteries
uranium
you need like 20% for max nuclear,
did you mean, half of all existing
yeah, I'm mining it and have it belted, but haven't used it yet. I can't pick it up or it kills me
sorry didn't mean "max nuclear", but "reasonable nuclear"
As many times / years as I've played this game, I've never once conceived of "running out" of a resource type, lol
most people won't
still first you will un out is sulfur. needed for nuclear and phase 4 parts
My first factory I built way up in the sky and had an endless plane of foundations to space out all my machines and make everything nice and tidy, but this time I was trying to conform to the space I was in, and make a more natural looking/organic base, but it's not worked out well.
Far too many machines are needed in sequence to craft parts. It went well for the basics, but steel is massive for even a 120 throughput
and yes, max nuclear is 41.755 % sulfur when sinking and 45.439 % when burning
I had to abandon my first base because it was pretty early days, and the next big release completely changed all the recipes.
Jace was saying something like "Might wanna start over... sorry."
and I thought maybe I could just reconfigure, but he was right, basically would have had to rebuild pretty much everything anyway
even when you say its not worth to build towards resource efficiency. still is no point in making something comparably small even smaller. not for the huge waste of resources
makes sense at many other places, not here
π
There's plenty of hard drives, but, do any more MAM recipes come up that require hard drives? (I've researched almost everything so far)
Just wondering if I should keep 1 or 2 in reserve in case
Ive noticed this before and i have to ask why you keep saying sulfur has zero usage? It can be used for lots of things.
there are like 20 more drives than stuff you can unlock
if you don't know what you might like about a recipe CAN there be a better one for you?
some of them seem good to me because I have worked them a lot.
But the oil stuff I've barely scratched the surface of, and I've never used anything other than coal power in my previous bases.
I've mapped out 3600 power from coal plants, but I'm not sure how far that will carry me now that I'm about to try aluminum, and I haven't really automated much beyond the basic 8 or so recipes, everything else I've just been hand crafting.
ok so for example - the packaged fuel https://satisfactory.fandom.com/wiki/Fuel?so=search
well I'll help take yo uthrough it if yo uhave afew min π
I have no idea what all those numbers imply from a practical standpoint.
if you like
its not directly about the numbers, more about the used items in general
So it could be that when I'm doing all the nuclear and massive aluminum one of those recipes is super fantastic, but it's useless to me now. Or vice versa.
always plan ahead 
in general? or this specific fuel recipe we're talkign about?
trying... lol
Well... a single maxed put oil extractor can gross 20,000MW.
Just in general Cobalt, I really haven't ever taking this game to the factorio level of launching a rocket per second
Well I'll take you through this and the thinking process will help you with all future ones ok? π
sure, but I thought @elfin nebula did a pretty good breakdown already.
just in case you missed it, and don't want to have to repeat
pure 44 444
normal 22 222
impure 11 111

but could you then do something similar to another receipe on your own later?
Could yeah.
Will I? Hmm... maybe?
Knowing there's a huge amount of drives makes me less angsty about it.
I meant without turbofuel. Lol.
Just oil and water.
and right now I need to work on automating screws
because I'm burning through a lot of them
well, special case needs specification
oh you can always get all the recipes - but this will help you choose which recipes to use when π but it's up to you.
Turbofuel is a special case in itself. Lol
so is diluted fuel
I didn't know, for example, that sulfur was a super rare resource that I'll likely run out of
so that really helped
remember - there is not best best, just best for specific situations and requirements
well, you can check a map or the wiki what resource exists how often
Overall Sulphur per min on the map? not very rare. Locations? more rare.
The issues with sulphur is transporting it or building on location
you are very unlikely to use up the world supply of sulphur
Unless you use all the sulphur heavy recipes at every opportunity
well, with average plans of many people you come really close to it
I originally was thinking of doing small outposts that do all the refining necessary for whatever resource node is in the area, and then shipping it all back to a hub with my space tower, and then shipping out again from there in whatever measure is necessary to create the parts needed, and then shipping those back to the hub again, so the hub area would be like a giant resource hub, but not a lot of manufacturing going on there.
I've not made any batteries yet, I didn't see the point.
when do batteries come into play?
its still the thing most people come close to running out before anything else
phase 4 parts, drones
craft material for endgame material used in buildings
only if you want to sink p rods and no one needs max nuclear.
Sure you can always make a choice to use tons of sulphur. But.. if you have max nuclear and still have 1/2 the world sulphur supply? you aren't using it for fuel so heaps and heaps of sulphur around
In any case @lone cliff it's very very easy to have lots of sulphur available unless you use all the sulphur recipes
we use 3 
Suuuuure... but you could get the same or more volume of power from less sulphur if you chose. get rid of the fuel and make a bit more nuclear for example
the mw per sulphur of nuclear is WAY more than fuel
sure, but average person doesnt remove old power plants
why not? all you'd have to do is make a slightly bigger nuclear one. flip a switch, turn off the machines and let the resources go elsewhere.
No offense but all your arguments of 'sulphur is rare' is 'we're choosing all the heavy sulphur consumption choices specifically'
also still doesnt chane my point. its the usual stuff to run out first. idk what else could be a problem.
for us its clearly (uranium) > sulfur > quartz / caterium > bauxit / copper
I could smash all the sulphur and coal together and make compacted coal and sink it directly and poof. Sulphur so rare
there's simple choices to get around your sulphur restrictions - and it's fine if you don't want to use them, but that doesn't make sulphur rare
of what will you run out earlier?
also tools treats it as rarest after uranium as well
Depends how you want to build π
I made a 50GW power station fairly early using only 1 node of sulphur and that is getting me through max nuclear with ease
well max ur rods is apparently 26gw.
hmm, so my 3600mw from my coal area isn't going to get it done, it sounds like.
Doubt plu rods is that much more
Plus you can always use power storage to bootstrap your station. It's what I'm doing
we have 12 000 mw of coal while building the turbofuel
I'm only using 900 right now, seemed like it was going to last a while
each new tier of machine uses more power. Building 48-64 coal gens before doing fuel power is fairly reasonable
we just always use the 4 normal coal nodes next to the northern ocean
I have nuclear, should I just skip fuel?
I mean, I don't have my aluminum refining set up yet
you've already unlocked nuclear w/o touching oil power? neat
we as well
I've unlocked everything
would take quite some power storage
to start that without any power plant backing it
Well, I guess the space elevator has a bonus thing I could do, it says planet builder or something
so quick question - are you the type of person who will start a new map later once you've gotten a better hang of thigns? or do you think you'll mess around with this, get what you want of the game and finish
build a cube bp of them. Pretty quick and compact π
but will you play again in a new map?
play again in a new map? why, I just got the tiers unlocked, so i'm finally ready to build my base out.
wire, frames and stators? not tooo hard
but after you've done a bunch of stuff - will you start over?
well, yeah. always forget they are cheaper than expected.
though with that small coal it will take time to charge at least xD
less time than to build the power station π my 15gw storage charged off 1 geo very quick
no, I hate starting over. I played through when there was only tier 4 as the max, then again about a year later, and again a year after that, and now I'm back again.
ok then I'd wait to build nuclear for a bit.
My reasoning - it's a very complex system. If you want to get rid of the waste rather than store it in a death zone forever you need to use basically some of every resource type on the map.
It's quite complex and you probably will only want to do it the once, and not build a second nuclear station later.
you need to use basically some of every resource type on the map.
thats a bit of exaggeration
if you were wanting to mess around?
I'd probalby say build a small nuclear station. Play with things, figure out how yo uwant to build, then start a fresh project
Maybe stay on the same map but delete everything
for p rods? I think it uses everything except maybe coal?
well I can't even pick up the stupid nuggets without dying
you might be able to skip crystal if yo uget silica from bauxite
so I'm guessing I need to unlock this hazmat suit
I started a crystal plant a long time ago to get the fixit shop points
I have 2 mines, I think they are doing about 240 each
you need either coal or oil. Steel is involved
it looks like aluminum processing produces waste silica
look at the alum ingot recipes
I have 48 coal plants, but it sounds like that's bush league power
There is a way to make aluminum and keep the silica for other things... its just worst ratio of aluminum ingots to bauxite tho...
is the nuclear in this game as complex as factorio?
depends. there is coal in abundance, so we prefer oing large coal early to do not care for long tim
no idea about factorio, but wouldnt say its that complex
you just shouldnt try to build everything in one factory. nobody irl does that and its never smart
so just as a quick scan, if you use less resource efficient recipes you can avoid coal OR oil, can't avoid both.
and if you use waste silica from bauxite you can technically cheese not needing crystal.
so I'd call that saying you could avoid 1.5 of the resource types doing full uranium processing
well, you have to feed the u234 into a spin chamber to enrich it to 235 and you need a pretty huge steam assembly to properly take advantage of the heat pipes, and there's waste products that you have to recycle back down into reusable 234 so you can spin it back up again and some waste products from that to deal with.
I hated it, chose to just instead cover 5 million acres in solar panels and be done with it.
I built nuclear 2 or 3 times ,but it's just so fidgety
it's prob not as complicated
you make Uranium rods, burn it, get waste, process it into P rods, sink or burn it
There are simpler versions too though - like this using the base recipes
All bauxite to aluminum recipe combos (except mixed alts per step) from max bauxite to resulting aluminum ingot yield. Guess which ones leave you with left over silica. π
yeah but base uranium sucks
numbers are really scuffed and its not really easier to build in practise
perfectly good if you don't need more power π
I'm looking at it now and comparing it to mine and kinda wishing I'd gone smaller xD
it needs a combination of resources that is bad
the alt recipes need the same resources + more?
the alt way is way better
no
thats the point.
no steel so no coal, no limestone
copper only because i want copper
that also wouldnt be there
the alt thing just has
caterium, uranium, quartz, sulfur, iron
I would think one would at least use decent alts for everything other than the Uranium itself.
you need steel for stators for E rods?
depends what you have locally π
ah, its hard on first sight, i ship the stuff since it makes no sense to build in one place
ah, if you look at the overall raw resources needed the Ur alts need the same as Base but +crystal
I'm building it all in one place π
thats your fault then
why? the only resources that aren't local is the sulfur and uranium I ship in
everything but 1 sulfur node, the uranium, and a small amount of waste rubber being flown in? right here https://media.discordapp.net/attachments/932761153703149659/1121048387219898478/the_rods.png
one central hub with 2 near satellites. 1 satellite does cat ingots and the other copper sheets, some ingots, steel pipes
Speed Runner Cliff has been renamed to Nuclear Cliff
there are so good places for specific parts of it, that we dont want to build everything several times.
perfect place for the control rods? -> build all needed there
we go the irl approach
of having specialized factories
ah and that's not unreasonable π
But I want to completely isolate my power infrastructure
This is another highly localised factory I have planned. I have to bring in a few more rawr resources than the nuclear site though https://www.satisfactorytools.com/production?share=6gS6HrlsFkEmf7BcNjY4
well, but that makes low sense in general
its just subjective
but it being isolated has no real advantage
cant even understand the idea behind this
just a big factory to make computers π it's fairly local too. I need to bring in some limestone crystal and oil, but it's moderately nearby and easy to move
ok so as to advantages
The advantages to what I'm doing are moderately subjective but I'm happy to explain my thought process if you're interested
there is reasoning and logic behind it
ours just exist temporarily and got no own factory
ah yeah, the plan I shared is final final π
But yeah I do agree that to some people my reasoning for my power infrastructure to be like this may not seem valuable.
like many alt recipes π
just started this game and it seems like its just all math
all math, all the time, combined with falling to your death a lot
& it's super addictive
can you have a simple system of doing a 10:1 ratio using splitters instead of how it usually give all of its outputs equal amounts
idk if that makes sense
like i want 90% of the input to go to only one of the outputs and the other output(s) get the remaining 5-10%
More design really. Basic arithmatics helps but there's online tools to handle most of it
split it into two and then do two 1:5 load balancer systems I guess? There's a guide on reddit.
Or the easier option is just clock your machines so you can merge 10% of the product on a belt in the first place.
You don't have to merge all your outputs you know
Satisfactrolly math. How to double your input from 100 to 200? Simple: split and merge!
Not how that works.
coming back on this, i have discovered that with the Blender Diluted Fuel Alt recipe, i get round numbers until the fuel gens. which stays at 213.333...
so i just gotta figure out how to do that
diluted fuel and diluted packaged fuel are equal in oil->fuel efficiency
yes i know
but the round number makes it easier to setup. plus i get a little extra power to use due to no packagers
instead of 6399.99996 fuel, i get a round 6400 fuel
i use the ingame thing
what ingame thing?
the ingame searchbar
i guessed so. my big problem is just trying to get the fuel gens to a round number
make multiply of 12 fuel
i could try that
Oil in multiples of 45 will net you Fuel in multiples of 120.
So if you have only 1 pure node, extract 585 instead of forcing the 600.
Feeds exactly 130 generators.
If you have 1200 oil max available, trim it down to 1170, feeds exactly 260 gens.
If you have 1800, you can do the full 1800. And it will feed 400.
Is there some sort of cheatsheet with this info somewhere?
not really, as people mostly use clock speeds to adjust
Makes sense
No, just head math.
You need Fuel in 12's for generators.
3 Oil = 4 HOR = 8 Fuel
12/8 = 1.5
1.5 * 3 = 4.5, upscale to "do Oil in multiples of 45" because it is easier to think in 45's than it is in 4.5's for most people.
so if i have 2400 oil available, i need to extract 2340 oil to get a round number?
i see
then i'll use 2385 oil
Here ya go
Alternatively
1 splitter, and wait for the machines to fill
Boom, every possible ratio covered effortlessly
Will this work to do aluminum? I want to ensure priority for water coming out of the middle one to supply the left and right, vs. the long u-bend pipe coming from my water pumps.
Uhhhhh... only one way to find out.
As I understand things, the reverse U should wast excess input from the pumps and allow the refinery to pump out with priority.
but I may be reading things wrong
At a glance I want to say that it shouldn't work.
But turn it on and find out.
the u bend is for overflow
based on the google hits, I'm asking for something everyone is looking for. A priority input to ensure the waste water feeds back into the pipes before the pump water does so things don't clog up.
but it said that the higher input water waits for lower, so I thought by making this pipe taller than the input (the refinery) it would work.
I guess maybe I just don't understand how to do it.
We have this.
It just... isn't built the way you tried to build it.
Piping manual is in the pins.