#math-and-meta
1 messages Β· Page 105 of 1
you'll have to describe more what you're trying to do - are you trying to cram waste water back into fresh? an actual over head image will be needed
So, I get that valves store a value in a byte. But why then, divide by 254, to compute actual rate ( more math than that, but that's the general idea.)
I did note that 254 seems to match my rates very well
no idea. in general they serve no function so just avoid them
Is there a guide or something to show the most efficient way of getting turbofuel for power?
you can look at the recipes on the wiki and decide what you mean by 'efficient', some recipes use less oil but more coal/sulfur , another recipe will use more oil and sulfur but no coal
there's also recipes that change the first steps
you can play with this tool and turn on alt recipes to see wht you come up with https://www.satisfactorytools.com/production
I think the issue im having is that I have all the alt recipes before tier 8. I'm hit with blender w/ diluted fuel and turbo fuel, but also have alt turbo fuel recipe in foundry. Having issues mathing which gives most MW per oil
Ok, I'll check that out tomorrow when I wake up. Might help what I'm looking for
per oil you want heavy oil residue, diluted fuel, base TF
but you'll have to import coal cause no spot has all three. I like the blender recipes in the centre of map. sulfur and oil next to each other
Ok, that sounds cool. I'll look into it, thank you
TF doesn't use foundries at all, are you thinking compacted steel?
Typed foundry, meant refinery
also, oil power at a glance:
Oh that's cool
pretty much what you were looking for?
Yah, and the path to get to that, diluted fuel pretty much sums it up
Because blender
Er I'm tired
DPF is alsy in there at the bottom, you can see there isn't much difference in the power usage
same yield, just a couple 100 mw difference btw the blenders and a packaging loop
i feel a lot of that is statistical noise that varies based on water extractor clocking
Yah, looks like straight blended turbo fuel has the least mw usage and most out put
for simplicity, all numbers just treat water extractors as being clocked at 100% and do not count the cost of the oil extractors
And it's the easiest lol
i'm a fan of blended tf for its simplicity and increase yield
So it's got 40k mw, are they just overclocking all the gens?
but my thinking is that if i'm making a fuel plant and have unused sulfur, i might as well get 10gw more out of it
What other use is sulfur for?
for blended tf, it really wants to be sized as 900 oil+600 sulfur, and that results in 3 fuel making modules doing 300 oil+200 sulfur; each module supplist 40 gens at 213.33333% iirc
whatever the clock rate that gets their consumption to 10/min, i think its 213.333
compacted steel, gun powder, nuclear, and instant alum scrap
Oh sulfur is for batteries /uranium stuff
oh, batteries too
max nuclear takes ~2800 sulfur/min
6800 on the map
so there's quite a bit of it for other purposes
Ooh ok.
600 sulfur makes 400 classic batteries, so you're going to want 1-2 normal nodes for that
the rest of it is really free for whatever you want
Interesting
i'm also a fan of using a node of it for compacted steel
600 compacted coal = 2000 steel ingots
its a great way to get more steel out of the coal available in either north forest or grass fields
instant scrap, while it simplifies the alum production chain and is one path to getting the best yield out of bauxite, is not something i like using because there is another path to maximizing bauxite that doesn't require coal or sulfur
yeah, that recipe, its pretty good in a couple of niche cases
like if you're starting in grass fields, you have the 2 pure coal nodes there that are intended to be used for steel making, you can make a lot more steel with them and the available iron by turning 600 of the coal into compacted coal than otherwise
i.e. you can make ~3000 ingots from that coal instead of ~2200
Currently working on getting my infrastructure in new base to start on tier 8 final thing. I got like 720 steel from coke steel ingot and I think 600 from the one where you need iron ingots + coal
solid steel
Yah
most steel in my world always ends up being solid steel, but i don't mind using compacted steel in some places and coke steel in others
I'm basically just bussing in ingots from wherever.
like making steel in the swamp, you kind of need to use coke steel for that unless you want to run a train in for coal
there's like just enough oil in the swamp to support making all the coke you'd ever need for the nuclear production chains
Yah, i kinda bussed coal and sulfur to do a combo of steel coke and turbo fuel plant using 2 impure coal nodes
And like 450 coal/sulfur
something else never mentioned much... coke transports via truck/drone/train much better than coal b/c it stacks to 200
Having major power issues, but i think after adding like 50 fuel gens, I think we got it under control for a bit
Hmm that's a thing
Never used transports
if you're having power issues stop building factories and just focus on building power to whack your generation cap up a quantum level, you have much more fun in the game if you're always sitting well below your power capacity
it took me a few playthroughs to get into really using vehicle transport b/c of its complexity & learning curve
and it is time consuming to use them
but the choos are cool
also past a certain scale, i think you don't really have an option
each drone has a home port and belongs to that port, it can have a single remote destination port
remote ports can either have a drone or be drone-less
so you can have multiple drones all pointing at the same remote destination
i distribute batteries across my world by doing exactly that
but besides that, drones can take 9 stacks of items between the ports and carry a load in both directions
So the ports are just like a container and use smart splitters to distribute where you need?
they are exceptionally well suited to fetching compressed nitrogen and returning empty cannisters to the nitro well
or to take hmf's to make fmf's and return the fmf's
they absolutely suck at transporting ores & ingots
Oh yeah. I figured
you're lucky to get 200/min from a 100-stack item with a drone
I assume most transport bad at that
50 & 100 stack items generally just suck to transport, lol
trains and trucks are the way to go for moving raw materials from mk3 miners
yeah, well driving trucks sucks, i won't lie and yep, some cussing & fussing getting the paths recorded π
I pass lol
they work for simple things
if you don't try to push vehicles past what they're good for, they'll do an adequate job
Train just feels daunting
but i wouldn't try to create a big centralized shipping center with a lot of truck routes
they are at first... i feel an area of improvement for the game would be to make the initial layout of your first train loop a little easier to do
I appreciate the talk, but i gotta sleep. Need to be up in 5 hours
I def got a ton of questions
happy to answer after the sun chars the other side of the world and comes back to us π
Heyo, is there a tier list for all alternate recipes? So I know which one to prioritise?
Cheers π
Hard Drives are special parts obtained from Crash Sites used to unlock Alternate Recipes (see below). Crash Sites can be located using Object Scanner after Radio Signal Scanning has been researched in the MAM.
not exactly a tier list
Thereβs a few recipes that I would argue have more common use cases - but they all have pros and cons depending on your situation and needs
all of the lists are just some guy's opinion, they don't represent if a given recipe is good or bad
then there is compacted coal for turbofuel
turbo blend fuel on top
Okay π Thanks guys
what you really want is the table here https://satisfactory.wiki.gg/wiki/Hard_Drive#Alternate_recipes which has a list of what's unlocked by what
Hard Drives are special parts obtained from Crash Sites used to unlock Alternate Recipes (see below). Crash Sites can be located using Object Scanner after Radio Signal Scanning has been researched in the MAM.
i find that useful to sort on the 'unlocked by' column
if you have any questions about gaming the RNG for alts, i'm pretty knowledgeable on it, and can tell you the order you should research things when to get a specific recipe
With todays updates, what's the most turbofuel you can get out of a 600mΒ³ pipe? and what's the chain?
diluted fuel -> default turbofuel but it uses a shitton of sulfur
And power and space lol, that's 71.1 refineries to handle that 1600 fuel/min
use SFTools
Default turbo gives about 122% more power than diluted fuel, but turbo blend is easier to build, costs fewer resources per GW, and gives something like +33%.
Either way, it's "cheaper" (by resource WP) to just turn more oil into normal fuel to get to the same power output.
https://satisfactory.wiki.gg/wiki/Turbofuel#Fuel_vs_Turbofuel_Efficiency
I usually refer to satisfactory-ranker . Com
Can't post the link, but I can DM if you can't find it
That's the one, thanks mate!
the problem is that it's kinda a popularity vote
yeah, popularity has nothing to do with "goodness" of a recipe
f.e. cast screws are actually good only for a few hours and then outranked by every other screw recipe
let's write a bot to make cast screws go down
sad autominer noises tho
adhered plate is 64th, steel coated plate is 67th, insulated cable is 72nd, coated cable is 75th
all of these are excellent recipes, but they use oil lol
yeah, in most cases people don't research recipes enough
It's not perfect, not a proper tier list; but I find myself agreeing with the ranking more often than disagreeing. I thought it would be worth linking as it's helped me a lot when I'm uncertain
adhered plates are the only way to mass produce RIPs without going insane, for example
it appears the popular recipes are the simpler recipes
or, at least perceivably simpler
I also believe there will be a bias to pick an alt for a simpler part over a more complex part, because it shuffles all choices
I'll give it a try, thank you π
now, lemme do some voting 
What's the advantage of adhered iron plates over stitched with iron wire? Is it really worth introducing oil products into the system?
oil products are insanely cheap with proper alts
113 buildings, 1044.44 iron
78 buildings, 40 oil, 540 iron
it looks super unintuitive, right? π
- you will most likely be producing oil already, so you incorporate that in your plan, without needing extra logistics
there's no "perfect" tier list (and tier lists are by definitions "I like/use X over Y", not "X is better than Y")
How do you even compare two completely different recipes? "Is Diluted Fuel better than Wet Concrete" is a weird question, since each recipe does something else
and that's the main point of alt recipes - they each do something and whether or not you like that something is up to you. There's no objective way to compare two completely different alts and very few objective ways to compare almost equal alts (e.g. bolted iron plates vs RIPs - same resources, same building, just different amounts).
And finally - most of what is "good" about a recipe comes from combinations of recipes, so what you should be asking is "what's a good production line to make X" over "which recipe is best for X".
But you'll also have to get HOR alternate, Diluted Fuel, blender, recycled plastic & recycled rubber recipes
yeah, but you'll want them for everything else that uses oil products
they're not specifically good for adhered plates, but for anything that uses oil
(and if blender is an issue, it can be replaced with diluted packaged fuel for same/similar result)
the key point is the scale
it would be nonsense to make like 10 adhered plates/min unless you're already importing rubber in a larger scale for something else
whats the ratio of alum casing to alum sheets? I should be producing
βοΈ
well i have 2000 alum ingots and i want divide them but idk is 50 /50 too much?
Why did you make 2k ingots without knowing what you were going to do with them?
Idk I wanted sheets for conveyors
make those then π€·ββοΈ
yeah but i can spare some for alum cases
sure
are sheets or cases used more
depends on recipes you use and things you make
(and next time don't make even the ingots until you know how much you need and for what π )
you can make 1 machine of sheets and casings for storage/building
hmm good idea ill take half for sheets then ill keep the other half
eh, I disagree, decentralizing aluminum is ass
I didn't say decentralise aluminum tho π€
!wikisearch Ass
i didnt want to redo the math all the time

redo what?
just build new π
i just wanted enough ingots to last a long while
making ingots and waiting until sheets or casings are needed is the most optimal way to handle aluminum I'd say
Not wanting to do math in a math game? π
its fun but not the same problem for month
there's also production planners
Does anyone want to give feedback on an idea of mine? I have envisioned a mega factory designed to go through all the Space Elevator parts for employee of the planet with a single train bringing in every resource from scratch. (Not automated , just a single dropoff) For extra clarification, storage buffers would be used, and all machines would be overclocked to max belt/pipe output per line. I'd build the factory and train in creative mode. Would this be possible? I know map limits are often used in some players factories, but I'm not talking about mining every node. Just one train, probably very long, with all raw resources spawned in.
You're going to tank your FPS unless running top tier hardware.
Trains with lots of cars have poor acceleration and can't go uphill easily. Or at all, with too many cars.
No one actually reaches map limits of resources. Their CPU and GPU would melt themselves. See above.
Who said anything about going up hill? I've built a set of 250 wagon trains on one of my saves. From 0 to full speed takes less than 55 seconds on flat tracks. That is with 10 locomotives.
if you keep it to few final space parts you might be able to? multiple stops makes throughput drop like a stone though
like 1/1/4/4 of hte final ones
Not multiple stops. One single train dropping off EVERY thing needed from raw
yedah but it nees to pick them up - multiple stops surely from that
yeah, it's imo a very bad idea, but if you want to do it as a challenge, who are we to stop you π€·ββοΈ
so w/o alt recipes you'd be looking at this much in raw but you could cut it down for 1/1/4/4 https://www.satisfactorytools.com/production?share=9iVVYl22TuTSo8XRYvng but that's still a looooong ass train since it'll have to stop a few places
I'm going to say this again: one train to bring in everything ONCE. One train to deliver everything raw. One train to rule them all
ok so how are you bringing all the resources to the one station the train is picking it up from?
No pickups, all raw stuff spawned with AGS
if it delivers once, your production is limited to what one train can deliver, which is very little
oh mods. eh whatever then, not a challenge
AGS is not a mod π
whats ags?
advanced game settings
... yo ucan spawn nodes with that?
no, but items
A challenge to me. It's the getting all four lines empty in under an hour.
ok so you're not going to automate stuff for a permanent factory?
doesn't seem so based on this
No, this idea of mine is purely a time based run. One train, one hour to go from raw ore/packed fluids/packed gas to get EotP done.
main issue I see is fluids work best with full flooded pipes which you aren't going to get like that
but you might as well just spawn it at the factory since you have total control of where the train station is so you're just setting up 'how much time it takes to trigger machines'
as a challenge it seems you're already set on doing it that way no matter what we say, so go for it π€·ββοΈ
as a normal playthrough I heavily recommend against it
i want to see if my idea with these pipes will work. the HOR exiting these pipes should total 150 m3/min. if i pump them into these refineries which each take 50 m3/min, will the system work fine?
does output into pipes(10m3/min vs 40m3/min) affect the pressure from that output?
yeah (it will work)
these three are making plastic and total only pushing out 30m3/min into the total pipe system. the other three are straight up producing HOR, totaling 120m3/min. would the HOR coming out of those push back into the segments pushing out 30m3/min?
if you have a system that makes X/min and consumes X/min, it will work without issues
no matter how you connect it
okay, so, the answer is "yes, but it doesn't matter"?
(as long as X fits into pipe throughput obviously)
yes, you can have backflow in pipes, but it usually doesn't matter
here i go opening Paint again...
pressure from machines is fixed and cannot be "overriden" by other pressure from other machines
so you cant "choke" a machine output
unless you make it so the pipes cannot empty themselves, which would be by using a valve with restricted flow or similar
that's what i was looking for
(which is not recommended, valves and buffers are usually sources of issues)
is there a math formula, for how long a manifold line takes to reach 100% efficiency?
Stupidly complex? Like a series?
yes
the time is "yes"
Wow, lol!
this is stupid and useless
there have been some attempts at making it, but it's usually easier to simulate
there's an old manifold calculator I've made back in the day, which should still be valid to this day - https://satisfactory.greeny.dev/machine-fill
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
I think that's damn cool though
so the true answer for mortals is "use the tool greeny made"
(don't use the site otherwise, it's super outdated)
i dont, its stupid and i hated it from the day i made it
the true answer for sane people is "yes, the manifold will fill"
Well, there may not be a way to simplify it
hence why simulation is the better choice
Obviously a Python program can do it ( sim method)
its kinda what the greeny tool does
except last two machines (if input = required)
for the last two it is "they will run at 100% efficiency but their inputs will never fill to 100% capacity"
how should i run this line to a station? should i have a long, slow turn into a station, or should it just dive right into the station with no time to slow down?
doesnt matter tbh
they slow down as needed.
trains can full stop at stations from any speed
if you want aesthetic suggestions I'd need a more overhead shot with maybe rough sketch on where you want the station
Roughly this hard coded Python code works
Oh, too long to paste
Anyway, took me 5 mins to write
doesn't discord convert it to file attachement?
Not for me it didn't
Basically, loop infinitely, splitting off half of incoming load, but capping on "bucket" size. If all buckets fill, terminate loop, print count
2 buckets at the end never fill
It "seems" to work, but a lifetime of software development has proven to me, that's not always true π
they can only reach the 2x the target amount they need to start working
I will think upon that which you say
But my program seems approximately correct, and the loop terminates
have you checked the tool I've sent?
I will do that, I just wanted to write the Python code for practice
Hah, your UI already showed me issues with my code π
We agree given identical initial conditions
The main issue my code had, was that I was not consuming on each step
can Turbo Fuel be used in Fuel Generators?
is it better? how much can one take per minute?
should i do as i have set up here and push all 120 tfuel through one pipe into a manifold or should i just split each output to two packagers?
why would 1 pipe not be enough?
i don't think it really matters much, but as a design principal, keeping fluid networks as small as possible is always my preference
incidentally, why are you packaging so much turbofuel?
(i mean, i know turbo rifle ammo goes pretty quick, but not THAT quick :D)
biofuel
you'll only need a few packaged pm, it builds up faster than you think
turbo fuel is fast accention
so how many would you recommend?
purely for jetpack use? 5pm. Imagine the amount of time you spend building and running around like a maniac - plus I don't think you burn more than 5pm with jet packs
so just one packager?
yeah that'd be enough. Now if you want to run trucks and cars that are automated off of it you'd do more
but even a personal truck wouldn't use much
5pm would still be fine since you'll either be only driving the car or using the jet pack, both of which I think it's hard to outconsume 5pm
are cars faster with turbofuel?
no
afaik no, but a stack of TF will last longer than a stack of regular fuel
vehicles don't care about fuel type
personally though I explore the world with blade runners and jet pack, generally faster
same
the only difference being fuel's energy, which translates into how long it lasts, in that regard batteries are best anyway
Plutonium would like to have a word with you
don't want to drive a radiation death ball thx
boooo
I'm planning on using a bunch of trucks for a big HMF factory that'll run off p rods π 3/4 just for aesthetics
so i need a TON of fuel generators then...?
if you're doing it to power your factories? yeah. But I think one of the reasons it's like this, even with fuel, is to push you to nuclear if you want lots of power
i was doing this JUST for packaged turbofuel. i had no intention of using it for power
oh right, then why were you asking bout a ton of fuel gens?
because if i'm not gonna be packaging it, then what else would i use it for?
Ah sorry missed the βhadβ, and yeah youβll need a bunch of gens but at least more power is good right?
lacking the resources to build said gens isn't good...
oh yeah... those heavy frames...
Automate π
btw, for jetpack fuel, making a container of LBF lasts FOREVER, i tore down my production line for it all +1000 hrs ago in the game and still have plenty
what difference does LBF provide?
slower, longer burn in the jetpack
LBF?
one stack of it lasts quite a while
liquid biofuel
i think so, i much prefer it over normal fuel
but how fast/high do you ascend?
might be nice, I currently run out of fuel pretty easily if I'm not careful while using hypertube cannon
its a slower ascent that is actually the highest climb of any fuel, and longest hover
higher than turbo fuel?
then why does it exist?
so people will stop asking for it π
but from what i'm hearing, it's garbage
some people who think the game is a combat game find tf better in the jetpack for its manueverability
ah. that's why i've been liking it. schmovement
i personally just hit things with big booms and call it a day π
nuke hogs aren't very tough when you can just over over them and shoot them with ex-rebar
*hover over
I like TF in the jet pack. But i keep putting off setting up biofuel. π
if you're using jetpack for vertical climb you're using it wrong
are frame recipes being rebalanced?
...sink 75/min into the AWESOME Sink, I suppose
divide it to 2 and again both to 2 and one of the 30ipm to 2 then merge one of the 15 to other 30 and its 45
and do whatever you want to do with
the left 2x 30 1x 15
Use a splitter and let it fillup and overflow the extra 75.
thx
or you can just use a normal splitter if both sides of the split consume exactly 45 & 75... the 45 side will get 60/min until it overflows to balance out the rates
i'm not a huge fan of doing that b/c it takes a long time for 200 & 500 stack items to overflow, but it does work and is simple
@trim river
both brackets are a minute long, 5 is one cycle, 6 is your measurement (reduced numbers for brevity)
if you want to measure barrels/min, you have to start measurement when you insert the rod, not at the first barrel
Why do factories fed by manifold take so long to completely spin up? especiall screw machines?
they appear to never completely run
even though I calculated numbers properly
cause the machine holds 500 screw in its storage
so it take long to over fill them
each machine has to fill up first
don't manifold them
that's the only downside of manifolds to balancers, but you can counter it by pre-filling the machines
direct input for screws
it's not bad. But sometimes direct input is just better than manifolding
screws being one like that
screws, wire, quickwire
and by default anything that can be made into nice ratio with next step is a candidate for direct input
@deft lichen thank you for the Help with the next batch thas solves my Problem
I've been singing that song π΅ for a long time and it's nice to find someone who agrees. If I read you right. I call it direct feed, worked it out several thousand hours ago and have not transported a single screw since.
Steel beams are replaced for screws in all of my factories which require them.
In between the supply and target machine is a constructor making screws.
In my heavy modular frame factory π this is 2 constructors per manufacturer and a total of 14 manufacturers, each requiring 390 screws per minute.
Direct feed was the solution to feeding screws to that number of machines.
It feels to me that this is a deliberate problem inserted into the fabric of the game by the devs given the constraints of a mk5 conveyer.
And as you stated around ratios; it can be applied to any material which stacks in 500s and has a high demand.
I have it applied to the following additional factories; high-speed connector, beacon, AI limiter, encased uranium cell.
The new Stator factory I'm planning will be using it for a total of 96 assemblers, (4x24) for the quickwire.
you could just not use screws
I worked it out with screws that's all.
No recipe is off the table because of it.
And it allows for a much larger number of machines by removing high demand limiting materials from the factory planning process for me.
None of the additional factories mentioned above use screws, it's applied to quickwire.
how do water pipes work? does the game treat it like wires where there's a max input or are there physical amounts of water
asking because i put 3 pumps into one pipeline, providing 360m^3 for a 300m^3 pipe, yet all the outputs are filled at 360m^3 across the outputs
can you treat any ratios with pipes as 1 main input?
depends on the lay out - if you have 360 going into 1 pipe you won't be able to get all of it used if any point goes over the throughput
and it's not like wires, fluid physically travels back and forth along
this drawing sort of not really explains what my idea was:
could we have a pump sequentially along the pipes inputting to top up the physical level
so the reason things like this work is because the coal gens consume some fluid - so at no point is there more than 300 fluid needing to mvoe
yea, if we input enough fluid along the line to constantly be topping up the water it'd work for any length of pipe, correct?
if we had 2/5 of the water being used every machine, we could add another pump every 3rd machine
sure but in general you want to keep to a 'keep it simple' rule for pipes
the reason why the diagrams show 3 extractors to 8 gens is because they produce and use the same amount w/o any clocking. Simple chunks of generators
things tend to be fairly different later on with fluids. Keep it simple and pre flood systems and make manifold loops for hte pipes
pre flood being fill before use?
basically leave 1 machine off in a line so that everything else gets totally flooded and then flip the last machine on
so manifold type fluid?
the manifold is looped to the start to help deal with back flow
bed now though, gnight!
have a good night mate thanks for the help
Anyone time their geogens to get a steady power supply like we were talking about a few days ago? My first attempt...1000mw fluctuation sadface...
Idk if anyone actually tries to do that. Sounds like more trouble than its worth. "Real power graphs have curves" anyways.
Why am i getting so much lag with this ?
I am down to like 5-10 fps when looking at the factory
To be fair my laptop isnt the best with a ryzen 5 5500U and integrated amd radeon graphics but it
should be able to handle it right?
the gpu is at like 98% permanent tho 
Just add a bunch of batteries and forget about it
Seems gpu related. I don't think these integrated graphics can handle much
big factories, no matter what pc, cause reduces performance when you look at it. The fact that you have a laptop doesnt help
Better pcs can handle it better of course
integrated GPU does not help at all π
yeah integrated is pretty much the bottom of performance
I think they changed it so that we can no longer do that. Check #patch-notes .
well fck 
you can tune down your graphics to minimum and also screen scaling to like 60%
my graphics are at the lowest already but i will try the scaling
yeah its 2 point 308
you sure it's the same one?
It's identical except the string under work\
Line 388
Happened twice today, have just put in place the fix listed on wiki
[2023.12.30-21.58.55:624][ 42]LogWindows: Error: appError called: Assertion failed: Index >= 0 && Index < MaxElements [File:C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectArray.h] [Line: 388]
Regretting setting autosave interval up to 30m but saving takes quite a bit now
Ofc it happened 25m after the last autosave though
only 300 hours and you have that many obj?
I could send map file but you'd have to wait for my internet to work π
But yeah I'm surprised as well, thought it may be an issue later but defo not rn
did you just pave the world?
Last save was 25m before the most recent crash π’
Had one earlier today as well but assumed it was bc the world had been up several hours, saw something about an object count leak in U8 when looking up
Oh wait you actually meant pave not save
Also no
the crash has become a lot more common than it should be for some
i still assume theres a leak somewhere
I think I'm at like 2-3k buildings? Though obvs foundations I've significantly more of
Screw it just gonna burn the mobile data to get the numbers
Like, big but not insane numbers or anything like paving the world for 300h straight
that map doesn't look like it should have 50k foundations
lots of floors I guess. Only constructors?
The bigger buildings are all 5-10 floors
SCIM just shows constructors as the icon for all buildings
It's probably mostly refineries xd
barely
50k seems like a lot but the building I'm at rn is 36x36 (1.3k foundations) for each of the 6 current floors so
Adds up fast
The rail is another ~2k*7
oh you kept foundations under teh whole way? yeah i delete those
Not sure how good an idea increasing the object cap is though if there's a memory leak somewhere, surely that'll just lead to the issues that come with the increased object cap real fast
you could always try copy pasting your world to a fresh map with SCIM and unlocking the same things - see if that changes anything since it'll technically be a new world
it's not actually hard to do - the longest process is just making notes about what you've unlocked and which alts you have already
Everything
Except nuke nobelisks bc I'm working on nuclear rn
but pretty sky bridge π₯²
then it would be super quick to transfer teh 'save' to a new one
your factories aren't sky factories right?
Nah, also transferring would mean the pain of trees through my base and resetting all collectibles right?
Still a little sad that U8 reset collected slugs, takes away a lot of incentive to expxlore when you can just go to the slug-richest areas a couple of times
well if you have all alts collectibles shouldn't be a real issue right? and power shards are already basically infinite with doggos. Honestly I just spawn more in for myself. Trees might hav eto deal with a bit. But if its possible it fixes a bad bug worth a shot. Can always go back to the old save if it doesn't
Yeah fair
Shouldn't be the hugest issue either, just bc of the scale I'm building on almost everything is elevated for flatness or on top of water anyway
hmm ok so over the years whenever someone has sent me their save to inspect or try to fix something the ones that have always killed my computer resources were the ones with large amount of foundations in the sky causing shadows - more resource consumption than their world should have realistically used.
I've seen things like that in other buildable games where floating structures just strained the comp. I'm not sure how much floating platforms above water will hit it? Shrug
Think I saw there was a mod for displaying object limit too, mb should look for that and if it's on U8
you could try building down into the water and terrain with more foundations so the camera never has to look at it and might not try to processes shadows
but that won't help if this is the u obj bug
Hmm interesting
but aside from u obj bug - all the saves with floating structures hit my comp hard.
and they were all less obj heavy than my saves
There does seem to be a cutoff for how far it renders shadows, though ig it still has to actuall fo that cast to figure that out
I'm not an expert - but all things considered it might still force calculations on 'unseen' shadows or figuring out where and when they should show from what altitude.
computers are weird
And it's defo not a performance issue - PC resources are fine and the game can take quite a bit more than it is most of the time as demonstrated by it tanking every time I go to the 300 refineries in spire coast π
oh yeah your specific thing rn now sounds like hte u obj thing
this was just generally about floating stuff
which I don't think is a huge issue for you atm from the map you shared
No yeah but it's defo something to keep in mind
like even the factories over water that might contribute to that aren't nearly as expansive as some of the nonsense I've seen
I mean the majority of water to the east just exists over a void from what I can tell so
Can't really build down there
from the map I didn't think you were over the ocean void but I'm not super familiar with it
The void starts somewhere under this building, and directly to the right there's patches with fake water
surprisingly close to land
Figuring out how to fit in all the extractors there without hitting the void or using a non-repeatable build hurt π₯²
hmm how fake does the water get? could you put foundations zooped from the beach and the extractors over them?
Nope, there's no water there
Think I tried that but could be mistaken
Would have to re-check to be certain
Mods would be the solution then. Micro Manage (when it gets updated)
to have it under your system anyway
Eh I'm p against using mods long-term in SF specifically rn. Too much hassle with being in EA and wanting to jump to experimental, plus the goal I'm going for is dependant on the limits of vanilla so it feels against the spirit of why I'm playing rn
well with MM placed extractors you can uninstall it straight after and it works fine? an option anyway
If I hadn't figured out how to fit them all into the space I had sure, but that's done now and I shouldn't need extractor space again π
oh right, fair enough
Unless there's the same issue in the NW but seems much better over there
Plus max uranium nuclear needs 3.14 times as much water as max copper so everything hereon is much smaller for water demand
(I will take every opportunity to bring that up)
Can use this to diagnose if object limit is the issue though
Will get around to at not midnight right before exams xd
Hi I'm new to the game and wanted to ask, how I can manage that exactly the 7,5/min Iron Ingot go to the Iron rod Constructor and 22,5/min go to the plates Constructor?
one splitter
yeah
that's the answer
but I did that and it doesn't work
wdym doesn't work?
as long as the machines you set up are consuming only as much as you need, they'll fill up and distribute the iron ingots as you want them to automatically
Now my Iron plates constructor only works to 50% and my Iron rod constructor to 100%
what happens when you put 15/min into something that needs 7.5/min? π
Yeah, but my Iron Rod constructo need 15 not 7,5, so instead of the 7,5 I want it takes all 15 that it needs and the iron plates don't get enough
then underclock it?
in the image above you've been told to build 0.5 constructors, not 1
Yeah, how do I do that?
You may want to calm down a bit on making all this so precise when you're this new to the game
ah ok so that's the problem thx, I haven't unlocked that yet
is there a place whee i can reccomend stuff?
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @snow dove
ive lost my numbers thinking
we have 16 constructors outputting 30 wire/min, wanting to make some stators using 40 wire/min per stator
ideally we use 4 constructors to make cable for cable, and the other 12 for stators
should i just pipe them all into a industrial storage then redistribute? i honestly cant think abt these ratios
is it just 1 belt of wire?
then you can just have 1 line of 4 constructors and 12 assemblers and feed them
or merge the right number of Wire Constructors to feed cable on one line, and merge the rest to be sent to stators
yea i'm thinking we shift the second floor down to the ground level and merge the 12 outputs onto a mk3 or smth
merging all of a thing and then respliting it is usually the most annoying and space using option
doing a bit of pre planning where you figure out what needs to be grouped where at every step is usually worth it
seems i need 4 constructors per even ratio
if they're each producing 30, then i can semi manifold 4 at a time
I have no idea what you mean by 'even ratio'
you can always change the clocking of machines
the way i thought it could work was just merge all 6 and split them, but doing that would give 45 where it only needs 40
if you want merge them all onto one line you don't even need to split them, just line up all the machines that use them on that one line, it'll self balance
but like I said if you want splitting into different groups mergeing eveyrthing first and then dealing with it is probably the most work
your "easy" solution before overclocking and underclocking is to just build two sets of the system.
i do that
is this what is meant by a "buffer system" for train unloading?
hard to tell exactly but looks right?
platform - 2 belts into isc - 1 belt out ?
yes
you can manage to pump through more than 1 belt per platform depending on distance/item , and you can do calculations for it - but I can never be bothered personally
I think max theoretical throughput of a platform is around 1200?
all i know is that having two belts out of each station keeps the stations empty.
well it's important how you're buffering it at teh loading station too
oh, i'm not. i'll ride it over to set that up
gotta buffer both ends like that
input is one belt into storage into two belts into station?
that works for all but very very long return trip times
okay. i only built the factories on the output side to take in the exact amount that the input side can produce, soo...
Unless you had a bunch of extra buffered on the drop off point they'll be stuttering
and if that's the case it'll chew through the extra pretty quick
i do
Good evening everyone. I got a question regarding turbofuel and satisfactorytools. Everytime i try to get the site to calculate buildings needed for turbofuel it just breaks and says it cant do that calculation. Any idea why?
share the plan that is 'broken' ?
Here you go. Also quick note same applies to packaged as well
"Fuel" works fine and trying to do alt recipe for turbofuel changes nothing on default fuel.
you need to select one of the turbo fuels - they are an 'alt recipe'
for that one you'll ahve to select the 'compacted coal' alt as well π
are you fairly early on in the game?
You just saved me lots of headache
started new and just got to oil and unlocked turbofuel
ah well there is an argument to keep going with coal until you get better oil recipes that gets more power per oil - but it all depends what's fun for you π
everyone wants different things - Like a lot of people don't bother with TF and just use the very efficient diluted fuel recipes.
I like the Blended TF recipe so I wait until I get blenders just cause I like the process. And there's a spot in the centre of hte map that has oil and sulfur so I don't need to move stuff around
but some people like shipping sulfur and coal around to a oil complex to burn it all π
wait where is this spot?
I was goingto do bottom right
near the centre of the map, there's a lake in the mountains. There's oil and sulfur right next to each other. It's a great spot for Blended Diluted fuel that only needs sulfur + oil. And if you really want there's some coal on a cliff not too far away
I'd get the Heavy Oil Residue and Diluted Fuel alts first though
Yep both me and my GF are going harddrive hunting tomorrow
the biggest issue though, imo, is that for a nice large set up you need hundreds of generators to chew through all that fuel. I think I had about 350 there w/o the coal that stretched out the oil.
and hundreds of fuel gens are just hideous
wait hold up how much fuel does a fuel gen process a min?
i forgot about that
because if i make 300 turbo fuel a min how many does that power
300/4.5
it's probably why a lot of people make a long field of them over the ocean. But I think they designed it this way to push people to use nuclear power
66 isn't bad!
you could probably make something not hideous if it's only 66
I'd consider over clocking all of them just to not have it be so massive though
I guess i also better learn about fluid buffers etc.
so lots of youtube videos to watch
hello, everyone. How do you save downloaded blueprints into steam? I cant seem to find my save folder
ah the lengthy lesson on fluid buffers:
Don't use them
the path is in #faq but you also will have needed to have created a bp in your game for it to create the folder in the first place
tbh fair. I heard having a drop off a 1 wall sized drop is also good
Thanks a lot!
drop off?
pipe going from packager down a small drop
oh not needed if the system is flooded
the only real place fluid buffers have use is for train station buffering - and maybe some extremely niche sushi load balancing
however will need to learn how to send said pipes to 66 generators because going down a long lines probably not recommended
eh it's fine - just need to learn the basic pipe rules #1190597884681396296 message
the rules in the link aren't iron clad - but those are steps that should work for any system. If you know what you're doing you can bend them somewhat π get some sleep!
just a newbie question. um. what kind of math do you apply in Satisfactory... or what topic of math could be useful to know?
it's just standart math
multiplication, addition, etc.
unless you want to get into optimisation algorithms, but for those it's better to just use some online tools
*runs a simplex optimisation on every recipe and resource for the truly optimised base*
i've found that a little bit of a background in abstract algebra and modular ring arithmetic is somewhat useful
The what now?
most of the numbers in SF are all generated from the prime numbers 2, 3, 5, 7, 11, and 13... every number in the game is some fraction or multiple of those numbers
Tbh you don't really need to do much math at all since machines parse maths expressions
Me in the FICSIT Advanced Maths exam forgetting what 6*7 is and placing a manufacturer in middle of the exam hall to check
its really not necessary at all to go into it all, but i've found that if i approach the ratio problems of recipe combination in the game with a bit of knowledge of that and can categorize things as a recipe dominated by one of those numbers, it helps me quickly see how many machines are needed to make a balanced production line
like 2.8125/min is actually 45/16
or 195/min = 60*13/4
you can of course, just memorize such numeric relationships, but understanding a bit more of the theory of these numbers and how to manipulate them can be useful from my experience
what abstract algebra essentially is is the study of taking a numeric representation system, and the operations you perform on it, and generalizing the meta of it into a collection of elements and operations on those elements
example: any recipe that requires multiples of 5 or 10 machines can be clocked to 125% to turn it into multiples of 2^n machines
(or 250%)
you can definitely get to that result with common sense, but formalizing the result on a more meta level is more general
All's fun and games until you have to bust out Dirac notation for fluid handling
Fr though it's mostly down to how you prefer playing. I play that way in Factorio but not SF oddly enough
yeah, well, fortunately SF doesn't require any diff-eq's, lol
it totally isn't a necessary thing, and i wouldn't recommend to go audit a college class on abstract algebra to understand the math in the game
but i find, having a background in that stuff does allow me to understand some ratio problems in the game a little better
i don't wish to belabor the point
really though, when you see odd numbers in the game for rates in the higher level components, usually you can multiply the number by 16 to see why the number is what it is
(any number ending in a 5 as the last decimal place)
oscillators, computers, hmf, turbomotor, for instance
what i've found is that i can usually work backward from a goal of production once i realize the numbers and then understand how the devs intentionally made the ratios for things ugly and impossible to line up
its always by adding a recipe that involves 7 or 11, lol
examples of recipes with a 7 in them: default oscillator, encased pipe, default & caterium circuit board
alt oscillator also has a 7 in it for the rubber
11 is less common, but you'll find it with silicon cb, find concrete (if anyone ever uses it), and there perhaps is one other somewhere
there's a few recipes that are also dominated by 13 - mostly ones that take screws or steel screw that makes them
if you're the type of person that cares about 100% efficient factories and never having things pause b/c of fp math drift, knowing when your dealing with 7, 11, and 13 is sort of important
all that being said, i think just a good memory and a bit of napkin math is all the game really needs for successfully constructing efficient factories in the game
if you are building on a large scale, using a spreadsheet for calculations can be useful, but that's work that i don't find you really need to do to successfully get a gold cup
Hello, I am having issues with my coal power generation and would appreciate some help. I have a mark 2 miner in a coal node producing 240 coal per minute, which is conveyed to the system by a series of mark 3 conveyor belts transporting 270 per minute. The coal is then split in two for steel production and power, leaving 120 coal per minute. The remaining coal is then run past 8 conveyor splitters where half is channeled to a generator and the rest is brought to the next splitter. Generators 1-5 and 6-8 are each supplied with a pipeline hooked up to two water extractors.
If I understand the game correctly, then each generator should one by one be filled with coal to capacity, bringing the rest of the coal on the conveyor belt forward to the other generators, eventually resulting in the system being 'saturated'. However, it seems that around the fourth or fifth generator coal is being used faster than it is supplied and the previously described effect is not happening.
I do not understand why, and though it may not be possible to help without seeing the situation represented visually, but any perspectives as to what might be wrong would be greatly appreciated.
it takes time for a manifold belt to fill up machines - also it's generally recommended not to blend factory parts and power generators on the same system
check the belt speeds of the belts between the splitters, you may have a slow belt in between jamming it all up, but also, in your description, you say generators {1, 2, 3, 4, 5} are being supplied by one water extractor, and {6, 7, 8} are being supplied with another?

No, both of those sets are being supplied by 2 extractors each.
Also I made sure all the conveyor belts in between are also mark 3.
try disabling all the coal gens until the belt backs up, then turn them back on
i'm guessing your problem is water, take a look at one of the generators that is cutting on&off to see if it is running out of coal or water
I am fairly certain the problem is not water-related, all generators seem to have sufficient water, whereas I can see coal numbers go down.
I would but generator number 5 powers both the water and coal.
also, 8 generators only need 3 water extractors if you build the pipes nicely, see #design-and-architecture message as example
"it takes time for a manifold belt to fill up machines" - if it's built right you probably haven't waited until it's balanced
hand fill some stacks of coal and see if they still run out after
then leave that one running and all the rest off
also 1 coal gen = 75MW
4 water extractors + mk2 miner = 92MW
I have tried that several times and they do indeed deteriorate immediately
i'm also going to toss out there that building an 8-way split for coal gennies isn't very much space and saves you the problem of manifold warming
because that's so much faster than quickly hand filing some coal - don't try to toss load balancing on a newbie
That may be a point, but still it seems that water and coal are still being produced at normal rates
its an 8-way split, come on, its like the same thing you do 2x for basic iron!
Well I have considered that, and while it doesn't take that much space, it is hard to make work considering the orientation of the generators
would it be possible to get an overhead screenshot of the system, could be useful to identify issues
But for some reason the 5th generator says its providing 14 MW instead of 92, that seems wrong.
they're having issues with the concept of manifolds - don't throw extra things
have you changed the clockspeeds?
now this is getting interesting... generators should provide 75 mw, do you have the clock rates for them set irregularly?
or can you send a screenshot of the power graph?
what are clockspeeds
the generator is producing 75 MW, its just only 14 MW is being used.
So I don;t get how it can be attached to water and coal.
its possible that you haven't unlocked them yet - they're unlocked in the MAM
can you send the power graph?
or a screenshot of the generators?
um, maybe you are missing some power cables connecting things?
^ if only 14MW is being consumed
but that doesnt make much sense since water extractors are 20MW and a mk2 miner is 12MW
neither of them are 14MW
I may have also accidentally attached a hyertube entrance to it
But I checked and it appears that all water extractors are attached to the generator and are fully operational
only explanation of this i can see is 75% OC on extractors = 13.7MW
4*75% extractors = 360 water/min
Umm Im not sure I understand that
if you've never seen overclocking before, don't worry about it too much
I checked the extractors and they all say 100% clock speed.
are you able to get screenshots?
because theres only so much troubleshooting we can do based on a verbal explanation
thats the graph of generator 5
I have to admit that a lot of this was built by my more experienced friend and I can't actually see how the generator is connected to the grid.
that seems, very wrong
In essence I dont understand my own system anymore
if anything - i'd ask your friend because you've probably accidently changed something or they did something wrong
and they'd probably be able to assist the best
otherwise a screenshot of the system would be useful
I think I have accidentally connected the extractors to the main grid, because the consumption spiked at one point and I didn't know why, and then I connected the 5th generator to different stuff
I would love to but I dont know how to do the overhead one
should I build a lookout tower?
yes that would work
and you said each pipe has two extractors on it?
Yes
that doesn't seem right
but if they are all on 100% then you're overproducing water anyway
That's true I suppose...
you said you couldnt see how one of them was connected to the system
see if you can connect it
The fifth one I think is connected under the platform, but I can't see where the cable is so I can't disconnect it
But thank you so much for your help, I will just have to ask my friend.
ok
By the way, I've fixed it now, it turns out that the conveyor lift I used to bring the coal to the platform was still mark 2. Thank you for all the help, and I'm sorry I bothered you for something I could have fixed on my own.
if i'm understanding this correctly, one single pure node on mk2 can handle 6/16?
6/16?
6 extracts 16 coal gens. sorry.
@tribal dove Your link has been removed. In order to combat spam, only whitelisted links are allowed on this server. If you think this link should be whitelisted, please let a moderator know.
the wiki.
16 coal gens? That's 240 coal/min.
the top chart is based off 100% clocking - so you can figure out how much you could get overclocking
so for example a mk1 miner on a normal node OCed to 200% could do 120 coal pm
happened to me too lol
3 water extractors to 8 generators. or one generator at 150% for every 4 generators.
can someone help me make a rotor factory that uses 120 iron per minute
research clocking
i alr have that
so clock 1 contructor down right?
like this?
type in the % field - make it 66.6667 to round up
how can i split 90 coal so every coal generator gets 15 coal
Just split it and let them fill up. It will balance on its own.
ok
Manifold is your friend.
Although considering most ratios, 15:90 is pretty easy - it's a 1:6. You can just split the incoming belt into two, then split each belt into 3 for a perfect load balance
...but yeah manifold is easier
gonna do that
Just note that as you get better belts, it will be desirable to expand your coal plant a little before you dip your toes into fuel generators. It will be far easier to expand a manifold than tear down a load balancer down the line
load balancing gets wildly time consuming and complicated as you go - just let teh system fill up on it's own
for example - if you do a load balancer now for your coal gens you'll have to rip them out entirely and rebuild when you have faster belts with more on them.
If you're waiting for your generators to fill up, just grab a portable miner or two and get some coal from there
Oh - and it's a good idea to let your pipes and generators back up with water before putting in coal and turning them on: full pipes are happy pipes
the pipes are full
Then it's the coal - go ahead and manually fill 'em up
this is slavery
...mildly inappropriate analogy, but sure. You can always just AFK for a while if you don't want to fill them up yourself
i left one conveyor at t1 π€¦ββοΈ
Ah well, we've all made that mistake
its fixed now
Lovely!
Is my math just not mathing or is it true that you can get 60/min rubber from only 45 crude oil if you make plastic first π€
Refinery: Plastic
in: 45/min crude oil
out: 30/min plastic, 15/min heavy oil residue
Blender: Fuel (heavy oil residue + water)
in: 15/min heavy oil residue, 30/min water
out: 30/min fuel
Refinery: Rubber
in: 30/min plastic, 30/min fuel
out: 60/min rubber
So you just add the 30/min water and you half the amount of crude oil you need. Standard recipe needs 90 crude oil for 60/min rubber if my math do be mathing (and also has that extra oil residue you gotta mess with if you dont do this).
you can also type 2/3 and it auto converts (actually, 200/3 because percent)
How do this
usually, just manifold it, aka do splitters without regard to ratios. As long as the machines consume the same you are providing, it will even out. the machines that get full will have the belt stop and the resources go through the other belt.
if you mean the 94.5 iron ore, you can just type that into miner.
any tips for trying to balance my conveyors
Manifolding is practical, space-efficient and extensible
does it round up?
don't.
And it's not being mean - every balancer is it's own unique solution.
not sure, I think it rounds to nearest, which will be 67 for two thirds.
if it rounds the last digit up that's fine then - but would have to confirm
giving you a bit of guidance, my intro rotor build ends up being very different from what you have laid out in sftools
early on, you do not need many rotors, and there's some tricks that will allow you to build one a lot more cleanly/easier
first trick: the cast screw recipe alternate takes 12.5 ingots to make 50 screw/min
cast screw is very easy to obtain as an alt recipe in phase 1, before you unlock part assembly, you have a 1 in 2 change of researching it on your first hard drive
the probability on it for the 2nd, 3rd and 4th hd you research go to 3/5, 3/4, and 3/3 for the 2nd, 3rd and 4th hd you research
second trick: default rotor takes exactly 45 ingots to make the screws & rods you need for 1 assembler, or 90 ingots for 2 assemblers; you need exactly 3 smelters to provide ingots for 2 assemblers
third trick: you can underclock a rod constructor to make 10 rods/min
fourth trick: 10 rods and 50 screws fill a mk1 belt; an assembler has 2 inputs
Iirc it rounds as you would expect it to.
Eg: 16.66665 - > 16.6667 or 13.33334 - > 13.3333
it sometimes gets it incorrect, i've noticed
on a concrete constructor, if you enter 13.33333/min as the output rate, it'll set the clock to 88.866666%
where it should instead be 88.88888%
i doubt that makes much difference, but imho,its annoying
then not reliable if you want it to always round up
proof:
even more annoying is entering '40/3' to force it to highest precision math still results in the same
Considering that's not what I expect happens when I talk about "rounding", that's not surprising to me ^^
no it's not, just means it's a better habit to tap it out in the %
I mean... It makes a difference where it should minimize/remove a difference... I think that's plenty annoying 
If you don't follow the "numbers get rounded up only when equal or greater than 5" rule, that would be the case
sure but might as well just use one method that idn't much different in any other way
Rates are rounded to 2 decimal places.
Clock % is rounded to 4.
So it's calculating clock speed from 13.33, no matter what you put in the rate block.
kinda sorta dumb π
I'm not a coder or developer so I have to assume there's good reasons for it
it all comes back to the 50 yr old C library function 'sscanf'
i'll pass on writing a lengthy diatribe about it all, but because very few standard library functions exist for dealing with floating point numbers, programmers use what's available to them quickly, and the functions for dealing with it all sorta suck
Either way, it's why I use the search bar calculator to come up with clock speeds.
100x(750/40/21)=89.2857...
i find that if i enter the clock speed as a rational number, like in the case of concrete we've been talking about '4000/45', i get what i want
its an annoyance that you have to add the extra 2 zeros into what you mean to deal with percent conversion, but what can ya do?
Percent is essentially a unit conversion. But without it we'd be stuck with clock speeds like 0.8333 instead of 83.3333 and lose two orders of magnitude of precision.
Are drones or trains cheaper for low rate mats?
trains just need power, drones constantly need batteries
but trains need HMF's
still cheaper in the long run
Only need HMF to make the locos though. I don't know how much power is needed for drone batteries. But I know Drone stations consume a fair amount of power full time. But I guess so do train stations
Power shouldn't be a factor in your decision-making.
Power isn't really a problem in any case for me. I was just curious to know what other people figured out. Probably hard to figure out without a power tracker over time, and a setup on it's own grid, where you can switch between the two options. Sounds like a lot of work, so not sure anyone has done it. Although, I guess you can compute power without actually building stuff, by making some assumptions.
Drones are easier to do than trains, in my experience, as setting up rails over challenging terrain is time consuming. And drone ports don't take up much room, I just put them on top of factories
Odd question:
What do you think is the part that yeilds the most awesome sink points per building involved in production?
no, it comes from limited float precision in computers. So devs are most likely saving clock speed as integer or decimal with 4 decimals accuracy, so that the calculations are fixed and deterministic
But why are rates limited to 2 decimals?
they are not
game doesn't work on rates, it works on cycles
the displayed rate is rounded just for clarity, but the actual number is never used
Going back to moons example, if you put math in the rate block the answer is truncated to 2 decimal places, which results in the clock speed at 4 decimals being imprecise.
Now I wonder why we can't manually input cycle length as another option...
that's... not how it works
if you put thing into the input rate, it calculates the clock % needed for that and saves only the clock %
(but it rounds the clock % needed to 4 decimals)
The example was concrete. Say you need 40/min from 3 constructors and you want equal production. You type "40/3" for the rate, and it returns 13.33 with clock speed of 88.8667 (accurate for exactly 13.33/15) instead of 88.8889 (accurate for 40/3)
you should input it in the % thing tho, not in the rate thing
The point is that the rate block gets rounded, and affects the clock % proportionally to the two decimal limit.
Which is what moon was complaining about, and which is why I DO only manually input clock speed, unless the resultant rate is expressed cleanly with 2 decimal places or less.
Sometimes it really is easier to enter "102"
Me, wishing for the days when the rate block wasn't even there.
Better times.
Just leave it there but take away the direct input function from it.
hey so I have a question, what were the ratios of miners mk1 to smelters depending on ore vein purity?
depends on the ore type
Iron / Copper / Caterium / Quartz (not processed in smelters) ?
my bad I forgot, iron and copper if possible
open codex and check how much the recipes want π
!wikisearch miner
you also have to deal with clocking and what belt speed you have - you can't go smelter to miner
cool, thanks
I'm still curious what the answer is for this question: #math-and-meta message
it's a weird question - prob need to fiddle with sftools and experiment
Its likely just the end phase 4 items though - they need a ton of processing and are the most valuable
They do, but also require a lot of machines due to complexity.
I was initially thinking about supercomputers, especially using silicon circuit boards, silicon HSCs, and crystal computers as intermediate steps..
shrug maybe? but they are worth hundreds of thousands of points too
remembers that beta TOOLS exists
Huh.
Turbo motors, plus fabric as a byproduct. (It actually says resin, but it doesn't include the much more efficient current polymer fabric recipe. The rest is probably accurate enough.)
It turns into TPR once you max aluminum. Then ADS. But for anything below about 40M points/min, it's all turbomotors. Neat.
@still notch what are you trying to build with that water piope?
Okay, so it's been a while since I last played, and I decided to start a new save for Update 8... iirc, you should always set the coal miners' clock speed to maximum for coal generator setups, right?
you should set it to however much coal you want to use
also mining more than your belt can move is pointless
Generators are linear for power/fuel ratios. You don't get any more or less power from any kind of fuel by adjusting clock speed.
Just keep the ratio of generators and water extractors where it needs to be, and you'll be fine.
!wikisearch nuclear
Is there a tool to help with balancing conveyor belts? Specifically how to make it so the a certain number of parts go down each belt in a system? Need to feed fuel rods to reactors in an uneven distribution but only want to use 1 belt for each wing of the power plant.
not really, since most people just use manifolds
for nuclear plants it's a nice 1:2 or 1:3 ratio depending on recipe iirc, so you can just hook the machines to power plants in ratio
Ugh. I really should have worked this out on paper first.
if you insist on balancing, pretty much everything is "split to something that's a multiple of 2 and/or 3 and route excess outputs back to input"
e.g. if you want to split to 7, you split to 8 (which is 2x2x2) and route one of the outputs back to input
Well, I just found out that I've messed up anyway.
anyone willing to take a gander at what this is?
A floating construction with no support.
i guess you would be right
ill fix that later
hint: has something to do with screws
a screw factory
cold
i have no idea what you would do with just screws and constructors
When you fix it and make my current guess false, I will guess again. π
its an input of 120 iron ore/min to a output of 480 screws/min
THATS A SCREW FACTORY
If it is making Screws, which you said it is, it is a Screw Factory.
no it makes more than that, this whole factory will use most if not all the nodes on the map
that was just one node for the screws
but i guess you are right
its a mini screw factory
obvious question I guess - why are you making screws? and why so many?
im making 430/min just to optimize everything else
not sure what screws have to do with optimising other things π€
its so that i use all 1800 iron coming in from my full OC mk 2 drills and i dont have to worry about weird numbers
i wasn't trying to, i was just testing out an idea with if i get an optimized 100% for every machine could i use it with the ore output/min
if that makes any sense
better to make something more useful than screws I guess
will do
planning to have this thing make the most complex stuff only made with iron here
yeah but i kept running out on my old save, and its a dedi server for multiple people so we need a lot
screws are hardly needed at all
there's a finite amount needed for progression and then only thing that needs them is awesome shop, of which you build like one at most π
(and some equipment, which you usually not make a lot of anyway)
love the surprise that came out of Crasher412 thoughπ€£
don't merge them to 450
merge 350 and 430 and 120 respectively
i have 6 belts with 150
don't make 6 belts with 150, make 3 belts, one with 350, one with 430 and one with 120
thats the farthest back i can go, i can get the 120 with a MK2 but idk
you can get it with merging to 120 (clock speed)
lowest i can go is 6 belts with 150, i can get the 120 with MK2 belts but how would i split up the rest?
wait im stupid i can just use overflow
120 is 8 machines
350 is 23 machines + 1 machine at 33.3334%
430 is 28 machines + 1 machine at 66.6667%
i have 24 full OC machines making rods
then you have to change clock on a few of them π€·ββοΈ
bruh
this is the setup#screenshots message
ill just use overflow and lower tier belts and see how it'll work, then ill try screwing with the machines
120 is 3 machines at 250% + 1 machine at 50%
350 is 9 machines at 250% + 1 machine at 83.3334%
430 is 11 machines at 250% + 1 machine at 116.6667%
it's just [amount that you need] / [amount made by one machine] = [amount of machines needed]
i changed the color to purple and my game crashed XD
I know its not a specific item, but is there a way to make a priority merger?
smart merger?
The best I can figure is to use different speed input belts
Yeah basically. As in use one input over another
there's not, and shouldn't really be needed anyway
what kind of situation requires it? π€
likely there is a way to resolve your problem more easily without a priority merger
One of the main uses I can think of is the silica return from aluminum processing.
You can achieve an input priority with the water by using the fluid z levels, but for silica you have to sink the overflow instead of just prioritizing the return as input over the new supply.
that is kind of misleading
iirc the silica fits exactly into next processing step?
ideally, you seperate the silica
you have a set amount of silica from the refineries, right?
just check how many foundries can be fed from that
(and yeah, most feedback loops are best solved by not doing feedback loop)
thet you feed that many foundries with it
and for water.... the best way to handle that is similar: keep it seperate
feed as much water as possible into however many machines you need to and then use other machines with fresh water
You can do exactly that with the water supply but not the belts, lol. Its not about what is the "best" just whether its possible.
or put the "recycled" water into a completely different production line
well it isnt possible with belts and you want a solution, dont you?
for the water, the feedback loop is not due to Z levels
nobody really knows how fluid priority works, just configurations that do prioritize for some reason
as for how to solve the water, this is my recommendation:
every recipe combo has a ratio of machines to it
most setups dont even need to be reconfigured a lot, just need to adjust the pipes and adjust clock speeds a bit
yeah i know that this abomination exists
and it dont think its a great problem solver
It's great, and simplifies the build significantly, allowing it to just work without needing to layout specific ratios.
I just dont like it
Hating the thing you wrote a book about.
Are you my father?
Documentation and celebration are 2 different things
That's your problem. Does anyone else know if such system is possible with belt mergers
Ok dad...
there is no way to make a 100% priority belt merger any easy way, only approaching 100%
Priority Mergers are never needed.
Mod if you want them.
i love optimizing, then destroying my failures, then optimizing again, and destroying again :D ||D:||
if we go by how easy it is, then not trying to make belt merger priority is the simplest solution compared to all the other alternatives
which is where it comes down to what we told you before: split the silica usage up
this is what the approximation looks like
something like 90% priority for one input
But it just relies on the belt speed ratios, yeah?
nope
it relies on merging one belt over and over and over
compared to a single merge for the non-priority belt
mergers give equal priority to all input sides
if thats 3 sides, thats 33.33% for all sides
if you now split a belt into 2 and feed those outputs in at 2 sides of a megrer, thats 66.66% priority vs whatever else is connected to the third input
i did this and i dont even know how it works but it splits like this
I can't see how to type in a valve. Any time I put any value, it's just jumps to whatever last number was.
remember to press enter
after you typed in a value
do you simply type in a new value or do you mark and delete the old one?
also.... are we talking about like a 0.1 value change?
Neither ways seems to work
seems your valve doesnt like you
It seems so
yeet it then
just don't use valves π
But I want to :(
they are not very reliable anyway
If they work how I imagine they work
i did the thing in my own weird way and it works extremely well + looks good
with the splittrs
valves have very limited amount of values that you can set and they usually require previous pipe to be full to work well anyway, so at that point the valve is pretty much pointless (and you want all pipes full as well π )
yeah if it doesnt work remove it or restart the game
else: avoid it if you cant use it
So If I want an specific amount of oil from a manifold pipe, it's better that I just make a separate "refinery section" for that?
just wait for the pipe to fill up
the machines take what they need
if you build a machine array that takes more oil than you supply.... why even build those extra machines
No, I'm builΓ±ding the exact amount i need