#math-and-meta
1 messages · Page 131 of 1
you have a gamut from "common resource, less efficient" to "blazingly efficient, rare resource". it's cool
"rare" as defined by?
the center will be bright red and still cool/warm.
like, beacons are only used in like 2 alt repicies
and it doesn't seem that much better than teh base recipe
and charcoal is charcoal
iron wire is aight i guess
like, i actually might use it just to not need copper
then again, caterium wire is just better for getting copper wire without copper
argumentation 101
because you have extra caterium and don't have the spare iron or copper? because you need to make your wire production extra compact? there's lots of reasons to use all the alts. Just becaues you haven't thought about them doesn't mean they are bad, just means you aren't being creastive
do you want me to ssay you can't automate wood
do you want me to say that you can use it for sorting out stuff from personal storage
?
container -> drop all things you don't want in inventory -> goes into sorter -> things get processed as needed -> storage -> overflow to sink
i prefer container -> drop all thing you dont want in your inventory -> throw away some of it later or something personally
sure, but then you're ditching the recipe because it doesn't fit into your personal playstyle, not because it's bad in general
which is my point - all recipes have a use, whether or not you like that use is up to you
some people like compact builds and prefer bolted plates, some like to save resources and prefer stitched plates
in the same spirit, some people like the option of converting wood to coal
like the quickwire stator is one of the more niche recipes, but I wound up using it in a plan where it was perfect.
Niche because it's benefit is less steel per stator - which is generally never a large scale concern
but squeezing out that extra steel in the set up was great
Charcoal is for people who like coal power plants, but want to keep using the chainsaw.
they just need to add a recipe to make rubber via plant latex
combine that with fabric and charcoal/biocoal, and bam, gas filters out of a miscellaneous biomass bin
Eh, screw it, I think I can squeeze out another gold cup before the 10th. Gotta get sharp.
*1
they are a deprecated item
Iron wire my beloved.
You can make stitched plates. And cable line early game with just plain iron and save your early copper for something like pipes as you work your way up to coal
Idk why but my pipes just don’t take enough oil they both have a mk.2 pipe with 600 oil per min splitting in two them but they only take 50 per min
are they full?
do you have enough headlift?
does the headlift reach?
fair enough
I have 720 Coal & Iron per minute. how many motors should i aim to produce?
As many as you, personally, feel like.
any number is fine. You can expand later once you have some actual usage for them
how many do you need?
as many as you need/want
no idea thats why im asking
i have all of crater lakes to build so ill start with 10/min
How would anyone who is not you know what you, personally, need?
then don't make any until you know how much you need
because they probably have more experience in the game idk bro
That is not at all how Satisfactory works.
everyone plays differently tho
It's a sandbox.
Your question is the equivalent of someone in Minecraft asking "How much wood do I need to chop?"
No one can know that but you, as your personally set goals dictate how much of anything you need to make.
3 logs, 1 for a crafting table, 1 for 4 sticks and 2 wood, and 1 for the rest of the wood to make a pickaxe. 😉
But how much after that?
see, if you have your own goal, you know how much you need to make
so make a goal in SF and follow it
That's your personal number.
Some people build entire forts out of wood, so they need much more than that.
See how there is no definite answer beyond "Whatever you, personally, feel like making."?
thats the number you need to progress to better tools
So then figure out the number of motors you need to make better stuff?
imma just do 10 and go from there
Yeah that's a pretty safe option most times
i have steel screws and 16 foundries so i think i should be fine
Yeah I mean whatever works for you
I'll arbitrarily say do 10 motors a minute. That's a lot, sort of.
Depending on how much idle time you give the game, 10 motors a minute could be enough for you to finish the game as it is now.
How do you calculate how long an overflow system needs to work?
I'd like to do the math myself but i just have no idea where to start
You mean manifolds?
Yeah
There's really no formula for it
time to make one
Ima take the time i'll have to wait for stuff to fill up to figure it out i guess
I guess you have to figure out how long it takes for the 2nd to last machine to back up to the splitter
You can use https://satisfactory.greeny.dev/machine-fill for rough estimation
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
(Click the "I know what I am doing" button)
Alright thanks
0.0s
Prefeed. Instant startup. Simple.
Good point but i dont have the resources to feed the machines yet
Could have been making them while building the machines. 🤷♂️
Multitasking is king in this game
Thb all i care about is a formula that would work in theory so i can estimate how long i'd have to leave my pc running
Game is genuinely "better" by the opinion of multiple people if you play it without leaving your PC running.
Meaning without afking.*
it saves power too
If power is a factor in your decision-making... ||it means you're the one paying the bill 😉||
What does that have to do with anything
I'm just trying to find / make a formula with all the variables to calculate how long it'd take to have a manifold to work at full efficiency
0.0s
Prefeed. Instant startup. Simple.
Can you share some pics if you have any of your work?
Thanks!
its not even 100% accurate as its hard to properly account for everything
True but i now have an idea of what my formula should somewhat resemble
Im just doing math for the fun of it lol
well have fun, you have to use this formula for every single machine in succession
It is interesting how often in life that which is pointless is aligned with that which is fun.
I'll probably just write a script that does that with the formula
greeny went with the sane solution: just simulate it and time it
Total time being 0s is the easiest to simulate 😉
We get it
I just want to do some math and coding to see how long it takes if you dont fill it up by hand
Do smart splitters works for storage organization and trash out excess items or do I need the programable splitter?
smart splitter works
just remember that you have to remember that if you want to do a manifold (i think that's how it's named), you need to set it up so the rest of the items go thru OVERFLOW, if it's not it can clog
Yeah I ended up doing a not so pretty setup
I think it will work
jummy spaghetti


yeah
Just like that
The bottom one is from incoming items so it just need to filter the overflow
And the upper one is the organization one
Just need to be aware for the conveyors to not overflow lol
Because like that any item will go into the awesome sink
I really need tier 4 belts now
to save more space you can do this
so you only need one row
but remember to put a sink at the end
if not, the system would clog up
I won t save much space at all but I can use another sink at the end
My initial idea was to send any overflow directly to the main sink
But I didn t coun t the over overflow
you could split overflow, half of the containers have one sink, half another
because with your idea it would be bottlenecked by the belt (note that you would still be bottlenecked, but much less)
For now a sink just for the organization part (upper) will solve the problem
yeah, but if you want to expand the storage, make it go to another sink
You mean like at the middle of it split into 2 sinks right?
yes
Yeah surely
exactly
that was what i was saying
It s all working now
Yeah I did that to place that sink in the end instead of sending it to the same one
to make it ""better"" you could make it like this: (sorry, i am bad at drawing on pc), (the belt going is 120/min)
Makes sense
U sure?
I mean, it would be a lot more work but eventually all the containers will be full and dumping 100% of the income
Instead of like 40
You just have to tweak the number of storage containers per sink depending on the imputs
40 what?
This is my main storage btw
Those itens are only for personal use
40%
What is the recycling Bin for?
Sorting and Sink if overflow
Ohh
That s the upper thing
Nice idea 
Thanks
That s why that second sink
Now that I know how to make it work I could make a lot more compact, but I will let to do it in my 1.0 new save
Much cleaner
using 2 rows allows you to differentiate between unassigned and overflow
using a single belt system if you chuck slugs in for example it has no way of knowing if it's just a misc item or an overflow item without a programmable splitter or two catching every single other item in the game
Use 5 rows 👀
5?
All the rows.
oh god
Yeah but as I said the top one is for the sorting system
Greetings Pioneers,
Anyone know of an updated version of this calculator ? (screen only, link got deleted here)
I know the ones on SCIM and Tools, but i dont like them, they are ugly and hard to read, thats why i like this one but it has not been updated since U6. 😢
You mean this?
yes, this is the one i dont like, the arrows are so hard to read, and not collapsible, thats why i ask for a new version of the other one where the colors are easier and you can collapse the steps when you are done (like this -> )
you can just move them out of the way
Oh I get it, I don t know if there is any other calculator for it at the moment, but as greeny just said you can move the boxes away from each other
was actualling thinking something similar-ish to this for my calculator that I'm definitely working on and definitely haven't not even started yet
the problem with the sankey diagram view is that it doesn't allow for loops or self-feeding easily
yes i noticed this one can do simple loops but not the best i agree
I'd take scim over it and I greatly dislike scim
"yours" which one ?
as in group in my hate list, I don't run a calculator myself but I've tried a number of them
yeah the tools one does amazing loops (like used in plastic/rubber cycle...
So, I make 106.667 fuel on one output and 53.333 fuel from another and they both pipe into 10 fuel generators
which leaves exactly 40 fuel for packaging. Now if I put a buffer at the end and connect a packager it doesn't seem be able to get enough fuel (40pm with plastic) which is available in the system
help?
slap a pump down on the pipe
the generators take time to fill and any kind of strain on the pipe causes fluid levels to drop
and yeah, no buffer
they make it take even longer to fill up
yeah add a pump for safety
somewhere near the packager line
it would probably work after waiting for like 30 minutes but a pump would not hurt either
much better without the buffer
buffers take a minimum amount of fluid inside them before they output fluid again at the same rate that it flows into them
plus the packager input sits quite high
meaning the buffer would need to fill to like 200m³
so this would have taken quite a while
got it 🙂
i get this suggestion can sound stupid if you have no clue about programming, but you could learn python lets say and make a satisfactory calculator exactly how you want it
I learned C and VB in school but i'm a boomer, last time I programmed something, it was a Space Invaders clone on my Casio Graph 60, it was around 2000-2001-ish ^^ and now i really dont have time to learn a new language again 😅
yes
and in fact for a while I was going to make a python API for it, but then I got lazy and decided to use someone else's JS one, and then I got creative and decided maybe C# and yeah I still haven't done any of it but hey
haha thats understandable, and projects can always be come back to
Hey guys! i find myself needing to find out the clock % for consuming a set amount more then i do a target production rate, rather then putting in %'s until you get it right over and over
what's a math formula i can use for trying to figure out the clock speed for a set Consumption of a ingredient i want?
you can type the number of items you want instead of the clock speed
Re-Read my question.
instead of wanting, im finding myself wanting to Consume a specific ammount of what the craft is using up more often then setting a target production rate
i would set it up in one of the online calcs
my brain is too fried at this point, but you could very easily do that with the output number or just adjust the percent slider till you see your desired number.
you can set the input items and ask it to find the max
Right, but im not wanting to use the percent slider every single time im adjusting a new recipie im wanting to figure out a math formula i can just use so i dont have to fiddle each and every single time
yeah but it doesnt include overclock %'s
just default 100%
you are going to need to for each recepie anyways
Right, but having a math formula i can enter is way fast then fiddling with the exact %
you can change that by adding slugs and allow overclocking in that calculator
am i able to tell it what belts i have acess to though, that also matters quite a bit
if the answer is more then 1 machine then that will be the overclock value
wait this isnt the calculator im used to, il get the other one, and yes you can tell it the belts as well
https://satisfactory-calculator.com/en/planners/production just add your input
change vue mode to realistic to do belts and overclock
view, not vue, vue ruined my spelling of view
oh, this one, it doesnt include maximize feature, guess i can just import from the other calculator
Tools is superior to SCIM - it also doesn’t break it down into belts it lets you do the layout
yeah, tools is my prefered one
@median heath You Missed a Spot
Someone must have edited the page at some point... 😠
Overclocking doesn't change how much you can make
Sorry, my original question involving that conversation was what formula would you have to do, to figure out how to hit a target consumption of an item used in the craft
in this case, how to hit 270 screws per minute using a equation instead of changing the clock speed % decimal by decimal until u get it perfect
that way i dont have to fiddle with overclock %'s every single time im doing a new craft and im trying to consume a set amount of something
[desired output] / [recipe output] * 100 = [total clock % needed]
desired consumption/base consumption
e.g. you want a smelter to consume 21 iron ore so 21/30 which is 70%
(desired input) 270/195 (base input) ≈ 1.3846154 ≈ 138.4615%
138.4616% 🙂
better be at 270.00012 than 269.999925
in reality it doesnt matter at all because this error only causes an issue after 3 years runtime minimum
oh that makes sense
either way you have 40 screws too little or too much after one year
it's .46154 -> .4616
why not round down
because if you want to make X, the machine must have equal speed or faster
by rounding down you're making it slower, not allowing it to make X
(yes, the difference is miniscule, but it's there)
we're in #math-and-meta , we kinda want to be accurate here 🙂
this is meta
you cannot have 100% accuracy with these clock rates
so you can pick whatever you want:
too little items after years of playtime or too many
you can, if the machine only gets resources to make X, rounding up makes it stop at some point, but still make X, rounding down makes it not make X, so inaccurate
this is only assuming that you're making more resources than the machine needs in the first place
I mean that's what people usually do 🤷♂️ feed machines the amount they need
and if it's part of a manifold, then since it eats more than it should, some other machine is starved for the 0.0001
and then they idle
so will any machine that fills up eventually due to making that 0.00001 too much
you get a moment of idling either way
I mean accuracy of "making X", not as efficiency of machines
this is 15.57693/min rotors vs 15.57691875/min
i dont think you can even get a reading this accurate
if I want 15.57691875 rotors, I want that, not more 🤷♂️
even if the change is some small %, it's still a different amount
i do not care
my meta argument: literally do not care about that last percent
you will not encounter it ever
I'm talking about math, not meta
to you
I made a mistake a while back in my run that would take a really long time to correct, so im wondering what the best way to move fluids over long distances is?
There is no best.
Pipeline? Fine.
Trucks? Fine.
Trains? Fine.
Drones? Fine.
There is no best.
is there any problems with pipelines over such long distance?
No.
sf tools is so cool when you get the hang of it
i feel like an idiot after planning ratios for a nuclear plant that were very wrong and it could of been done way quicker
I think there's nothing wrong with learning how to handle ratios and calculations for all production lines, as long as they're appropriately sized. That's what becoming familiar with the game is about ^^
It's one thing to use a tool to make a task simpler/more manageable, another to use a tool to avoid having to do a task 😉
oh, copper alloy got nerfed? Pretty understandable, it's extremely strong
Just costs extra iron , no big impact
I mean it doubles the iron cost. It's not insignificant, but I do think it's a good change because today's recipe is ridiculously strong. Literally just sprinkle in some iron for an insane increase in copper yield
I think the change makes a lot of sense
yeah, my point is that changing copper/iron ingot recipes will have a big impact, because many more factories are likely to rely on them
ah yeah it will
I agree that the change is fair (but I hate it, because I use alloy ingots extensively due to how OP they are :D)
😂
are there any circular hypertube cannon design working atm?
wait where is this from?
https://satisfactory.wiki.gg/wiki/Future_content
It's updated based on all the videos we've seen
This page is dedicated to all streams, sneak peeks, leaks, and videos that have been officially released by Coffee Stain Studios about upcoming updates. Content will be removed and added to this page as we see things added into the game and shown in leaks.
the announcement video
ah the hard drive video i see
I has a question:
I have 105ppm on a MK2 belt, and I need to get them into 60ppm and overflow using only splitters and mergers, no smart splitters. Could you do this?
My thinking is that you can split the 105ppm belt into two belts (52.5ppm), and then put a merger in front of the splitter to receive the extra 7.5ppm, using a MK1 belt to bottleneck, and send the rest away. Would this work, or have I simply willed it to work in my head?
It should work, because obv max MK1 belt speed is 60ppm, and it's all the same part, so the overflow will just go from the right splitter to the next machine
It's essentially a load balanced manifold on a small scale
might look something like this
Iron is a trash resource nearly as ubiquitous as water imo tbh
Are you specifically looking to load balance and are aware of manifolds?
yup that should work but it would split 30/75 -> 30/45 since mergers take left/right/left/right etc. resulting in 30/30 for the 2 inputs to the merger
i would make sure that the both merger inputs are both mk1 since funky stuff can happen to mergers with different mk belts as input
Rude. 😭
What s a good ratio for this item?
Good is a point of view, Anakin.
Yeah, Im super picky about my factory efficiency. Thanks Zy

multiples of 20/min
oh wait HMF LUL
multiples of 12 would be it
but i doubt you wanna automate that
if you want no decimals at all, 36/min
takes like 9000/min Iron 
1.8/min or 1.2/min would still be pretty ok with very little decimals
Single input sushi in the wild!
||And it's not from me!
||
@vapid gorge @median heath @thorn bane
https://www.reddit.com/r/SatisfactoryGame/s/81ZK9q4r2q
Well, not all quite "single input" , but... Things got complicated for OP 😅
That’s not a detailed reply - a manifold is just as efficient as a load balancer
2 modular frame a minute be like:
Only after everything fills up, which I refuse to wait for
pre fill the machines
and or go do something else for hte few minutes as it starts up. You'll spend more time load balancing than waiting as things get more complex
Except for the part where I enjoy doing the math and cramming as much as I can in as small a space I can
manifolds usually are smaller than balancers
Yes, I understand this. The inner requirement to load balance everything is not something I can explain to someone
you're free to do so 🤷♂️
(though I'd personally recommend using "direct input" where possible)
e.g. if machine makes 60, make next machine need 60 and hook them 1:1
if you enjoy it, go for it. Manifolding is time/resource saving in the long run, however nothing is saying you are required to do so
@queen kite read #math-and-meta message for alt recipe choices
ty
Can somebody help me better understand this whole thing? It's going over my head and I want an explanation before I do something stupid
well, an excellent way to play the game is to just screw around till something works.
This said, can you be specific as to what you don't understand?
So, I'm just confused on what it means with a decimal of a machine. "2.7 Manufacturer" for example. Is it changing the production time of one of the machines to take more or less, or? I'm just confused on that part specifically
This is the first time i've done a factory like this, so I'm going in blind with like no idea on complex logistics and planning
basically, like wubbits said, it means 2 machines run at normal speed, and then you need part of a machine by underclocking
or 3 underclocked to 90%
doesnt matter how you spin it, as long as you dont have excess material, or not enough material
In order to save space and time, for the oil requirements, does it JUST need 2 lines of 160m and 420m respectively to work, or does it have to be from 5 extractors?
what's your final output?
you've got the idea. all you need is those two lines, so you just need to find a way to reach that
Overclocking a pure and a normal gave me those two easily
yeah then you're set, just do the splitting and merging
as long as you get to 600 it doesnt mater
The blue crater area where I'm set up has essentially everything I need
That's my second problem
ok shoot
Splitting and merging isn't something i've seen nor experimented with
I think it's called load balancing?
bingo
Not exactly my strongsuit
what are your outputs on your extractors
Which ones?
I find this tool much more user friendly https://www.satisfactorytools.com/production?share=aZDmP5QhuUuGLHavuGRy
that's ok, thats what I do best
im sorry thank you for all the help
don't stress about load balancing if it's just another issue on the pile
Let's go one at a time
As of right now, I have 168 caterium coming through a normal node and 280 on the copper
switch to dm's if you wanna continue this
Sure, they're open
so what is your main issue with this?
My mind immediately goes "oh well i can just overclock one node to give me everything I need" when I know full well belt speed is limiting me here
if that makes sense, but anyways, I just see numbers and my brain fries
and you still have to work out how many fuel generators you will need to burn the fuel
you don't have have mk4 belts?
Okay, then nevermind me
ok what's the next issue you have other than moving base resources? 🙂
the overall placement and structure of the factory
Like layering and keeping it clean and pretty
and not cluttered like the clustertruck of my refineries for plastic and rubber
That sort of thing is mostly practice and planning
Set up foundation spaces for each section with about how much space you think
I find building machines in a temp way gives you a good feel. You want at least a foundation width between production sections, more if you want them in separate buildings
I prebuilt a large area, trying to give myself space, and I planned on trimming/adding as I needed to after doing what you just suggested
Maybe basic sketches could work for you?
I use spreadsheets and lable cells to vaguely plan it out before foundations.
But I only go to that much effort for big final factories
Sounds good 🙂
I'll be back probably, see if I need anything else, I'm mainly worried about belts and managing them
give yourself extra space 🙂 you'll be fine.
remember that material costs are refunded at 100%, so there's no cost other than time to tearing down and rebuilding 🙂
No, keep it in public chat, more people can help that way
Only if you want to split off items on slower belts from the main one for [insert reason] it might be worth worrying about that
How do you calculate an oil loop, without using satisfactory tools? To my understanding, it involves some form of recursion. This question is mostly aimed at greeny as I am curious how they’ve done it. However if anybody else knows, please share.
no recursion on my side 🙂
however my way of calculating isn't really suited for hand-calculations anwyway 😄
This isn’t for hand calculations
Another theory I had was that you had found some sort of multiplier that just spits out the answer to one of the needed numbers, and you reverse engineer it to figure out the rest.
Like if you figured out how many plastic refineries you needed, you could figure out how many rubber you’d need, and therefore how many rubber refineries, and therefore how much plastic you’re recycling
Like a fill in the blanks kind of thing, or like sudoku
my algorithm works with any dataset, doesn't have anything hardcoded
if you're interested, I've described some of it here https://discord.com/channels/370472939054956546/1048004440914927628, though in reality it's more complex
Well how does your algorithm work then? I would read the source code but I have the comprehension skills of a potato
Thank you
the solver is in private repository anyway 🤷♂️
That is also a setback 😂
So to clarify it’s just a bunch of maths, and will probably take a while for me to learn how to do it
it's basically this https://en.wikipedia.org/wiki/Linear_programming
though wiki makes it look way more complex than it actually is
but it actually is way more complex than simple division/multiplication 😄
essentially it's an optimisation algorithm that optimises variables given limits and relations
Thank you very much for this, I will figure it out at some point. Or never. 😄
it took me two months to understand it well enough to finally make it work for tools, so don't bash yourself for not understanding it 😄
Just out of curiosity, is there any other way to calculate it? Like a method that somebody might do by hand that I could use?
i don't know if @fallow vector uses a different method
Is signpostmarv behind a different calculator or something?
yeah theirs isn't one that as many people use at all, but it is more public
it's also designed in a way that you could use the code to make your own interface
I am happy to just make one if I had a method
I forget where their repo is but they do have the solving methods public I believe
Solving infinite series, reducing the recursion to a single multiplier.
I thought so
Thank you
I have found a valid way, and I’ll share it after testing. It’s quite a shortcut.
you mean recycled plastic and rubber?
this was something i arrived at when solving it manually
since the loop part is really simple as you take 1 rubber / plastic and turn it to 2 plastic / rubber
if you feed it into each other, you turn half of one into double of the other one
which just means that your output is technically 1:1 with the fuel input
1 plastic and 1 fuel becomes 2 rubber
2 rubber and 2 fuel becomes 4 plastic
subtract the 1 plastic input and its just 3 plastic output for 3 fuel input
you can do the same sub-loop for rubber
and the end result is fuel to rubber and fuel to plastic is 1 : 1
the code I used is generic
I figured it out, thanks to everyone who aided me. I stumbled my way through creating my own specialised algorithm that does it with ratios.
neat. is it only for loops or is it generalized for other production chains?
Literally just oil loops
It’s all I wanted to figure out, and it’s a really specific use case
I might expand on functionality, and I can share more on how it works if you wish
oil has technically only a single loop: recycled plastic plus rubber
its not a loop
Yeah I was wrong
its a straight chain or a branch at worst
Byproduct
Turbo Blend fuel has heavy oil and fuel as inputs
That is useful.
Relevance…?
"complexity" / branching production chain
heavy oil makes fuel and coke too so calculating the total oil cost there can be sooooort of difficulty when you start out there
and turbo blend needs all 3: fuel, hor and coke
so its a 3-way fork that merges back into one product
You could just work backwards
yeah i know
And you could ignore HOR until the end
and then tack it on
Not too difficult I guess. Also isn’t the original recipe more efficient?
I’ve only ever used the original, mostly because sulfur is often found near oil.
not really.....?
theres like.... 2 small places i can think of that have sulfur somewhat close
norther forest / crater lakes and maybe the desert canyon
Okay well then those two places are probably where my oil is
Pretty much
yea all other oil spots are quite far away from anything, both sulfur and coal
theres an exception for coal in the blue crater southwest
That’s why the gods gave us trains.
or drones
Oh god drones
They’re the most inconvenient transport ever made
point to point low throughput transport that needs a sort of hard to get fuel
They take only batteries, which takes sulfur and bauxite
buuuut they dont need anything else to get going, infrastructure wise
Fair enough
its actually very funny to use drones to make batteries for drones
And bloody risky
i ship in packaged alumina with them
Unless you have some sort of backup plan
well theres a container thats always jam packed with batteries
and that one cant be drained
so worst case i have to use some of those to start them back up if they stall somehow
but ive accounted for all stalling options
How?
the can stall in 2 ways: destination full or home port full
home port always has an overflow sink
destination only receives a fixed number of cansiters back per delivery and the storage there can hold all canisters needed
so neither location can really stall unless some other things go majorly wrong
battery production is much greater than what the drones need and so thats not an issue either
Random question but have you done nuclear before?
yes
I thought so
i started up nuclear before i had waste processing
so i stored that gunk
i use drones to supply some of the materials needed for nuclear
Ooh I did the same except I had a full nuclear with 2520 uranium waste a minute
hehe, i had like a single nuke making waste before i unlocked processing
so i had quite the long time before that would ever be an issue
My storage lasted minutes 🤣
exactly why i didnt bother with a big setup until then 
heres the part of nuclear thats supplied by train xd
Ooh color coded belts
Nice
Very nice
There was this gotcha I read about, that special care must be taken when the 1st ever foundation is placed. The one that will align with the grid and that every other foundation thereafter can align with. What was the reason and the rule? It cannot be the 1m one?
I think it had to do with vertical alignment.
Yeah, it was 1m, as it aligns vertically in the middle of the 4m vertical "box", leaving 1.5m at the top and at the bottom, so in the future it will misalign vertically by 0.5m with any other foundations where 2m or 4m was used.
@worn saffron Yes, the 1 m foundation blocks snap vertically at 0.5 m increments. The 2 m and 4 m blocks snap at 1 m increments. So the advice is to always align to world grid with 2 m or 4 m blocks to avoid the weird 0.5 m incorrect vertical alignment.
Definitely learned that personally... I do wonder if that will get patched in 1.0.
2 things:
- it's not a huge issue when you can just build a 2m and then replace it with a 1m very easily
- don't build world grid?
oh and 3. it's not hard to correct it, but it depends how much you care about the soft clipping
I highly support #2.
Why would someone want to avoid using world grid? I always think it'd be better to have all the factories on the same grid, so I'm curious if it's just a matter of personal preference
Why would you want to use it?
Having something in the Dune Desert the same orientation as something in the Grassy Fields is... meaningless. As you cannot see one from the other.
Trucks drive on the dirt.
Trains curve.
Drones fly.
WG alignment is "I intentionally want all of my stuff to look horrible against the terrain alignment for no other reason than I personally choose to."
Which, if that's your jam, knock yourself out. 🤷♂️
You know what, I can't say I thought about it like that lol
I always thought of it as "The game gives me a grid to work with, and I like making stuff on grids to make it look clean, so I'll use the grid provided to me"
It didn't have a grid for the longest time.
They slapped it on the very much after-the-fact because people complained.
I started playing maybe update 6 or 7, I forget exactly
Either way I learned about it and figured it had always been there lol
grid is provided by default by building on foundations
global grid is what is poin tless
Yeah I know but I figured there'd be a reason so I used it
The reason was people complaining. 😆
That said my OCD has caused me to use the World grid more often than not.
Fair
I may end up doing a hybrid option, where I line up one foundation with the world grid but use that to rotate another foundation to match the local terrain better
That way it'll still have some sort of anchor point
Fun OCD fact
If you snap a foundation to another, and the foundation isn't facing east (good luck figuring that out when it's a square, and yes that square has a facing), every snapped foundation will be very slightly off
A fact that you can see yourself in the satisfactory save editor, or if you're unfortunate enough to have built a huge congruent snapped grid that will very slowly drift off the global grid
use a ramp to know the facing
also fuck the world grid
I use splitters, if the input arrow is facing east, it's orientated correctly
Less fiddly than ramps
*Only with consent.
something something inanimate objects/concepts 😛
How does one have 180 Oil Extractors?
that tool doesn't have map limits built in 🤷♂️
or use another tool that does have them
Does that exist?
Thx !
Turns out it’s more complicated than that, it is actually included in the oil loop
300 Rubber and 300 Plastic is 200 Oil
300 Fuel by itself is 112.5 Oil
300 Fuel, 300 Rubber and 300 Plastic is 300 Oil
I have no idea how to figure that out, or better yet: how to incorporate it into the loop
From what I can tell, there are reductions of oil consumption in oil loops when fuel is produced, it also affects how many refineries are used in the recycled plastic and recycled rubber parts of the loop. Anybody got an idea?
When doing recycled, you rarely use the default recipes to produce rubber or plastic
Its not a loop as fuel doesnt move in circles
I have realised this and something else
I can just produce the fuel needed for the loop and the fuel required
Then I can feed in the fuel required and subsidise the polymer resin
The loop can be broken up into 2 straight chains even
granted, that still has some loopback unless you have raw input of rubber and plastic
But there is some sinplification possible, depending on how exactly you set it up
The loop process is usually kickstarted by hand
meaning it can run without external rubber or plastic supply
This is a pain to figure out
This has an input of 187.5 oil, the polymer resin and fuel consume 112.5 oil. This totals to 300 oil. I did it! 😄
Why is there external resin supply?
I’ll get to implementing it into the algorithm/rewriting the entire algorithm
It’s omitted for readability
oh its from fuel production
But the external fuel and resin total to 112.5 oil
i see
Totalling to a total of 300 oil. Total.
Which finally explains where the reduction in oil consumption comes from.
The main efficiency backbone that makes this work is fuel production
What do you mean?
HOR alt has an efficiency of 133.333% crude to HOR
Diluted fuel turns that to double fuel
so oil to fuel is 266.6666%
Recycling turns fuel 1:1 to plastic and rubber
the last 33.33333% come from resin
If fuel production werent so efficient, recycling wouldnt be as good
as its efficiency directly depends on the efficiency of fuel production
Unrelated, but what I have noticed from this diagram is that the fuel production is going to be more than what is needed in the output, which means fuel production needs to be calculated twice.
calculate fuel demand by figuring out total rubber and plastic needed for recycling
Or by just calculating oil needed from the output, and then working forwards until I get the amount of fuel
Wait would that work
forward solving isnt as easy
Its kinda the same result in the end
I am just figuring out an intermediate
I have to calculate the fuel needed, and then add that to fuel demand.
Then I need to subtract polymer resin consumption, because I am adding polymer resin from fuel. (I don’t know how to split that yet, I guess in the ratio of plastic to rubber)
Then calculate the loop a second time, and finally have my answer
That sounds right I think
Oh wait I also need to factor in fuel on the second time round
For aluminium production... How should I go about filling the system so it has enough water to run mostly on recycled water... The calculator is telling me to pump in about 1/3rd and recycle the rest. Would I need a reservoir or something for the initial run before it get stabilised on waste water?
I was actually looking for that + the picture below
I had it opened... but discord forgot it 😄
Okay I’ve gotten quite far yet am stuck again, on a more logical problem than anything else. I know how much fuel I need for plastic and rubber… total. But to figure out the needed amount of refineries I need the separate values - basically how much for plastic, and then how much for rubber.
Bashing head against the wall has given me the idea of backtracking the fuel into oil required, doing something which I haven’t figured out yet to get the separate amount of oil for rubber, and then working forwards to figure out how much fuel for rubber. (And then from that inferring plastic)
Any thoughts?
Actually I might have an idea, will attempt that
Maybe using production calculator might help you figure it out
I am making one of those 😅
if you are using tools you can input both plastic and rubber with target QTY and it will tell you how much to send each way
I’m aware, but it’s not my intention. I am trying to create my own algorithm that does what tools does, mostly for the principle of being able to say I can do oil loops without tools
making tools so that you can say you can do it without tools is next level 🤔 😄
don't trust big tools. do your own research.
Which ultimately just leads you back to using someone else's tools instead of making your own in a lot of cases 😛
Doing your own research would usually involve using the internet, which is a big tool.
Ironically though I am double checking everything: against tools. Also goddammit this is difficult.
Make your own
Who you calling a big tool? the internet crying because you hurt its feelings
If I'm reading this right, you're trying to use the classic Triple Rubber/Plastic setup using the recycled recipes. The magic numbers for fuel are 2/3 and 1/3. Turning all oil into HOR and all HOR into diluted fuel, 2/3 of your fuel is sent towards making the final product (rubber/plastic) and 1/3 is sent towards making the intermediate product (plastic/rubber). This is due to the fact that the intermediate recycling step takes half as much fuel as the final step (i.e. 2x + x = 1 => x = 1/3, where x is the fraction of fuel sent to intermediate recycling).
By hand? I was using spreadsheets for everything and it wasn't really hard, just time consuming to set up
thats only for rubber not for plastic right? since you want residual rubber on both
How would i go about producing 450 screws/minute for my HMF factory (200 for HMF and 250 for modular frames)?
hopefully this is the right channel for this
two constructors with steel screws 🤷♂️
welcome to the world of making tools, where days fade into years and you're still wondering why your code doesn't do what it should
At what clock speed? One constructor with an output rate of 450/min gets a very awkward input rate
oh fuck is that only meant to be when making tools?
Wait seriously…. It’s just 2/3 and 1/3?
wait a second
If i set it to give me 520/minute, would it be possible to split it into 450 + 70?
only for rubber. For plastic it's not
manifold
What’s it for plastic?
17/7
Oh wait yes the ratios are what I’ve been using
My method is to do a “full plastic” calculation, and then a “full rubber” calculation and then just sum them.
fun begins when you don't have one of the recipes 🙂
Because for some reason adding the factories together just works
that's why you can't really hardcode ratios 😦
no
I play with all recipes unlocked
So I am fine
well you do, but when making tools for other people, you kinda have to take other options into account
Fortunately I am going off grid from big tools™️
But anyways, how do I figure out how much fuel goes to rubber and plastic
Or am I approaching this from the wrong angle and it’s something else like a ratio
based on how many buildings you have for each
Some fuel goes to there, some goes elsewhere.
I determine how many buildings with the fuel
So that’s a bit of a pickle
are you solving forwards? 😛
that's weird approach imo
Then I go from plastic and rubber, backwards, up to oil, then to polymer resin, then back again
I know, it’s wonderful
But if it works, I can fix it later
tbh I still stand behind my opinion that you can't solve forwards nor backwards, you have to solve it as a single solve (using e.g. linear programming with simplex), otherwise you'll end up with tons of unsolvable issues
See, you spoke English there until that bit in the brackets
And that’s where you lost me
the problem with solving backwards: some recipes may produce byproducts that could've been useful earlier in the solve
the problem with solving forwards: you need to solve backwards to know which recipes to use
solve backwards and iterate?
would need to calculate limits and at that point it's just easier to do LP solving
You need as much fuel as the amount of Plubber you're making
That's because you're also making rubber using Polymer Resin instead of Fuel
By "Plubber" I was referring specifically to the output of the two Recycled recipes
The full formula would be something along the lines of
Fuel = Recycled Plubber output - Residual Plubber output
Recycled Plubber: 700 + 300
Residual Plubber: 166
Fuel = 700 + 300 - 166 = 377 + 455
Oh yes thank you
How did you get to that 377 + 455 figure though?
Those are the output numbers for Fuel in your picture ^^ (https://cdn.discordapp.com/attachments/558721941410807812/1273578977113538571/1273572352096997439remix-1723715288453.png?ex=66bf205a&is=66bdceda&hm=e494e8757f9a9c0f7b85b902c9e5092bbaea40b2cec0a22fd8a305f83556b1af&)
its real easy to find a max as you can later on just shift plastic to rubber or vice versa
the sum is 1000 either way
now i just gotta reverse this so it calculates back to oil lul
It’s for both. Once you’re done, you siphon off some of the finished product to jump start the intermediate step (combined with the residual step), which leaves you with slightly less plastic than rubber. The only limiting factor in the system is fuel.
it's not for both because you want to use residual rubber always, no matter if your product is plastic or rubber
for rubber it's 2/1
for plastic it's 17/7
I think I see the production line you mean, but I’m not sure I see 17:7. I got 11:5 when I tried the calculation, but I’m doing the entire thing in my head because I don’t have paper atm, so I probably made a mistake somewhere. If I’m right, for Jack’s purposes, it’s probably easier to think of it as 3 ratios: 2:1, 1/16. The 2:1 is the number of final recycled refineries to intermediates for the 15/16 of the total fuel, and 1/16 is the fuel siphoned off the total for the residual rubber recycling.
my 2 cents on this
lets start with needing 1000 rubber
you need rubber for plastic so you need a total of r = 1000 + 0.5 * p
same with plastic but you only need it for rubber so its p = 0.5 * r
now we already get some rubber from residual rubber which is
rubber = resin / 4 = fuel / 8 = (rubber + plastic) / 16
so we get the system r = 1000 + 0.5 * p - (r+p)/16, p = 0.5 * r
this is two equation of 2 unknowables so it solvable (its just cancer)
thats why greenies tool just uses a solver for this type of equation
but you can of course do it by hand (i wont cause thats what wolfram alpha is for)
so with generic inputs of a rubber and b plastic you get
```r=a+0.5p-(r+p)/16;p=0.5r+b solve for r and p````
https://www.wolframalpha.com/input?i=r%3Da%2B0.5*p-(r%2Bp)%2F16%3Bp%3D0.5*r%2Bb+solve+for+r+and+p
with result
r = 2/27 (16 a + 7 b)
p = 2/27 (8 a + 17 b)
https://www.wolframalpha.com/input?i=r+%3D+2%2F27+(16+a+%2B+7+b)%2C+p+%3D+2%2F27+(8+a+%2B+17+b)%3Ba%3D1000%2Cb%3D0
as sanity check:
do 0 plastic 1000 rubber we get 1185 rubber 592 plastic or the mentioned 1:2 ratio
and with 1000 plastic 0 rubber we get 518 rubber and 1259 plastic or the mention 7/17 ratio
of course you get the refinery count by just dividing by 60
I found the error. I was using the wrong ratio of rubber from pr to total fuel (somehow got 1/16 instead of 1/8). I agree it’s 17:7, though for the purposes of an algorithm, it’s probably better to just know that the 2:1 calculation now only applies to 7/8 the total fuel, unlike for rubber
Regarding solving forwards or backwards - I just create recipes in my code that "wrap" certain things I know to be true, like "1 Crude Oil -> 3 Plastic"
only with certain recipes 🤷♂️
Why only certain ones? What couldn't you abstract with this approach?
if you don't have alt HOR + DF/DPF + recycled recipes, the ratio isn't valid
"Oil in" should be 300, not 312.5
at 300 you only get 900 plastic/rubber
My mistake
So it's just... solve it with algebra?
Like the equivelant of solving for x?
basically
at the end of the day it is just solving for X
its all from oil
you got your known end sum (plastic and rubber output), and got your inbetween variables (recipes and conversion efficiencies)
... jesus christ I'm an idiot
So what, I just "borrow" ZyRaNex's formula, and substitute my own values, and solve for it?
It was that easy?
if you want
it is math, solved specifically for this issue
basically this but as excel forumlas
do not ask me how i arrived at some of the odd ones here like what "Percentage" represents
I am tempted
but as far as i remember it represents the fraction of residual rubber you get compared to fuel output
I'll just quickly make that in sheets, give me a second
since resin is coupled with HOR and thus fuel, the amount of residual rubber you get is determined by how much fuel you make
so its a fixed percentage
My sheet always makes an equal mix of rubber and plastic, but the total output is correct
so you can shift one to the other if needed as the sum is the same
500 plastic and 500 rubber is the same as 100 plastic and 900 rubber
just the number of refineries for each that changes
I made the sheet
No idea what I am doing 👍
Or what any of the values mean
What is a rest rubber?
Rubber is made and rubber is used
Produced rubber minus needed rubber (for recycling to plastic) = rest (remainder)
if you do a 50/50 split, no, as rubber out only takes into account recycled rubber in my math
not TOTAL rubber like residual rubber
Also, sorry if my questions are stupid or annoying
Its fine
i didnt document anything well so i have to guess too wth i did back then 
I can't wait until 1.0 releases and all of this work just doesn't even apply anymore /s
Rubber out and Plastic Out are calculated from the Fuel Input
and use a multiplier of 1-x or 1+x
where X is that "Percentage" fraction of residual rubber from making fuel
Makes sense
Why the 1- or 1+?
cause you cannot turn rubber into more rubber
you have to recycle it as plastic
or you dont and just add it as a rubber product
if you want equal output of plastic or rubber, then you take
Fraction made of Recycled Rubber + Fraction of Residual Rubber
and
Fraction of Recycled Plastic
this creates an imbalance of how much rubber you need to make by recycling
So rubber out, on there, would be 800 * -3.16666666667?
Okay yes it is
800 * (1 - 0.0416666)
so 0.9583333333
this basically gives you the ratio of recycled rubber to recycled plastic refineries
How did you even figure this out
Fuel is 1:1 with rubber or plastic
so the max of either one i can make would be all of the fuel turned to rubber or plastic
so you can calculate it by just turning it all into rubber or plastic (Which is what Rubber out and Plastic Out simulate)
the next 2 steps is just "take half of each value"
So to take it from the top, here are the steps to figuring it out:
Determine fuel going in, then make a percentage of 3*0.5*resin*/fuel
and then the last step is adding back the residual rubber or something
100% sure?
yes. that makes 100 / (800*3)
so 100/2400 which is 0.04166666
Im currently trying to write everything as simple algebra
and then trying to simplify it
I can safely say I understand how it works
However I do not understand why it works
My favourite kind of math
"Ok it works and i know how... But why"
do not ask me what big brain move was behind the "Percentage" variable
Yeah that was my main "what"
I assumed it was some form of quadratics I hadn't learnt yet
Mind sending another screenshot of your table @oblique hollow
Without any formula inspected?
i changed oil in to 27 so the numbers all changed
i assume percentage arrose due to a need of some kind of shift between the rubber and plastic ratio
it may be because residual rubber is always one third of the oil input??
actually percentage just seems to be a number relation
its 1/24
always
aaaaaah
Resin + Fuel = 81
81 is 3 x the oil input
so it relates it to the total oil cost
So its (Rubber in / Fuel in) / (Rubber in + Fuel in)/Oil in)
Rubber to Fuel relation over total conversion efficiency
dont ask me how that makes sense
Oh wait
Fuel is 1:1 with rubber and plastic
so technically its just the Fraction of Residual Rubber to the total Rubber or Plastic Output, divided by the conversion efficiency of the recipe chain, which is 3
This is great you've gone insane from this too.
Its the most bizarre thing i have no clue what kind of mushrooms i ate back then but they most be straight from math academia basements
I've recreated the table and I'm trying to see if I could "inject" more polymer resin into the production
You ate the forbidden pi.
That's so I could add a fuel production as well, and save on oil
fun part is my table has a way to account for that
the "Rubber in" box in the top right
If you increase the rubber there, the percentage changes
at a resin input of 6 x Fuel input, it turns to 100%
Ooh look at mister/misses better than me over here
meaning you dont need to recycle any plastic back to rubber
With their fancy excel tables
I just noticed that as i was looking ok
I somehow peaked back then and now i fell off
Oh ffs
Beat me to it
Btw out of curiousity what is @Pioneers?
(Didn't want to ping them so I did it silenced)
pioneers are people who have been given a funny blue role by snutt because we helped a lot with stuff
in my case its because of me being the local plumber
and having made a bunch of pipe infographs and just general pipe help
Wait you wrote the plumbing guide?
what tier of conveyers would i need to move 300 units per second effectively , because tier 2 is too slow
Maybe check the author of that thing, its written in there 
Mark 4
...Oh my god it's like meeting the Messiah
Page 2, Above the table of contents even
that takes.... aluminum , right?
I skipped that bit
no it takes steel. But its unlocked in Tier 6 which needs oil
Encased Industrial Beams, unlocked in Tier 6 however
For now just use three mark two's
Or a mark three and a mark one
they dont have mk 3 i think
Or be evil and use five mark ones
yah , that's what i'm doing, just a shame that it's too slow
i think that'll make my speed issue worse , not better
What's the opposite of retracting a comment?
Extending?
doubling down?
Okay then, I'm doubling down on this
Freaking wrote my holy texts
since i need T. 4 conveyers to move my product effectively, is there at least a way of evenly distribute one outsource to 10 different inputs?
split one belt over 10?
evenly, yes
what exactly are you trying to do?
Lets start there
Split into six, but have a merger before the splitter. Merge one lane back into the merger.
Then split each output of the five-way splitter.
Alternatively, build two five-way splitters and go the other way around.
one of my miners if produsing 300 ore a sec and i'm trying to outsource it to 10 differant smelters , the math adds up , just i need better conveyers and i need a good way to split them up
i don't have 5 way spliters ;w;
well if you dont have a fast enough conveyor, you cannot use the 300/min
whats the fastes belt you have? mk 2?
You can make them
Split into six, and merge one lane back to the start
i figure that much , i already said that myself, and yah
then you can only use 120/min
not 300/min
that adds up
there is nothing you can do
split the 120/min up into 4 smelters (if its copper or iron)
i'd rather stay inefficient than that, to do that i'd have to kill a large chunk of my production
or you have to leave it idle until you have a fast enough belt
Either way, you production will be inefficient
Find another miner making ore then
this might as well be hieroglyphics to me hun
every S is a splitter, and every M is a merger. arrows are belt directions. numbers are ratios based on the original input
so if i had a 10 input , i'd split that dedign into 2 with a splitter?
correct
you can split most ratios with low prime number splitters. higher primes are where it gets annoying, but with overclocking and the way ratios work in game that is rarely necessary. you can also use manifolds
The wiki actually has a really good page about them. It also really forces it down your throat though that you should use manifolds.
this is only my second time even playing the game, i have no clue what a manifold is
(manifolds are chains of splitters where you just wait for overflow)
i'm a manifold user myself but certain things (cough nuclear) are better with splitters
but overflow doesnt work if you have 10 machines but only enough input to feed 4 of them
Have done full nuclear with no load-balancing. Don't.
basically each machine has its own splitter, and resources overflow into the earlier splits resulting in all of the machines getting filled at the correct rate regardless of the ratios. the downside to this is that it has a "spin-up" time as the first few machines fill up with resources
sounds sweet , so it's something with splitters that helps with production, that's about all i know right now
yes, it's an alternative to "load balancing" (the thing that diagram was for) that is generally much easier to build
the only thing i use load balancing for is nuclear power and certain manufacturer setups
if it's much easier to build and does the same thing, why am i being told to biuld the harder version?
It depends on preference
Question:
there are 2 ways to get oil production:
- Use of base recipes and dealing with residues by recycling or using them in another recipe
- Turn all oil to HOR and PR and use recycling recipes.
Option 1 uses less buildings, water is optional but more oil, while option 2 uses less oil but more buildings and additional water.
Idk which one to choose. I'm trying to make a factory that makes 1 stack / min of everything useful, and satis-tool keeps preffering option 2, which i initially thought was BS.
Here's what i mean:
I did it! Finally, I can now say that I am free of big tools
Always option 2
Just... don't make a calculator for it
Trust in big tools
ok! 
The megafactory
It's just a mess
Hope the lightweight actor thing will make this more possible than now cuz this sh*t def exeeds the actor limit, even tho it's quite high.
yes
you see, i may like to suffer 🙂
But Obsidian has proven to be great for this project
That's actually really cool
1 base equals 1 purpose. Each base has a radar, so their placements are based on the optimal radio tower placement post on reddit. Each base gathers resources, uses the ones it wants and sends the rest to the others. The purpose of a base is based on wether the material is most dominant in that area, so the Coal base is where most coal on the map is (to reduce train traffic). Theres 16 bases so i used to call the project 16x100 (first i wanted 100/min of each but the more expensive items made that impossible with any alt combo). This really will be my most difficult project.
Split that into multiple factories
like... im trying to figure out the 4th one... Like I think I understand to do 90% for clean water 210% for recycled water... but why is the ratio so different 😄 or am I reading it completely wrong
bottom right?
2.1 refineries for recycled water, 0.9 for fresh water
for 4 refineries making scrap
thats why the ratio is 21:40
its 2.1 to 4 but x10
the number of total refineries for alumina to scrap is 1 to 1
but the numbers for electrode scrap byproduct water are abysmal so it has the worst ratio for byproduct water recycling
ah, just so its a whole number, got it 😄
definitely dont have enough aluminium around to run that many tho
so underclocking it is 😄
So, random question regarding todays vid - is the caterium ore/ingots going to be removed in 1.0? If they removed the namesake person, then the ore must go too, right?
In case you're interested (or if anyone else wants to see the math on this, and also because I just like talking about math), here's a breakdown of how the Recycled Rubber/Plastic lines break down:
- We can effectively think about these setups as turning fuel into rubber/plastic, since it's actually the only limiting resource in all of this.
- Using the H.O.R. recipe, you'll always have half as much P.R. as you do H.O., which means you'll always have a ratio of 1:4 PR:Fuel. If you always use this PR to make Residual Rubber, you'll have excess rubber ratioed to fuel at 1:8. This will be important for plastic production.
- We'll now divide the process into three steps: Direct, Intermediate, and Final. Direct. The Direct stage will apply only in plastic production (as @wind spade pointed out to me yesterday), and is simply a direct transformation of the residual step into the desired product using the appropriate recycled recipe. The intermediate step is a recycled recipe making the opposite of the desired product (so rubber/plastic for plastic/rubber), and the final step makes the desired product with the opposite recycled recipe.
- Because of how the recycled recipes work, the intermediate step always takes half as much fuel as the final step. In other words, if the intermediate step consumes x fuel, the final step consumes 2x. Since we can now work in units of F (total fuel), each variable from here on out will represent a ratio of the total fuel available. (Continued in next message).
I think they are worn out a bit after all this math xd
- Rubber: For Rubber, there is no direct step, and the residual rubber is combined with excess from the final step to supply the intermediate step. We must then have 2x + x = 1 => x = 1/3. Thus, 1/3 of the total fuel produced goes towards the intermediate step, and 2/3 goes to the final step, for a ratio of 2:1 Refineries for Final:Intermediate steps.
- Plastic: We still want to use Residual rubber since it's more resource efficient, but this means we can cut out a portion of the intermediate step (we don't need to make residual plastic and then recycle it into rubber, we can just make recycled plastic). The amount of Rubber we've made is 1/8 our total Fuel, and we need a 1:1 ratio of Fuel to Rubber to supply the recycled step, so we now only have 7/8 of our total Fuel leftover for the Intermediate/Final steps. These still need a 2:1 ratio, but now we have 2x + x = 7/8 => x = 7/24. The final fuel tallies for plastic are: Direct: 3/24, Intermediate: 7/24, Final: 14/24. If you combine the Direct and Final refinery tallies (which is fine since they're technically the same recipe anyways), you get 17/24 refineries making recycled Plastic, whereas 7/24 make recycled Rubber, which is where Greeny got the ratio of 17:7
But it was just so cool I had to talk about it 😦
I saw 1/24 and just had to assume i somehow arrived at that myself back then when i made my spreadhseet because i do not know what i was doing with mine back then.... but it WORKS... somehow
Specifically when doing the math here
No. The story will exist to justify the gameplay, not the other way around. Caterium is a very well established gameplay element and if it were being removed it would of been a huge part of previews.
Yeah, the common denominator of 1/24 comes from keeping Residual Rubber and not simply swapping Rubber -> Plastic for Plastic production. Interestingly, this means that you actually can make slightly more Plastic/min with this setup than Rubber, which I always thought was the opposite because I was being lazy and just symmetry swapping everything.
i think it doesnt work due to fuel being a limiter
at the end, oil-to-plastic or oil-to-rubber should be a consistent 1:3
as long as residual rubber is used and converted to plastic or kept for rubber output that is
Yeah, as i thought
In the case of making plastic
Turning the Residual Rubber into plastic yields 2 plastic for 1 fuel
while with pure recycling loops, it yields 1 plastic for 1 fuel
in the case of rubber, you get some rubber directly which doesnt need to be recycled, but comparatively, the value is about half of that that plastic got out of residual rubber
so it has to make up for that by spending more fuel 1:1 to make rubber
equalizing the output between the 2 products in the end
in the end, isn't it always 1 oil goes to 3 (plastic or rubber in any ratio you want really, but 3 total)
yes thats what i wrote above
yeah, sorry, trying to parse it. So you are disagreeing with "you can actually make more plastic" right?
yea. its an equal part rubber or plastic, always 1:3 oil-to-product
i was just peering into the why
namely: it comes down to that plastic can tap into some efficiency by recycling residual rubber from resin while rubber can use the residual rubber directly
and the way the math works out there is that both benefit from that equally in some form
But, will it be renamed? or some other 'lore' explanation for it made? It originally was named after the Catherina, who is going to be removed.
we will have to wait and see is all
But we hav to speculate! It is the only time to do so!
I don't think it's likely. If for no other reason than to avoid potential confusion among players.
I think it's completely legit to have a mineral named after something we have no information about in the game. I had no idea that it was named after someone particular and it still sounded completely natural for me.
A lot of elements on the periodic table are named after people you met
is there like a number article specifically saying what will the max resource counts be after the 1.0 changes or do i have to calculate it myself?
so far i only found images of the node changes but not specific numbers
If you're trying to do it right now, you'd have to do it yourself.
However, the simplest answer is
considering that your computer will melt before you will use teh whole world's supply of resources I'm not sure that matters much
"Currently max resources doesn't matter because no PC can handle max resources."
And they added more, so the future answer is:
"Max resources doesn't matter because no PC will be able to handle max resources."
Cobalt disrupting my flow 😭
that's my job after all
In that you deserve not to be used by anyone.
Which is also touching if you take it correctly.
that's how heart attacks happen! 😮
Ok but if im not using exactly all nodes... is this still too much?
if you have the toppest end pc and are minimal in obj you use... you'll probably still have a bit of a slide show on low graphics
I mean... lightweight actor dealing would help with that first part... Ofc another solution is being happy with just half a stack of items per minute.
ehhh, remember we're talking about that's the result of probably spending 6k+ usd on your pc.
I'd probably aim for half the final output
if you care about non stuttering and having the game look decent
99% of people on earth right now have no vlue what 99% of minerals are called let alone why. So def an acceptable premise... even if it would annoy the hell out of me personally. Lol
Ive wondered if max consumption is possible if we use the "worst" recipies for ratio of input to output. 😆
If you listen to ada when scanning the sample, you will hear they decided to name it after the company ceo.
I have only one playthrough and it was in the beginning when I was overwhelmed with the amount of info, so I missed something like that
Happens. But it was part of lore that will have to be changed. Or perhaps they forget and we get weird discontinuity 😁
they could also have a different name that still can be abbreviated to "Cat-," change who Catherine is lore-wise, or just never mention it... lots of options that we just won't know for sure until the 10th
Hey guys,
I’d to maximise the speed to finish tier 4.
Is there a calculator that takes energy needs into account?
I’ve used the calculator in the pinned messages, it tells me how much envergy I need, but not how to get there.
Any tips ?
"How to get there"? Wdym by that?
How much energy does it say you need? Divide that number by 75, make that many coal plants? Maybe round up to a unit of 8 coal plants?
Divide number by 75, make that many OC'd Bioburners 😉
Well, for example, here I need 400 000 MW
That would require some nuclear centrals. Working how many are needed for this much energy is ok.
But to power So many centrals, I’m going to need to power a lot of buildings to make those centrals run.
This is where I’m struggling
as in the factory world you're planning needs 400,000mw but you need to figure out how much nuclear you need including the cost of running the nuclear?
That doesn't seem to be all that hard to figure out... ?
Yep, this is my issue
1st - figure out the return %
or
2nd - just do max nuclear
or
3rd - realise your computer won't be able to handle a world needing 400,000mw to power
What's the "real" max then?
How much can pc's handle?
depends on a few things
- how good your rig is
- what quality of graphics you're happy with
- how much of a slide show you're happy to have your fps at
anything close to needing 400,000 is going to be a full resource process.
even if you have a good computer I wouldn't do more than half
cause I wouldn't want hideous graphics or stuttering frame rates
So this would be reasonable then?
https://www.satisfactorytools.com/production?share=xwbEf0X9ynNtK4gg6a0Y
no? that's hte opposite of what is reasonable. it's close to max resource used
Your save.
You are the sole person who decides what is and is not reasonable.
'reasonable in regards to how your computer will handle it'
even the best rigs won't. So it's up to you to figure it out.
Cause I'm trying to get Phase 4 "fast".
But it's requiring A LOT
phase 4 will be changing very shortly
and you'll spend more time making that than it would take doing half of that and finishing
So just waiting for release at this point would be the best course of action?
there's 3600 minutes in a day, so even if you're making 1 part per min it'll take a bit over 24hrs to fill up 4000 job
up to you, I think most people are going to start a fresh game for the story since there will be issues
and finishing phase 4 isn't the end of the game, it's a sandbox
woah that was my 15 minutes of math in 30 seconds
and it lets you swap recipes in and out to try things out
I recommend when selecting a new recipe you untick the old one so it forces the planner
There is going to be a Story?
If so, where can I learn more about that?
very little about it in anouncement vids and mostly in 1.0
Oh, apparently there is a video addressing just the story/narative stuff. Thanks for the lead.
@shut stone see #math-and-meta messagefor alt recipe choices
Dumb question - is there an 'export to excel' button?
Can there be 'export to excel' button in future?
for what? 🤔 Tools?
if Tools - what format would you want it to have?
image 1 into image 2. With a pipe dream of fields actually using formulas, so you can tinker with the building counts and see how it affects balances.
Do we know of any changes to default recipes that would affect a nuclear setup?
I know of encased beam and steering clear of it, assuming encased pipe will stay unchanged. Anything else I should avoid?
Just preparing my base nuclear setup for when 1.0 drops.
they have mentioned very little recipe changes so far, only like .. 3 or 4 maybe, planning for the unknown is generally a bit pointless, just plan to be flexible for changes
nothing really other than nuclear fuel unit will use rotors instead of beacons

