#math-and-meta
1 messages Β· Page 124 of 1
no sloppy alumina, but yes, pretty much that
either way that diagram is not really clear (and has a bunch of typos)
the numbers don't match otherwise
which numbers
without sloppy alumina, you need 2 refineries to make alumina solution
yes
generally better to make setups in online tools than by hand, saves time and is easily shareable π
still, you get useless silica and worse bauxite usage
also OCing the blenders...why? just write 3x blender
and guarantees that numbers are correct π
ill try getting that sloppy recippe
the space i dedicated only allowed for 2, but yes, you are correct
floating point error my beloved
fixed 
can someone explain to me how i calculate splitting belts to get a certain output? or is there a tool for it
usually people don't do that and just build manifolds
i sadly cant do that, but i figured it out
why not?
due to me working with non-fissile uranium, i didnt want to have that stuff laying around in overflow or manifolds
direct input then π
How many nuclear Power Plants should i run to have a reasonable Production for the last space elevator stage?
do a production plan for the space elevator parts and figure out how much power they need
Hmm ill check
Just 4/4/1/1 per minute
Hmm.. 15.009 mw only for this
I'd probably aim to do at least 2x this much not including what the generators tehmselves would take then
Well, at least 12x Nuclear power plants so, to have 30.000mw and be safe
Oh, 4/4/1/1 is good for me because i let the computer on and i Will have tons of time to rebuild the factories to be beautiful hahaha
partially 2x because a lot of the more resource efficient recipe chains consume a LOT more power, you'll probably want to overclock a bunch of stuff for convenience, and you'll need production for vehicles and personal components
40GW + nuclear power needs to be safe is what I'd aim for I guess
that's very managable from 1 uranium node
Ok I read that, what's more efficient turbo fuel or fuel for the gas generator
turbofuel needs sulfur and is more complicated, fuel needs more buildings and more oil, but oil comes in huge patches so thats not really a problem
also blenders make both alot easier/smaller
have they ever tried to reverse how the game views the destructible stuff so that destroying it would improve performance instead of degrading it?
it only affects loads and saving and it saves performance on that as it is now because they assume people aren't psychopaths that carpet bomb teh world
well that's a strong assumption π€£
agreed
if you feel the need to level the map you should accept hte pain that comes with it
i assume that kind of action by the engine is cpu dependent
as a game dev you are forced to make assumptions and set limits
not really feasible, since it's basically "here's a map we have" (that's built in the game data) and "here's list of changes player did to the map" (built in save file)
pretty much only other option would be to store all destructibles in the save file, but then updating the map won't update player's save file
Yes
@jagged hawk it looks like a bad mod.
Does anyone know why my power fuse keeps breaking? I've tried getting more power but it doesn't work. Also, it shows on the charts that the production is higher than the consumption rate.
unstable is most likely - are you trying to restart it while your power station is still connected to the grid/
wdym?
when youre generators are down, do you try to restart them while they are still connected to your factories?
yes
so you're trying to restart them with the same situation that tripped them initially?
not anymore because I've messed around with the coal and fuel generators.
well ok but starting a system connected to a factory is a bad idea, even if you made it bigger it'll almsot certainly not start out doing full power.
so in general you almost always have to restart a power station while it's disconnected from the main grid
once you get Priority power switches you can make it so the power station never crashes and just the factories get shut down first
Im still very confused
ok so do you think you've made more power, enough to satisfy your factory?
yes almost double
ok, so if your station makes 2000mw and your factory only needs 1000mw, as you're power station starts rebooting and it only starts making like 800mw, what do you think is going to happen?
it wont work
and trip a fuse
hence 'don't have factories connected to a power station as you reboot it'
but thats what confuses me, when I look at the chart it says the production is higher then the consumption but still trips
because suddenly all the machines will spike in demand
pls ... just ... try to restart it w/o it being connected to the factory
how do I do that? do I disconnect the electric cables then turn it back on?
yeah have 1 power cable going out to factories and dismantle it
or have a switch if you've unlocked them
k
How do I make the priority switch work?
Nevermind I looked it up
im considering starting a new save, because the location where i am i just not good, wjhere do you guys advise for me to start?
the game is designed for you to spread out and create new factories
create more factories elsewhere and link them up
Also locations are only good/bad depending on what you want to build with specific recipes. that's how you should plan out factories.
hmm
unless you've unlocked basically all the tech and all the alt recipes there are no spots which you can do everything. And not even then really depending on what radius is allowed in your definition
hmm
I find it easiest to start in the northwest desert. Then work your way over into the northern forest. Speed runners point is a good spot for materials proximity.
Does anyone have a excel with all recipes?
materials proximity is muy problem, some stuff is a bit far
I copied the recipes of the excel from this reddit post, but I just noticed that the recipe for battery is completely wrong and I would have to double check every recipe now 
what are you trying to do with it?
I wanted to copy the recipes for my own spreadsheet to plan my factory
wouldn't it be simpler and faster to make plans in tools and paste the link in a spread sheet to keep track of what resources are needed?
Building the spreadsheet is the fun part, but it should be based on correct data
any ranking is subjective
no reason to use any of the online rankings
numbers for what?
each part per min in the recipes I guess? seems like they are trying ot make a spread sheet planner
I'm not sure ranking alts is a good idea since their usefulness changes based on resources at hand.
I don't think ranking is part of it
Oh, I just saw that "alternate recipe ranking w/spreadsheet" thing posted above, I probably shouldn't skim text.
Exactly, just the per minute or per item resource requirements
most of the items pm on there are probably right, likely faster just to quickly scan through
I just noticed, the values of the doc are not wrong. Its just the sheet which rounds numbers like 1.5 to 2
and if you export the values, it uses the rounded numbers
ah change of decimal places should fix it then?
ye
I don't wanna do it. I don't want to place 1609 fuel gens
Max turbofuel with my nuclear and plutonium setup though
It will use all sulfur on the map. Oh and the 25 batteries PM needed for space elevator
then just dont
dont be a lunatic
no reason to do turbofuel if you do nuclear
i wonder if 1.0 will finally put a saw on the crafting table
Nah. I'm doing both.
So your power generator reach 1000000MW output?
easy with nuclear
yep easy like Greeny said
alt recipes are your friend if u want to make that much of power
I wouldn't call it exactly "easy", rather "possible" lol
"easy" as in "you don't even have to max nuclear" π
use satisfactory tools and see
use nuclear power to make 1 million
i still love the fracture mechanics on the rocks & pillars
got a quick question about pipes, I have 3 lines of 600 oil a minute (getting turned into plastic and rubber respectively). each line of 600 has 20 refineries attached to the end of it, feeding in a manifold style, but not all of them are active at once, is there any reason behind that?
Because you didn't build the manifold correctly.
any further explanation besides that?
I'm assuming it looks something like this in terms of it just goes and then immediately stops at the end?
yes
Fluids are not solids.
You cannot thinking about pipes in terms of belts.
If you build the above, fluid flows to the end, hits it, and sloshes backwards.
This reduces your overall throughput in the pipe.
Left is A way to fix it, right is B way to fix it.
This is C way to fix it.
ah ok
trying to get a better idea but basically the left arrow is the input, then it just moves around in a giant circle to prevent underflow to everything?
Only answer I can give you is "build it and find out."
oh wait
figured out my issue
turns out i didnt realise how much heavy oil residue plastic makes
difference of like 300 heavy o residue that i didnt account for
I don't understand, if you prefill those pipes and machines, you don't need loop because liquid won't hit the end
Flow isn't continuous.
Everything in the game happens in cycles.
continue
you can also use some of the online tools to calculate stuff for you
(also megafactory is not recommended)
I just like the idea of a giant factory for iron and thought of the challenge to calculate it all by myself.
I'm gonna have to borrow that screenshot, I've tried explaining why sudden stops are bad with mk2 pipes and the pipes themselves being good, yet people just didn't get it.
ah, "megafactory" means everything in a single factory. Large factories are fine, point is to not centralise too much. It's better to build all over the map than in one place
Yeah i meant Giant factory
I have 960/m iron ingots coming in, how would you recommend splitting things up? this is what i came up with. any improvments to this?
don't start at ores or ingots, start at final products
decide how much you want, and plan backwards
so did they remove the jetpack hog when they introduced the rock chucking hogs?
won't using a water pump fix it too ?
No.
can someone explain to me why my Biomass Burner Power Plant is not working even though the capacity is bigger than max consume
apparently I tried turning it on around 10 times, didn't work, then it worked and stopped, and now it's working somewhy
weird
capacity is how much power you can generate if all gens were running
max consumption is how much power you can consume if all machines were running
neither of those have nothing to do with biomass gens
biomass gens work when power productions is less than power consumption
at the end of it
it was a drop pod connected to my base
π
whats a good space evlator phase 2 set up?
that's a very generic question
you can finish it with one machine of every type
or with 100s of machines
yea i just check the crafting recpie
I am only at mk3 of convyer belts, would adding another lane help?
wait ima see if i could increase the consumption first
idk if i've ever landed on a nice round number like that
would it be possible to mod the game so that different species of mobs attack each other, not just the stingers vs everyone? or is that too difficult to do with the AI
nvm i had a bit of unpgraded convyer
I hit the object limit. But over 2600 drones will do that.
2600 drones probably contribute very low to the object limit
True, but when they're all full of resources, it adds up.
resources in drones are most likely free, do not add to object limit
in general, resources inside containers are
I tested it with a object counter mod, when I assigned a full drone to a port to unload, the object counter spiked up.
that may be some path markers for the drone
Or that, yes.
items inside containers are usually just a property of existing object, I don't think they will be counted as another UObject
since UObject is usually something that's placed into scene
which items inside inventories aren't
They do not count, I believe. I think your marker theory is most likely correct.
is there a easier way to understand the caculator
i get confused and my factory ends up looking like shit
which one?
no idea about that one, I don't use it
alright dont worry
what do you need help with
I have used SCIM for a while
I might be able to help
when I used it I tried to put the outputs by the default production rate or 1.5x per machine, so it would not get so weird numbers making math and distributing resources a lot harder
for example, instead of 6 Reinforced Iron plate or maybe 7, I try to do the default ( 5 ), double it or 1.5x
because if you wish to go the hard way you would need to do stuff like getting 67.5 screws per minute and 33.85 iron plates for example
lads i have the following situation:
i got three 731.25 belts and one 206.25 belt going into a line of 20 assemblers needing 2400 total.
each assembler can process 125 per minute, meaning a 731.25 belt can supply 5.85 assemblers.
my issue is that i cannot properly place manifold injections and the system remains unsupplied
where should the three injections be placed?
I'd personally just have each belt go into assemblers that need exactly that much
that'd mean rebuilding the whole system, and i think figuring out where to place 3 mergers is a lot easier
no, that'd just mean clocking a few assemblers and instead of puttiong 3 mergers, you put 3 entry points for belts
High throughput belting using Belt Compressor Units or as i like to say manifolds of manifolds 1 What is a Belt Compressing Unit A Belt Compressing Unit (BCU) is made up of multiple Belt Compressors. (see also https://satisfactory.fandom.com/wiki/Balancer#Belt_compressor) They take two inputs and...
but i'd need to add more assemblers
or overclock existing
all assemblers in the line are fully clocked
then yeah, you'd add 3 more assemblers
this would've been so useful 15 hours ago
but thanks!
but adding 3 more machines is hardly "rebuilding everything" π€
right, thanks!
also for the future, I'd recommend not building the machines if you haven't yet figured out the logistics
good advice :)
yipeee, thank you so much!
nice :)
makin auto wiring
#screenshots message π
for stuff like this i prefer to actually calculate how much is used and and come to a nice ratio, but for most other things i just use overflow
π
quick question: can a BCU have n inputs or is it limited to 4?
can have any
in my quickwire example i have 7
btw if you play factorio then its just this
i see
thank you
wrong way around
oh ye youre right
Interesting document link above. I played around with those belt compressors a fair amount. They're interesting.
Kinda niche in usage while taking more effort to implement, so idk if I'll actually use them at all.
belt compressors are for people who lack the resolve to solve how much you want on each belt in the first place
and then complain that the compressed belts don't have the exact number the process they want to use it on needs
well it just means you dont have to calculate it anymore, so its just easier.
you dont really need exact numbers as input if you just let everything fill up, as long as 1 step in the production has the desired machine count/clock speed. that way the machine will balance themselves to only take as much as they need.
before it was kinda tedious to build them since you need to configure smart splitters and do weird belting, but now with blueprints its gotten so easy that i honestly dont see any reason against it.
You still have to calculate a production based on what youβre feeding it? And very few, if any, recipe will use full belts of multiple items
well lets say for example you have a factory like this
stell ingots -> steel pipes and steal beams->EIBs
combined into HMFs
say you want to double your HMFs by just doubling the manufacturers
this means you need more steel beams and more steel pipes
but you can just increase the manifold and the bcu will take care of all the logistics
and if you notice that your ingots are lower, then you just increase those too by increasing the manifold
You.. .still have to calculate how much you're providing and how much you're using
no you just add more if youre low
and then run out? is your initial idea you're making 10x as many resources as you plan on using like some sort of madman?
this looks like a somehow worse version of a bus
and if you want to build in steps where you're making huge amounts of waste you can just build the first belt to feed the initial build project
and then, if you really want, use a second belt to feed an expansion without having to rely on running allllll the same damn belts the whole way. So restrictive in layout and space consuming
I keep thinking I've seen the worst thing on the internet for the day and more keeps popping up. Truly the end times.
whats the go with mk2 pipes not being able to supply 600 a minute to whatever machines its pumping into
they can if you build the pipe system properly
is there an easy diagram or video i can follow?
i know ive done something wrong with my oil system but i dont know exactly what as im still learning how fluids work in the game
Thats ok - there's a few basic rules to go by for consistent pipes if you like
example of looped manifold
yeah i do feel like ive done that already but I will try and flood the system again by turning down the clocks on each of my gens to fix it ig
if you'd like you could share a number of overhead shots of the layout and pipes and I could see if I can trouble shoot it?
sure
pipe shape and elevation changes can really impact things
gimme like a few mins to get a couple screenshots
no stress
i'll quickly whip up a calc production plan too so you can understand the math side of things
use sftools, easiest ui and display
im using triple overclocked refs for sake of space but i might need to change that if it isn't producing enough, but it should be
Ok the only yellow light i see is on an extractor- what is the issue youβre having at the actual factory?
fuel gens arent getting enough fuel for some reason, causing fluctuations with power. 2nd set of refs arent getting enough heavy oil residue from the plastic production, causing it to stop and start in the middle section of the refs there. Some heavy oil isn't being used either, which is weird considering it should be consuming enough
Ok work backwards further - is there any stuttering of the plastic refineries?
there are three refs at the very back constantly backed up with fuel
Those are the fuel refs what about the plastic that makes the hor? Any backed up?
oh no not fuel i meant hor
Ah so several plastic refs have full HOR in their outputs?
yeah
could be a cause of having all 24 refs going into one pipe section because its 600 hor being made
And the fuel refs - Iβm assuming some are starving of HOR?
yeah every now and again, its inconsistent enough for that to cause issues with the gens
Oh yeah any inconsistency would. Ok trouble shooting
Set 1 of your fuel refs to like 10% and let it flood completely and set a few of the fuel gens to a low clock
Thatβll let both sections flood
Once every fuel gen is flooded put it back to itβs regular clock
Wait for every fuel gen to flood then do the same
If after the whole thing is flooded an it still ends up starving you know for sure thereβs a flow or math error
would it make a difference to have a different section be the output for the 10 fuel refs?
cos some of the refs seem to be pumping out more fuel than others because of where the input for the fuel loop is on the gens
you could always just use 2 pipes at 300
wdym different section?
as in the output
yeah
and has it started stuttering again?
I hate building in there
it's hard to make it look good
somehow :(
like it's not impossible it's just harder than usual
whats the point of this
To make fluid flow unreadable
junctions slow the fluid down, this is a mitigation
Essentially if you loop and flood it you have fluid coming from both directions , this allows to manage back flow
can you send that ss of the one that is the same but from below to up
Idk how to explain it but you or someone else had sent 2 ss's and I lost that one but I will need it now
I don't have one. It's literally just a loop and you can see everything about it in that shot
it's why it was done at an angle
Full mk3 belt on iron rods is backing up
Despite the constructors being on the desired speed
All of the constructors are oced to 200%
To get a full belt of iron rods
If everything is at 200%, then it takes 270/min iron and makes 540/min Rods
how big should i plan if i want to build a centralized quartz processing plan(where every node will be processed into cyrstal oscillators/silica) and then will be distrubuted to factories needing them?
Because probably proccessing every node is a bit excessive right?
Its more excessive to process at a central location because of logistical overhead
Produce what you need at the closest possible quartz node and then deliver exactly ehats needed from there to the destination
You can process centrally, but you have no real good methods of distributing items back out from there to other sites
fair
And also it may be a bit nonsensical to move quartz from, for example , the desert to the forest only to move the product back to the desert where its needed
on top of what mcgal has said - depending on the recipes you choose in your world you may need very little in terms of silica/quartz/oscilators
yep fair
chances are you'll have to move it in a much more complex manner shipping it all to a central location when you could also just use it when you need to and maybe move it 100m
look honestly - doing that for any product is often a massive pain - we're not saying you can't but you also can't plan 'how big' to do a thing if you don't know what the goal for it's use is right? forward planning often leads to pain
Only the rods are 200%
well, all 9 constructors?
right my mistake its 15/min to 15/min
so 30 to 30 now
then whatever is using the rods seems to be the problem i guess
you can try sinking the full belt for now to see if theres some issues there
You didn't upgrade belts on the fly or anything around the splitters did you?
Alright, I only asked because I had a 1 metre piece of mk1 bring a factory to its knees before π
I may Check if it's a mk2
That's causing a two module backup
I should probably do that rbh
Sink any items incase of module backup
i was thinking a bit about stators
if you swap to caterium wire, compared to making your wire out of caterium, then you effectively swap 30 caterium and 45 steel to 45 caterium and 30 steel (more for swapping fused wire to fused quickwire)
do you guys think 15 caterium or 15 steel is more valuable?
bottom right seems more valuable in my case
i can make thousands of caterium wire per minute, but my steel is limited rn until i bring over my 4 normal nodes of coal to my other 2 iron nodes
its really hard to value caterium vs steel as they dont have the same usage
hm the more i think about it the more i actaully agree i think
getting a second caterium node is easy but building 10 million steel pipes is so tedious
you wont need as much caterium as you need steel
theres not that many recipes for it
so it doesnt quite matter as much what you optimize for unless you wanna max out production of something
so yes, the choice is "whatever seems more convenient to you"
nah this is just for normal progression through the tiers
notably for automated wiring
well thats my question what seems more convenient xD
thats for you to answer
its your convenience after all
not mine or lucky's or anyone elses
and yet, as i said above, luckies way actually seems more convenient
well if it seems that way to you then it may be what is right for you
its your call after all
but that doesnt mean that you cant talk about it
see what everyone is doing
how they value steel vs caterium
sure.
In the end it might turn out differently once you try building it
ye im kinda committed to my fused wire and def. stator approach now, and im not gonna rebuild it (sunk cost and all xd) but i might try the quckwire stator for my next playthrough
@static marsh my full starting location opinion (series of screenshots):
GF - this is the place I consider "best"
Because it's just open, flat land in a straight shot out from the nodes.
NF - Circled is where most people "start" even though it isn't in the starting area. The actual start location in the NF is pretty damn good imo.
RD - In my personal opinion, the best starting biome.
My recommendation is setting up on the west side. Because the 6 normals are equal to the 3 pures, but easier to work with imo. Also that area is the largest section of flat terrain on the entire map.
oh, Grass Fields... um, I go here short walk to the coal generator area
To each their own, I prefer the bottom left.
I want the plentiful water; I like to coal rush
Also, if you feel like trying NF again, I recommend going to the actual starting spot instead of over to Speedrunner's Bluff.
And my thus-far ONLY starting location in the forest is...
Yeah, I don't recommend that as a starting area, personally.
I landed very close to the top left of the spawn area, then. It's where I saw iron when I searched for it
so if I go rather far southeast, I'll find a pretty good coal pit, I see. 3x pure + 1 normal?
Coal Lake West, yes.
Which is much closer if you start in the actual start spot of the NF.
Do you always get the actual start spot if you skip the onbaording T0? Because I sort of like doing T0
Wouldn't know, as I always do T0.
Anyway, right now I'm going to work for a bunch of iron plates and concrete so I can get a good supply for foundations so that I can build a proper coal plant (I only have one sad coal plant with an underclocked pure miner and an underclocked extractor)
Unlock Concrete Foundation from the shop. Then all you need is Concrete.
I've done unlocking alternate foundations before... I liked the aesthetic, but not a certain bit of overhead. Namely, a single full stack of concrete and a single full stack of iron plates would match up perfectly
Ok? It's all temporary and to be deleted later anyway. So I just go for cheap, simple, and effective at that stage.
I'll grant, 5 stacks of concrete only need +2 stacks for a 10x10, as opposed to 5 stacks concrete + 5 stacks plate
wait why
Because?
probably because of the issues I had. I had to snake down one of the pseudo-canyons to make my phase 1 goods, and it was a huge pain
Other location is just better in my opinion. So I don't recommend it.
Like I said, if you try the NF again in the future, go to the other spot.
It does look like I'd have enough space to build an actual factory further southeast from where I am
Oh, if you've haven't seen it, just walk to the area in your current save. It's a really nice spot +6 pure irons.
I think I'll build up my power first, so I can just lead a huge chain from an 8-coal gen (7's worth after overhead) to have something decent to build in the first place
some mysterious source you forgot
Idk why, but every time ive started in GF i go to the spot i marked in red...
what's that from?
No. The place is random within the biome you pick.
thanks
All the discussion yesterday about precision in #satisfactory got me wondering. If production machines store clock rates as percentage values with four digits to the right of the decimal point, how is that number stored in terms of the game's actual code, which I would assume is some sort of binary floating point value?
Did CSS use some form of decimal representation internally, and then use decimal math on these numbers?
I ask because some numbers that are exact in base10 are not exactly representable in base2. The decimal value for 1/10 (0.1 exactly) converts to a infinitely repeating four digit binary series (0.00110011... in binary), for example.
as far as i know every recipe stores the time per recipe as a float
then it just does the math for the new time and uses that for the recipe timer
We dont know the exact implementation
0.1 would convert to 0.10000000149....
which is a pretty negligible error
1 extra cycle after a billion other cycles
roughly 3 years of ingame playtime needed for that
same for 0.333333... repeating
I would imagine for things like that they need to store them as BigDecimal
however, if you do rounding-to-nearest instead of rounding-down, then the game should balance itself, given the high clock speed
BigDecimal is a concept where a number stored as a string instead of a number
it implements its own maths
I'd imagine it quadruples the memory for computation (which is not a big problem here) and slightly slows down the operations, which, again, not the major problem of a game engine
I honestly expect that they went through the math for how much accuracy they need and concluded that floata work fine given the small errors
Thats also why clock rate is probably limited to 4 decimal places, limiting how close you can get to the "fuzzy" parts of floats
yeah even 3 would probably have been enough
quick question if i make pipe manifold that backs into itself i has to use valves?
simple answer is: you never need valves and should not use them at all (unless you know what you're doing)
thx
Good Morning y'all, I'm having a perplexing problem
I need to produce plastic for computers, a lot of it, and I wanted to do something more with the heavy oil than just coke, so I wanted to turn it into fuel. This lead me into making a build where I package the fuel to be used.....somehow (still not sure).
The problem is that I've checked the math a bunch, but my constructors for canisters and thus some packagers are running up short, causing a blender or two and a couple plastic refineries to be idle because the pipes aren't being cleared fast enough.
The second picture highlights what points in the build come up short. I've tried hand feeding the starved producers, letting it run for a bit, and the problem still remains. I'm perplexed.
Edit: Also, the constructors and Packagers before the ones getting starved are slowly filling up, one after another towards the ones being starved. That's weird, right?
are all the bottom left plastic refineries running?
Yes, everything is running
hm i just checked the math and it seems fine
so the problem is the constructors are not getting enough plastic?
that has to be a problem of the bottom plastic refineries right?
is any of the petr. coke or the HOR of that bottom part backed up?
The constructors, yes , they're not getting enough
The Pet Coke is not backed up
I thought it was the plastic refineries for the canisters, but the math should be right...
Checked the constructors and packagers, and all of the const and packagers save the last 2 const. and last 2 pack. are completely full with their inputs
id just try and overclock the bottom plastic and HOR part and seeing if it fixes stuff
sounds like a missing belt or pipe on one of the inputs or outputs
I double checked for pipes and belts, and everything is connected
I'm not sure how much to overclock, I don't particularly want to put a smart splitter at the end of the packager/container lines to get rid of overflow. I'll try it
I'm probably going to try something like this elsewhere on the map and i'm confused why the math isn't adding up
no i mean just for testing purposes
just plop some power shards in there and see if it works
cause that would mean that the problem has to be the refineries
btw i personally would have just used the top plastic for the canisters with a smart splitter of going to canisters first and any overflow as output
The top plastic refineries are for a Computer section, so they're already used and accounted for. I just wanted to do something more with the heavy oil than just coke.
Trying the overclocking now, gonna let it run and see what happens
alright, so, I overclocked the refinery that i had under to 125%, and i'm running into the same problem. 1 const and 2 pack at the end of their respective lines are being starved
I guess I did my math wrong on how many refineries I need for the canisters?
no 15 is right its 580/2/20=14.5
thats so strange...
And all the packagers and constructors before those points are all full of their respective inputs again as well ( i took them all out as part of the test)
what percentage are the last machines running at?
to figure out how much plastic youre missing
(the constructors)
100%
or, wiat
One constructor at the end if at 70%, but it's not being starved it's keeping steady. The one that is starved is at 100%
But the packagers are at 100%
i mean if you only input 290 plastic then the manifold will never truly fill up
the last machine will consume the last available resources
are the last 4 not full like in your screenshot or only the 2 connected to the last splitter
As of right now, all of the constructors have enough to be constantly producing, and the last two are very slowly filling up
The last 2 packagers are being starved, with the 2 before them in the line being slowly filled up
ye need to wait until the second to last is full until the manifold is at 100%
i guess that takes some time
third to last
last two fill at same rate
even in a double sided one?
in a double-sided one it's the same (last two machines fill at same rate)
but this is with an overclocked refinery, so that plastic line will eventually full and backup if I keep it that way
Do I need to make the manifolds different to better balance it out?
but last two are last row
nah you just need to wait
but that confirms that the problem has to be in the bottom plastic part right?
maybe just check them 1 by 1 that they are all at 100%
They're all at 100%, save the one i have at 150% for testing
did you underclock 1 of them before? if so by how much?
One was at 50% to produce 290 plastic to make the 580 canisters for the fuel
hm that seems right
youre sure you didnt accidentally underclock 2 or something
oh.....I underclocked 2 of the cosntructors by accident
ah xD
Only 1 needed to be, I have it underclocked to produce 40 canisters a minute
this is why i dont underclcok
Alright, well!!!!!!!!
I'm gonna pull some of the canisters and plastic out, let it run, and see what happens
Do you just overclock a producer to get amounts below 100 then?
i just let them at 100%
and if it gets less then it will just simply run 50% of the time
like, 165% on one instead of one at 65% ?
no just 2 at 100%
but ye you get yellow lights and "50%" efficiency numbers so i get why people do it
Oh I see what you're doing
Going to report back a little later, a power issue has somehow arisen + i should get started on my day , but fingers crossed it works later
aight hope it works
Yes.
Working on a turbofuel plant, quick question:
How much turbofuel does one generator use? I can't seem to find it in game anywhere
4.5
https://satisfactory.wiki.gg/wiki/Fuel_Generator
it shows up once the fluid is inside
thank you!
does anybody see anything wrong or something i could do better in this plastic rubber and steel factory
it's real hard to see exactly what you're doing with what recipes like that. Only thing I'd change is use a planner
i tried that but the one i used didn't seem to be able to use the heavy oil residue for the petroleum coke witch messed a lot of it up
look up "oil tripling"
Didnβt realise how helpful chat GPT could be with math, I however am still bad at math
Working on solar power grid with mods but want a consistent output in the nighttime
what are the blenders for?
lamens terms is that u can turn 300 oil to 900 plastic or rubber per min using the heavy oil residue, diluted fuel, and recycled plastic/rubber recipes
in your opinion is the extra steel worth it or do i need more plastic?
u can make even more steel with an oil tripling setup
itll just make ur setup more complicated
ok
For a 2km space between both train stations, needing 4320 transfer rate p/m, having 1 railway to get in and another to get out, how many trains and how many freight cars would you recommend ?
I was thinking maybe 8 freight cars per train and 3 trains
( the items stack up to 100 )
that probably works
now that I'm making the math, assuming the train takes 120 seconds to go from a train station to another, and more 40 seconds to load / unload, it will take 320 seconds in total to make the whole thingy ( 5 minutes +- )
each freight car can carry 32 stacks in 5 minutes, or 6.4 stacks per minute
I need it to carry 43,2 stacks per minute
so 7 freight cars should do it
there's an equation for train throughput on the wiki
in general it's safe to do 1 belt per car though
I'd say 3 trains with 4 freight cars ?
mathematically 2 with 4 freight cars should do it but better to be safe than sorry
No idea - stacks per min is a really bad choice to convey throughput because you have different stack sizes and belts don't care about it
and you'll always be limited by belt speed
For me i will run the train system first to see the item/minute transfer indicated for each freight station.. then tweak the system..
eh, if you care about looks at all making stations bigger can be a huge issue. Or even just if you're a bit squeezed for space.
4320 items per minute, they stack up to 100, so 43,2 stacks
pretty much I need to bring 2160 iron and coal to a huge steel facility
This tutorial explains what there is to know about trains, how to set them up, how to calculate throughput etc.
NOTE: This article is still work-in-progress, images are to be added.
you'll want to use more than 1 station too
why is that ?
I thought 1 station would be enough
each platform can only move X parts per min through
doesn't matter if the trains are carrying it all
And you know you can't move 2 full belts on a platform right?
each platform can output 1560 items p/m, I will have 4 of those, so 6240 > 4320, being more than enough output
why is that ?
Ok so you haven't looked up much about trains it seems - that's ok
do you know platforms lock out belt input outputs while loading/unloading
oooohhh
yup xD
the more trains you have stopping at a station the lower the max throughput on each platform
and if you have 2 incoming trains both delivering high throughput cars to the same platform it's gonna get clogged fast
what time does a platform needs until it stars working again
it's about 27 second down time each docking
damn
Correct.. but still its better you run it first to see the correct unloading rate for each freight station cuz of halt transfer rate during unloading
in general I would recommend 1 train per station
me about to make a 12 freight car train
you can look up the equations on the page I linked if you like? the less mathy solution is 1 belt per platform
unless you have a very long return trip that's a safe volume
I think it will probably be fine if I place 2 trains even if it's high output, because they need to travel 4k to return to a station
is 4km considered a very long return trip ?
ok think about it this way - if you have two incoming cars dropping off items to the same platform and both those cars are near the belt limit - how is one platform going to do the work of two platforms that were near limit?
so lets say the max throughput for a delivery platform is 1100pm - and you have two trains coming in and both have 900pm exptect on cars that are delivering to hte same spot - how will that 1100 receiving platform ever move 1800?
if you don't want to do the simple 1 train per station with 1 belt per platform I highly recommend you read that train throughput link I shared
I think the very max a platform can move is about 1250~ pm depending on stack and train travel time - so you can never have multiple trains delivering more than that to the same platform - and quite a bit less with more lock out times
Tbh if travel time is long enough, adding a train actually increases throughput
Train testing for Ondar:
Maximum incline (which is greater than 2m ramp), with full cars and only 1 loco.
From a dead stop, the maximum ratio is 1:3.
If you have a running start of at least 90 km/h:
- With a maximum height difference of 100m, the limit is 1:7
- With a maximum height difference of 200m, the limit is 1:4
- Beyond that you must use 1:3
(1:6 can handle up to about 135m and 1:5 can handle up to about 160m)
Side note: Trucks can handle 3x this incline without issue π
8m tilted wall OP, plz nerf
noted...
I assume this was tested with ramps only.
Im aware of your distaste for spirals but i expect spirals to perform worse
It was tested on pillars at the angle of max incline. None of that wavy alternating ramp business.
yeah no i wouldnt test or usethat anyway
That = wavy ramp?
or
That = pillar?
huh wait
what exactly do 100m vs 200m mean here
Height difference.
same horizontal length, different height?
Same angle, different height.
Inherently different horizontal.
A consistent horizontal length and different heights would yields different slopes too
Except there is a maximum slope.
Which is the first parameter. Using maximum incline.
Unless you're saying the "alternating 2m and 4m" max incline definition we have been using is not actually a thing?
no wait i think i misunderstood the point
So this is just about "how far up a maximum slope track can a train get with x starting velocity"
Well, the first point is "what ratio can always handle maximum slope"
In the course of finding that answer to be 1:3, I saw different lengths of train getting to different heights before stalling.
So I then went back and tested the second point of "how far up max slope"
Because if your height difference is only 100m, using 1:3 is a stupid waste of space when you can use 1:7.
It also means you can just use 1:7 all the time if you wish, so long as you make a small flatness every 100m in height so the train can regain speed.
Right so the table on the wiki is mostly right then.
We could replace the 4m double ramp (impossible slope, or whatever ramp it was that was the steepest ) with whatever maximum slope it is
I'm assuming that is what Ondar was after when he asked me.
Well for practical purposes you would usually use the 2m double, anything thats steeper is somewhere between that and the 4m double limit
Given how easy it is to do max incline with a beam, idk. Seems pretty practical.
rails on a beam look unrealistic π¦
Pillar.
I guess it depends on preference
rails on pillar look even more unrealistic
You look unrealistic.
For spirals i expect the data to look a lot worse due to curve resistance
I'm aware
I would never advise spirals, so I will never test them.
People ain't smartishly.
nah just ban everyone who uses spirals
even if the end result of this is "turns out spirals are bad" and we can double down
they are already bad π
Like "hey look heres some more data, spirals suck"
I could be persuaded to test 2m continuous ramp if that is needed. But I am not touching spirals.
Uh sure. That would then be a good test to verify the other part of the weights table
Since nobody but me ever really touched that part
I'll start with 1:8 full and see if that makes it.
From a dead halt it should fail according to the data
Or worse: the brakes could be too weak and it rolls back
Rolls back is still a fail π€·ββοΈ
1:5 (from absolute dead stop)
Although 1:8 can still make a 100m height difference with a running start.
Right so thats consistent
You can probably manipulate running start numbers with a small decline before the incline tbh.
Instead of doing 100m -> flat -> 100m, you could do 100m -> drop 10m -> 100m.
Overall length would be shorter than using just flats.
I sent Ondar the save file that has max incline set up already. So poke him if you want to test it out.
I'm going to nap.
anyone have that image detailing having a floor for all stages of a production line vs a floor for each
huh?
i can't exactly describe it
it's been years since I've seen it
it has a diagram of an entire production line on one floor, with each floor being a different production line, then on the other side a diagram of each floor being a different stage in one production line
sounds very specific. Also which production line? π€
someone posted it once and said "I think im going to follow a different strategy this time"
it was a general graphic for no specific line
i can use convoyer merger with convoyer mk1 and mk2 and mk3. One for every entry ?
Yes. If you really want to.
ok thx
can someone help me out here? trying to build the VIP thing from #design-and-architecture message but it's prioritizing the refineries instead of the blenders
Which line is recycled?
the pink line traced is recycled
And the issue is the Blenders are backing up?
ya
tbf this seems a very jank setup.
VIPs have no room for jank from what I've seen
Like why are you re-elevating the pipe on the back and why is there a second pump on the green pipe over to the left?
the idea was to do the thing you do with fuel plants, where you put the manifold above the input
I don't do that though?
not you specifically

the thing sometimes done*
I don't recommend doing it either 
oh shit i misread the diagram. That's two inputs on the right side of the screenshot. i see what's wrong
Possible.
The cleaner you run the VIP pipes, usually the better.
having tiny sections of pipes can make things a bit weird. And also maybe the pump was place ON the pipe w/o thep ipe being rebuilt
ghost piep
i had 2 pipes in the exact same location
well, like putting splitters onto belts , putting pumps on pipes can cause issues too
tbh didnt even know you could put pumps on the ground until just now π
oh well the trick to that isn't even putting them on the ground, it's rebuilding both pipes that connect to he pump you placed
This is why I build all the non-pipe pipe stuff first and then connect the pipes.
Same way you build all your splitters/mergers first and then connect belts.
well, it works now :D
my nuclear power is now reliable for a while at least
gotta make the stuff to reprocess the waste tho
What recipe is this btw?
this is uranium fuel rods, the standard recipe
No, that is made in a Manufacturer.
Ty. Something I want to try. Will report back in a bit.
@oblique hollow do we have confirmation that Blenders do not take the same fluid from multiple inputs?
We do now π
Idk how it is coded, but apparently once the one input receives a fluid, the other input is locked out of taking that same fluid as an input.
Also don't know why it was coded that way tbh π€·ββοΈ
Well. Thats good to know. Also puzzling that they chose to do that.
maybe so you can't insta solve recycling?
might also be a pipe thing where only 1 fluid per pipe?
So inputs = pipes?
Wouldn't necessarily be instant.
I would assume it would have similar random priority behaviour to what ISCs have.
except ISCs have output priorities not input right?
maybe it uses a separate internal "tank" for each resource based on the # of inputs, and those tanks don't know about each other?
Possible, except they would know about each other. Only way to be mutually exclusive.
Why would you need to use the 2nd input to solve recycling? Couldn't you just merge it into the first?
It isn't about need.
Was about seeing if possible.
hey guys how do i split 100 ore into 40ore and 60ore without smart spliters
1 Regular splitter.
well then it gets split to 50 and 50 :/
:/
if you feed 50/min to a machine that uses 40/min, what happens?
yeees, and?
the miner keeps turning off and on
how many fuel rods would i need for around 36 reactors
36 * 0.2/min
so 1
you now have 10/min overflow
on ONE belt
but you have another that needs 60 and currently only gets 50
im already using the 60
no you arent
you are using 50/min, remember?
oh thats not bad compared to what i was going to make lmao
uhhh sorry my brain not braining rn
you split 100/min in half
50/min on one belt (it needs 60)
50/min on the other (it needs 40)
we just talked about the belt that gets 50 but needs 40
Stop gif spamming.
2 in #design-and-architecture
1 attempted in #satisfactory
1 here
4 > 1
Perhaps you could enlighten us as to how these images have anything at all to do with Satisfactory, Math and Meta, or Design and Architecture?
Troll. Got it π
<@&387163995947270144>
@fallow tulip pick a recipe for an item you think you might be buildign a factory for soon
pressed esc and apparently cancelled the choice
got the drive back though so re-scanning it now heh.
idk didn't really like any of the choices anyway.
Also better to pick a recipe than to reroll
eh, you might as well pick a recipe and not waste time as they'll just keep popping up in the pool
and I'm pretty sure you had one of the most efficient plastic/rubber recipes in that lot
there's only so far a wiki post can help a person who plays the game once every 3 months lol... better hear reviews from people who have tasted the choices.
The point is that every person has different view
So easiest is to check what the recipes do yourselves
very introverty pointy viewy
Because when checking, you'll focus on the things important to you
wouldn't ask if I wast stumped by the choices i was presented with 
afaik the analysis of the recipes are just objective detail like - 'this uses less of this and more of that' or 'it might be more useful in X situation'
not 'this recipe is great!' or 'this recipe is bad!' because those are useless comments
The linked message and the wiki article both list some points about how to pick a recipe and what to look for
cant even ask for opinions aside opinions that every recipe has equal rights
You can, but you'd get more value if you asked concrete questions about things you don't understand, not just "what to pick"
is there any way to split a 30item per min conveyor into 12 and 18?
with just spliters*
1 splitter. Let it balance out on it's own
recipes do not have equal rights
im happy to give you an opinion
I think there is a general consensus that the Crystal Beacon alternate recipe is not recommended for people who are asking "which recipe should I choose".
point is, although I can tell you what I would pick, I base my choices entirely on how I like to play the game, and so it's not applicable as general advice
this applies to everyone
so the question becomes "do you want an easy answer that might be totally wrong, or a complicated but correct answer"
bro he didnt get an answer at all
he did, from Greeny
I got the easy answer "figure it out".
anyway moving on from conversation that keeps looping and annoying everyone involved.
I have some long-term-temporary factories which just clog (run horribly inefficiently) while I worry about building so I have a feeling some of the recipes would work well as a sink lol. As long as it increases the sinkable item score we're good 
why so?
not many mass produce beacons. So if the person didint intuitively pick crystal beacon means person doesn't really need mass produced beacons... that is humble guess.
all base recipes double the value of ingredients
alt recipes have different effect on sink points based on their resource efficiency
beacons are used in one nuclear chain
oh. makes sence. didnt know that till now heh. havent reached nuclear yet so havent considered that.
so the recipe is useful to 0.1% of players
so most who ask probably havent reached it yet and dont pick it lol
I doubt the amount of people doing nuclear is that low
maybe not that low but it is low lol.
Can confirm, I have been playing since release and have never reached nuclear
you didn't reach nuclear in 5 years? π
Nope! Granted I only have 130 Hrs
out of the people that ask for recipe advice?
yes
you played 130 hours and consider that "playing since release"? π
Well I bought the game at release and have been playing since then so yes
anyway you can just write "only used in nuclear"
instead of writing "Choose any recipe you want" since they clearly dont know that its useless to them unless they do nuclear
I haven't seen the message with the alt selection, I think it has since been deleted or lost in chat. I was answering the generic question "help what do I pick"
also in sugarcube tractors if I remember well?
idk I would use different words for what is essentially 2 hours in a month. "Playing since release" sounds like you play much more
It's accurate though. I don't play consistently but I've been playing the game for a while
Beacons are used for two things. One, they can be used to mark locations, which now has been superseded by just using the map itself. And two, they are used in an alternate recipe for the nuclear chain.
In the first instance, beacons provide no additional utility when compared to simply using the map, and in fact have caused confusion to the point that people come here asking questions about their use. The answers to those questions generally take the form of "just use the map". When presented with three recipe options, one of which makes something that people recommend to "just use the map" instead, that recipe is not recommended over the other two options.
In the second instance, the use case is for an item used in the nuclear chain. People that far along in the game aren't asking "which alternate recipe should I choose." Since the question isn't being asked, no recommendations can be made. For people still in Tier 3, when the alternate recipe first becomes available, a recipe dealing with nuclear products is unhelpful compared to other more Tier appropriate options and would not be recommended.
And finally, it is well known that beacons are being removed from the game by the end of 2024. When presented with three recipes, one of which makes an item that is being removed from the game, that recipe generally is not recommended above the other two options.
That's why I think there is a general consensus that Crystal Beacon is not recommended.
removed in 1.0 is not a valid point to not pick it now, because it's general recommendation to start a new save anyway, half of your factories may not work and with todays video probably even tons of miners would need readjusting
"people that far along in the game" very often come here with "oh I had no idea alts are even a thing". People just explore too little
And picking unhelpful recipe means it no longer blocks the space for more useful recipes for later rolls
if you do still care about production and "maximizing nuclear" or whatever, the beacons are still on the table
Whether you wanna not do that stuff though because 1.0 changes it to rotors instead is a different choice
w a d e r
b o t t o m t e x t
I disagree. If a player chooses not to start a new save and instead deal with having to fix non working factories, etc., then having chosen a recipe for an item that no longer exists was a waste of time. Choosing either of the other two recipe options would waste less time.
In the 1.5 months I have been in this server I have read two discussions centered around confusion with using beacons. I have yet to see a discussion where someone building nuclear products has said "oh I had no idea alts are even a thing". People who explore too little don't find uranium nodes, certainly not before finding a crash site.
If you are getting Crystal Beacon as one of the three options so often that it feels like it's blocking a third more useful option, then your recipe pool at that point is pretty darn shallow. Choosing Crystal Beacon over two other more useful recipes simply to free up a slot would not be a recommendation.
If you were to list every combination of Crystal Beacon and two other alt recipes available at Tier 3 and present that list to experienced players (ones who understand the use cases of the recipes), how many of those combinations do you think would have Crystal Beacon as the majority choice?
Note that they have already told us the new recipe for that nuclear item for 1.0
people who do get that far usually get all alts anyway.
you cannot run out of drives before you run out of recipes
I'm aware
Sorry. Wasnt necessarily directed at you, just response to you. Probably should have "at" the person you were talking to.
don't be an ass and cherry pick - and it's also a fine recipe as the new recipe has extremely similar needs and would only need minor changes. So clap it
you could even argue that a beacon recipe being used for a uranium rod system will be simpler after retrofiting to rotors
Who the hell licked the red off your candy tonight? You don't like me saying "I think X", which is an opinion, then block me. I don't need to listen to your holier than thou attitude.
Always more to grow the blocklist π
Because the beacon recipe is fine and the closest thing you could come up with an argument against it is beacons donβt exist in 1.0
And if thatβs the case itβs completely out of context and youβre either making a bad faith argument or itβs just a terrible position,
and you didn't say 'I didn't like it' you tried to make it objective
Reading is fundamental. Which part of "I think" in my original statement confuses you? Perhaps Sev can help you understand what an opinion is. 
Greeny asked me for my thought process behind my opinion - an opinion which was originally prefaced by "I think" - which I then provided. Do you expect every paragraph after that to begin with "My opinion is:" to ensure that people know it's subjective?
Just curious, when was the last time you saw Crystal Beacon be recommended? My personal observation is that it isn't. Heck, the most common answer I have read here for the question "which recipe should I choose, A, B, or C" is something along the line of "each recipe has its place, and you'll eventually get them all, so pick one that suits your needs currently". That's not a recommendation for any particular recipe at all. If that's the general consensus here (and it seems to be based on my observation), then it's accurate for me to say that the general consensus does not recommend Crystal Beacon, simply because it doesn't specifically recommend any recipe at all.
I am not part of this.
Probably for the best <-- for clarity this is my opinion. 
This is math-and-meta, and the discussion above isn't, so I think I'm going to leave it where it is at this point.
"This recipe is not recommended" reads differently from "no recipe gets recommended because of subjectivity"
Let's not put ass on cherries without any need π
What about cherries on asses?
I won't kinkshame π€·ββοΈ
Question for the mathematicians out there:
I have a pair of truck stations (load and unload) with a single truck carrying several types of items with different stack sizes. Is there a formula to calculate the maximum roundtrip time? (In my case I just tried with a single truck and it's enough, but when I wanted to do the math I blanked)
I think you need to start with calculating average stack size for your item mixup, then multiply that by slot count of the station and divide by belt capacity. This will tell you how long it takes to fully fill the truck station = clog. As long as truck can make a full trip within that time, the station will keep items flowing. If the truck inventory size is smaller than truck station capacity, use the truck inventory size (can't remember the values, haven't looked in there for a while).
You think it'd be bulk average stack size, not accounting for the throughput of each? In my case I have four 100stack sized items flowing for a total of 1080/min, and one 500stack sized item flowing at 90/min. I would imagine the coefficient of the 500stack size would be minimal and averaging all to 180 would be a stretch?
Stopwatch.
In general, the item composition should be equal to your belt input - if you are inputting 60 screws and 60 iron ore, it will be one stack of size 500 and five stacks of size 100, with average stack size of 166.(6). Just add how many things you are inputting over say 5 minutes, calculate how many stacks that would be, and average stack size based on your belt speed.
I have a hard math question for geometry majors:
The viewer will be moving on straight axis.
I need to build a set of columns that is 16x16m at the base and 8x8 in the middle (pipe foundations)
I want the viewer to not be able to see past the clumns, making an illusion of infinite column room.
How do I arrange the columns, so the viewer has no straight line of sight past the columns?
The column bases cannot overlap.
Number of column "layers" should be minimized.
Example arrangements on pic - none of these work as there are straight paths between columns.
Just a quick doodle, but 4-5 rows with a different offset should be enough
@versed violet
@versed violet Is there a restriction on the column placement? Are we limited to a 1 meter grid for positioning the columns, for example?
Assuming we cannot clip column bases into each other, right?
This is my solution. Stack this shape for as long as you want it to not be see through. Mirror it for the other side
The offset column should be offset by 1/2 foundation or something of the like
I would use the nudge inside a blueprint to copy paste this arrangement
have they announced any kind of "we're finally doing away with the islands to the SW" alongside 1.0?
kinda tempted to set up a decent sized base in that water but i don't wanna dedicate too much to it if it's about to get nuked from orbit
Anything you do now is going to get nuked from orbit, as 1.0 necessitates a restart.
The known recipe changes and the node changes alone seam like enough reason to start fresh in 1.0
That said. They have stated they wont delete the SW islands. They also said they would extend the boarder to be able to build there. But they arent putting any content there either. So its going to be an even better nuclear waste dump.
Unless thats all a ruse like when they said they wouldn't have pipes. Lol. (Its still on the map they showed when discussing nodes)
They have stated they wont delete the SW islands.
Did I miss when this was 100% confirmed?
Maybe. Pretty sure it was in one of the videos. I believe they said they would extend the kill border, keep the islands, add no content to them (so no collectables or nodes) i assume they would also touch up any terrain out there too just to not have any glaring defects.
Then I look forward to getting to make them into a hub of sorts
I was thinking along this lines, but four layers do not fully obscure whats behind. you can still see through.
Howerver, this five layer arrangement does. Huh, I'm pretty sure I tried it before π
All that for underground cho-choo line. Need to decide how close to bring the rail to columns themselves
Just watched the 1.0 rebalncing video and IMO there is one major thing that was overlooked - the diluted fuel recepie badly needs rebalancing (heavy oil residue + water => fuel) In update 8 this recepie is EXTREMELY OP!
no?
its seems inline with the other pure recipes
Diluted fuel is OP.
Here's some Quick calculations to prove it.
Producing 1 m3 of diluted fuel requires 0.5 h oil residue and 1 unit of water. Let's assume we get the oil residue from plastic production. In that case oil 1 m3 of diluted fuel requires 1.5 m3 of crude. Comparing that to standard fuel production (and refining the polymer resin into plastic for equivalence sake) we can see that producing 1m3 of both not only requires the same amount of crude, but diluted fuel also yields 30% (!) more plastic as a side product . It gets even worse when we factor in production rates. One refinery at 100% will yield 40 m3 / min of fuel l, while consuming 60 m3 of crude, enough to power 3 fuel generators (3.33~ exactly). One blender however, will produce a WHOPPING 250% of this amount, 100 m3 per minute, enough to power 8.33~ fuel generators, while requiring only 75m3 / min of crude, only 15 more than the refinery (!!!!) And yes, it does require more water, but water is basically free. The first time I got this going I felt sorry I ever built a fuel refinery. This needs to be nerfed
i made a system and its just a pain to set up if you dont know how to do it
ig they buffing fuel gens so we could nerf that but idk
and in the chain of diluted fuel is... guess what - heavy oil residue alt
no dont remove that
who cares if its op. jus dont use it if you think its cheating
or use a mod or smth idk.
Of course, if it stays I'm going to have to resort to that
what are you guys writing
Diluted Fuel is not OP.
Here's some quick calculations to prove it.
Diluted: HOR + Water = 2x as much.
Pure Copper: Copper + Water = 2.5x as much.
Pure Iron: Iron + Water = 1.86x as much.
Steamed Copper Sheet: Copper + Water = 2x as much.
Wet Concrete: Limestone + Water = 2x as much.
The problem isn't Diluted.
The problem is HOR.
pure copper makes 75 instead of 30 copper ingots/min
thats 250%
recipes that use water to supplement production are pretty strong to balance the need to get water
and still alot of people (me included) feel that the extra 2.5x is just not worht the hassle of getting water, since there are so many resources in this world
yes hor alt is very usefull
i dont see it as op. i think its just doing things more efficiently at the cost of complexity. im trying to find a real life analogue
You have a very good point
nvm what I wrote
i dont think HOR is that much better than def. rubber if you actually use the rubber
and for power we have turbofuel
HOR needs to be 30 = 30 instead of 30 = 40 and everything else is fine.
Imagine using Turbofuel for power...
π
100 rubber with hor diluted fuel and recycled plubber is 33.3 oil
without HOR and with def. rubber its 50 oil
i dont think thats op
since 20 rubber = 20 fuel = 5 HOR so its effectively 25
rubber is 20 HOR + (20 rubber = 20 fuel = 5HOR) = 25
so 30 would make it only 20% better which isnt enough imo to counteract the extra water and extra machines needed
right now its 40/25 which is 60%. Thats not op?
Why are you so fixated on solely Rubber and nothing other than Rubber?
beacuse HOR has 2 use cases, plubber and power
and for power you have turbofuel
Agree to disagree and move on, plz.
you need a ton of wotr extractors. i know from experience
wait waht.
turbo fuel ok just before you get your +1 giga watt
You should be breaking 1 GW in Coal before you ever reach oil.
So how in the fuck do you have Turbofuel "before you get your +1 GW"?
i had abt 2.5 gw of coal
when you move to oil
When you move to oil, you already have more than 1 GW
but after that. just a simple diluted fuel thingy ok
So it is now impossible to achieve anything before 1 GW
i made a miscalculation ok
ok change that to.
turbo fuel ok when you just got oil.
thats my cue - "you use pure alts for the resource efficiency, I use pure alts because i want the game to be more complex instead of less, we are not the same" lmfao
Use pure alts with packaged water to make a sushi belt 
ROFL. i might try that at least once. lol
i do love pipe work tho... i'll try the packaged sushi water bottle pure ingot refinery build but only if it makes the piping more complex. lol. BP the packagers ABOVE the refineries maybe? lmfao
Sorry, my design was relying on the pillars being closer together
Yaayyyyyy I did have the right pattern idea after all
That you did.
Also, fun thing - I cannot find the room where I intended to build this π
. Will have to walk the whole railway and see where it fits.
Danggg. Hope you find it! Actually, I just had a fun idea of making giant logistic tunnels inside of my mega factories and bases. I can see the liminal potential in the pillar idea you have, so imma go do that
Feel free to use the design and drop a pic. I have a railway line going halways the map under the map, so plenty of space to build "infinite" rooms.
I found the room on an old vid, and realized I converted it into "waterway" later, complete with waterfall and all.
Will need to find another spot on the boring tunnels to add it.
What is that
Tunnel rat does that to perfection
How mutch smelter can i put together for a tier 2 miner to run it fully automaticly?
That is too vague of a question.
Partly because you're thinking about the question the wrong way.
What exactly do you mean?
I have a tier 2 miner and my question is how many smelter should i use to fully automate it?
mk2* miner -> Vague.
- Node purity?
- Clock speed?
How many Smelter? -> Vague.
- What ore type?
- Clock speed?
Proper way to approach the question:
"I have X amount of ore/min coming out of the miner I placed. A Smelter can consume Y amount of the given ore/min. X / Y = Number I Am Looking For."
You should also think about how much you want to make and not restrict yourself to "1 miner"
still not enough info. a mk2 miner can make many diferent itmes at diferent speeds. to put it simply
I just wanted to know like 1x MK2 Miner (Pure Iron) how many smelter do i need to fully automate iron bars
again, I recommend starting from final product - what do you want to make? reinforced plates? rotors? modular frames?
decide how much you want, then work backwards to how much ore you need
I just want to know the iron barsβ¦ π
all good ill search by my selv
open miner UI - see how much it makes
open smelter UI - see how much ore it needs
do a simple division
you gotta learn these things if you want to play this game π
jus divide input by 30 i think
ig he new player
that depends on recipe and clock speed
that's why I'm teaching them how to get the info
so that they won't have this issue next time they need something
@thick phoenix you know pressing (n) gives you a built in calculator for sf
Its okay
open the miner - look at what it's being mined. You can set the miner to like 29.4569 ore per min if you want - pls just look all the info is right there
hey is my consumption supposed to jump like that, granted nothing is stalling rn?
found a problem
probably water extractors or smth over producing and turning on and off
wait
what. how many mw diference between low and high point. i need to do science
I play with mods anyway
it will look funnier after a time playing
Doubt it. The factory in question is autonomous, meaning it's producing fuel and power for itself
no i mean that the comsumption will go more up and down with more progress and more factorys
Oh yeah, that I know
My consumption is perfectly flat. An ouput is full or input not getting fed.
Check my math question:
Are Plutonium Fuel Rods better used as truck fuel than sunk for points?
1 stack of rods = 75 TJ = 7 659 200 sink points
1 stack of packaged fuel = 75 GJ = 27 000 sink points.
1000 stacks of packaged fuel = 75 TJ = 27 000 000 sink points.
By sinking fuel instead of rods, you gain ~3.5 times the points.
Better is subjective.
I define utility function as max(sink points)
Sink 1 stack of rod
Buy stacks of packaged fuel with earned tickets

153k points vs 270
Plutonium: Stack energy 75,000,000 MJ
Fuel: Stack energy 75,000 MJ
That means plutonium has thousand more energy per stack.
Rods are 153,184 point per piece, or ~7M per 50 stack.
You need 1000 stacks of 100 fuel to get same energy, 270 points times 100 times 1000 = 27M.
why are you comparing the energy and sink points
To decide which option gives more sink points obviously.
Should I sink 50 rods, or should I use them for fuel and sink equivalent amount of fuel with the same energy.
sink both?
Trucks need fuelz!
batteries are pretty good too
75TJ = 5 812 500 sink points
but ye youre right this seems better than sinking rods
its just a pain since they are radioactive and the insane compression for filling storage
Nuclear trucks of doom go brrr!
You only need to fuel them once per 270h
5.5 hours of runtime for a truck
vs
10 seconds
it takes quite a time to get 50 rods though
nah, making 3.5 per min.
but ye realisticly ADS or TPR give way more points consistently to where the downsides of radioactive trucks just isnt worth
like you could sink your rods and use coal, which is pretty much free, sink points wise, so its kind of a weird way to think about it xD
Yeah or just sink straight crude. Even better sink points ratio than fuel.
oh well
xd
wait what. i dont remeber it producing 600 at default??. is this an unpdate or a mod or smth?
thats a mod
mk++
Add lots of tuned up buildings
oh ok
turbo fuel factory looking good
800 oil residue per minute
1600 regular fuel per minute, granted nothing is stalling
What's a good ratio of plastic to rubber? I have 3400 polymer resin and in my plans so far I'm splitting it 50/50, but I realistically don't know which I'll need more of
It depends a lot on what recipes youll use. And what design choices you make.
Like if you use a lot of coated foundations and mk2 pipes, youll use a lot of plastic in building.
There are a lot of recipes that are very productive that add plastic or rubber to make a basic item. If you use those a lot you will need a decent amount of either or both rubber and plastic.
Ultimately. For production You are better off figuring out how much you are actually going to need when you need it and build what you need at that time.
For building materials i make a modest amount of both and send it to storage. Ive never consumed either so fast that storage wasnt full when i went back to restock my inventory.
the other thing from my direct experience doing this? make the rubber and plastic as you need it rather than centralise and ship out. Life is much easier
so.like move pr?
move pr?
Oh I mean you can - but I wouldn't build the oil products until you have a thing you need it for
And do residual rubber/plastic
whether you process the oil where you extract it or where it'll be needed is up to you
Oh that makes more sense
The most plastic or rubber per crude oil comes from using the following.
The max HOR per crude recipe.
Diluted fuel (packaged or unpackaged).
Residual Rubber.
Then a recycled plastic/rubber loop.
ideally start from final products and work back to raw resources
no reason to produce plastic and rubber in some random ratio, you have like 0% chance to be correct
I get the feeling this abundance of polymer resin is because its a byproduct of their Fuel production for power.
how many bauxite nodes are in the game
at least two
like twelve I think. You don't need to use them all. You can of course if you want.
ok
wrong its 17 6 pure 6 normal and 5 poor
poor?
Also he did clarify he was guessing with "I think" so the "wrong" declaration is a bit much.
is 8,600 screws per minute too much?
Yes.
how many should i make per minute
screws are not needed at all. Unless you plan to build awesome shops all over the map
You should make exactly as many screws as any given machine demands. And you should make them immediately prior to the machine demanding them.
(This is an opinion/recommendation)
how ever many you need for hte next step of processing
dont centralize screws why do yo uwant the pain?
ok, I'll keep that in mind
I can just leave it at 960 rods per minute and make them into screws as needed
why are you making 960 rods? π
Because I can
that's going to be reall exiciting for you when you get the alt recipes that can cut out Iron Rods and Screws entirely from the game
or steel rod
don't let the haters stop you from building the 960 rod factory of your dreams
Im using steel rod
I had an extra steel line in my steel factory so i decided it would be fun to turn it into a shit ton of steel rods
Modular Frames love Steel Rod.
mhmm
I cant wait to unlock trains so i can take part of the steel rods back to my main factory for modular frames
dedicated server says otherwise
and im almost to trains anyway so i dont want to setup a truck path
that's just driving on the ground
If we weren't specifically talking about multiplayer, I would point out that trains are not an upgrade.
They are different. They are not better.
I also want to use a train out towards my steel factory because i want to take back steel pipes, steel beams, and encased industrial beams, as well as some steel rods
Again, in a non-MP environment, truck is fully capable of handling that.
yeah
I will say, the 1.0 MP overhaul should make it so I don't have to clarify that π
@paper thistle see #math-and-meta message
so with plumbing you always want to have more on the output, right? or 1 to 1 production is fine?
You never need to overproduce in any scenario.
k thx
Math shit:
Powder (alt)
- 1 Sulfur = 1 Coal
Battery (base)
- 1 Sulfur + 1.25 Baux + 0.027 Water + 0.0335 Copper = 0.689 Oil + 0.8975 Iron
Instant Scrap vs. Sloppy + Electrode
- 1 Sulfur + 0.3 Water + 2 Coal = 0.3 Oil
Steel
- 1 Sulfur = 2.333 Coal + 1.333 Iron (vs. Base)
- 1 Sulfur + 1 Coal = 0.5 Iron + 0.625 Oil (vs. Coke)
- 1 Sulfur = 1.222 Coal + 0.222 Iron (vs. Solid, base Iron)
- 1 Sulfur + 0.803 Iron = 1.222 Coal + 0.683 Water (vs. Solid, Pure Iron)
Quartz-specific followup was asked for:
Silicon Circuit Board
- 1 Silica + 0.0909 CSheet = 1.8181 Plastic (vs. base)
- 1 Silica + 1 CSheet = 0.649 Plastic + 1.948 QW (vs. Caterium)
- 1 Silica + 1 CSheet = 2.7272 Rubber + 4.0909 Coke (vs. Electrode)
Crystal Computer
- 1 Osc = 7.333 CB + 9 Cable + 18 Plastic + 52 Screw (vs. base)
- 1 Osc = 4.333 CB + 28 QW + 12 Rubber (vs. Caterium)
Rigour Motor
- 1 Osc = 9 Rotor + 9 Stator (vs. base)
- 1 Osc + 3 Stator = 3 Rotor + 3 ECR (vs. Electric)
RCU (base)
- 1 Osc + 32 Casing + 1 Comp = 8 Heat Sink + 4 HSC + 24 Crystal (vs. Connection)
- 1 Osc + 3 Comp = 24 Casing + 20 CB + 60 Rubber (vs. Control)
Uh... @wind spade
All I did was turn off oil and Pure Iron... and Tools added this whole 0 = 0 = 0 = 0 arc to HMF production (not on maximize, it has a defined target amount)
Probably rounding error?
Weird behavior nonetheless
Why is a rounding error generating random af recipes and parts that have nothing to do with what is being made? π
weird
it seems its pure iron ingot that fucks it up
Well, if you're making zero of everything, then zero of anything can be included in the recipe. 
https://www.satisfactorytools.com/production?share=gGSGZeAEBPcspZsNlDvY
ok this is just cursed
where did the plates come from?
Took me a hot minute to process your math above, Sev, but I see the trades there now. Neat!
Read the following in the your best prescription drug commercial voice:
The above data is only available while resource supplies last. Not valid after 1.0 recipe rebalanced. See devs for details.
If you or a loved one have been affected by Thinking Weighted Points Matter, talk to your FICSIT-approved mental health professional and see if MetricsThatActuallyMatter is right for you.
I can't read fast enough to simulate the auctioneer voice speed of the commercial equivalent of fine print.
yeah I've reported this to him bfore, haven't seen it that extensive though
rounding error, can safely ignored. Not a priority due to being basically harmless and new tools being worked on
Fixed in 1.0?
well basically, although at this point Tools are like 3.8
π
Stuff like this has happened to me a few times. Mostly trying to do things like forcing certain recipies.
One other thing i have noticed recently is that the calc will change recipes when one product is set to "max" vs setting a specific production equal to the same value that max generated. Ive done it a few times where a resource goes from 100% consumption down to as low as 75%
"max" vs setting a specific production
This has always been a thing.
It has a different way of solving both contexts.
maximise = find any way to make max possible
items/min = find most resource efficient way to make exactly that
Clearly. Just odd that in this one im looking at now i can maximize steel to produce 98899 ingots then set it to 98899 ingots and it changes from 100% to only consuming 84.622% of iron. But no change to coal and crude oil consumption.