I had a fun mistake to correct in Tools: I copied my "building materials" factory plan and added some maximized Spelevator productions to see what numbers I could get with the leftovers; the numbers seemed too high, but after a while I understood it was due to me leaving something like 1k Biomass/min as input (previously provided to make packaged biofuel), which was being used up via the charcoal recipe inflating a lot the final numbers 
#math-and-meta
1 messages · Page 92 of 1
see all recipes are subjective, even charcoal is useful in some cases
The best usecase I see for myself would be if I wanted to run Coal Gens and had no Coal... For some reason 
Or maybe to make just a few steel products...
i made a script that calculates which one is better at which point, ill turn it into a graph later have to go to a doctors appointment in a bit
heres the output:
fn update(biomass: &mut f64, dna_capsule: &mut f64) {
let biomass_cost = (500. *(((*biomass / 3.) - 1.).ceil()).powi(2)+1000.)/(100.*12.);
let dna_capsule_cost = (*dna_capsule/3.).ceil();
if biomass_cost > dna_capsule_cost {
println!("DNA Capsule. Cost: {}", dna_capsule_cost);
*dna_capsule += 1.;
} else {
println!("Biomass. Cost: {}", biomass_cost);
*biomass += 1.;
}
}
fn main() {
let mut biomass: f64 = 1.;
let mut dna_capsule: f64 = 1.;
for _ in 0..1000 {
update(&mut biomass, &mut dna_capsule);
}
}
@fierce ruin see #math-and-meta message for alt recipe choices
Guys, do you know why I can't you the calculator?
do you need individual buildings visualized?
if not, I suggest using https://u6.satisfactorytools.com/production instead
Oh, I'm just a fool. I didn't know how to use
thx
👀
Do we have the graph?
uhhh
ive been too lazy to learn the graphing library so far 😩
what kind of graph do u want btw?
like from the spreadsheet?
Aye.
ah okay, so not a cost graph
Just showing where the line is.
Define "price"?
Because the axis on the sheet were just "How Many Regular Tickets" and "How Many DNA Tickets"
With the line cutting the different between when Biomass vs. Cap is better based on how many of each ticket you have acquired.
i would do like, one line that shows how much alien protein it costs
ill do both, you'll see
👍
Yes
You may need to zoom way in on the bottom left to "get the point" of the comparison tbh.
Like that's part of why the sheet was only 700x700
Lovely, now just need to denote which side of the line is which side of the line.
i think i made a mistake tho
its not lining up with what desmos predicted, and not with ur spreadsheet either i think
finally
@median heath how many ticxkets do u want?
100x100 should be fine tbh.
thats difficult with the way i wrote it cause you just enter how many tickets you want and it adjusts the chart accordingly
i could just cap the chart off tbh
How many tickets needs 2 inputs though.
Because you have regular tickets and DNA tickets
wdym?
heres the chart capped off to 100x100
If you look at the sheet, those are the X/Y coords
yes
one up mkeans you need to do a dna capsule
one to the right means you need to do a biomass
so the first 3 are biomass coupons
the next 3 alien dna
then 3 biomass
basically if you have number of normal / dna coupons you have, you use them as X/Y coordinates and then look if the point is below or above the line
which tells you what is the more efficient way to process the protein
yes
if you are above the line you need to do biomass, below the line is dna coupons
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
this is the opitmal order for the first few
its basically the spread sheet but turned around
heres the pic for the first million
(look at the scale of both axis)
whats the point?
use plotters::prelude::*;
const AMOUNT: i32 = 1000000;
const WIDTH: u32 = 2160;
const HEIGHT: u32 = 2160;
fn update(biomass: &mut f32, dna_capsule: &mut f32, coordinates: &mut Vec<(f32, f32)>) {
let biomass_cost = (500. * (((*biomass / 3.) - 1.).ceil()).powi(2) + 1000.) / (100. * 12.);
let dna_capsule_cost = (*dna_capsule / 3.).ceil();
// dbg!(dna_capsule_cost > biomass_cost);
// println!("biomass cost: {}\ndna capsule cost: {}\n", biomass_cost, dna_capsule_cost);
if biomass_cost > dna_capsule_cost {
println!("DNA Capsule");
*dna_capsule += 1.;
} else {
println!("Biomass");
*biomass += 1.;
}
let point = (*biomass-1., *dna_capsule-1.);
coordinates.push(point);
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut coordinates: Vec<(f32, f32)> = vec![(0.,0.)];
let mut biomass: f32 = 1.;
let mut dna_capsule: f32 = 1.;
for _ in 0..AMOUNT {
update(&mut biomass, &mut dna_capsule, &mut coordinates);
}
let root = BitMapBackend::new("./0.png", (WIDTH, HEIGHT)).into_drawing_area();
root.fill(&WHITE)?;
let mut chart = ChartBuilder::on(&root)
.margin(8)
.x_label_area_size(40)
.y_label_area_size(70)
.build_cartesian_2d(
// -1f32..100f32,
// -1f32..100f32
-1f32..coordinates[coordinates.len() - 1].0,
-1f32..coordinates[coordinates.len() - 1].1,
)?;
chart
.configure_mesh()
.x_desc("Biomass")
.y_desc("DNA Capsule")
.draw()?;
chart.draw_series(LineSeries::new(coordinates, &RED))?;
// .label("y = x^2")
chart
.configure_series_labels()
.background_style(&WHITE.mix(0.8))
.border_style(&BLACK)
.draw()?;
root.present()?;
Ok(())
}
heres the horrible code btw
i would have used desmos for example and just the equasion tho
How would you do it in desmos?
take the equation, input into reanos
Like, genuine question. I tried and gave up because I know programming and don't know math
What's the equation?
you can build it
Yea I told you I'm not good at math
Writing a script to do it was faster than trying to learn math 😩
Because there are practical limits to how many tickets people will acquire. So showing the comparison at 90,000 regular tickets vs. 2500 DNA tickets isn't exactly relevant.
Like a zoomed in version where the limit is 500 DNA tickets is probably best imo
But if you can do it I'd really appreciate it
what is that graph about i did not follow you compare biomass and dna capsules?
given X redeemed coupons and Y redeemed DNA coupons, which coupon should I make next from alien remains
(aiming for coupon efficiency ofc)
so its easier to make 2 graphs showing dna coupons and biomass coupons?
not really? since you are asking which one to pick
and where its crossing there is the efficiency change?
that's... not possible
you have two variables
The single line tells you that.
When above it, X better, when below it, Y better.
below 85k dna capsule 2500 biomass is worse or better?
still sound wrong or is it 85k biomass to 2500 capsules?
it depends on number of coupons redeemed from both
because each coupon cost scales differently
here its scaled to 500, it basically looks the same as the million one just more visible steps
so this graph what is better at 20/50 dna capsules?
here is hte graph for both alien dna and biomass desmos.com/calculator/3gbikfvrta
you basically always want to take the lowest line, and depending on which one is the lowest, you go up or down
whenever the blue line is lower you go up, whenever the red line is lower you go to the right
for 0-60 of one and 0-450 of other
this results in a logarithmic line (i think) because you're inverting a squarde line (i think)
i get it
it shows the diminishing returns not the values after the lets say 30 biomass is less eff than 50 capsules
or more idk its to early xD#
@median heath did you account for the fact that one alien protein gives 1200 biomass points and 1000 normal points?
hi, is there a way to change by default the power pole from mk1 to mk2 ? (when u get one from pulling a wire from another pole)
no
i have it as 1200 i think
1 alien protein gives 100 biomass and each biomass has 12 sink value
on X axis you select number of one coupon (idk which)
on Y axis you select number of other coupons
the resulting point is either below the line (X is better for next coupon) or above the line (Y is better for next coupon)
then the spreadsheet may be wrong 😄
vertical is dna capsule horizontal is biomass
since it uses 12000
where is the 12000?
somewhere in there it's 12/x vs 1/y
ah
yes
thats why biomass is so much better in the spreadshet
in the spreadsheet the first 15 are biomass, in mine its only the first 3
heres a pic from desmos that shows it
first 3 is red (biomass) then 3lue then 3 red then 3 blue then 3 red then 6 blue
@median heath how did the discussion start that resulted in the spreadsheet?
Would love to read the chat
Will DM it to you.
@twilit blade why using roundabouts? 😄
that's like the worst rail junction you can think of
flexibility of u-turning from both directions
um... if every junction allows a train to go in all directions, there's no need for u-turn
if a train needs to U-turn, then the issue is that it should go in the proper direction in the first place
Anyone around to help with some Pipe Math? Trying to execute this build and figure out how to make the Heavy Oil Residue work... I'm thinking valves?
I'm trying to figure out how to get the decimals to work without over/under clocking the Rubber refineries
(also, you may consider using the alternate heavy oil residue recipe)
you could probably do some overflows and stuff, but just clocking refineries is easiest and I'd recommend that
that's what I was thinking but wasn't sure about the valve idea. Thanks 🙂
fyi, valves (in the current state) are essentially pointless, except for very specific cases, which 99.9% of players won't ever hit
buffers are in similar situation, don't use them, except for train loading/unloading
(also both valves and buffers are basically "they either do nothing or hurt your build")
Ahhh the alt Heavy Oil Res was what I was missing in my build in the first place... I thought I got all the alt recipies... but now I'm getting the Turbo Fuel I was expecting.
now to find more Sulfer lol
a lot more Sulfer lol
or... don't build turbofuel, just stay on fuel and ez
nuclear is gonna make you tons of power anyway
if you wait for blended turbo fuel there's a spot in the middle of hte map you can get 40-50gW out of? but yeah diluted fuel is a ton of power on it's own
yeah this was more of a buffer until I hit nuclear anyway
then I'd just say "skip turbofuel, diluted fuel is enough"
thanks 🙂
if you'd like to see a 1200/min blended TF build, i have one handy
it's actually super-straightforward if you do some OC'ing
the real trick is actually to break the build into smaller ones that consume 300 oil + 200 sulfur for 400 TF
essentially, this is how i built mine:
in a picture, like this:
imo, there's only one really bad use for sulfur & that's burning it in a coal plant
i could troll on it being a waste in making aluminum, but i get that some people like easy, small builds
About (blended) turbofuel... The thing that gets me is the crude requirement never seeming to work out. 400 TF is great and all but I don't know what you'd clock the generators to in order to avoid a floating decimal. Best case IMO is to at that point divert some TF to packaging and etc.
If you just run the chain once it's fine. 800 TF is the same; you'll divert an imprecise amount to an unstable production but your power production at least won't hiccup.
TF really wants to be made and consumed in multiples of 1.5 (1.5*6 = 9, gens take 4.5 or 9 or 11.25, which is 45/4) when using the diluted chain. And that probably means 675 crude (or 337.5, or 168.75).
675 doesn't feel so bad when you have 225 sulfur to spare; you can always make a rubber/plastic loop with 75 or 225 crude after all. Those numbers check out.
I haven't had a problem with the generators at 222.2222%
this is why:
no way is 6 seconds a repeating decimal
Game is rounding, it's one of those 10,000 hour blip scenarios (probably).
0.045 x 222.2222 = 9.999999
In practice it's absolutely not an issue but I know that's not really 10 and that's a real issue for me.
On the other hand I should probably subsume this dilemma as further evidence that 3 is the ultimate truth. 🤷♂️ Your design is awesome, no complaints, tbh.
you're assuming that the game doesn't convert 222.2222% to a number of seconds for its internal representation (and rounds it to an integral number of seconds internally with the precision of a full floating point variable)
sometimes things are rounded correctly 🙂
Why would it not just round the display number, and instead override your setting with a different number than what you entered for the part that actually does matter?
I am making the assumption that it's structured to resolve to 9.999999 and then either rounds that for display purposes (and is truly 9.999999) or that internally the number is both rounded AND truncated, which would put it further from 10, not closer.
I think that if an assumption is to be made, it would be more logical to assume display numbers are rounded to the nearest value they normally would display - so in this case 9.9999(99) just rounds up by 0.0001 to 10.
222.2 is also 10m3 and 333.33 MW.
222.15 is showing 10m3 and 333.22 MW.
Both still display 6 Sec for the time - and the values are so close I can't tell a difference, but I do believe there to be one there ESPECIALLY since at some point I get a lesser production value.
Lastly if you type 333.33 MW in for target MW directly you get set to 222.22%
So I think it's rounding and truncating everything past the fourth decimal place.
tbh, i enter 222.22222222222222222222222222222222222 (don't count, just hold down the number)
It...definitely doesn't keep that.
Try that with fives and it dead-ass rounds it up. It's just truncating your 2s my friend.
55.55555555555555555555 target MW is 55.56 so it's even worse in target production fields where it only goes to 2 decimal places.
oh, i know it is, but the question is what it truncates it to?
i'd guess it does an sscanf("%f",...) on what you input and that ends up as a 32-bit float
The fourth decimal place.
First dropoff is 222.2166%
0.045 * 222.2166 = 9.999747 and rounds down to 9.9997, giving 333.32 (displayed) MW.
9.9998 expectedly displays 333.33 MW, so this strongly suggests the fifth decimal place is used to determine rounding on the fourth.
then that float divides the base cycle count in seconds, resulting in another 32-bit float, and then that internally gets converted to a number of milli or microseconds for a factory 'tick'
i theorize that the rounding happens in two places: one in the initial scanf() to convert it to a float, and then again to convert it to an integral number of milli/micro seconds
i'm guessing the rounding comes out in the wash
I'm thinking of the most straightforward code i'd write in c++ for accepting the input and converting it to x.y seconds for a factory tick
it may be that they only use a 10 character buffer to stash the string input or something random like that
I'm a simple man with simple taste. I'd divide by 100 and multiply by clock speed, and only do rounding once if possible. Truncation only for repeating decimal points and I agree with the 1,000th standard.
I would obviously make a less good factory game than you.
@delicate chasm I am very late this and I can see only half of it, but the initial complaint was about the Oil to TurboBlend conversion rate, yes?
No sir, just some light debate over 400 vs. 450 TF as output target, or multiples thereof.
so thought question for you...
Mainly me having coke bottle glasses about 9.999999 not being 10.
It's actually not an issue at all I don't think, and might not even exist if I'm wrong about the way it's coded. 😅
base turbofuel burn rate is 4.5/min, and that equates to a 13.3333 second cycle time
does that mean it always burns at an inexact rate?
Conversion is 33.75 Oil = 45 Turbo which does 10 Generators.
So I just stick with that as a baseline 🤷♂️
could he either unblock me or stop interrupting a conversation?
its just fricking rude
I'd guess that it's again the display limitation.
If this were 13.3333 minutes for example, the .3333 is 20 seconds. 🤔
I'd guess that there's a certain amount of precision the game is capable of but which isn't afforded to the players.
or it just all comes out in the wash with the rounding of things
Coming out in the wash in this instance would require that it eats an extra unit of TF every so often for no reason though.
maybe it happens, i don't pay attention enough to one generator bounce every 1000 seconds
Consumption being 9.9999 in reality rather than 10 means you'll jam, not starve.
In a few hundred years...
But if it does in fact just delete a unit because that's what it is displaying should happen, I am mystified but accept.
i would expect after 1000+ hrs, i'd see a lot more problems with a fuel plant if it didn't end up being rounded okish
i can't say for sure w/o seeing the code for the input
Well...if you happen to know exactly how many holdover units stay in one of your blenders after achieving stability, and a thousand hours later that number has changed, it probably is backing up.
I usually let blenders back up very slightly and then purge 1 segment until they are backing up to 1-2 units and then emptying just before finishing the cycle. ❤️
(when prefilling the manifold)
yeah, i do too
We should not care, no. Like I said your design is just fine, no issues really. But I will, respectfully, do 675 crude if I ever do TF again.
the game itself may do something pretty wacky and internally keep time in 169's of a second or something bizarre for optimization reasons
Base 60
Solve ♾️ with a napkin
Break music
?
Lesse, wikipedia links allowed?
https://en.wikipedia.org/wiki/Sexagesimal
Sexagesimal, also known as base 60, is a numeral system with sixty as its base. It originated with the ancient Sumerians in the 3rd millennium BC, was passed down to the ancient Babylonians, and is still used—in a modified form—for measuring time, angles, and geographic coordinates.
The number 60, a superior highly composite number, has twelve f...
Yay!
(Related: The LCM of 1, 2, 3, 4, 5, 6, 7 is 420 and other numerologically inspired memes)
This one was Pythagoras breaking music by dabbling with Base 60.
um, ok, lol
so, my experiment this evening was to answer whether you can get the impure uranium node's output down off the cliff using a single drone, and it is possible to get the full 300/min with a single one
i'm pretty sure i actually did that before back in the update 5 era, but the spire coast update ate my nuclear plant, lol
Ok no balancer people... I have 4000 bauxite coming in on 6 belts with different amounts (780,600,460). I have to feed 12 refineries that need 333.333 each. Manifolds seem tricky, since I often overflow at the places where I need to inject more ore.
How do I avoid a rube goldberg 6:12 balancer?
manifold is easy
smart split on each lane to one ref if you have a 780 belt it can even be 2
merge the overflows to less than 780 per belt
smartsplit them in the remeining refs
with the same procedure if you want
Manifolds seem tricky, since I often overflow at the places where I need to inject more ore.
How so?
Also which recipe are you using that needs 333.33333?
Because should never be the input requirement.
just build separate manifolds
injection manifolds are indeed tricky, but if you just do one manifold per belt, it's super easy
I suppose... but when the overflows can't merge into the next belt, I gotta add more spaghetti.
Sloppy clocked to 1.66 is 332 even.
you just created clipping spaget mess
you already use 2 shards per machine
shift the percentages around
if you underclock one machine 2 %, clock another one 2% up
play around so you can do multiple manifold without needing to inject
you can go up to 200% so might as well make use of that
if i go to 18 refineries it does become much cleaner numbers
yeah then do that, if you have the space for it
though technically 20 should be right
if you have clock speed of 166.6666% in all 12 that is equal to 20 refineries at 100%
I hear what ya'll are saying, and I appreciate you, but the siren song of perfect balance is just irresistale to me. It feels like malpractice to let a belt back up, or to not treat my precious refineries as equals.
Well. Thats a choice you've made for you. There are objective pros and cons that can be considered. But if you accept that and it feels good then no harm done imo.
Some folks do seam to get pretty raw about balancer discussions. 😆
@oblique hollow Checked this out yet?
https://www.reddit.com/r/SatisfactoryGame/s/yS2nMVH4Cx
I had similar problems rounding up the pink forest bauxite and processing it, what i did was essentially built the same set-up 8 times, one per node and clocked them differently to support the different miner rates... for all of them, i went with a 4+4 refinery configuration with the sloppy+electro+pure recipes, and for the 4 780 nodes, i added 6 extra smelters; for the 1 impure node, i just clocked the processing unit down to 50%
it looks something like this
Yep. Valve info may be outdated but the gravity thing feels very illegal
was there ever a purpose in the game for valves?
btw, i found something interesting the other night with respect to headlift and trying to stabilize the water in an oil rig
i found that it is an exceptionally bad idea to push a fluid up to machines that consume it that have inputs at multiple altitudes
in my case, i had 2 dilluted fuel blenders at a lower altitude clocked to 250%, and 2 refineries making residual plastic at 125% at a higher altitude, altogether consuming 500 m^3 of water (essentially half the water consuming portion of a recycling loop), and the water always prioritized entering the blenders which starved the rubber refineries
i was trying to simplify a design i knew worked to take 2 water pipes of 500 instead of 3 pipes of 400, 200, 400, and it just didn't work for me
i probably could have ham-fisted made it work by pushing the water up and looping the feed to all the consumers back down, but the goal was simplification, and it was a failed experiment for that
What?
I can't parse this
Valve info in the manual? Possibly outdated.
The thing they mention in their post with prefilling a buffer and then being able to supply it without any pumps? That feels illegal
I used that in a coal plant back in update 5 or 6, and it worked but really always acted wonky
If you're referring to the "left buffer" ("input"), I understood that pumps were used to get the headlift needed.
If you're referring to the buffer on the right ("output"), what feels illegal about it, specifically? Isn't that the usual "water-tower-effect" thing?
Right i forgot water towers can indeed share head lift with many lines. As long as that buffer stays at one level and doesnt start filling its fine i guess
I'm almost certain that the valve is intended to be used with aluminum and acids. Recycled water mixed with fresh - you can just valve the fresh water supply.
If you build your aluminum out level instead of stacking for example, the addition of a valve set to 80m3/m on your water extractor (or whatever your precise requirement is after scaling and clocking) prevents water backing up by itself.
Allowing the scrap refinery to stop without a valve means you will have to purge the network to get it going again. With a valve, you just remove the scrap from the refinery and it starts going again. It won't even have liquid backing up inside of it, because the pipe network will fill and the extractor will back up.
Obviously when everything is continuous, this quickly becomes a non-issue and it's entirely feasible to build aluminum and acid with no valves. I generally don't use valves myself.
if valves worked propely, they'd probably have a few uses
however with the way they work currently (whether that's correct or a bug) forbids us from using them basically anywhere
Yeah. The use case above is the only one I'm aware of in which they actually do what you would expect for them to do.
Otherwise, aesthetics. They're good for putting on the end of a manifold so it looks like you could drain it and etc.
VIP junction > Valve that worked properly.
Possible distribution; two halves with a 780 and 600 each, 390 from the third 780 split two ways and 230 from the 460 split two ways.
For each half have 3 mergers, the 780 split between two of them, the 390 to the third, the 600 split three ways to each and the 230 split 3 ways to each. That should give you 6 of 666.66666. At the refinery end, split each to give 2 x 333.3333.
just an exp for 3 belt manifold
yeah, but the thing is building aluminum with recycling doesn't need a valve
(it doesn't even need a VIP)
Obviously when everything is continuous, this quickly becomes a non-issue and it's entirely feasible to build aluminum and acid with no valves. I generally don't use valves myself.
I've stopped dogging people suggesting others use VIPs but I have not yet encountered a situation where a valve was necessary to accomplish a goal, except obviously "the goal is find a use for the valve" or aesthetics.
i cant figure out how to manage the resource incoming from Miner to input on productions i have a lot remaining resource for example see the picture .. i thing i need a splitter amount resources output / incoming 😛 so that i can control how many resources i need to send from some productions 😉
underclock the miner to match consumption
and what will i do when i put M3 +3 overclock? oO
ask google
xaaxxaxaxa
You might wanna check your Coal math 
What has for ME been the strongest solution is maximizing production in an area according to the belt speed that you have available and underclocking where possible, overclocking where necessary.
What this does for modularity is cause you to anticipate layouts according to a specific target number, i.e. max belt speed, and subsequent belt and miner upgrades just enable you to tile the layout further. Leaving one end of a factory open for expansion is more of an early game pursuit IMO but occasionally I build for 240 with a mind to double it later on mark 4 belts.
my approach to it is to build whatever works and is needed as bare-bones production to get to mk5 belts and mk3 miners
is there a reason that occasionally my grid will trip even though max consumption is less than max production?
its only 1MW difference, but its happened a couple different times on different grids too
hoverpack?
no, i havent gotten that far. on the line it just happened on i've got two coal plants making 150mw total, and a collection of miners, smelters, assemblers, and constructors with a truck station using a total of 149
trains?
possible there's a small spike with messing around things building/connecting/overclocking
tiny bugs can happen and depends if you're multiplayer, server, u7 or u8
that was my thought that there may just be an odd time that the machines want 149 but the generators are between production ticks or something
and apparently there's an issue where those lines may not be accurate if you're messing with clocking until reload
im just on single u7
well w/o seeing it I'd guess a tiny bug that's rarely seen since people generally don't run that close to max
this i'll look into bc I just set up my second production line on these generators with some overclocking, so i'll go through and double chek everything's consumption
just as a thing I wouldn't bother OCing generators, especially early on, all it does is save you space really and kinda locks those shards away forever until you make a bigger system
not like it's a critical problem , and you can do it, just my opinion on it.
oh yeah sorry i dont have the gens oc'd, i just have a handful of machines oc'd
ahhh yeah yeah nw.
but yeah i dont want to have to set up a third coal generator bc then i'll either have to oc a water collector or make a second one to keep both lines going at max productivity
first map?
and it just so happened that i can make my steel beams, pipes, and automated wiring with 149mw
yeah
is there an issue with making a 2nd water extractor?
not in this area, i just want to keep it clean since the actual land area is pretty small, so I'd be building a good ways over one of the giant lakes
im more restricted by my aesthetic preferences lol
so because it's a sandbox and you can do basically whatever you want this isn't iron clad stuff - but I think a lot of people probably end up with 48+ coal gens before hitting fuel. So finding a distant coal+water source away from your base can be pretty handy. Stops it from keeping it cluttered near your factories and I find it useful to keep power infrastructure completely independent of factories
there's at least 1 convenient lake with 3-4 coal nodes next to it in every region too
yeah ive got my first factory making all the stage 1 parts, and there i've got a set up for the 3:8 coal plant feeding from a pure node a ways off, and the line that bugged on me is getting coal delivered from a separate node, and using that coal to power 2 gens on 1 collector, and to make steel and automated wiring
since there happened to be an iron and copper deposit right next to each other
at the big factory im about to ramp up concrete production, and redo my first copper line so im getting wire, cable, and sheets
redoing a bunch of stuff after you've got coal is pretty common 🙂 and you pick up how you want to handle logistics too. It's a pretty good learning curve
yeah i had a ton of fun figuring out how i was gonna run all my pipes and conveyors for my big coal plant since i really didnt want them clipping
wall mounts, different height poles - all useful 🙂 also burning the coal next to the water source generally simplifies thing
piping gets more complicated later on - keeping pipes simple can really help
this is a decent shot of what i ended up going with
the water is fed above anyways, since this is right next to a cliff face
Feeding from above - also a good move. You can feed from the side pretty easily, I wouldn't feed from below unless you're confident about pipes
this should give you a rough idea of the top side
how the loop connection at the back connects the two? in general I wouldn't recommend changing the elevation of part of a fluid manifold midway. Later on that might lead to flow issues.
early pipe set ups with coal gens and mk1 pipes thoug hare far more forgiving
the loop at the back is just to connect the two banks, which i've gathered should always be done with manifolds, which mine is a 3 to 2 thats right underneath me
should the loop be at the same elevation as the manifold?
later on? yes
and yeah later on looping a pipe manifold can solve a lot of problems. with coal you generally don't need to unless you're feeding more fluid than one pipe can handle and need to input it on different points
You can avoid having to loop, in general, by only having like 2 or 3 machines being fed from a junction? I don't play around with that much though and looping, I find, is a solution for all pipe set ups.
But yeah having elevation changes in a manifold can make some strange behaviour
For example, later, if you want to feed two sets of machines on 2 different floors of a factory with fluid? make 2 distinct manifolds, don't split one and feed two floors
It's not impossible to get something like that to work - I've just found it doesn't work reliably first go. A bit more fiddly.
good to know, i've heard that mk2 pipes can be a headache at best, so I've been trying to plumb with mk2 principles in mind even though it won't affect any of my current setups
mk2 are fine once you know what they are. Issues crop up because machines will pull fluid from the centre of the manifold and make a gap and have the fluid further along flow back, which can cause a stutter in production.
That's why looping so fluid can go from both ends and pre flooding a system and machines so there's no gaps
The rest, like not splitting fluid manifolds between floors, or merging then re spliting fluid pipes is more about ease of getting it going and trouble shooting
I've seen people connect and resplit a group of like 10 fluid manifolds getting them on the same circuit (for reasons I guess) and then try to figure out where the issue is in the system when something is stuttering. Nightmare
and if you keep it to feeding like 2 or 3 machines with a mk2 pipe? probably fine.
And I've gotten turbo fuel fed generators working fine w/o a loop but just flooded. I think with that one it's that each generator pulls so little fuel pm that it doesn't disrupt or make gaps very easily
but yeah, I tend to give people tips for all purpose reliable solutions
yeah thanks, hopefully i'll remember this when its necessary 🙃
there's a few people on here fairly regulary for future help even if you forget 🙂
i don't forsee myself having too many issues though since i like to keep everything simple and diagnosable, and i typically run stuff as close to capacity as i can
ofc that'll probably bite me when i get to fuel gens
nah, everything we jsut talked about will see you through for fuel easily
send X amount of fluid from point A to point B, don't merge/split systems, keep it on a level, Loop and preflood
if it doesn't work you've made a small math or build mistake. Or maybe a bugged connection or something but that's rare if you're not using floor holes
fair enough
Bro, how did you do that, could you tell me?
you mean the clunkiest way to lay out really simple machines and belts?
i tried to make it a gif but due to some weirdness of the library i had to recalculate everything for every frame so it takes ages and i had to lower the length and fps a lot
im probably just doing osmething wrong (100%) but idk how to do it right so thisll have to do for now
oops i had the number wayy too high, time to render it again 🤠
it spins 🎉
what IS that
it shows the efficiency of converting alien protein to DNA and coupons vs to biomass and coupons
the height is the cost of each coupon in alien protein
X axes is alien proteiin and z axes is biomass i think
heres a p ng of it
So.. which one is more efficient
I'm too stupid to read the diagram 
it shows the most efficient path
Oh. okay that would make more sense
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
Biomass
Biomass
Biomass
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
DNA Capsule
if you were to start with 0 coupons from normal sink and 0 from the dna capsule sink then this would be the most efficient order
the image/gif just shows that "path"
so alternate first, then DNA, got it
+1 in the X axis is one alien protein to dna capsule and +1 in the Z axis is one alien protein to biomass
the height is the cost of the coupon in alien protein
every now and then u need to convert it to biomass if u want the truly maximum efficiency
heres a graph that shows how the cost of biomass and dna capsule increase
Wow. those gifs made discord mess up on my phone. Scrolling hitched when trying to go past them...
oh that's what made my phone unusable
Laura found the ultimate mobile lag source xd
Out of curiosity, what's the delta between the extra effort and just converting it all to dna in terms of net coupon gain?
You gain very little from it
And like, it's only relevant if you don't sink any other items
yeah, i figured that was a given
I'll make a chart for it when I'm back at my computer, good idea
i'd be surprised if the net is more than 5 coupons
i'd also bet that finding the heatsinks at the rocky desert crash site and sinking them is enough to overshadow any gain
No?
The comparison between DNA and Regular doesn't care how you got your Regular tickets.
It just tells you "given you are at X Regular and Y DNA, this is better"
Well yes but if you have a steady stream of regular tickets coming you'll never reach the point where converting to biomass is better than DNA
Depends on how many things you kill and how fast 😉
In extreme edge cases, yes
I did clarify when I posed the idea that it was most likely a pointless comparison. 😂
This gif lags my phone so much lmao
Same now that I look at it on my phone
It's weirdly big, I think because I gave it a ton of fps
rnd graph gif 144 fps
probably should be reported but Discord support will respond with the usual "have you tried reinstalling the app" lol
have you tried a new phone
"yes"
"alright...please try switching into the beta"
It's 10 megs 
first turn it of and on again
The first one was 144mb 🤠
16 times the detail
you can prob ddos dc server with this kind of stuff
just post 3 in each channel server is done
3 other ppl already said it, mb
@rustic patio if you want to try and solve the other completely useless comparison metric I gave greeny, I am more than happy to explain it 😁
Yea it didn't even run locally lmao
Gladly
Recipe comparison in terms of COUPON COST efficiency.
I.E. You cannot mine anything, so you will never have ingots.
All items must be purchased from the shop, but if it is cheaper you CAN buy the components for an item and have a building put them together for you.
(Relevance: very specific challenge run I invented where the above is the ruleset with the additional rule that your only source of coupons is DNA caps - so you literally have to hunt your way through the game progression)
not even leaves?
Nope.
What do you want to solve for?
but what are you building if you are not allowed to mine ore?
Stuff to assemble from parts you do buy.
Cheapest what
p4 as the endgoal?
Like, what's the goal
or space elevator
Like from the above constraint, it is cheaper to buy the components for Steel Rotor and assemble vs just buying Rotors
Resource efficiency in terms of coupon cost.
Like I said this is very much a Tools-esque problem.
So, for everything
Aye.
I already have all the numbers--
Coupon : Item Count
Cable 2 : 200
Wire 1 : 500
AIL 3 : 100
QW 2 : 500
CB 3 : 200
HSC 4 : 100
Battery 3 : 200
ECR 4: 100
Concrete 2 : 500
Crystal 2 : 200
Silica 1 : 200
Pipe 1 : 200
Casing 1 : 200
ASheet 2 : 200
HMF 6 : 50
EIB 3 : 100
Beam 2 : 200
Plate 1 : 200
RIP 3 : 100
Frame 4 : 50
CSheet 2 : 200
Screw 1 : 500
Rod 1 : 200
Rotor 3 : 100
Stator 3 : 100
Motor 5 : 50
Heat Sink 3 : 100
Turbo 8 : 50
Cooling 5 : 100
FMF 7 : 50
Osc 4 : 100
Comp 6 : 50
RCU 7 : 50
Super 8 : 50
Plastic 1 : 200
Rubber 1 : 200
Powder 1 : 200
Smokeless 1 : 100
Packaged Fuel 2 : 100
Packaged Turbofuel 4 : 100
Packaged LBF 3 : 100
Canister 1 : 100
Fluid Tank 1 : 100
PCC 8 : 50
Compacted Coal 1 : 100
Copper Powder 1 : 500
Biomass 1 : 200
Solid Biofuel 2 : 200
Fabric 3 : 10
Gas Filter 1 : 25
Radiation Filter 1 : 10
Iron Rebar 1 : 50
Stun Rebar 1 : 50
Shatter Rebar 2 : 50
Explosive Rebar 3 : 50
Nobelisk 1 : 25
Gas Nobelisk 1 : 25
Pulse Nobelisk 1 : 25
Cluster Nobelisk 2 : 25
Rifle Ammo 1 : 250
Homing Ammo 3 : 250
Turbo Ammo 3 : 250
Seems fun, I'll try it
But I think that's way way more difficult than the previous ones
But more fun
I've never done an optimisation problem like that and have no idea how to approach it
By hand, with a lot of paper 😉
I think maybe rewriting greenys tool a bit would be the easiest way to get it done
True.
I'll take a look at the source code later, I've done a tiny bit in typescript so maybe I can understand it a bit
just give everything a value and compare the values?
Yeah but if it was that simple, Tools wouldn't be needed to solve things.
and the values are already there in terms of coupon cost/item
and items you need for next item
when I have time I have plan to do some quick'n'dirty thing to make something
its def simpler than the rec calculation from the tools i would say bcs the product is absolute :c
"rec" calculation?
ressource
mb
if lets say item a and b is cheaper to buy to make item c and item d is cheaper to buy item c for instead of just buying item d item a and b is still cheaper to buy item c from and so on and so on
It is true that it should be simpler to solve given there is arbitrary "resource weight" to consider.
it's the same complexity, you still have multiple recipes and byproducts
But in this context you can solve for an individual cheapest.
thats what i ment when i said "the product is absolut"
well, again depends on recipes, weights, etc.
There is no weight though, because it is just Coupons.
Single resource for all items.
what if item is not possible to buy?
Then that recipe isn't something you can use.
not recipe, item
Because the point of the restriction is buyable-only.
Example.
Because items are used in recipes.
So where is an item that you need solely by itself that would be a concern here?
idk, depends on choice of end product
If you can answer the above question, there is wiggle room.
But there isn't a single thing I can think of that would alter the criteria.
is there no end product that has an ingredient that can't be bought?
Like "Steel Coated Plate" is a recipe that cannot be used, because you cannot acquire Steel Ingots.
But you have other Iron Plate options, so you are not blocked.
Electrode Circuit Board is out because you cannot buy Coke.
You can't buy HOR, but you can buy almost everything HOR makes.
You can't buy Alumina Solution, but you can buy everything it makes.
Etc.
So "not buyable item" just means all the recipes attached to that item cannot be used in comparison.
But there is not hard block to progression that I can see.
Additionally, "end products" being Turbos, FMFs, and Supers -- all of which can be bought outright.
FMF's have no comparison to be made, because you can't buy Nitrogen. So you just have to bite the base ticket cost for them.
well you're approaching it from the point of "I have these few cases to analyse", while I approach it as "make tool that can answer any query"
but you dont need any query bcs there is only one best recipi for every item in this case
I mean, "any query" in this context is limited to the list of craftable items.
And since there is only 1 resource (coupons), it is a simplified equation as there is only 1 cost analysis to be done.
the one with the lowest points ones you have that you just need that in a spreadsheet
Unless in the more complex items there is a tie somewhere between alts.
any query is "select list of available recipes"
maybe idk if the points are the same yea prob
You could add that, but understand some alts will be disabled by nature of the primary constraint.
that's the solver's job to calculate
👍
but I'm still aproaching it from generic point of "insert dataset and query and get result"
Interested to see the result.
well, I will aproach it that way once I get to it
can someone help me understand turbofuel a little better? i want to make a turbofuel power source at some point (havent gotten to tier 5 and 6 yet but im close) and im curious whats a good size for a fuel generator plant would be
ive heard turbofuel is really good and i wanna try ito ut
how much power do yo uwant to end up with?
divide that by the number of fuel gens you need
Turbo fuel is more complicated and a lot of people don't think it's needed but can be fun for it's own sake
Ok, so try it for fun if you want to, I will not dissuade that.
But whomever told you it was "really good" is not someone you should take advice from anymore.
Diluted is far, far more than enough to get you to nuclear.
Turbo's sole practical use in U7 is making bullets.
In U8 you've got bullets and jetpack.
But like I said, if this is just a "I am doing this because I feel like it" build, I am more than happy to answer questions about recipes and setup.
im looking to end up with maybe 4000 mw? idk
if you get the Heavy Oil Residue alt and Packaged Diluted fuel you can get a ton of power w/o having to drag sulfur and coal to you - but it's up to you
I'd also aim for more than 4gW
Unless you just want a very modest power station
future machines take up a LOT of power
yeah
I would change this number to 4050.
In which case you're looking at 27 generators.
Which would need 121.5 Turbofeul.
alright thanks
(Which honestly is the smallest "I want to build a fuel power plant" build I think I have ever helped with)
4 GW is like... Coal Power numbers.
usually for turbofuel, you want to think about how much sulfur you're going to use for it
Diluted Fuel recipe alone allows you to convert 600 Oil -> 20 GW
Turbo pushes that even further.
no need to get condescending here man, i have zero reference for the scale of things in late game since ive never made it that far
but thank you for the numbers, and ill check out the diluted fuel stuff
yeah, turbofuel yields a bit more power than regular fuel/oil
I'm just speaking objectively, nothing is coming at you personally so please don't interpret it that way.
If you have a location in mind for the build I can give you a lot more relevant information.
i said 4k as just an easy reference point since im close to that anyways with coal rn
fair enough, im in the dune desert
If you don't want to have to build a second fuel plant later 10-20gW will get you further along.
usually for a fuel or turbofuel plant, you want to think about how many oil nodes and (for turbofuel, sulfur nodes) you want to use
Ok, so are you planning to go west along the northern coast for that oil?
for regular fuel, sizing it for 300 or 600 oil/min is pretty common
probably yeah
for turbofuel, i find it more useful to size it based on 300 or 600 sulfur/min
i believe i found a decent amount of pure oil nodes along there but i dont remember exactly
So guaranteed you're tapping this sulfur node, did you want to bring in sulfur from elsewhere to this build?
last time i played i started in the grasslands and didnt really expand much since i was solo
Solo is de wae ❤️
It's feasible to bring both sulfur nodes from the DD over there if you want to legit never worry about power.
Simple train will handle that.
But it will be your limiting factor in this build.
i genuinely dont know lol
yeah dont have trains yet
play around with things, you'll figure out how you like to do logistics
im planning too far ahead i think
I personally wouldn't be even looking at a build like this unless I had trains unlocked.
But planning ahead is fine.
that distance from the DD sulfur is very inconvenient for a truck to transport stuff
you can always retrofit a dilluted fuel plant later for TF
Diluted is the simple math of just 300 Oil (normal node) = 10 GW
If you port both Sulfur nodes over there when you hit T7-8 and have access to the mk3 miner, your max Turbofuel output is 103.5 GW costing 1552.5 Sulfur, 2328.75 Oil
For 700 more oil, you get the same output without having to leg the sulfur at all or do any more complexity just by Diluted
where TF is useful is to extend your pre-nuclear late game building so that you aren't ad-hoc setting up half-assed factories just to supply nuclear with
there's 3 TF recipes, of which 2 are useful for power, the 3rd i think is only useful for rifle ammo (which misses more than it hits), default tf gets you a slightly larger yield for the same oil by mixing the fuel you're making with compacted coal, blended tf is meant to be made as a 900 oil+600 sulfur build to yield 40 gw
in my opinion, turbofuel is only really useful if you plan to never do nuclear, if you will do nuclear in the future, then building just fuel is enough
oh nvm discord didn't scroll... I guess it was already mentioned 😄
yeah, tf isn't the grail with power, i agree
if you're trying to stay ahead of your power demand and want to keep deferring nuclear for a while (or never build it), TF is a great way to add several 10's of gw to your grid with a single build
a lot of it depends on your play style though
i've 'won' the game with less than 30 gw of power before, and i've built 100's of gw of power out, and it really depends on what you're trying to accomplish
for me, in my current save, i'm building pretty big, and rather than make small factories for just what i need, i'm building big ones that harness regions of the map as i work through my plan, and just chewing through power in doing so... I'll eventually end up at nuclear, but atm, i have 40 gw of tf power, another 10-15 of fuel power, 12 gw of coal and whatever geotherm is giving me, and debating whether to do another 40 gw of tf or just rush to nuclear
Personally, I found Turbo quite nice in my last playthrough. Rather than using another full oil node for power (I wanted to save it for future plubber), I just increased the compacted coal production I had there for Fine Black Powder and upgraded my powerplant to Turbofuel. I found it a neat solution given my situation
Yes man
How much turbofuel should I aim to be producing? Like what's a reasonable power grid capacity that can last me into endgame?
Depends on your game style. For some people 2/5GW was enough to beat the game. Some people go for 100GW plants because why not 😅
And the thing is that people that go for 100GW plants use up a lot of that power, people that go for 2/5GW use less way power with their builds and they need less.
The best amount would be the one you think will be enough for your projects
Assuming one particle accelerator, turning off some factories on the grid, and some power storage….you could get by..
You could even finish the game with one coal gen and batteries
But it would take a while for the batteries to charge up.
just work with the average consumption of an accelerator or consider underclocking if you truly are limited by power
You could finish it with biomass and batteries but you might not be done before 1.0
I didn't say biomass burner because I have no idea if those actually charge batteries
Those are the last gens that actually control their burn rate depending on the usage on the power grid
I’m about to build my first PA this weekend. I just might power it with biomass and batteries now. 💀
biomass and batteries? lmao you poor soul, that doenst even work to begin with xd
Biomass cant charge power storages
Why not😭
cause they dont produce excess power
Oh
So sad
Thanks for saving me from myself!
Someone is bound to make a mod that adds a hand crank to the side of Power Storage.
Oh man... "hand crafted power" and somebody will actually AFK that for hours every day. 😆
That's the best part, can't afk.
Have to keep pressing E at the correct interval to turn the crank 😉😉
I almost think they need to nerf hand crafting. Some people still dont seam to understand you arent supposed to rely on it all the time. Lol.
Things beyond the basic items you make during Hub0 could just take longer to make.
I think it'd be more cruel to allow the hand crank to be AFKable but continuous. If you could time it, you could set up a bunch of stuff around you and AutoHotkey macro the cranking for SUPER cheesing.
they nerfed it in U3, it used to be even faster
the U4 spacebar buff isn't really a buff as it just replaced the toothpick stuck between alt and space
make it progressively slower, kinda like you are fatigued 
if it gets warm, it will get a chance to manufacture faulty parts
ingredients consumed, no output
I always wanted the crafting station to eventually explode, it gets so hot and shaky looks like it's about to anyway
Remember when it used to get brighter the longer you held it?
you mean it doesn't anymore?
Not even close to the same degree.
NOOOOOOOOOOOOOOOOOOoooooooooooooooooooo....
Like the way it did before, you legit thought it exploding was a possibility.
Yeah I loved that. I think I once stuffed my inventory as much as I could of one item to make like a million screws just to see if they'd left something like that as an easter egg
I doubted it .. but you never know
I have an output of 2 times 5 reinforced plates (2 assemblers). I need to split this into 3-3-1.5
What would be the best way to accomplish this
are all the machines using the parts in one spot? if so a single splitter would do it
even if the feed isn't even at teh start it will self balanceif you're feeding teh right numbers in over time
basically its like this
doesn't change the solution I provided
you're overfeeding it too so it'll fill up faster
Well.. im trying to avoid overfeeding, thats why i need exactly 3/min
Well you're makign 10 per min and your machines will only consume 7.5 pm
they will overfeed
so no mater what it's overfed
No way i did my math wrong hold on let me look at the whole schematic
it still doesn't matter - even if you're feeding it with jsut the right amounts the system will self balance
Forgot: one is underclocked to 50%
"i have 2 ass doing 5 per min each i want to split it in 3-3 and 1.5"
The two main ways of feeding Items - Overflow Manifold (or just Manifold) and Load balancing
both are 100% efficient. Manifolds just takes a while to balance but is much faster simpler flexible
Load balancers are also 100% but take up more space and thought and time - as well you can't just upgrade them to modify them like you can with Manifolds, you have to rip them up and start over
So merge the two RIP onto 1 belt, then feed them into the machines on 1 belt
and you get a perfectly efficient manifold
otherwise its a 2/5-2/5-1/5 split
easier to clock each assembler to need 2.5 RIP and feed them that way
but yeah simplest solution is to use one belt @young terrace
Im new so i dont get some terminology here. So youre suggesting merging the belts, then I have a belt of 7.5/min
yup!
and then split it into 3. Over time the machines that are getting too many parts will back up and an even amount will flow to all the machines.
There's almost infinite ways you can solve this - this is just simple and straight forward
Oh you mean the machine (here assember #3) will backup up to the splitter, and then everything will perfectly fall in its place
big if true
as long as your machines are clocked right and work at 100% it is true otherwise you invented a new type of math where 3+3+1.5 is not 7.5 😄
manifold 🙂
If im getting this correctly, when i turn on the machines for the first time, they wont have 100% efficiency until the others are backed up perfectly
then they all will have 100%
testing it now btw
aka just merge both and then do a manifold
| |
M--M
|
V
|
S--S--S
| | |
manifold is
--S--S--S--S--S
| | | | |
without caring about "equal" splits
because it will work no matter what
as long as your belts are fast enough ofc
if you prefill the machine the "backing up" part takes not that long
😤
the balance mathod in your case would be 2/5-2/5-1/5 so you splt the belt in 5 merge 2 2 and 1 tho
the drone math for bats/min in a table is my math wrong?
bcs 8-15 batteries per single drone is a bit ugh
i need to do this, can i just manifold it and it will balance by itself?
iron ore i mean
not the coal
PLZ HELP MEE
yes
No.
no begging server rules
based on first impression it was prob young and prob got no own money
yes
something i just realized... you get more range out of a vehicle with coke instead of coal as fuel due to it stacking in 200
Tony Montana has entered the chat.
Its not that expensive, if u buy it on sale its like €18. It might be expensive if u live in a poor country ig. But €18 for what u get out of it is very good imo
Practically speaking, I've yet to encounter an instance where not accounting for the truncation brought noticeable issue.
Eg: even in that example it would be hard to notice the fuel piling up as it would be just 1 meter of piled up fluid for every generator for every 400+ hours of uninterrupted 100% efficient fuel production and consumption. Given that pipes hold a minimum of ~3 meters of fluid per segment (shorter case scenario), even NOTICING the pile up during testing would be quite hard...
This to say that I'm becoming inclined to not mention the "be wary of the precision limit" thing at all, as I haven't found scenarios in which not knowing it might cause actual issues
he was being sarcastic at someone
As I have clarified many times over the ?years? - it isn't about whether the issue is noticeable to me or "will it have an impact".
It exists.
It can have an impact.
It can be avoided entirely.
No where in why I do what I do are there any degrees of severity, because that is not how I operate (in game or IRL).
For people who see things in degrees, it most likely doesn't matter to them at all.
And I also clarify when explaining 45-81 that it is just how I like to do things and that NOT doing things that way will not fuck up anything in any reasonable timeframe given just how many in-game hours it would take for the issue to compound enough to do anything.
even if you disregard whether precision errors matter or not, 45-81 is still useful for yielding pretty numbers
You need to check your DMs about my biocoal idea 🙏
Since I've seen a lot of people asking about it lately, I drew up the numbers on fuel & turbofuel:
no real point except to give a comparison in a table for people
Ill toss mine up too i guess... 😆
and heres my quite old math 
while you are at google docs can you verify these numbers for me? #math-and-meta message
I just thought it would be useful to have the numbers as per-300-oil tallies for comparison, since that is probably the module size you'd be looking to build
having a brain fart... with liquid .. should I be looking at the meters squared or per minute in terms of amount of production
meters cubed, lol
its the same as with other production machines, gives you amount per cycle, and per minute values
per minute = amt per cycle * 1/cycle time
they both relate to the same thing
if you make 4 m³ of liquid every 20 seconds, how many m³ do you make per minute?
I only did my 1st one for 60/min so it eas easy to compare to things on the wiki which are also usually dont for 60/min. The second one was done for input of 30/min because of the conversation that was going on in here at the time.
thats a case for timmy and his apples
understood, the numbers say the same stuff, i just think more in terms of the factory i'm going to build and what's needed as input and what'll be the output
since oil is most easily grouped into 300, i figured that makes sense to look at
right then its
"if you make 4 m³ of fuel every 6 seconds, how many m³ / min is that?"
i didn't bother with the less efficient fuel recipes, like residual fuel
hint: that's 10 cycles/min
if timmy eats 4 apples every 6 second how many apples does timmy eat until his tummy hurts?
Does the pipe mk make a difference. I am on Mk 2
makes no difference
ty
if you use a mk 2 belt to transport 60/min iron plates, does that make a difference?
what about mk 3 belt?
I find at times how the wiki normalizes production rates to a goal of 60/min sort of challenging to really see what things will look like at times
1 would be better
i think
they have to pick some sort of standard
one machine producing at default rate?
60/min seems good
60/min HMF is unimaginable
not really
i managed to imagin 200 hmfs per minute
do it then 
i'm making 45/min in a single factory with 570 additional mf's
big build.
i could have easily traded some of the additional mf's for more hmf's
but in doing so, that would mean i'd need to ship rubber and plastic into the other hmf factories rather than mf's
yea thats #screenshots message 200 and 130 rips tho
finished the dune desert
all thats left there is some nuc pasta and nitrit acid in the north
i still need to build the rest of the 180 hmf i need, but the hard part is done
now its just making pipe and concrete wherever i can 🙂
i did 1 build doing mfs 1 build for indu beams and the hmf build in the south
#math-and-meta message
#math-and-meta message
#math-and-meta message
And so the Fuellowship was formed in Mathendell.
i still need to do some deco tho
what drives me bonkers is that you need 1590 pipe for 45 hmf's - 2 pure nodes for solid steel = 1560 pipe 😦
yea but i direct fed solid steel into steelipies into the manufacturer
you can get rid of all the manifolds that ways and can make it more compact
i sushi it up for that
it isn't the belt speeds that gets me, its the 30 extra coal & iron than aren't available from 2 pure nodes 😛
and of course everything is overclockt as much as possible
aka "i am dissatisfied with this ratio"
ehh, i solve it by just making extra pipe elsewhere, but its a pain having to do that
yes thats why i avoided it :c
? Wait, why can you not make over 100 HMF from 2 pure iron nodes?
like there's usually a little pipe leftover from motors
Did I miss that it was specifically HEF/HMF recipe and not flexible?
i need pipe for eindus and hmfs anyways if i decentraliced them i would do it for all of them
HEF
but that would be a pain aswell in terms of logistic
If willing to use oil in the build you can still get at least 95ish from HEF.
Flexible does push 2 nodes over 100 heavy frames/minute though I recall and the other 2 don't quite.
The big game changer is the coated plate and adhered plate.
But then you get more of the numbers not being pretty, until you do some other stuff...taking out the adhered plate.
Then it just feels like you're almost saving yourself some trouble and then going to a great deal more of it instead. :P
ok, just playing with the flex frame recipe a little, you get this for steel screw:
this for screw+steel rod:
so barely worth the effort
That makes me feel better.
I, too, am someone who understands steel rod into regular screw but looks it in the eye while building steel screw instead.
I maintain eye contact with steel rod + default screw while I cable up my new constructor and hand feed it a stack of beams.
Steel rod + default screw is silent as I do these things, knowing that nothing it says can stop me now.
normalizing that for comparison with HEF,
what you need to look at though is the cost of 18.75 mf's vs 10 mf/min
why 18.75
that's what flex frame needs
flex frames 3.75 compaired to hefs
the savings of hec are really in the reduced mf number
the same ammount of flex frames per minute need 87.5% more mod frames
and really MF's are the hard part of HMF's
there's no easy MF recipe unless you want to burn steel
Yeah, kind of true. RIP isn't by any means difficult to lay out or takes up much space but it's big enough to be a factory of its own, and that's one corner of your HMF factory so it feels artificially big and complex by the time you've finished just the MFs.
(To some ways of thinking, this isn't artificial)
its just presonal preferance
Another layer of consideration here is that if you are doing additional savings on resources with oil, this is the part of the factory in which that happens.
oil was pretty far away in the dune desert there are only a few wells south west or north west in the coast
there's a lot of different recipe chains you can follow between the rip, mf and screw recipes
all of them kind of suck 😛
Stitched plate is not happy with you right now.
so i just worked with what i had available and made (hopefully) the best choise for my circumstance
stitched plate is a great recipe in the game, but i don't want to use it for mass mf's
takes so much iron away from steel and isn't very dense
i direct feed stitched plates aswell
That's fair honestly, I also wouldn't want to do a large scale adhered plate RIP line despite how nice it is to still have iron available after making 0.1RIP/min.
so only a manifold of iron into iron plates and iron wire
i mean, sure
the way i did mf's in my current playthrough is steel coated plate+adhered plate+steel rod+default mf
Steel coated is the slower but resource efficient coated plate alt?
My way of thinking robs me of that possibility. I don't mind making a factory that large, but I do mind the machines being slow and that being why it's large.
I'd have to minimally 200% shard the whole build if I replicated it.
which are just nice numbers
They ARE nice. 
under the line it is way more complex to set up aswell
and that can be frustrating aswell
yeah, building that all, i don't think i ever want to do again
in large scale tho 😄
Maybe this'll be my next therapy build. I'll do it at 50% clock speed and really just rub my own nose in my own disdain, see if that cures me.
what i find actually a pretty nice middle ground way of doing mf's is a hybrid chain, it is much smaller
"But do I really want to use my resources badly?"
and
"But do I really want to put forth that much effort?"
are both questions that stop me from enjoying the game sometimes and I want to address that and solve it.
I'm okay with effort but dislike my own artistic tendencies so I bury my head in the math and function of the factory most of the time.
Its not too bad if you use fused wire... it takes so very few ingots at that point.
if you dont calc for any max build of smth just dont if you dont want
its still a sandbox and up to you to do what you want
I like this combo of recipes, it is not as efficient
I was looking at motors in the southern GF using that pure caterium to help make wire.
This looks like a typical 'Ave' build.
thats my motor factory
bolted plate+bolted frame together require 390 screws
I've read "GF" as girlfriend and was confused why you have a southern girlfriend
I do global max calcs just to see what is possible and getting a vague idea how efficient different paths are. Ultimately i do local max calcs for different areas to see where i will be most effective with different builds. But ultimately ive been building around BP modules.
Very easy with steel screws honestly.
i am looking for motors in my gf aswell 
motors is the only build i use screws at all
Not much. Steel screw isnt much less efficient than steel rod to default screws. And its WAY easier to build imo.
and i set it up as direct feed aswell manifolding iron ingots and coal into the system
I'll be honest, I NEVER use steel rod to make screws after the very beginning of the game. It's more useful to me to make the actual rods themselves for inventory or to provide rods for the MFs as moonchild pointed out earlier.
this is also a pretty good alternative:
#design-and-architecture message there are my motors :3
Another thing I dislike is mixing production chains to maximize outputs. 🤔 It's a sensibility thing too, not a logistics quandry.
circling back to the original discussion on HMF's, at least a 3rd of the iron (and possibly coal) needed for them is going to be eaten with MF production
another thing about hmfs
I've mixed coke steel with solid and solid with compacted before to just increase ingots available for simple steel factories (EIB, beams, pipes themselves) but have only automated HMF at scale once. Single stack in DD.
nvm
tbh, i think in a reasonably built world, something like 15 hmf's/min is a good tally
Usually I find a pair of HEF manufacturers is more than enough to get me through whatever I'm going through. If I were better organized maybe I wouldn't travel around as much and they would not be fast enough to keep up with me, but I have a lot of areas in which I suffer in efficiency while playing. Not just planning.
yeah, i've found in previous saves that i've won, that getting into double-digits with hmf's is a pretty good spot to be in
so when we're talking 45-90-135-180, we're talking exceptionally large builds
I've saved HMF automation this time around for FMF. I'll slide a few HMF off to the side of the FMF production line for building materials and call it done.
i built with the heat-fused alt for them, that recipe is a fricking pain in the butt
every one of the 4 ingredients needs a non-trivial factory
Gonna do that at the coal lake area; I'm rerouting one coal node to work with the sulfur to the east and using the other 3 with the iron alloy and limestone locally, then taking that north by northwest to the nitrogen well.
The aluminum is the normal bauxite/coal directly north of that.
yeah, i used iron glenn along with the lake forest oil and coal lake coal & sulfur
i do heat fused aswell
it is a lot more efficient, but it is painful to make
Nice. Despite my first save being in NF and several more after that on meta bluff, I haven't committed to any really good builds in my favorite biome. =(
i did mine at crater lakes:
all the ship ins are shiped with train the silica is on a sep line 2 trains from 2 sides :3
all the raw materials are there
yeah, its just getting copper and possibly caterium in
the caterium for me was just for fused wire
rcus are build elsewhere
i haven't gotten to rcu's yet, my pathetic box factory has been a constant 'feed it when i resupply' sorta thing, lol
most of my caterium is processed on sight with water to ingots
bcs its no difference in shipping volume as mentioned
i'm working on that stuff now, tackling oscillators on the NF bluff atm
its not going to be a massive build... 90 oscillators & ~70 hsc's, but its enough to supply what i need for rigour motor and probably a uranium 300 build
i'm still a bit undecided about the nuclear build
atm, i'm practically out of power though
the total ammount of cos for me 21.38 and im glad about that
cos?
COs
i'm working on the AI limiter bp atm
already done building them
i can't wait to get the xl bp mod on u8 again, it just saves so much horses*** with creating mirror bp's
i dont build refs in bps
so far all of them are manually placed and hooked up 😄
i just realized thats almost one ref per hour + all the other stuff i build im not that lazy after all 😮
but yea for ai limiters i made a bps just direct feeding the fused quickwire ass into the ai limiter ass
compact for multifloor
and fed the rest into it
dont blame the designer for your "goals"
yeah, the thing about AIL's though is that if clocked to 90%, they take 90 quickwire and 22.5 sheet/min
4.5/min for AIL's is a really nice number for ocillators
1 AIL = 1 oscillator, and i'm making 90/min
well in this factory, i'll eventually need 4-5x that
this factory just will make enough for motors and some seedling of rcu's and UFR's i need
Randomly noticed oddity while updating my sheet:
Automated Wiring is the only Assembler recipe that takes Cable as an input.
making space parts 
the max pfr recipe chain might be the ugliest instance of repeating decimals in the game, only whole numbers in it are 2100 uranium and 2100 sulfur:
https://www.satisfactorytools.com/production?share=qlkPAMLOIq1yvVQPUuRX i best get to buildin lol
You guys posting snippets from your sheets made me need to update mine... so here we are 13 hours later. https://docs.google.com/spreadsheets/d/1IXkVMY4Tlk0wuY2WJbk3ag4vj4YkTTESn8wU3KLX-Xo/edit?usp=sharing
Guarantee you no one else views things this way 😄
its just optimized for sushi 😄
It designed around how things actually run.
As you will not find "ppm" anywhere on that sheet.
Had to completely redo the Equipment section as I hadn't touched that since U3.
i just had an idea
there is sure a method to produce what you do combined what my google docs does or greenys calc
to calc the best possible chain overclock for all the things+the rest even for ppm
You'd have to get a universally agreed upon definition of "best" when it comes to overclocking though.
i would go by with as much direct feeding as possible for the final product as first fix point
and see from there
and what makes sense like final product clocked to 220 good add 3 asss clocked at 210
the ceiling would be 250 max
the bottom is as little as possible without 1/3th or roundup .00
it would safe me time bcs currently i run the overclock math manual for every ass line
bcs not all machines need to e 250 full
what do you guys think of this?
My personal bias is "I hate it because it isn't Tools"
My objective response is: "Looks clean, very happy that you avoided repeating decimals."
this site was closed down and is old, haha...
Personally prefer Crystal Computer for larger setups, but if I need something fast in the realm of 15/min, Cat Comp is a good option.
I made this plan like a few months back but couldn't do it because I was a bit lazy
and I made this factory to the east side of the map
I rarely do multi-output plans like that though.
still gotta finish up the turbofuel part
I also never do Turbofuel plants 😄
Diluted is far more than you need to get to nuclear.
I just wanted to have some turbofuel for some stuff
and then I was like "hey, why won't I just do computers first?"
and then I had this (not) brilliant idea
It's good for bullets, and jetpack once U8 drops.
yep :)
Welp, time to go back and calculate how much power I'm gonna get from this cuz I forgot
If power is a factor in your decision-making, you're building power wrong. 😉
it's not 😅
Wdym?
I'm talking about the satisfactory planner
I think they mean the site specific to that image is closed, not Tools.
But my decision was to build more power?

ive seen you say this a few times... what do you mean by it? is it just "overbuild power so you never have to factor into your factory planning"?
Pretty much.
And that is exceedingly easy to do, so it isn't really a complicated expectation.
Like once you have access to mk3 belt and mk2 miner, Coal can easily be retrofitted to producing 3 GW, which is more than anything you will draw during T3-4.
Once you hit T5-6, any oil setup you create should be power-positive to your grid.
T7-8, Blenders -> Diluted. 300 Oil = 10 GW, go nuts.
Diluted -> Nuclear -> Continue never thinking about power at all.
You're able to pull 300 coal from each of usually 4 coal nodes at most of the coal power sites, so 1200 coal/min for 80 coal gens at 100%.
If you care to actually do it, it's 6GW and you keep 5.5 of it in areas with enough water surface area to not need overclocking. Which is again, most of the spots I'm talking about if not all.
I feel like the expectation on a new player is more to the tune of 1-2 nodes, and scaling to use an area for a singular purpose is sort of a 'more experienced player' concept. Diversification is usually something games reward you for, so there's a bit of unlearning to do on top of the consideration of travel time between factories being legitimate.
I set up initial steel and coal power together, because setting them both up in stages helps both processes go faster (producing frames on-site, remember our inventory is little right now).
Usually even with seriousness of intent on building factories, I don't need more than 3GW before I'm building my initial oil which as Sev points out is power positive unless you're maximizing plastic or rubber (or fabric I guess) for a production line it feeds.
One of my actual issues with Satisfactory is that power just sort of naturally flows forward and isn't something you need to stop for unless you go out of your way to build on a scale that is factors larger than the scale you have already been building on.
Decreasing power output on buildings or increasing their build material costs isn't the solution either. Automation is automation and that just adds tedium. Some tweaking to fuel based power production (probably nerfs, I'm sorry to say) probably ARE the answer. They are already massive buildings that scale to very large numbers very quickly - but the fuel is produced in too large quantities to make other power production methods a real head scratcher of a choice.
I'd like to say on balance though... end of the day, let's say we fixed it. We turn around and look back on the changes. Is this more fun now?
I honestly don't think the answer would be 'yes'. At most it would be the same amount of fun, I think, if the power production system felt "more balanced" than it currently does.
Thanks for coming to my AVE Talk. /rant
I don't think current power is unbalanced tbh.
there's definitely a point towards buffing fuel gens a bit
otherwise it's just so much fuel gen spam till nuclear
HELLO
lol
um... first of all, please don't use caps
1min
second, what do you mean by "make not back up"?
i’m assuming their belts are backing up and they don’t want them to
would help to add some nouns to that sentence
don't merge into mk2 pipe
100 fuel gens need 1200 fuel
do like groups of 10 or something, much easier for flow
also, loop the pipe
connect ends?
if i pot a baffer in the ends is that could work?
ok
if you keep the manifolds small (limited to 10-40 generators, the fluids behave much better
buffers really cause things to behave in strange ways, fluid will keep bouncing around and never stabilize
best case they do nothing
any other case they hurt your system
thx for the info guys
np
but the 2 pieces of advice are keep your pipe networks small & keep your pipes full
keep pipe networks small, simple, and full
ok
it really isn't hard to break the output of every 2 blenders into its own manifold
I have a fuel power setup that looks similar to this but the fuel is made on the floor above, so the two ends of the manifold connect to the floor above's two ends, forming a box.
Ave brings up a good point, fluids always sink to the lowest unfull part of a network first, so gravity feeding can greatly help too
Since it's prefilled, this works well to keep the flow direction constant toward the middle of the lower floor's manifold, and the fuel being generated is also separated out from any other manifold so it's always just supplying.
Keeping the flow direction stable helps keep flow rates stable, which makes for happy pipes.
full pipes are happy pipes
i have 80 blenders
too many late night informercials?
Are they underclocked or are you actually doing that much DF? 😁
DF?
dilluted fuel
Diluted Fuel
i'm still wondering how 80 blenders making 100m^3/min = 1200
Oh, okay, I didn't see that post of theirs. So they are underclocked yeah.
by mistake write 100
no
thay full power
man, seeing that makes me hurt for the number of resupply trips needed
So you are making 8,000 fuel here?
well that's a lot of fuel power, lol
oh yea
my brain hurts
you can get 180gw of nuclear off of the nearby uranium node, btw
(if i'm not mistaken, that looks like the swamp
nuclear maybe later
yes
suit yourself... i'd kill myself before building that big of a fuel plant (i hate building fuel)
"Ee-ye'ull. In that case, I'm gonna go ahead and officially prescribe ceiling-mounted runner pipes to loop both ends of the generator feed for each generator manifold. 20 fuel generators to a line will only work if you saturate the pipe and get the flow direction stabilized which probably means going down there and switching fuel generators off by hand throughout the whole build. You'd do better in my opinion to just stick to clusters of 10 looped on both ends to the floor above."
the only thing is sucks is the boime colors
the thing that i hate is trucking the building supplies back & forth
its really time-consuming
(mostly i just hate driving the truck)
That's why I do coal power with frames on-site and fuel power with a batching yard to make the building materials on-site.
yeah, i'm not going to build a pop up hmf or computer factory though
A little mk2 miner slop spaghet, truck station into that last container with the steel stuff, bam. Instant computers and HMF.
i'd go as far as motors, but not computers or hmf's
I always have caterium at this point and am doing initial rubber anyway so a container full of quickwire or alternatively a few stacks of silica and oscillators brought over from initial quartz pre-oil.
i do not how to build cool looking factory
takes time
If you build it big enough, everyone will be too intimidated to say it's not cool.
true, that's the tact i'm taking now,just build loads of stuff so people don't notice it looks horrible 😛
do you guys play alone or with friends?
Quantity IS quality in the Pioneer Program. 
generally alone, but if i find someone i have a good chemistry with, i'd do a world with them
This for me is multiplayer Satisfactory right now. It's like we're networking on our HUB terminals across the stars from different celestial bodies but we all have similar goals.
None are quite the same...but some are quite similar indeed.
you guys play the game?
Whoa, you know what Satisfactory is!?
no, i just QA test online tools and make spreadsheets 😛
In seriousness though, I'm the sort of person who doesn't want to really share the experience while I'm having it. There are a handful of people I think I could play multiplayer with, but for the most part I feel like I'd be wasting bandwidth on most servers because I'm prone to just wandering around or standing in uffish thought.
I'm more into the speculation and theory than practical application part. I don't tend to build large things when I do build and it's difficult to commit to even minor builds because to me it's pointless to add something that doesn't have any permanence once you've unlocked everything.
