#math-and-meta

1 messages · Page 294 of 1

quick gorge
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Other big project would be do full nuclear with 112 ficsonium and make things not look like box factories. If things start to go wrong you might have a free IED at your disposal.

-# it's cool if I make a joke about you being deployed right?
tired_jace

plucky tusk
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Brain fart whats tpr again

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Oh nvm i rember

thorn bane
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thermal propulsion rocket sorry

plucky tusk
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It says in the ss shoulda looked ig

thorn bane
quick gorge
thorn bane
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ooh and the fact that you can automate power shards actually saved my pc

thorn bane
quick gorge
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My goal is to run the 224 ficsonium through an actual IKEA showroom... I need to get a ton of pictures.

And then the 8 APA are going to be doing their own thing all magical lasers and such

quick gorge
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At the rate I'm going it will be finished around 2028

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I spent like a week and a half on a miner and a "depot" build I will be putting on all 19 SAM nodes

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But ye I legit don't think I will have any more physical space to add warp drives

plucky tusk
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Not even up?

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Or are you limiting ur space consumption

quick gorge
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I've said no more boxes in my factories, I'm spreading things out so not sure how well huge towers will work

plucky tusk
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Alr

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Could hide a huge tower next to a cliff or smth

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Like the big void hole by grasslands

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Unless u got somethin there already

quick gorge
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I have plans for most of thr void holes already

plucky tusk
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K

quick gorge
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I don't want an eyesore you can see from the other side of the map.
Besides oc the space elevator, that thing is going to be it's own monster

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So up kinda doesn't work thaaat well

plucky tusk
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Put it in the lizard dog cave

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On west side of the map

quick gorge
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That would be a neat challenge

plucky tusk
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Lots of room in there

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Plus theres a big hole in the top can do drones or whatever

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Ive been itching to build in there. Seems like a cool aesthetic

quick gorge
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I'm using drones namely to move all the uranium ore to the same place. Not sure I'll be using them anywhere else

plucky tusk
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Itll be a logistical nightmare fs

quick gorge
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Also I do want to have detailed builds, like here is that "depot" I mentioned #design-and-architecture message
Followed by pictures of other angles with fluids in em

plucky tusk
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Theres also that cave in the crater lake biome

quick gorge
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Where the SAM is?

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I don't want factories near SAM nodes due to reasons.

plucky tusk
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Oh yeah forgot abt the sam node there

quick gorge
leaden depot
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I'm playing with train stations that have multiple trains pull into them, but each platform only loads some trains. Some trains will have engines instead of freight cars so they won't load at every platform. My question is... if a platform is not being loaded (ie it has an engine instead of a freight car there), will it still block its output when a train is docked?

unique cypress
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The pause only happens when a wagon is actively being loaded/unloaded, and it happens only at the platform that the wagon is docked to. So I'm assuming that if you dock a locomotive to it, the items will keep moving

leaden depot
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ok, perfect. I think my timing works out so that I'd need buffers if it blocked 3x, but not if it only blocks when I'm loading that platform.

opaque quartz
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honestly you will want buffers on every train platform regardless

harsh schooner
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door

bleak wagon
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I think i finally figured out conveyer compressors with priority mergers and this is my first test design

amber umbra
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@bleak wagon This is the design from the wiki if you want to check your work.

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The context is merging belts in a way that doesn't cause the input belts to stop flowing, causing a loss in total item flow rate.

bleak wagon
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the way it should work is smart splitter on top overflow center any on the side and priority merger high priority center medium priority side and the smart splitters any output goes into the medium priority

amber umbra
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Ah, you're doing it with 1.1 with priority mergers?

bleak wagon
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yes

amber umbra
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Haven't looked at it with priority mergers yet, but I assume the wiki pic can be simplified by using priority mergers.

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Factorio splitters do make it really really easy in comparison.

bleak wagon
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yeah, im looking into it mostly because I want to see if i can make use of these to make a buffered merger since pure iron ingots dont like working in compressors

amber umbra
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Huh, wouldn't think a specific recipe would make a difference. Usually you just let the machines run long enough and they'll sync up their outputs appropriately eventually.

bleak wagon
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its not just that recipe, its recipes that have bursts of items

amber umbra
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Yea, if you do it correctly that shouldn't matter.

bleak wagon
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it works for compressing 2 belts but at least from my experience it stops being consistent max belt capacity once you add a 3rd belt merging the overflow and a new belt together

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maybe thats something you cant do but my understanding has been thats what youre supposed to do

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at the moment im messing with putting buffers before the compressors which would make it consistent input rates

amber umbra
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Mhm. I don't have a definitive proof of what I was saying. But I've done quite a bit of testing with those pure recipes for other mechanics and haven't noticed an issue.

When I'm starting up a manifold that's designed for matching input item/s and consumed item/s, I cut the overall output belt of the produciton line. Then let it run until all machines, belts are completely full, idle. Then I re-connect the output belt and let it equilibrate. Maybe try doing that and see if all your machines run at 100% as a test.

bleak wagon
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im running everything into sinks as my test because the manifolds im filling all use 1200/min, the only manifold that doesnt use 1200/min has an overflow that goes to a different system that makes use of the extra

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everything is running fine as far as i can tell but belts still have drops in resources being transported

amber umbra
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You do know about that 1200 item/minute belt bug right? Where they don't properly transport 1200 item/minute based on dips in fps.

bleak wagon
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I did not realize that was a bug in the game, hmm maybe thats whats causing the issue with belts dropping saturation

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i normally have a pretty stable fps though

amber umbra
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Yea, sounds more likely. I don't remember the details of the bug or if it got fully fixed. I pretty much only used mk5 belts in my 1.0 playthrough. If you make a questions post people will likely chime in.

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Or just check reddit posts as I'm sure people will continue complaining about it until its fixed.

bleak wagon
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probably lol

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just searched for the bug and found a post with a very similar issue to what im talking about lol

amber umbra
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There’s a fair amount of that kind of sneaky bug in the game, so asking here first is good.

bleak wagon
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it seems like the more consistent your fps is the more stable the mk6 belts will be from the little ive found

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gonna try capping my fps at 60 and see if this helps anything

thorn trail
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and the Conveyor Belt Render Distance

bleak wagon
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I did make changes to those as well

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so far it is actually looking pretty good

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been running for about 15 minutes and the 2 belts that should be full appear to be full all the time

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ok maybe not, its letting me merge a belt onto them for some reason

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ah nvm its probably because normal mergers dont care if the belts full already

bleak wagon
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this should be a belt compressor that compresses 13 belts into 12 and 1 overflow

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making use of priority mergers

prisma kraken
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now, where are ya actually going to need it? 😄

bleak wagon
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already have it in use for my iron outputs

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working on figuring out the outputs though because for some reason i only seem to need 11 full belts but i have 12

plucky tusk
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Instead of doin all that why not just set the clock speed to an easier output

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Prolly too late now since thats like an early planning thing

bleak wagon
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it likely would be easier to mess with clock speeds but that would use more machines and Im trying to keep this kinda small because of how many machines i need for the entirety of what im doing, the belt compressor does take up a fair bit of space, but its still less than the extra machines i would have to place and trying to keep stuff compact is something i like doing

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this is also something im enjoying working on because its something I find hard and I like challenges

plucky tusk
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Ah

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Fair point

bleak wagon
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The process of making 13(recently figured out i need 14) belts into 11 is something

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oh my god

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i wish i checked the output rows a little harder

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one of the belts wasnt connected at all so one belt had half of what it was supposed to

bleak wagon
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made v2 of it and it should be working correctly now

vapid gorge
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couldn't you have clocked machines and then merged them accordingly? or is this off a train or something?

devout stag
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supposing I have two resource nodes, is there a difference between having one for screws and the other for rods, vs each split between rods and screws?

vapid gorge
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layout and design? well yes.

devout stag
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can you explain

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I feel li ke without alternate recipes it should be the same

vapid gorge
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it's purely layout. I'm not sure what needs to be explained

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if you dedicate 1 node to each and you build it next to the node, you'll have 1 spot that does 1 thing and another spot that does the other thing

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if you split each in have each spot will make 2 things

devout stag
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without considering overlocking, one node will make enough ingots for two constructors

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so if I have 2 constructors per node totalling in 4, it wouldn't make a difference

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or is there something else to it?

vapid gorge
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Like I said, mathematically there's no difference

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it doesn't matter where the iron is sourced here - just the layout

devout stag
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I think I understand. thanks.

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any tips on how to go about starting to calculate this? I never calculate stuff, I just what's missing and try to pump production in that direction

vapid gorge
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what are you trying to make exactly?

bleak wagon
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I have this signaled in a way it works right now, but im wondering how I would signal this so that when theres an incoming train on both sides of the rail both are able to enter a part of the track for going in

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so like theres the one train going in in the picture and theres the one waiting, how would i make it so the one waiting follows the path i drew

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assuming i can make that happen

wind spade
bleak wagon
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did you even read my message explaining why i did it? and i already got it working

wind spade
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I did and it doesn't necessarily result in more machines

bleak wagon
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if i did clockspeeds its belts of 975 being turned into iron pipes so it would be 11 rows of 10 machines a row last one at 75% making 243.75/min, currently and how its staying i have 9 rows of 12 at 100% each row making 300/min out of 2700/min
9 * 12 = 108
11 * 10 = 110
2 constructors is about the space my final design for the compressor took up and while yes i couldve placed those 2 extra constructors the output belts wouldnt be as nice of numbers as they are from the rows of 12 since each row of 12 makes 300/min i have 2 belts of 1200 and a belt of 300 being output which is easier for me to work with than a belt of 975

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and not all the iron is going into iron pipes, around 1500 is going into iron plates so having belts of 1200 to work with for that is nice as well

wind spade
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Last one at 75% is equal to one machine less and last one at 175%

bleak wagon
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im trying not to use a lot of power shards because i dont have production for them yet or the power available to do that

wind spade
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Or one machine at 100% which recieves 25% of overflow from somewhere

prisma kraken
bleak wagon
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ah so all this will protect against is my trains locking up while leaving

prisma kraken
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the calculation isn't quite shortest path; train stations are weighted to be much longer distance

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yeah, it doesn't seem to me like a very effective deviation from a simple intersection that is signalled correctly

bleak wagon
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the only reason I had to come up with it is because of the occasional lock up from trains leaving

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also looks cool

prisma kraken
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🙂

bleak wagon
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was never fun when i ended up at the front and noticed my trains were all stuck

opaque quartz
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I agree it does look cool tho, but I suspect those sidings will never get used

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I think one additional set of block signals on your center straightaways (at least a full train length from the intersection) will help

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You need enough blocks along the network so that trains can constantly be moving from one to the next. Not enough blocks and your network will jam up

bleak wagon
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The sides do end up getting used, mostly the out sides but i have seen trains on both of in rails just depends on which side the train comes from

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I was trying to figure out if i could have 2 trains going in the intersection at once which i thought could be possible just one waiting but it makes sense why its not

opaque quartz
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Ah I see. The outer rail is going to be a shorter path for the trains entering from that side as opposed to the ones coming across the intersection

opaque quartz
bleak wagon
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Id have to check what i did but (im laying in bed rn so not going to) i think i put blocks right before the tracks merge again so i have 3 waiting spots for trains instead of 1 like it was before i did anything

opaque quartz
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Sorry that’s p crude, on my phone

bleak wagon
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Its fine

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I think this is how i set it up
Green is paths
Red is blocks

opaque quartz
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But yeah I think you could get rid of those outer tracks, signal the intersection properly, and make sure you have enough blocks on the straightaways to avoid gridlock

opaque quartz
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You don’t have any signals here

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Just the manual train switchers

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So that means the entire straightaways down to the bottom are all part of the intersection

bleak wagon
bleak wagon
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That was before i put the signals there

opaque quartz
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Ah

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If you want to keep those siding rails, you’ll want to include them as part of the complex intersection w path signals

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Otherwise it won’t be able to route trains across if it can’t reserve a path

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Would have to see this with the block color overlay to see for sure

bleak wagon
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I can get a picture of that rq, ive been trying to fall asleep for a while before i started talking

opaque quartz
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Nah, save it for tomorrow. Didn’t mean to keep you up

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I need to go to bed too lol

bleak wagon
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games already open, getting the screenshot

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lol

opaque quartz
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Ok yeah so I think what you could try is to make the entire intersection one block w path signals, including the sidings that feed into the main base

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That should allow it to reserve one path all the way through

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The problem right now is you have the sidings as different blocks, so it can’t reserve a path through the part of the intersection with the actual crossings

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Does that make sense?

bleak wagon
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think so. so would it be something like this?

wind spade
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There's practically no reason to have such siding in your current configuration

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Either dedicate each rail to trains from one direction, or remove the extra rail

bleak wagon
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I did dedicate them, it got locked up when it was signaled right, maybe read

wind spade
thorn trail
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a question to show off my ignorance of trains in Satisfactory, why are all those rails at the same vertical level at the junctions - thus causing rails to be blocked when a train is merging. Is going vertical enough to allow trains to pass over/under each other expensive in terms of train velocity? or just not enough space to do it?

wind spade
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Nah, people just don't do 3D as much (and for most networks it doesn't matter either)

thorn trail
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my only train background comes from Transport Tycoon from 20-25 years ago

opaque quartz
wind spade
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TTD has much bigger scale than SF

wind spade
bleak wagon
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the only screenshot i have of it locked up was signaled wrong, but after i fixed it it still messed up being something like

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I could probably drop the second in rail, but the second out rail is probably what solved my issue

wind spade
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here's one way to do "correct" signalling, the pink "X" must be a distance that can fit your longest train on the network

bleak wagon
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and it is

wind spade
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then the situation you're talking about couldn't happen

bleak wagon
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well it did

wind spade
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well then there's an error in your build somewhere

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in the screenshot above, no train can enter the junction, if it isn't able to also exit it safely

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the only thing that comes to mind is if you were also driving a train manually through the network

bleak wagon
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yeah in the original lock up the pink sections werent big enough but when i remade it i placed the blocks while my longest train was there

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idk why it happened because as you said it shouldnt be able to but making the double rail sections has since seemed to solve the problem so for as long as its working im not going to touch it

wind spade
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at least make each rail for one direction

bleak wagon
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each rail is for one direction wheres the idea that they arent coming from?

wind spade
bleak wagon
wind spade
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yeah, remove the red tracks

bleak wagon
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oh, thats what you mean

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i misunderstood that

wind spade
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they won't be used anyway, because trains always use the shortest path

bleak wagon
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yeah

wind spade
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and removing them would guarantee that each "shortest path" picks a different side track

bleak wagon
wind spade
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yeah now it at least makes sense, though I'd still say this is unnecessary (but it's your save, so 🤷 )

bleak wagon
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well now im watching trains just go straight through instead of turn in

wind spade
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may be some rail that is not connected or something

bleak wagon
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yeah i replaced them and it seems like its fine now

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probably gonna do more tinkering tomorrow and make the rail that has the train waiting on not be on a hill so it can start moving sooner

tight kernel
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So, I'm trying to create all of this into multiple stackable blueprints, each floor contains a stage.
My question is, how do I work the loop between the empty canisters from unpacking the fuel to the Packaged water? If I just manually add 160 canisters into the packaged waters, how will the empty canisters be distributed? I feel like if evenly distributed more would go into the underclocked packager leaving the other ones unfed and slowing down the entire process.

How do I make it happen so that it runs smoothly please?

wind spade
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don't try to make central canister belt or something

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(oh and also, don't post in multiple places)

torn plaza
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yeah I made a central canister belt, then realised I really didn't need to

wind zinc
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what are the chances that 2 drones using batteries as fuel could transport 600 items per minute over a distance of 1700 meters ?

oblique hollow
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Depends on your belt mk

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and item stack size

open carbon
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What alts do you guys recommend I use for a Plutonium Sinking Setup (PSS)?

oblique hollow
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Silica? easy
Heavy modular frames? not so easy

oblique hollow
north spoke
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I don't have satisfactory near me currently, can someone work out how much bauxite a minute I would need for 800 alumina solution a minute?

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This is for a battery setup that is used for supercomputers

wind spade
north spoke
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Just using normal recipes

wind spade
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then the second part of the messasge applies 🙂
there's also wiki

north spoke
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Thanks for telling me. I appreciate it

brisk shoreBOT
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This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @wind spade

oblique hollow
vapid gorge
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Simplest recipes are base for that

wind zinc
oblique hollow
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900 Items
600/min needed
Means the max time you get to take for Takeoff - travel 1700 m - Landing is 90 seconds

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With 2 drones this might be doable

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So 2 ports with 2 drones might just work

fallow siren
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@meager shadow this is my packager loop blueprint btw, very easy to scale out

open carbon
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My nuclear plan, sorry for low quality.

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Any way to optimise this?

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Or is it just fine how it is.

restive sparrow
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I'm personally not a fan of the plutonium fuel rod alternate recipes but maybe that's just me.

deft lichen
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@open carbon ^

opaque quartz
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But I planned ahead for having excess PCCs when I built my pasta factory

restive sparrow
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I'm biased because I haven't made any PCCs yet, also the classic recipe is more efficient in terms of it's use of the radioactive material no?

opaque quartz
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I don’t remember offhand

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Fertile uranium alt is the one that increases plutonium yield at the expense of additional uranium ore

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Instant plutonium cell cuts out the step of making pellets, in exchange for using aluminum casings instead of concrete. And all of your uranium waste can go just to making non-fertile uranium since it’s not used by the pellets

unique cypress
open carbon
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It keeps saying that it can’t calculate.

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“Unfortunately we couldn't calculate any result.
This can be due to many things: missing resource required for the production line, not enough resources for the requested amount, disabled recipes required for the product, etc.”

What?

deft lichen
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share the production line

open carbon
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Is that correct?

plucky tusk
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The math is just summation and division

open carbon
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???

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I think I’ll do the math with a pen and paper thank you.

plain rivet
restive sparrow
wind spade
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so add uranium waste to items, input

plain rivet
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and show power as a byproduct

plain rivet
restive sparrow
thorn bane
restive sparrow
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Oh yeah def. The alternate is more uranium efficient. D'oh. I made my whole plant based on the base pfr recipe

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I guess it would only be a matter of changing some manufacturers to assemblers and bringing in PCCs but perhaps I'll leave it as is and chock this up to learning.

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Still getting 2.133 PFR/m from 300 uranium isn't too shabby

prisma kraken
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i'm not too surprised that I found the practical limit for this and it is around where it is, i'm more surprised that 10 factory carts on a route is behaving

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where the bottleneck actually is is that the carts can't travel to the next path node until the preceding cart has passed it, and as such, they're all limited by the leg of the path that takes the longest to traverse

patent blaze
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should be possible to make it even more compact

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nah the actual last belt clips too much jacelul

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classic

plucky tusk
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What am i looking at?

patent blaze
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2-4 load balancer

quick gorge
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Biblically accurate belt balancer?

patent blaze
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fr

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honestly its my favorite activity in-game. building compact stuff with lifts

restive sparrow
prisma kraken
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they work the same as trucks and tractors with the truck stations

restive sparrow
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Really? Interesting. I actually never used trucks or trailers. I procrastinated pretty hard on moving past belts and pipes until I eventually broke down for trains.

prisma kraken
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they all have a niche. i was just curious as to what the carts could actually do throughput-wise

restive sparrow
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I guess trucks and tractors are probably good for moderate distance that's too close to bother with trains. I just usually don't mind running belts in that range.

prisma kraken
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they add a bit of life to the factory imo

restive sparrow
prisma kraken
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i find the vehicles a must to use with a dune desert start

restive sparrow
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I bet. It's a lil more wide open

prisma kraken
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trying to bring everything together using low-tier belts isn't pleasant

restive sparrow
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I'd probably use vehicles earlier on my next one. I belted sulfur, caterium, and at least one other thing multiple km for my starter base lol. So embarrassing

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Oh yeah Sam from the top of that pillar in green fields lol

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Super long conveyer lift? No way. Enormously long and gross looking belt down a km long ramp? Hell yes.

prisma kraken
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yeah, i think sam is better to move after processing with drones

restive sparrow
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I'm pretty sure I found and belted that Sam node before I even built my first coal plant lol

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Like I don't know what you are but I'm taking you home!

prisma kraken
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haha

open carbon
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Is this good now?

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I’ve used a calculator that isn’t SCIM, ‘cause everybody told me to.

oblique hollow
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Cant read it

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Nvm, now i can

unique cypress
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I mean I wouldn't even bother touching nuclear for only 25 GW but you do you.
I'd use a lot more alts, but if you're making so little, it really doesn't matter. It's gonna be cheap and easy regardless

bleak wagon
plush marten
open carbon
oblique hollow
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Yall are acting like doing it for 10 nukes is terrible

plush marten
oblique hollow
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And like 100 fuel generators is the more sane choice

open carbon
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I have a nitro rocket fuel plant!

plush marten
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i have almost 1200+

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gen

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and i am insane i know

open carbon
oblique hollow
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Yes and that doesnt mean it was a good or sane choice

open carbon
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Satisfactory is a game where you can do whatever you want, I beat phase 5 with just a nitro plant, and I did nuke afterwards in postgame.

plush marten
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once my friend and me noticed N02 was having a throughput issue so we romoved fully functional train network and pulled pipes all along

restive sparrow
plush marten
plush marten
open carbon
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Do you have any ideas to make it less painful?

plush marten
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its now to a certain extend that there is almost nil coal for me in the world

open carbon
oblique hollow
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Its complicated. You would have to somersloop boost it i think

oblique hollow
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But overall, ionized is very odd

restive sparrow
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Nuclear is pretty complex but I feel like it really benefits from economy of scale. You need a ton of different little ingredients so a lot of the overhead is just setting up the logistics to move stuff around. If you increase the side of each plant to handle more materials it helps pay for all of the work of the logistics.

plush marten
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me and my friend did it coz we can nothing else XD

plush marten
open carbon
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Is this a good time to mention that in my current playthrough, I’m building everything in one place?

dusky dust
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Dark Ion seems like a convenience if you've got the spare crystals handy, but having to use packaged RF really eats into it

open carbon
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But I’ve already done nitro and I want to do something different!

dusky dust
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You can get it power-positive with judicious underclocking or slooping, but you'd be better off just doing that with the Rocket Fuel steps instead

dusky dust
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I just wouldn't recommend it for power generation since you've gotta work hard to even make it net-power-positive

plush marten
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i personally didnt use alternate

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i did the normal IF

open carbon
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my head hurts.

oblique hollow
clever cradle
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hello im sorry to intrerupt this coversation but can someone pls help me

oblique hollow
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Ask your question

plush marten
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sure go on buddy

restive sparrow
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lol lets load chat with 20 lines of call and response for permission to ask a question ><

plush marten
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i didnt wanna deal with packaging so i went with normal IF recipe

oblique hollow
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Axe your question or shave it for later jace_smile

clever cradle
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so i have 3 mk 2 miinners that produce 360 iron per min how can i split the iron so i can get moddular frames , reinforced plates and rottors

open carbon
clever cradle
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:))

oblique hollow
restive sparrow
plush marten
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my head is hurting after putting in 252 water extractors

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and the pipes for ir

oblique hollow
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Everything else is pretty standard

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600/min per max OC plant is honestly nuts

plush marten
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so i put in 2 extractor for each of that machine

oblique hollow
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Not to mention there seems to be a bug atm where pipes dont correctly save flow rate in long multi segmemt pipes it seems?

restive sparrow
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Yeah it's just simply 2 water extractors per nuke plant at whatever the OC rate of the plant is right?

plush marten
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yeah

open carbon
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This is my plan with the uRods alt, is this better?

restive sparrow
#

It's a lot of space but so are the nuke plants themselves so it almost begs for nuke plants stacked over water extractors.

plush marten
#

for full blown standard nuclear i.e. 52 UFR (not considering sam)u need about 252 extractor

restive sparrow
plush marten
open carbon
oblique hollow
plush marten
#

480 to be precise

oblique hollow
#

One almost full pipe would still be a mk 2 per nuke

unique cypress
open carbon
unique cypress
#

No, you'll still need sulfur. Just not sulfuric acid (for the uranium cells, you'll still need it for non-fissile uranium)

#

It's one less fluid loop to build

oblique hollow
#

Doing nuclear still always saves more sulfur than doing rocket fuel tho anyway

#

So do whatever you want there. You'll save sulfur regardless

open carbon
#

Yay…

restive sparrow
#

I still ended up using sulfuric acid in processing my uranium waste but still not too bad to setup. It's quite low quantities.

open carbon
#

I don’t even know why I’m doing this right now, I’m still waiting for 1.1 to come out before I continue my playthrough.

restive sparrow
#

Seems like you're not waiting!

#

Don't know why you'd wait though. Either 1.0 is good enough and you can keep playing or you're dying for 1.1 features and you could just hop into exp.

unique cypress
unique cypress
oblique hollow
#

Ficsonium was never meant for "use all the uranium in the world"

#

Ficsonium is to utilize plutonium and get some extra power on top of it.

Its not meant for a maxed out world. The whole game isnt

unique cypress
#

I don't care. I built a nuke plant using all uranium in 3 different versions already and I'm not about to stop

restive sparrow
#

Maxed out stuff and things are generally just for giggles. If it feels like it's too complex, it's because it is.

unique cypress
#

If I have to spend 5 days learning modding just to add 5 alt recipes, so be it

restive sparrow
#

You'd think if you're into that then making maxed out ficsonium would be right up your alley!

outer vale
#

if you're modding in recipes just mod one in that takes all the uranium and spits out 1 ficsonium rod and call it a day 😛

restive sparrow
#

Yeah I feel like making up your own recipes is a pretty slippery slope to "I'm not playing the game anymore"

oblique hollow
#

Just replace uranium with ficsonium entirely

#

Peak Efficiency

unique cypress
outer vale
#

lol 2100 ficsonium rod/min

outer vale
restive sparrow
#

1 iron ore = 2100 fisconium fuel rods. Made in a constructor.

oblique hollow
#

Just get a mod that increases ore output

#

That seems like the most basic solution

#

Ficsonium too expensive? get more money

restive sparrow
#

2100 won't fit on a belt? It will on your modded belts that carry 10,000 parts/min.

oblique hollow
#

Cant, belts are capped now

#

2000/min is the stable max

#

Anything else is unstable and cant actually support what it states

outer vale
#

(less if you accept weird byproducts)

unique cypress
#

Except I have 3 sloops and 4000 SAM beacause 10 Matrixed Augmenters take everything else

#

And this isn't max ficsonium either

outer vale
#

yeah that'd do it, can't get everything

#

good ol' dev-intended balance

unique cypress
#

I absolutely disagree with it hence modding

outer vale
#

surely just add in more sloops?

unique cypress
#

But that makes it easier and I don't want easier

outer vale
#

weren't you modding recipes to make it easier

unique cypress
#

The recipes make it cheaper, not easier

#

That's one of them

outer vale
#

more output for the same input? sounds familiar 😛

unique cypress
#

made in the encoder

oblique hollow
#

Oh well, you'll hit a dead end at some point anyway.

If this is what you want to have fun, knock yourself out

bleak wagon
oblique hollow
#

Its weak tbh

bleak wagon
#

I wouldnt mod recipes but i wouldnt be against something like that getting added

unique cypress
#

That's the point. It's 4x more SAM efficient but it's horrible to use.

#

With others, I managed to get the SAM usage down from like 30k to 9k for what I want (max ficsonium without sloops - 152 and 50 matrices)

#

Now I'm running out of bauxite but that can be converted

#

And I have ~1k SAM left

bleak wagon
#

How are you using that much SAM?You should only need like 40 or so sloops to entirely sloop SAM in the full nuclear chain

#

More modded recipes?

oblique hollow
#

Duh

#

There is no SAM purification alt

bleak wagon
oblique hollow
#

Kyo jas been talking about modding this entire time now

unique cypress
bleak wagon
#

Just dont use 10 augmenters

oblique hollow
#

Its kinda a just-cause goal anyway

#

Cause that much power isnt usable

#

Kinda like max sink point being whack

quick gorge
#

I am going for max ficsonium, 8 activated APA. Because it's possible. It's not about power. It's now about points.
It's about making sexy builds along the way to thar end point

thorn bane
#

alteast i got a nut out of my build

gray violet
#

Is it possible to 100% all uranium nodes to ficsonium, using the most efficient recipes for uranium and plutonium and such (to extend the process) while also automating end game space elevator parts?

#

And no, I'm not using converters for uranium

opaque quartz
bleak wagon
#

Yeah i wasnt really thinking about being able to do that at first but its definitely worth doing

violet phoenix
opaque quartz
unique cypress
bleak wagon
#

Barely though

unique cypress
#

Nope, without sloops, the max is 95.625/min

#

With, it's 214.688/min

bleak wagon
#

Of what a minute

unique cypress
#

Ficsonium rods

#

That 214/min involves slooping the uranium, plutonium and ficsonium to make more

bleak wagon
#

I dont think theres enough sloops for all the machines if you overclock those

#

I will be going through the whole nuclear chain using 2083 uranium/min (last 17 is for nukes) and i dont have to sloop sam but i do it because i need sam for other things than just power

#

I use 4495 sam a minute with sam slooped

#

50 uranium rods 18.75 plutonium 93.75 ficsonium

bleak wagon
unique cypress
#

U: 18, Pu: 19.437, Fs: 214.688

#

And actually, I forgot to make the calculator use all uranium, so only ficsonium and ficsonium rods are slooped if you force that (and some other things)

bleak wagon
#

So
536,720 off ficsonium
48,592.5 off plutonium
45,000 off uranium

#

I can use no sloops and make over double that amount of power sure im using over 2x the amount of uranium but you run out of sloops your way

unique cypress
#

Well, Vadeem asked for max ficsonium, so that's max ficsonium. It's a terrible idea.

#

Even if you don't want to use the absolutely OP rocket fuel, doing just uranium and sinking plutonium is much better than making any ficsonium

#

I played around with the calculator even further and it's impossible to both use all uranium and only use the most uranium efficient recipes. You have to either leave some unmined, waste it, or sink something

plucky tusk
#

Sounds like a challenge to me

bleak wagon
#

This is what i think director of logistics at ficsit came up with for the best numbers

625,000 Power from 100 Nuclear Power Plants @ 250% burning 0.5 Uranium Fuel Rods. 100 Mk2 pipes, 200 water extractors.
468,750 Power from 75 Nuclear Power Plants @ 250% burning 0.25 Plutonium Fuel Rods. 75 Mk2 pipes, 150 water extractors.
234,375 Power from 37 Nuclear Power Plants @ 250% & 1 @ 125% burning 2.5 & 1.25 Ficsonium Fuel Rods. 37 Mk2 pipes 1 Mk1 Pipe, 75 water extractors.
1,328,125 total power from 213 total nuclear power plants, 127,500 water (Jesus christ)

#

And what i planned off of

patent blaze
#

the calculations for all that stuff is so cursed

#

is there a better calculator than satisfactorytools.com? it always does such weird stuff to minimize input values

unique cypress
#

Better overall? Imo, no.

#

But there are a lot of calculators, so for some specific purpose or playstyle, some other one might be better

#

The best calculator is satisfactory optimizer, but it outputs text, not a graph, making it difficult to actually use to build a factory (this is what I used to give the Ficsonium numbers earlier)

#

There's Modeler, but it's fully manual, so unless you know what you're doing, I wouldn't recommend it. But because it's fully manual, it gives you the most control. But also at the same time, you can't use it to optimize anything, which is why you need to know what you want beforehand

#

Satisfactory logistics is almost the same as tools, and in some aspects significantly better, but it's laggy, and the graph is more difficult to read

#

Factoriolab has a decent maximiser, but that's basically all it's got going for it. SF Optimizer has a better maximiser (obviously), but FactorioLab has a graph, even if not a particularly good one

#

That's all the calculators I know of

#

Wait, no there's Satisfactory-Calculator too, but it's shit

#

Well, and obviously you can always just use excel or a pen and paper

plucky tusk
#

🧠

#

Thats what i use for everything

prisma kraken
plucky tusk
#

Plus the in game search bar since decimals get hard when you get past hundredths

patent blaze
#

hmmm

prisma kraken
#

example screengrab from runesun's tool

patent blaze
#

insstead of calcing, i'll ask. what are the best recipes for plutonium rods? i want as many as possible

#

59,3 seems low

prisma kraken
#

it depends on what you want to do with them

#

burn them or sink em?

patent blaze
#

burn them

unique cypress
#

The max in past versions was 30.4 lmao

#

Nearly double that is a lot

prisma kraken
#

the maximal number you can make is using infused U cell, U fuel unit, fert U, instant plut cell, and plut fuel unit. that is most certainly NOT what you want to do however

patent blaze
#

i know about the sam issues

prisma kraken
#

you yield more power by making more uranium rods and less plut rods

unique cypress
#

You'll get the most plutonium if you use all alt recipes for the entire uranium ore to Plutonium rod chain

patent blaze
#

yeah but i've already made 28,8 uranium fuel rods i wanna do 50,4 next time and make all the waste into plutonium to burn it

prisma kraken
#

yeah, the plut alts are wierdly bad. they eat tons of aluminum and don't yield much more power

unique cypress
patent blaze
#

can i sloop all the sam in the world to make it work? lol

#

im down to spawn in somersloops

prisma kraken
#

you can make it work w/o sloops, honestly

patent blaze
#

really

prisma kraken
#

you just can't build any other factory besides nuclear 🙂

patent blaze
#

true

#

thats where i struggle in my world currently

#

theres no more space to build megafactories cause all the resources are taken

unique cypress
#

Are you planning to make Ficsonium too or just store the plutonium waste

patent blaze
#

yeah of course make ficsonium

vapid gorge
#

if you were fully using all the resources on the map your computer would be on fire.
also there's basically infinite space

unique cypress
patent blaze
#

i mean its running fine and i have stuff everywhere

vapid gorge
#

even the best personal computers available in the market will be dying if you're actually processing materials to end point.
if you're just sinking the ore or ingots then it'd be nothing

patent blaze
#

theres a lot still to take i guess but my game runs fine

vapid gorge
#

I highly doubt you're processing all that to space factory part ends though

patent blaze
#

thats the thing, i havent even started on the last phase stuff

unique cypress
unique cypress
#

Or multiple layers forgot about that possibility

patent blaze
#

damn this is breaking my brain.. again

#

wish there was just one optimal way to play the game

vapid gorge
#

... that's the best part about the game.

#

what is breaking it?

unique cypress
#

Truly max Ficsonium without deliberately wasting uranium is impossible without cheating in sloops

patent blaze
#

which i am fine with

#

lmfao 36k copper ingots

unique cypress
#

I haven't touched any alt recipes there other than disabling resource conversion, so it's probably not a good idea to build that exactly

#

Also, you can save some SAM by sourcing DMR from another source, but that'll be even more work and other resources, just less SAM.

patent blaze
#

50,4 ufr produce 2520 waste right

patent blaze
#

you can sloop some stuff save a bunch on sam iirc

unique cypress
#

You can use the Satisfactory Optimizer I mentioned above to try out some stuff.

patent blaze
#

it rarely uses the most optimal recipes

unique cypress
#

It's capable of optimizing sloop placement to minimize resource consumption

#

And a lot of other things

#

But unfortunately I don't think it allows more than 103 sloops?

patent blaze
#

i'd just spawn a chest full into a dimensional depot in my next playthrough

unique cypress
#

Haven't tested like 120 but it definitely didn't use 1k when I gave it that many

vapid gorge
patent blaze
#

?

#

i meant in a more broad way

vapid gorge
#

why would you care about 1 optimal path if you don't like to be optimal

patent blaze
#

you can either spend all nitrogen making rocket fuel and not have enough for the rest of the game or spread out your resources

#

thats the kind of optimal way i meant for the first pic

unique cypress
#

Also, like it's in the name. Satisfactory optimizer. It uses the most optimal recipes to get to the goal you gave it

vapid gorge
#

or make zero rocket fuel. It all depends on your goals

cerulean stratus
#

so, quick question

#

is it better to carry caterium ingots or quickwire via drone

unique cypress
#

If you're using the default QW recipe, for the drone itself there's no difference. QW stacks to 500, CI to 100, but 1 CI = 5 QW so it's a wash.
But if you transport QW, you might be belt limited at the input/output, and in that case it's better to move ingots instead, because belts operate on items/min, not stacks/min, like drones do

cerulean stratus
cerulean stratus
#

Ok checking out tractor numbers, these can get ridiculous

#

If the trip takes 10 minutes, with the stack size 100, you can have a throughput of 480 items per min

bleak wagon
#

I need to transport 5100 nitrogen/min, would packaging it and throwing it and flying in drones be the best way to do that? the nodes are like 3000 meters and 1800 meters away from where im building

#

one location has 3000 nitrogen/min and the other has 2100/min

fallow siren
#

yes just package it

bleak wagon
#

and ik it can be a closed loop for the canisters but how im unsure of how to loop those

fallow siren
#

packaged nitrogen is 4:1 so you can carry more introgen with drones

fallow siren
bleak wagon
#

yeah, i mean the transporting them back part because the drones going to have left by the time the nitrogen is unpackaged

fallow siren
#

no you need to have another set of empty tank ready to close the loop

#

when the drone is arrived, you already have the empty tank waiting to load

#

and vice versa

cerulean stratus
bleak wagon
#

alright so double the canisters im using and i assume i can set whats loaded/unloaded on/off the drone so it unloads nitrogen and loads canisters at the factory and unloads canisters and loads nitrogen at the nitrogen nodes?

fallow siren
#

yes

bleak wagon
#

I didnt realize drones could unload and load at the same port

#

(this is my first time using them)

fallow siren
#

train also work the same, but you need to dedicate one freight car for said empty tank/canisters

bleak wagon
#

i have so many trains going already i want to drone some more stuff in

#

Im droning SAM nitrogen and uranium

unique cypress
bleak wagon
#

Should I just fill the loading system with packaged nitrogen and empty canisters?

unique cypress
#

Fill completely, no. Items need to have some empty room to move around

#

Keep adding items until it starts working, then stop

bleak wagon
#

I put about 2000 canisters into the system sending 3000 nitrogen/min so ig i can test with that (gonna have to buy ionized fuel since thats what im using and dont have production quite finished for that yet)

unique cypress
#

You're using ionized fuel to test nitrogen transport? They compress differently so idk if it's gonna work unless you account for that

bleak wagon
#

im using it as the fuel for the drone not as a transport item

unique cypress
#

Ah right

#

Forgot that's a thing you can do now. I haven't used drones since u6

restive sparrow
#

I guess there is no way to tell a drone to move on if it's unable to drop its load off? I just had a drone port clogged up cause it was trying to drop and the output was full so drone boy just sat there

unique cypress
#

Not that I know of, no

restive sparrow
#

Shouldn't be a problem in the long run I guess I was just doing a small scale test of my nuke plant with 1/3 of the plant done and my uranium in / plut waste out port was clogged cause I wasn't clearing the uranium in.

restive sparrow
unique cypress
#

You can store a container of it and sink the excess. I think that should work

restive sparrow
#

Yeah I guess I could put a sink on here. Once the whole thing is working it'll be using the whole 300 anyways

bleak wagon
#

I feel like load balancing the nitrogen unloading would be a good idea

crimson moat
amber umbra
#

Feels like if you’re doing the combo full/empty loop with each drone you really want each pair of drone ports fully separate to avoid messing up the tank count and clogging the system. Maybe it’s fine though. Ala balancing multi ports together seems questionable.

restive sparrow
bleak wagon
#

tbh i think for what im doing it should be alright as long as i set things up right

restive sparrow
#

Unless it would get stuck from that being full too....yeah I'll need to make a 2nd port.

amber umbra
#

As long as it works it works… hmm

restive sparrow
#

It would take a long time for the plut waste to fill so I haven't gotten there yet but I'm guessing

bleak wagon
#

if i run into issues i can make a port for canisters but im going to try to avoid that if possible

amber umbra
#

Mixed items on one drone is essentially a sushi belt. So usual rules apply to both, which is basically ensure a backup sink if you want to for sure avoid clogging.

bleak wagon
#

hmm, thats not an ideal thing to do since i want it to be a closed loop of canisters, i can see what happens though and go from there

#

I might need another drone port for this, i can only get 272 items/min with one drone

bleak wagon
#

100, its packaged nitrogen and canisters

crimson moat
#

unless your droneport is flying corner to corner on the map you should be able to do like 500-600 (aka 2000-2400 nitrogen/min, or half that if double duty)

#

just put a drone on sender and reciever and set them both to eachother

bleak wagon
#

3000 nitrogen/min is being packaged so i have 750 packaged nitrogen/min

#

drones fuel at the home port(port theyre built on) so i would need to take fuel to the other drone port now as well wouldnt i

crimson moat
#

not sure, i fuel all my ports

bleak wagon
#

getting fuel 3200 meters from where its being made is somethign im not sure on

#

because iirc they only consume fuel at their home port since they take enough for round trip

#

ig i could always just fly drones around to my ports to deliver fuel lol

crimson moat
#

Yeah it's only a few per min per drone

bleak wagon
#

yeah its like 6 for a round trip thats 6000 meters total

#

so it should be very easy to just send a fuel drone around the map

#

<@&387163995947270144>

wind spade
#

that's not fair, now moderators will be one of the first 10 people

bleak wagon
#

well its weird rn cause of testing but as long as it works how i want it to i can make it nice

opaque quartz
bleak wagon
#

im probably going to end up setting up 2 drone ports one for intaking fuel and the other for sending out items so i can have one fuel drone and then 2 drones for transporting resources for each place that gets drones

#

idk if that makes sense but it does in my head

bleak wagon
restive sparrow
#

Voila. What was once one port is now 2.

#

Lined up the ladder holes for worker convenience lol

#

Side note: My pants are the exact same color as my hoverpack controller there....for some reason in first person they always look green as hell.

#

I guess in 3rd person too. I assure you, though. They are the "same color"

bleak wagon
#

i feel like im being gaslit into being color blind

restive sparrow
#

Then in the hub

restive sparrow
#

Then I get out of the customization window and go into photo mode and BAM back to being insane

bleak wagon
#

wtf

restive sparrow
bleak wagon
#

somehow i think my closed loop of fluid tanks managed to lose fluid tanks

#

or i cant count (its probably that)

restive sparrow
#

I'm using perfect cyan as my desired color (00FFFF) and it's working on my equipment but for my overalls its giving me what seems like perfect green (00FF00)

restive sparrow
bleak wagon
#

fr

#

well now i just accidently deleted like 1000 canisters from the system...

restive sparrow
#

Oh the weird color fuckery is only happening when I'm wearing hazmat suit. Must be a bug of that item.

fierce prawn
restive sparrow
#

Juuuuust figured that bit out (well, I found a steam forum post mentioning it)

crimson moat
bleak wagon
#

i think it has to do with how the colors are applied to the hazmat suit

#

because i think that theyre kinda mixed a little

crimson moat
#

they drop the blue or something

#

my color is also part blue part green (no red), and my hazmat is neon green

#

i hate it xd

bleak wagon
#

I have my colors set to black and i just get a very dark green color

crimson moat
#

this is what equal color (black or white) looks like with blue dropped for example (33,33,0)

#

looks like a match 😛

bleak wagon
#

oh shit, ig blue is dropped

#

thats kinda funny

#

ffs i messed up my drones somehow

crimson moat
#

my color shift is similar to orbain's but even worse because my color has more blue / less green in it

bleak wagon
#

ah

#

fun stuff

#

solution: just use black everything

crimson moat
#

your black is broken though because your suit isn't actually black

bleak wagon
#

uh

#

nuh uh

crimson moat
#

your suit is "grey without the blue" 😄

#

There is a bit of blue but much less, not sure if it's in the actual color or just lighting or something. My exp would point towards lighting

bleak wagon
#

if you make it white youre just bright yellow lol

crimson moat
#

255,255,0 = yellow

#

but 255,255,127 is also quite yellow

bleak wagon
#

hold on im gonna make myself look like a safety vest now

crimson moat
#

try blue+red max, no green (should be this)

#

if it's red, then blue is being dropped/reduced

bleak wagon
#

damn that greenish yellow is not showing up at all

#

ngl i kinda like this look

#

i need to check on my drones now and probably go to bed as long as theyre working

#

oh great something broke again

#

i think the trains mightve been easier

#

i dont even understand how im getting ionized fuel in my drone ports output, i have the belts right and its just like nah thats gonna keep happening cause fuck you

opaque quartz
#

I made this mistake in my first playthrough and had resources getting picked up and sent to the completely wrong place as a result

bleak wagon
#

I deleted the port that had ionized fuel and it was still going places, i got it figured out though

quick gorge
#

Good to see we're having a fashion show

frosty owl
upbeat summit
#

what is this? what's a convertor? and how are they converting reanimated sam and iron to fking sulfer?

#

i don't think there is a machine called "convertor" in the game right?

wind spade
upbeat summit
#

ohh ok

#

yup, that fixed that

torn plaza
#

i really don't like how tools loves conversion recipes

#

disabling them all every time i plan something is a bother

vapid gorge
unique cypress
#

Tools' goal it to use the lowest % of the world's resources. Sometimes it's resource conversion

wind spade
torn plaza
#

not useful in tier 9

wind spade
#

then do what Cobalt suggested 🙂

torn plaza
#

still a workaround

wind spade
#

I mean there's hardly other way to do it on a generic dataset 🤷

vapid gorge
unique cypress
#

And it's not like it takes a long time to disable all the converter recipes. Just search for ( and disable everything except the ficsite

quick gorge
#

Would like the qol of a tick box that disables them all

torn plaza
#

ye that would be super helpful, and in my opinion should be checked by default; i doubt most users want conversion to be their first choice

edgy leaf
#

472626th time this has been discussed

torn plaza
#

i will be here for the 472627th

edgy leaf
#

me too

torn plaza
#

i offer the feedback because i want tools to be the best it can be

#

I'm not asking for involving sloops in tools because that's a whole mess of math decisions that kinda scares me to think about

#

(and I know you're trying your best)

wind spade
#

answer is still the same:

  • larger changes in current Tools are not viable for me right now, due to not enough free time for personal projects, and any remaining free time is put into new Tools
  • current Tools were designed with "can run on any dataset" in mind, so that people can "easily" (this didn't work out as planned) change dataset in case they want to e.g. run local version with modded recipes (this I want to change in new Tools so that it's way easier to do so)
  • with the info above, it's almost impossible to distinguish between conversion recipe and normal recipe, without doing some assumptions which may not be true for things like modded and such
  • also, data is gathered automatically with a parser script, which would require me to hardcode things
  • they are checked by default because they are not "alternate" recipes (where definition of "alternate" is "requires HDD to research" or is TF/compacted [back compatibility])

I'm not saying that I'm happy with current state or that it is "intended" this way, but I don't want to put more messy code into old Tools and risk it breaking even more (there's already a few "bugs" due to adding multiple versions). Also - I'd have to figure out how to keep backward compatibility with all the current plans people have, where the recipes are enabled

I definitely want to have some way to deal with this in new Tools, and I appreciate the feedback, but I also hope you understand why I chose to "ignore" it for current Tools.

(I'd be happy to answer any followup questions/suggestions/points, if you have some)

torn plaza
#

🫡

#

appreciate the lengthy response, you're doing fine work for no monetary return on investment

#

would never ask you or anyone else to burn themselves out on what's a passion project (or any project)

wind spade
#

well there's a few people donating to the tool, for which I'm grateful and it helps me pay server bills

torn plaza
#

ehh hardly enough to make a living i bet lmao

wind spade
#

not making a living, but after 1.0 it turned out to be net-positive and I can sometimes enjoy a pizza or something 😄

torn plaza
#

hell yeah

#

still asymmetrical given how integral tools is to so many player's enjoyment of the game (it's me I'm players)

wind spade
#

not sure how long it will keep this way, but I don't mind much. As long as I'm able to pay the server from my pocket, I don't see a reason to shut tools down.

shell geode
# upbeat summit what is this? what's a convertor? and how are they converting reanimated sam and...

the lore behind converters is that they use SAM ore, which is connected to the alien intelligence, which has powers related to separate dimensions and spooky magic stuff, so it basically transmutes materials into others using power (and magic)

it's the same idea behind why you can achieve instant transportation of resources through the dimensional depot or make energy out of basically nothing with the augmentor

charred saffron
#

When acquiring SAM ADA actually tells you that improperly contained activated same can break anything it touches down to its core chemical components. It's not beyond the scope of imagination to suggest that activating and/or boosting SAM in a certain way would even allow it to break things down to atomical levels for complete transmutation of material, kinda like the decay of radioactive material, but more precisely guided

quick gorge
#

Ȼꝋꞥꞩᵾᵯē ᵯꝋɍē ƀłꝋꝋđ

oblique hollow
#

SAM only has one power: break down matter.
SAM fluctuators are a bit more advances as they can control sam with electromagnetic waves and allow it to transmute matter to energy and vice versa.

This matter to energy conversion is the basis for the dimensional depot to work and for the Converter to - well- convert

#

it seems though that, judging by how the depot works, SAM fluctuators alone cant turn matter into entirely different matter (presumably because that would actually consume SAM and that would basically destroy the converter or the depot)

Thats why Time crystals take no extra SAM as they are still diamonds.

While resource conversion requires Reanimated SAM to break down the matter completely and transmute it

shell geode
#

Basically, the lower the clock speed, the higher the energy efficiency, right?

wind spade
#

yeah, though you use more space

unique cypress
#

the formula is [normal power consumption] * ([clock speed %] / 100) ^ log2(2.5)

#

At half clock speed and double the machines, you only save 20% power so the savings are pretty small

oblique hollow
#

there is a sweet spot at (roughly) 40% clock rate in terms of "power saved per building"
if you go lower than that, you do save more power, but the number of machines you need to compensate for your production goes up a lot faster

patent blaze
#

i will place a million machines just so my world uses a total of 100mw

#

didnt someone do that with some factory

#

1mw 1000 iron plates per second or something ridiculous

unique cypress
#

At most you can save 77.3%

#

4.4 times less than normal

#

Because the lowest clock speed you can set is 1%

patent blaze
#

interesting. would've thought that the lowest would be like 0,00001% or something

oblique hollow
#

nah, cant even get that many decimals. 4 decimals is the max.
but even then 1% is the limit

thorn bane
amber umbra
#

^ I assume this is some tongue in cheek

#

But yea, haven’t ran the math but doesn’t feel like there’s any “sweet spot” mathematically. It’s just less power usage but more buildings.

#

Localized break points for whole number increments of buildings, sure.

tawny chasm
#

it's a sweet spot in terms of balance between space and power

thorn bane
#

well how you make power changes
with turbo fuel/rocket fuel there is literally no point to try and save power over building more generator

tawny chasm
#

more for production than power right

amber umbra
#

Mainly verbiage confusion I guess. “Sweet spot” makes me think of a mathematical local minimum/maximum situation. But in this context it’s meaning “personal preference” afaik.

tawny chasm
#

like early game if you're making cable you could make the factory like three times as, run everything at 40%, and save a ton of power. Would probably be significant then

#

much less so later on, power is really just a question of how much you want 😄

tawny chasm
unique cypress
#

I mean there technically is at 42%

#

but it's a stretch

thorn bane
#

what is this?

wind spade
#

a graph

unique cypress
#

Power saved per building placed

tawny chasm
#

mmm, math

thorn bane
#

so at 0.4 you save 10% power?

#

per building places

unique cypress
#

it's per building placed, and at 40% you need 2.5x more buildings so you save 25% power total

thorn bane
#

isnt it 10%?

tawny chasm
#

not as much as i remember it being 🤔

#

but i never did experiment with it much

unique cypress
thorn bane
#

2.5 constructors at 40% speed takes 3MW a constructor at 100% with same speed takes 4MW
so underclocking to 40% saves 1MW which is 25%
ye youre right

#

soo every 1.5 constructs placed save 1MW?

#

so you can either build an extra fuel generator at 250MW or place 375 extra constructors
i know my pick xD

unique cypress
amber umbra
#

Lack of axis labels not helping here. So how are we getting to the “per machine” concept? Like what’s the in game example of this and the math for it.

unique cypress
#

With 1.0's automatable shards, there's little reason to not overclock everything to 250%

thorn bane
#

or build 40 constructors at 250% for 537MW

amber umbra
#

So we’re normalizing total clock percent and varying the total number of machines required?

thorn bane
#

i was thinking of fix production vary clock speed but ye

unique cypress
amber umbra
#

Let’s see

unique cypress
#

You could also do this for a power consumption difference instead of ratio

#

That's why I said it's a stretch

amber umbra
#

I guess im curious what the plot for just raw power usage looks like without the extra “per machine” part.

unique cypress
#

Because like why are we even dividing it per machine

thorn bane
#

well its more like this
red is more power by underclocking
green is more power by building biomass burners instead
red is more power by building fuel gens
brown is more power by building rocket fuel

amber umbra
#

The per machine feels like optimizing for ease of building (time to build) but if you’re entertaining mass underclocking it assumes you already can handle placing buildings time efficiently with blueprints, mods.

#

So feels questionable in usefulness

unique cypress
#

Power consumption vs clock speed

plucky tusk
amber umbra
#

Ty. Too lazy to graph currently.

unique cypress
#

energy per item vs clock speed

plucky tusk
#

Cool yall are doin fun math

tawny chasm
#

😄 😉

quick gorge
#

Where ya sometimes talk about math

amber umbra
#

So I guess the earlier plot is trying to tease out the “contours” of the curve around 40%. Makes more sense upon seeing these other graphs. In a big picture, seems not that significant relative to other practical considerations.

#

I do fine it interesting thinking about the devs choosing their formulas for the game mechanic. Like wanting it basically linear but with diminishing returns. “Hey figure out the formula that does that Bob”

thorn bane
amber umbra
#

I believe it’s decimal percent of total power relative to 100%.

#

So 10% power savings relative to 100% clock.

thorn bane
#

but its not its 25% power saving
3mw instead of 4mw

#

isnt this missing the *2.5?

unique cypress
#

The fraction in the top right is energy per item.

Subtracting it from 1 gives you relative power saved

x is clock speed so 1/x is how many times more (less) machines you'll need to place

divide one by the other and you get how much power per item you save per number of machines placed

thorn bane
#

so at 40% you get 10% power per item saved per 0.4 machines?

unique cypress
#

at 0.4 you save 25% but need 2.5 times more machines so it's 10% per machine

thorn bane
#

at 0.2 you save 40% but need 5x machines so its 8%
how does maximizing this tell you anything?

unique cypress
#

Look someone said there's a sweet spot for power saved per machine at 40% clock speed so I tried to find it

#

I don't see any practical applications, because overclocking to 250% saves you 60% of the machines at only 34% more power

thorn bane
#

ye pretty sure this is just a completely arbitrary number and more or less of it doesnt tell you anything

prisma kraken
#

does anyone have a practical use case for the dark ion fuel recipe?

unique cypress
#

no

prisma kraken
#

just nothing about it seems good

unique cypress
#

correct

balmy steppe
#

3 * 6 = 18

unique cypress
#

no clue why it exists

thorn bane
#

its simpler to automate

unique cypress
#

marginally

prisma kraken
#

if it took unpackaged RF at the rate listed instead, it wouldn't suck as a convenience thing, but having to package RF and burn the aluminum just to make less than half of what you'd make with the default recipe is really bad, lol

thorn bane
#

oh wait its alu to package right xD

prisma kraken
#

it really isn't simpler to automate. making dm crystal in excess isn't simple to do unless you just want to burn sam that way

#

yeah, it requires fluid tanks

thorn bane
#

well you dont need a quantum encode but ye

prisma kraken
#

i think they kind of flubbed the recipe in the final balancing pass through the recipes

unique cypress
#

Not just this one lol

prisma kraken
#

oh?

unique cypress
#

most new 1.0 power stuff is so poorly balanced imo that I don't think they ever did a balancing pass

prisma kraken
#

i'm not sure i'll agree with that assertion

#

rocket fuel is very OP, yeah, but i think it is that way after they did a gestalt look at how much it takes to get through the game and decided to make it good enough to supplant nuclear

#

that's not a decision i agree with on the balance, but I don't think they didn't think about it all

dusky dust
#

I still disagree that Rocket Fuel's even OP; its main competitor is Uranium Nuclear, and IMO the two are well-paired

#

If you happen to find the Nitro Rocket Fuel alt then production of RF gets simpler for sure, but no matter what you're still stuck with placing endless rows of fuel gens

#

(which is fine, of course, just not everyone's cup o' tea)

prisma kraken
#

getting 120gw off of rocket fuel with blended tf & default rf isn't a bad build

dusky dust
#

One could argue that Ionized Fuel is very weirdly balanced in that it doesn't make any sense as a power source. But it's great in the jetpack and drones/vehicles (and gives you a way to sink excess shards) so there's that

outer vale
#

wouldn't surprise me if RF got buffed somewhere in the beta but they forgot to do anything with Ionised to compensate

prisma kraken
#

yeah, it feels to me like they tweaked the burn rate of rf to make more power at the last second and didn't adjust ion fuel to match

unique cypress
#

90 GW of just uranium is 700 machines

#

and you're left with waste

thorn bane
unique cypress
#

90 GW of RF is 41 production machines and 144 gens

outer vale
#

if you include the water extractors and NPPs themselves I could see it

unique cypress
#

nvm I did fuck up

prisma kraken
#

if you count all the supporting factory for things like ECR's and alum for recycling waste, you probably are somewhere in the 500-700 machine range

thorn bane
#

im getting 177 buildings

outer vale
#

my 450 GW uranium+plutonium is 886 buildings in Tools, without miners, extractors and nuclear plants

unique cypress
#

wait a min I'll do it properly with extractors and all

thorn bane
#

but ye comparing it to nuclear which creates waste makes no sense imo

#

having to deal with waste should make it better than RF not equal

prisma kraken
#

the scope of effort btw RF and nuclear is quite a bit different

#

you're kind of looking at a few day project for RF vs few weeks for nuclear

thorn bane
dusky dust
#

Eh, Uranium Nuclear is straightforward

unique cypress
#

450 GW of nuclear, no waste is 1136 production machines, 180 reactors and 360 extractors

450 GW of RF is 160 production machines and 1800 gens.

no overclocking anywhere

dusky dust
#

Nuclear gets complex once you start adding Plutonium/Ficsonium and various alts, but vanilla uranium nuclear is ezpz

prisma kraken
#

i mean doing it right instead of just creating a pile of spaghetti

dusky dust
#

And far less pipes, which many people seem to hate!

thorn bane
#

imagine having problems with pipes

unique cypress
dusky dust
#

I still prefer nuclear to Rocket Fuel in the end. I enjoyed building out a decent-sized RF plant on my 1.0 save but nuclear's still my fav

dusky dust
thorn bane
dusky dust
#

(also, imagine having problems with 600/min pipes jace_smile )

prisma kraken
#

i kind of feel like the yield for rf should be a bit lower so that you still hit a point where nuclear seems like the best option for some sort of sustained phase 5 production

unique cypress
dusky dust
#

So, don't recycle

unique cypress
#

It's still 27

prisma kraken
#

i question you accounting of that all

thorn bane
#

why would you ever deal with waste if rocket fuel doesnt create waste and is just as good

prisma kraken
#

ya, that's kind of my point, the fact that you ask that question and we can't say as an answer 'well, past a certain scale, you need nuclear'

thorn bane
unique cypress
prisma kraken
#

tools also does some boneheaded things to save on resources instead of factory size

thorn bane
#

fuck iron wire

balmy steppe
#

Also also RF is based off TF so if you use TF as your power through mid game expanding to RF only makes sense Nuclear is for mega bases only imo.

thorn bane
#

issue is its not
RF is for mega bases
nuclear is just bad

dusky dust
#

Nuclear is far more fun to scale out than Rocket Fuel, IMO

unique cypress
#

sure

dusky dust
#

Plus 10x fewer plants

unique cypress
#

but the fact that it's shit makes it a lot less fun

dusky dust
#

Well, you think it's shit, but IMO that assertation is far from proven. That's just opinion territory, which I 100% don't agree with

#

I'm playing a factory game to build factories; why is a more complex factory somehow a detriment?

#

And 10x fewer generators to build is nice as well. :)

thorn bane
#

its not the complexity its that it uses less resources
if something is more complex AND more expensive then its just worse
of course its somewhat scuffed since its different ore costs, but its still way more than it should be

dusky dust
#

As you say, different ore costs, etc. And Uranium Nuclear is hardly expensive even then

unique cypress
#

Correction. Imo, uranium and plutonium are meh at worst. It's Ficsonium that's utter garbage

dusky dust
#

People always want to throw in Plutonium (or even Ficsonium) into the mix which isn't, IMO, a valid comparison

#

Rocket Fuel's competitor is Uranium Nuclear

#

Plutonium + Ficsonium are just icing on the top

#

anyway, I feel like we've had this exact argument before, so I'm steppin' away. :)

unique cypress
#

Except uranium creates waste and RF doesn't

#

That's why plutonium is included

#

so you can compare no waste to no waste

dusky dust
#

Who cares? Just shove it in a corner somewhere; you'll never even notice it. I've built plenty of waste storage in the past.

#

Anyway, steppin' for real. :)

#

(I mean, re: Who cares?, obviously you do. :) But that's another subjective opinion. :)

bleak wagon
#

im probably doing just uranium nuclear in my next save instead of ficsonium and because I want a radioactive wasteland the storage is going in the center of the map

unique cypress
#

Plutonium waste is 20x more radioactive

bleak wagon
#

good to know

thorn bane
#

hm its actually cheaper than i remember
RF is 6% wr, uranium is 3.5% wr without uranium
mostly sulfur quartz and caterium

#

honestly 6% instead of 3.5% to not have to deal with waste seems balanced

unique cypress
#

What about sinking plutonium?

#

How does that compare?

thorn bane
#

comparison of ficsonium, rocket fuel, uranium + waste and sinking plutonium rods
assuming most resource efficient recipes

#

actually the most sulfur and a lot of nitrogen

#

oil is comparable in wr to the rest for plutonium
kinda crazy that RF is cheaper in sulfur and roughly same in nitrogen even though its way simpler

#

it kinda depends on how valuable you see oil
if you dont do oil diamonds then its pretty much free like uranium

torn plaza
#

what does wr mean?

thorn trail
#

i assume wr=weighted ratio

torn plaza
#

ah

thorn bane
#

weighted resources
239 bauxite is 2% of the maps supply were 268 iron is only 0.29% so its "more valuable"

wind spade
thorn bane
#

tools recommended
no converter
no plutonium alts if sinking or ficsonium
no fertile

wind spade
#

tools recommended will save on uranium, which you ignore in resulting %

thorn bane
#

hm true

#

wait is it for uranium fuel unit?
quick maths (and old wiki) is saying its less wr even without uranium

wind spade
#

afaik some recipes changed?

thorn bane
#

oh ye right nvm

wind spade
#

and old wiki WR are very unreliable

thorn bane
#

ye

#

when can i change weights on tools xD

wind spade
#

always could, with code

thorn trail
thorn bane
#

id rather do the manual math than touch typescript

wind spade
#

don't need typescript, can just open browser console, if you know what you're doing

unique cypress
#

So I did the math lol

#

lmao turbofuel is worse than ficsonium if uranium is free

#

That I did not expect

#

Also, this is for NET 100 GW

#

Not 100 GW production

#

SF Optimizer doesn't have an option to set a specific power production I don't think

torn plaza
#

i assume "minus uranium" is because uranium has no other use

#

these are fascinating numbers

thorn bane
#

i was just curious
idk its kinda the same with other resources
like sulfur is also mostly only needed for power

thorn bane
unique cypress
torn plaza
#

the numbers make sense; fuel doesn't look great but it's also dead simple to build, turbofuel isn't super great, rocket fuel is amazing, ionised fuel only exists for sinking shards / jetpacks, and nuclear is the best

#

apart from ficsonium which sucks

#

wasteful nuclear is amazing but, y'know, a ticking time bomb

#

sinking plutonium equal to the great rocket fuel, high praise

unique cypress
#

If you put waste 2km up to the sky, the radiation will basically never reach the ground

thorn bane
torn plaza
#

yet more numbers that show how heinously out of place ficsonoium is

thorn bane
thorn trail
#

rubofuel? Fuel made out of rubber and oxygen?

thorn bane
#

:D
*turbofuel

unique cypress
thorn trail
#

Rubofuel is really going to stink things up around the plant you use to make it

#

all that burnt rubber

thorn bane
#

nobody to prosecute you for for ecoterrorism if youre the only person on the planet

thorn bane
thorn trail
viral tusk
#

Has anyone made a max power world in 1.0 or 1.1?

prisma kraken
viral tusk
prisma kraken
#

i think about the max you can get from nuclear is 1.5 tw. adding whatever rocket or ion fuel in along with APA's, there's probably a soft limit that changes depending on what you intend on doing with the power

viral tusk
unique cypress
#

Geo is only like 10 GW

#

Making my power graph wavy is not worth 10 GW

viral tusk
#

real, my perfectionism will always beat out 10 GW

thorn bane
#

no idea how accurate this is
missing sloops though

unique cypress
#

14 TW is the best result I got

viral tusk
#

true, I've included sloops, and in my all-knowing wisdom of having no idea what I'm doing, my model includes no coal generators

viral tusk
unique cypress
viral tusk
thorn bane
unique cypress
viral tusk
thorn bane
#

lol

viral tusk
#

I would love to know what that feeds

unique cypress
#

The other way around obviously

#

It's 1 am

viral tusk
#

lol makes sense, but is it really worth it?

#

I might be doing a dumb in my plan...

unique cypress
#

I was gonna say it's just 3 sloops, but it's actually 0.5 TW

thorn bane
#

wtf

viral tusk
#

oh man, I might be completely wrong

unique cypress
#

Maybe 50 matrices/min and 10 augmenters might not be the best idea

thorn bane
#

wait so your power is quadrupled?
thats nice i guess xD

viral tusk
#

also I see what you mean now with the bauxite to uranium conversion. I did not miss anything, it's just because you are allowing nuclear waste

unique cypress
#

Yeah, 9 is better. 18 TW.

viral tusk
#

I have no SAM to spare because it's all funneled into fixonium

unique cypress
#

But 8 is very slightly less than 9

viral tusk
#

I'm glad it's a problem of integers because if it were continuous I'd be too cooked to solve it myself

unique cypress
#

And 8 matrixed + 1 unmatrixed is also worse.

#

So 9 matrixed with 13 sloops left is probably optimal

viral tusk
#

after building 9 augmenters, my 13 remailing sloops all went into aluminium to fixite conversion

#

I spent hours trying out different machines but that proved best in my simulation

unique cypress
#

Yeah that 18 TW plan involves exactly 0 Ficsonium

viral tusk
#

can't wait until I have to make over 160 singularity cells per minute (I'm slowly losing my mind)

thorn bane
#

i made 100/min :)
its not so bad
wet concrete is one hell of a drug

unique cypress
#

Man I love singularity cells. My build is literally half copper refineries half everything else

viral tusk
#

I have no idea how it's going to turn out but I am terrified

unique cypress
#

Are you at least overclocking everything?

viral tusk
#

yes, thankfully I speedran automating those first thing

thorn bane
viral tusk
#

my greatest op to this day is fuel generators, thousands of them everywhere, I see them in my dreams now, there is no escape

fallow siren
#

most tedious part is done, now i can just bring caterium and bauxite to finish phase 4

prisma kraken
#

why can't drones use ficsonium rods?

oblique hollow
#

Because

#

Who in their right mind would do that