#math-and-meta
1 messages · Page 294 of 1
thermal propulsion rocket sorry
It says in the ss shoulda looked ig
dude i fucking love ballistic warp drives they are everything i want out of a late game item
cool ingredients, complex chains, few buildings
and things like reanimated sam and diamonds can be compacted on site so its easy to ship them around the world so it doesnt feel as bad to use most of the maps resources
mark truly is goated
I will see what else I have left over, I want to do full 112 ficsonium rods + 8 activated APAs for aesthetics
Not even sure where will have free space for more factories to make warp drives 
ooh and the fact that you can automate power shards actually saved my pc
ye the ikea lamps ficsonium actually looks really cool as well
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
haha thats awesome
At the rate I'm going it will be finished around 2028
I spent like a week and a half on a miner and a "depot" build I will be putting on all 19 SAM nodes
But ye I legit don't think I will have any more physical space to add warp drives
I've said no more boxes in my factories, I'm spreading things out so not sure how well huge towers will work
Alr
Could hide a huge tower next to a cliff or smth
Like the big void hole by grasslands
Unless u got somethin there already
I have plans for most of thr void holes already
K
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
So up kinda doesn't work thaaat well
That would be a neat challenge
Lots of room in there
Plus theres a big hole in the top can do drones or whatever
Ive been itching to build in there. Seems like a cool aesthetic
I'm using drones namely to move all the uranium ore to the same place. Not sure I'll be using them anywhere else
Itll be a logistical nightmare fs
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
Theres also that cave in the crater lake biome
Oh yeah forgot abt the sam node there
#design-and-architecture message
And here is the other thing I built with the same style. They consume SAM and transport it to the Depot
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?
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
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.
honestly you will want buffers on every train platform regardless
door
I think i finally figured out conveyer compressors with priority mergers and this is my first test design
@bleak wagon This is the design from the wiki if you want to check your work.
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.
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
Ah, you're doing it with 1.1 with priority mergers?
yes
Haven't looked at it with priority mergers yet, but I assume the wiki pic can be simplified by using priority mergers.
Factorio splitters do make it really really easy in comparison.
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
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.
its not just that recipe, its recipes that have bursts of items
Yea, if you do it correctly that shouldn't matter.
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
maybe thats something you cant do but my understanding has been thats what youre supposed to do
at the moment im messing with putting buffers before the compressors which would make it consistent input rates
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.
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
everything is running fine as far as i can tell but belts still have drops in resources being transported
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.
I did not realize that was a bug in the game, hmm maybe thats whats causing the issue with belts dropping saturation
i normally have a pretty stable fps though
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.
Or just check reddit posts as I'm sure people will continue complaining about it until its fixed.
probably lol
just searched for the bug and found a post with a very similar issue to what im talking about lol
There’s a fair amount of that kind of sneaky bug in the game, so asking here first is good.
it seems like the more consistent your fps is the more stable the mk6 belts will be from the little ive found
gonna try capping my fps at 60 and see if this helps anything
might also want to try changing the Conveylor Belt Item Frequency value to lower
and the Conveyor Belt Render Distance
I did make changes to those as well
so far it is actually looking pretty good
been running for about 15 minutes and the 2 belts that should be full appear to be full all the time
ok maybe not, its letting me merge a belt onto them for some reason
ah nvm its probably because normal mergers dont care if the belts full already
this should be a belt compressor that compresses 13 belts into 12 and 1 overflow
making use of priority mergers
now, where are ya actually going to need it? 😄
already have it in use for my iron outputs
working on figuring out the outputs though because for some reason i only seem to need 11 full belts but i have 12
Instead of doin all that why not just set the clock speed to an easier output
Prolly too late now since thats like an early planning thing
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
this is also something im enjoying working on because its something I find hard and I like challenges
The process of making 13(recently figured out i need 14) belts into 11 is something
oh my god
i wish i checked the output rows a little harder
one of the belts wasnt connected at all so one belt had half of what it was supposed to
made v2 of it and it should be working correctly now
couldn't you have clocked machines and then merged them accordingly? or is this off a train or something?
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?
mathematically? ofc not
layout and design? well yes.
it's purely layout. I'm not sure what needs to be explained
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
if you split each in have each spot will make 2 things
without considering overlocking, one node will make enough ingots for two constructors
so if I have 2 constructors per node totalling in 4, it wouldn't make a difference
or is there something else to it?
Like I said, mathematically there's no difference
it doesn't matter where the iron is sourced here - just the layout
I think I understand. thanks.
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
what are you trying to make exactly?
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
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
assuming i can make that happen
Clock machines to match what is on belt
did you even read my message explaining why i did it? and i already got it working
I did and it doesn't necessarily result in more machines
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
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
Last one at 75% is equal to one machine less and last one at 175%
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
Or one machine at 100% which recieves 25% of overflow from somewhere
there's no ability to make trains reroute based on waiting behavior. they'll always follow what they calculate as shortest path
ah so all this will protect against is my trains locking up while leaving
the calculation isn't quite shortest path; train stations are weighted to be much longer distance
yeah, it doesn't seem to me like a very effective deviation from a simple intersection that is signalled correctly
the only reason I had to come up with it is because of the occasional lock up from trains leaving
also looks cool
🙂
was never fun when i ended up at the front and noticed my trains were all stuck
This won’t really help you at all because trains in satisfactory don’t do dynamic pathing and always take the shortest path. A standard T junction with enough space between block signals should work fine.
I agree it does look cool tho, but I suspect those sidings will never get used
I think one additional set of block signals on your center straightaways (at least a full train length from the intersection) will help
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
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
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
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
You need path signals to allow multiple trains to go through an intersection if the paths don’t cross
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
Sorry that’s p crude, on my phone
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
You don’t have any signals here
Just the manual train switchers
So that means the entire straightaways down to the bottom are all part of the intersection
I had it signaled right before but still had grid locks, ive had this 4 rail setup going for at least 12 hours now and havent had issues, just wanted to see if i could have multiple trains go through
Yeah not in that picture
That was before i put the signals there
Ah
If you want to keep those siding rails, you’ll want to include them as part of the complex intersection w path signals
Otherwise it won’t be able to route trains across if it can’t reserve a path
Would have to see this with the block color overlay to see for sure
I can get a picture of that rq, ive been trying to fall asleep for a while before i started talking
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
That should allow it to reserve one path all the way through
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
Does that make sense?
think so. so would it be something like this?
There's practically no reason to have such siding in your current configuration
Either dedicate each rail to trains from one direction, or remove the extra rail
I did dedicate them, it got locked up when it was signaled right, maybe read
Then it wasn't signalled right
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?
Nah, people just don't do 3D as much (and for most networks it doesn't matter either)
my only train background comes from Transport Tycoon from 20-25 years ago
Path signals allow multiple trains to occupy an intersection at the same time if their paths don’t cross. This is generally good enough for throughput without needing to make full 3d intersections
TTD has much bigger scale than SF
Even without path signals, most networks would be just fine
the only screenshot i have of it locked up was signaled wrong, but after i fixed it it still messed up being something like
I could probably drop the second in rail, but the second out rail is probably what solved my issue
here's one way to do "correct" signalling, the pink "X" must be a distance that can fit your longest train on the network
and it is
then the situation you're talking about couldn't happen
well it did
well then there's an error in your build somewhere
in the screenshot above, no train can enter the junction, if it isn't able to also exit it safely
the only thing that comes to mind is if you were also driving a train manually through the network
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
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
at least make each rail for one direction
each rail is for one direction wheres the idea that they arent coming from?
yeah, remove the red tracks
they won't be used anyway, because trains always use the shortest path
yeah
and removing them would guarantee that each "shortest path" picks a different side track
yeah now it at least makes sense, though I'd still say this is unnecessary (but it's your save, so 🤷 )
well now im watching trains just go straight through instead of turn in
may be some rail that is not connected or something
yeah i replaced them and it seems like its fine now
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
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?
make a small blueprint with one refinery and two packagers, connect them with a belt, put 20 canisters into it, save the blueprint and just repeat it over and over
don't try to make central canister belt or something
(oh and also, don't post in multiple places)
yeah I made a central canister belt, then realised I really didn't need to
what are the chances that 2 drones using batteries as fuel could transport 600 items per minute over a distance of 1700 meters ?
What alts do you guys recommend I use for a Plutonium Sinking Setup (PSS)?
Silica? easy
Heavy modular frames? not so easy
Instant Plutonium alt, otherwise default
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?
This is for a battery setup that is used for supercomputers
heavily depends on recipes you choose. There's online planners that can do the math for you
Just using normal recipes
then the second part of the messasge applies 🙂
there's also wiki
Thanks for telling me. I appreciate it
Its ||1 to 1|| with default alumina
None
Simplest recipes are base for that
MK 5
stack size 100
900 Items
600/min needed
Means the max time you get to take for Takeoff - travel 1700 m - Landing is 90 seconds
With 2 drones this might be doable
So 2 ports with 2 drones might just work
@meager shadow this is my packager loop blueprint btw, very easy to scale out
My nuclear plan, sorry for low quality.
Any way to optimise this?
Or is it just fine how it is.
I'm personally not a fan of the plutonium fuel rod alternate recipes but maybe that's just me.
SCIM doesn't optimize. Use https://www.satisfactorytools.com/1.0/production
@open carbon ^
I like them because shipping in aluminum for casings and already made PCCs makes them pretty easy
But I planned ahead for having excess PCCs when I built my pasta factory
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?
I don’t remember offhand
Fertile uranium alt is the one that increases plutonium yield at the expense of additional uranium ore
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
Not only it doesn't optimize, it's just not a good calculator in general. It cannot calculate item loops (DPF, Rubber/Plastic Recycling), and I've seen it make mistakes
Great… how do I use it?
It keeps saying that it can’t calculate.
“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?
share the production line
How?
Is that correct?
The math is just summation and division
https://satisfactory-logistics.xyz/factories will do plutonium products
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
I believe instant plutonium cell -> plutonium fuel rod is the most efficient use of the uranium waste (making the most plutonium fuel rods per uranium waste possible). Please correct me if I'm wrong.
for plutonium, you need to input uranium waste, as there's no recipe for it otherwise
so add uranium waste to items, input
https://satisfactory-logistics.xyz/factories will generate the uranium waste from nuclear power plants if you just put plutonium rods as teh output
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
and show power as a byproduct
yeah, you go from needing 300 uranium with base recipes to needing like ~52 uranium with the uranium and plutonium alts to get the 0.75 plutonium rods they started with as a goal
I was originally thinking the natural plutonium rod recipe got you more PFRs per uranium waste but now I am thinking I flubbed that math but my brain is also feeling like mashed potatoes right now.
yo this calculator is nice
it has somersloops as well
Oh yeah def. The alternate is more uranium efficient. D'oh. I made my whole plant based on the base pfr recipe
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.
Still getting 2.133 PFR/m from 300 uranium isn't too shabby
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
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
🍺
should be possible to make it even more compact
nah the actual last belt clips too much 
classic
What am i looking at?
2-4 load balancer
Biblically accurate belt balancer?
What's the point of all of this? You can manually put stuff into the cart but you can't automate into and out of it...right?
they work the same as trucks and tractors with the truck stations
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.
they all have a niche. i was just curious as to what the carts could actually do throughput-wise
Yeah that's actually amazing. I didn't know you could automate them at all
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.
they add a bit of life to the factory imo
I do dig that. Especially lil factory carts. So funny
i find the vehicles a must to use with a dune desert start
I bet. It's a lil more wide open
trying to bring everything together using low-tier belts isn't pleasant
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
Oh yeah Sam from the top of that pillar in green fields lol
Super long conveyer lift? No way. Enormously long and gross looking belt down a km long ramp? Hell yes.
yeah, i think sam is better to move after processing with drones
I'm pretty sure I found and belted that Sam node before I even built my first coal plant lol
Like I don't know what you are but I'm taking you home!
haha
Is this good now?
I’ve used a calculator that isn’t SCIM, ‘cause everybody told me to.
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
Yeah im thinking about processing SAM at the node and droning it wherever it needs to go instead of transporting ore
why are you even doing it for 2 UFR???
just why ?
UFR? Is that supposed to be uRods?
Yall are acting like doing it for 10 nukes is terrible
uranium fuel rod
And like 100 fuel generators is the more sane choice
I have a nitro rocket fuel plant!
That explains a lot.
Yes and that doesnt mean it was a good or sane choice
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.
once my friend and me noticed N02 was having a throughput issue so we romoved fully functional train network and pulled pipes all along
Are you implying fields of oil processing and using fuel gens is better than any nuclear setup?
we get that , the only reason i said is because why take the logistical pain for 2 UFR
Dunno, honestly.
i have a ionised power plant , and that was a pain in my a*** fr
Do you have any ideas to make it less painful?
No, the opposite.
its now to a certain extend that there is almost nil coal for me in the world
Also, I was going to do dark ion but everybody said “No! It’s power negative!!”
Its complicated. You would have to somersloop boost it i think
That was my plan.
But overall, ionized is very odd
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.
me and my friend did it coz we can nothing else XD
yes its kinda bad ngl but the satisfaction is something else
Is this a good time to mention that in my current playthrough, I’m building everything in one place?
Yeah, for power generation, Ionized is always power-negative compared to the Rocket Fuel you need to make it
Dark Ion seems like a convenience if you've got the spare crystals handy, but having to use packaged RF really eats into it
But I’ve already done nitro and I want to do something different!
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
Ionized Fuel is A+ in jetpacks, and presumably makes a great vehicle fuel as well
I just wouldn't recommend it for power generation since you've gotta work hard to even make it net-power-positive
my head hurts.
Definitely.
And 10 nukes (2 fuel rods) is honestly not bad
hello im sorry to intrerupt this coversation but can someone pls help me
Ask your question
With what?
sure go on buddy
lol lets load chat with 20 lines of call and response for permission to ask a question ><
no
i didnt wanna deal with packaging so i went with normal IF recipe
Axe your question or shave it for later 
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
Ask the math nerds, I’m going back to Grounded!
:))
Well you just shove it into splitters.
Plan for your finishes products, then figure out how much ore they need
I feel like a full impure node (300) wasn't too bad to set up. The biggest hassle in the whole ordeal has been setting up the final assembly and nuclear plant site and that's not remotely cause it's complex. It's just cause I made my life hell by making it a silly shape lol
thx pareciate it
Main issue with nuclear tbh is the water
Everything else is pretty standard
600/min per max OC plant is honestly nuts
so i put in 2 extractor for each of that machine
Not to mention there seems to be a bug atm where pipes dont correctly save flow rate in long multi segmemt pipes it seems?
Yeah it's just simply 2 water extractors per nuke plant at whatever the OC rate of the plant is right?
yeah
This is my plan with the uRods alt, is this better?
It's a lot of space but so are the nuke plants themselves so it almost begs for nuke plants stacked over water extractors.
for full blown standard nuclear i.e. 52 UFR (not considering sam)u need about 252 extractor
What planner is this?
i am very soory mate but i cant wrap my head around 2 UFR
A web tool to keep track of Satisfactory logistics (by train, drones, vehicles), setup inputs and outputs between factories and see where items are consumed.
Yeah but why. 450 or 500 per min would do the same
480 to be precise
One almost full pipe would still be a mk 2 per nuke
The alt for uranium cells would allow you to cut out dealing with sulfuric acid
So… that means no sulfur right?
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
Just less sulfur
Doing nuclear still always saves more sulfur than doing rocket fuel tho anyway
So do whatever you want there. You'll save sulfur regardless
Yay…
I still ended up using sulfuric acid in processing my uranium waste but still not too bad to setup. It's quite low quantities.
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.
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.
In case you're wondering, this:
https://www.satisfactorytools.com/1.0/production?share=3biWeY1yw2CySzKofhaO
is the nuclear I'd build (and did build once) (assuming sinking plutonium)
Well, I'm waiting for 1.1's full release so mods work again and I already dropped my 1.0 world and started a 1.1 one. And I need mods to make the Ficsonium cost more sane
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
I don't care. I built a nuke plant using all uranium in 3 different versions already and I'm not about to stop
Maxed out stuff and things are generally just for giggles. If it feels like it's too complex, it's because it is.
If I have to spend 5 days learning modding just to add 5 alt recipes, so be it
You'd think if you're into that then making maxed out ficsonium would be right up your alley!
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 😛
Yeah I feel like making up your own recipes is a pretty slippery slope to "I'm not playing the game anymore"
That defeats the point entirely
lol 2100 ficsonium rod/min
so does changing any recipe, no?
1 iron ore = 2100 fisconium fuel rods. Made in a constructor.
Just get a mod that increases ore output
That seems like the most basic solution
Ficsonium too expensive? get more money
2100 won't fit on a belt? It will on your modded belts that carry 10,000 parts/min.
Cant, belts are capped now
2000/min is the stable max
Anything else is unstable and cant actually support what it states
using this as a base, 5250 slooped SAM is all you need to make it all into ficsonium
(less if you accept weird byproducts)
Except I have 3 sloops and 4000 SAM beacause 10 Matrixed Augmenters take everything else
And this isn't max ficsonium either
I absolutely disagree with it hence modding
surely just add in more sloops?
But that makes it easier and I don't want easier
weren't you modding recipes to make it easier
more output for the same input? sounds familiar 😛
made in the encoder
Oh well, you'll hit a dead end at some point anyway.
If this is what you want to have fun, knock yourself out
Tbh thats not a horrible recipe idea
Its weak tbh
I wouldnt mod recipes but i wouldnt be against something like that getting added
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
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?
Im aware
Kyo jas been talking about modding this entire time now
I have 3 sloops left after building 10 augmenters. There's no slooping to be done
Just dont use 10 augmenters
Its kinda a just-cause goal anyway
Cause that much power isnt usable
Kinda like max sink point being whack
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
alteast i got a nut out of my build
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
This is always a good idea. The ratio is 4 ore to 1 reanimated SAM
Yeah i wasnt really thinking about being able to do that at first but its definitely worth doing
Hello it’s Josh, welcome back to Let’s Game It Out
Theoretically, maybe
The bare minimum of SAM is about 16k:
https://www.satisfactorytools.com/1.0/production?share=K6Mq5mwuZ6gMGQdb5gHE
With sloops, it might be possible?
Im pretty sure its possible without sloops
Barely though
Yes
Of what a minute
Ficsonium rods
That 214/min involves slooping the uranium, plutonium and ficsonium to make more
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
How many of the other rods are made?
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)
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
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
Sounds like a challenge to me
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
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
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
sftools is probably the best for min/max sorts of questions, I use sp.runesun.com for actually planning out what i'm going to build, but it is more of a spreadsheet tabulator of what you know you want already
Plus the in game search bar since decimals get hard when you get past hundredths
hmmm
example screengrab from runesun's tool
insstead of calcing, i'll ask. what are the best recipes for plutonium rods? i want as many as possible
59,3 seems low
burn them
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
i know about the sam issues
you yield more power by making more uranium rods and less plut rods
You'll get the most plutonium if you use all alt recipes for the entire uranium ore to Plutonium rod chain
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
yeah, the plut alts are wierdly bad. they eat tons of aluminum and don't yield much more power
That, and you can get more uranium now from bauxite so burning plutonium is a complete waste of resources now
can i sloop all the sam in the world to make it work? lol
im down to spawn in somersloops
you can make it work w/o sloops, honestly
really
you just can't build any other factory besides nuclear 🙂
true
thats where i struggle in my world currently
theres no more space to build megafactories cause all the resources are taken
Are you planning to make Ficsonium too or just store the plutonium waste
yeah of course make ficsonium
if you were fully using all the resources on the map your computer would be on fire.
also there's basically infinite space
Nah, with an X3D chip, you should be able to do it with reasonable FPS (like 20) if you overclock everything
i mean its running fine and i have stuff everywhere
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
theres a lot still to take i guess but my game runs fine
I highly doubt you're processing all that to space factory part ends though
thats the thing, i havent even started on the last phase stuff
No, I was talking about using them efficiently to endgame parts. I had an 8k machine world running just fine in past updates, and 1.0 improved performance. By my estimates 20k should be possible now with a 9800X3D. If everything's overclocked, that's probably enough to make max everything
That's barely anything compared to what's possible tbh. Either everything is overclocked, or you're wasting resources, or you have plenty left
Or multiple layers forgot about that possibility
damn this is breaking my brain.. again
wish there was just one optimal way to play the game
Replying to your first question, 50.4 U 22.4 Pu and 112 Fs is probably possible if you sloop the RSAM:
https://www.satisfactorytools.com/1.0/production?share=GwyNOWiYH4x63rLitB75
Truly max Ficsonium without deliberately wasting uranium is impossible without cheating in sloops
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.
50,4 ufr produce 2520 waste right
hmmmm i remember tinkering with that in excel before
you can sloop some stuff save a bunch on sam iirc
You can use the Satisfactory Optimizer I mentioned above to try out some stuff.
it rarely uses the most optimal recipes
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?
i'd just spawn a chest full into a dimensional depot in my next playthrough
Haven't tested like 120 but it definitely didn't use 1k when I gave it that many
amazing
why would you care about 1 optimal path if you don't like to be optimal
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
Also, like it's in the name. Satisfactory optimizer. It uses the most optimal recipes to get to the goal you gave it
or make zero rocket fuel. It all depends on your goals
so, quick question
is it better to carry caterium ingots or quickwire via drone
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
oh, the ratio is 1:5. Thanks for the quick math
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
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
yes just package it
and ik it can be a closed loop for the canisters but how im unsure of how to loop those
packaged nitrogen is 4:1 so you can carry more introgen with drones
packaged in, empty tank out
packaged out, empty tank in
yeah, i mean the transporting them back part because the drones going to have left by the time the nitrogen is unpackaged
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
5100/4/100 for the stack size is 12.75
Each drone can carry 9 each way
But since they're 2 separate locations there's no worry
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?
yes
I didnt realize drones could unload and load at the same port
(this is my first time using them)
train also work the same, but you need to dedicate one freight car for said empty tank/canisters
i have so many trains going already i want to drone some more stuff in
Im droning SAM nitrogen and uranium
With trains, you can use a second station to load the empties back onto the same train, effectively doubling your throughput per wagon
Should I just fill the loading system with packaged nitrogen and empty canisters?
Fill completely, no. Items need to have some empty room to move around
Keep adding items until it starts working, then stop
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)
You're using ionized fuel to test nitrogen transport? They compress differently so idk if it's gonna work unless you account for that
im using it as the fuel for the drone not as a transport item
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
Not that I know of, no
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.
Thanks for confirming
You can store a container of it and sink the excess. I think that should work
Yeah I guess I could put a sink on here. Once the whole thing is working it'll be using the whole 300 anyways
I feel like load balancing the nitrogen unloading would be a good idea
I didn't even realise you can use a droneport to import and export 2 diff materials, wouldn't advise that 😄
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.
It's probably not best practice. I'm pretty sure my uranium drone has filled my uranium mine pickup point with plut waste, but it probably doesn't matter
tbh i think for what im doing it should be alright as long as i set things up right
Unless it would get stuck from that being full too....yeah I'll need to make a 2nd port.
As long as it works it works… hmm
It would take a long time for the plut waste to fill so I haven't gotten there yet but I'm guessing
if i run into issues i can make a port for canisters but im going to try to avoid that if possible
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.
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
stack size?
100, its packaged nitrogen and canisters
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
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
not sure, i fuel all my ports
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
Yeah it's only a few per min per drone
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>
that's not fair, now moderators will be one of the first 10 people
well its weird rn cause of testing but as long as it works how i want it to i can make it nice
Set up one drone port as a fueling station wherever you are making the fuel, and have all the remote drone stations send one drone to fetch and then distribute its payload to all the fuel inputs of all the other drone ports
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
well it seems this somehow takes in exactly 750 items/min which is what i need for the unpackaging system so
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"
i feel like im being gaslit into being color blind
Then in the hub
Yes exactly
Then I get out of the customization window and go into photo mode and BAM back to being insane
wtf
My thoughts exactly.
somehow i think my closed loop of fluid tanks managed to lose fluid tanks
or i cant count (its probably that)
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)
Tanks got up and walked away? Scary
Oh the weird color fuckery is only happening when I'm wearing hazmat suit. Must be a bug of that item.
i’ve experienced this too, no idea how to fix, or even if its a bug or intended
It's totally the hazmat suit. It fixed when I took it off. It's gotta be a bug.
Juuuuust figured that bit out (well, I found a steam forum post mentioning it)
@bleak wagon@restive sparrow It's a bug with the hasmat suit, i reported it months ago 😄
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
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
this is what equal color (black or white) looks like with blue dropped for example (33,33,0)
looks like a match 😛
my color shift is similar to orbain's but even worse because my color has more blue / less green in it
your black is broken though because your suit isn't actually black
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
if you make it white youre just bright yellow lol
hold on im gonna make myself look like a safety vest now
try blue+red max, no green (should be this)
if it's red, then blue is being dropped/reduced
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
Remember drones can only go back and forth between two ports. You can’t do routes like A->B->C
I made this mistake in my first playthrough and had resources getting picked up and sent to the completely wrong place as a result
I deleted the port that had ionized fuel and it was still going places, i got it figured out though
Good to see we're having a fashion show
Dear Pioneer, my helmet is up here...
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?
lategame thing. If you don't want to use them, disable them in "machines"
i really don't like how tools loves conversion recipes
disabling them all every time i plan something is a bother
just clone a tab that has them disabled
Tools' goal it to use the lowest % of the world's resources. Sometimes it's resource conversion
just disable the converter
not useful in tier 9
then do what Cobalt suggested 🙂
still a workaround
I mean there's hardly other way to do it on a generic dataset 🤷
Sure but this way you do it once
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
Would like the qol of a tick box that disables them all
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
472626th time this has been discussed
i will be here for the 472627th
me too
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)
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)
🫡
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)
well there's a few people donating to the tool, for which I'm grateful and it helps me pay server bills
ehh hardly enough to make a living i bet lmao
not making a living, but after 1.0 it turned out to be net-positive and I can sometimes enjoy a pizza or something 😄
hell yeah
still asymmetrical given how integral tools is to so many player's enjoyment of the game (it's me I'm players)
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.
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
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
Ȼꝋꞥꞩᵾᵯē ᵯꝋɍē ƀłꝋꝋđ
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
sorry for the #story-spoilers containment breach xd
Basically, the lower the clock speed, the higher the energy efficiency, right?
yeah, though you use more space
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
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
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
At most you can save 77.3%
4.4 times less than normal
Because the lowest clock speed you can set is 1%
interesting. would've thought that the lowest would be like 0,00001% or something
nah, cant even get that many decimals. 4 decimals is the max.
but even then 1% is the limit
me asf
there is a sweet spot at 250% where anything lower requires more buildings in production than required to make the extra power
^ 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.
it's a sweet spot in terms of balance between space and power
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
more for production than power right
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.
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 😄
i think McG was referencing the equation the devs chose for the scaling of power for underclocking
what is this?
a graph
Power saved per building placed
mmm, math
it's per building placed, and at 40% you need 2.5x more buildings so you save 25% power total
isnt it 10%?
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
Also,
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.
With 1.0's automatable shards, there's little reason to not overclock everything to 250%
build 100 constructors at 100% for 400MW
build 250 constuctors at 40% for 297.8MW
or build 40 constructors at 250% for 537MW
sure... in tier9 😆
So we’re normalizing total clock percent and varying the total number of machines required?
i was thinking of fix production vary clock speed but ye
The x axis is clock speed (as a fraction) and the y axis is power saved vs 100% per machine placed
Let’s see
You could also do this for a power consumption difference instead of ratio
That's why I said it's a stretch
I guess im curious what the plot for just raw power usage looks like without the extra “per machine” part.
Because like why are we even dividing it per machine
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
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
Power consumption vs clock speed
We love the desmos calculator
Ty. Too lazy to graph currently.
energy per item vs clock speed
Cool yall are doin fun math
Where ya sometimes talk about math
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”
hm im somehow still confused
at 40% you have 0.1 what?
I believe it’s decimal percent of total power relative to 100%.
So 10% power savings relative to 100% clock.
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
so at 40% you get 10% power per item saved per 0.4 machines?
at 0.4 you save 25% but need 2.5 times more machines so it's 10% per machine
at 0.2 you save 40% but need 5x machines so its 8%
how does maximizing this tell you anything?
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
ye pretty sure this is just a completely arbitrary number and more or less of it doesnt tell you anything
✨ Science! ✨
does anyone have a practical use case for the dark ion fuel recipe?
no
just nothing about it seems good
correct
3 * 6 = 18
no clue why it exists
its simpler to automate
marginally
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
oh wait its alu to package right xD
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
well you dont need a quantum encode but ye
i think they kind of flubbed the recipe in the final balancing pass through the recipes
Not just this one lol
oh?
most new 1.0 power stuff is so poorly balanced imo that I don't think they ever did a balancing pass
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
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)
getting 120gw off of rocket fuel with blended tf & default rf isn't a bad build
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
wouldn't surprise me if RF got buffed somewhere in the beta but they forgot to do anything with Ionised to compensate
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
Most insane take I've heard this week lmao
90 GW of just uranium is 700 machines
and you're left with waste
that sounds wrong
90 GW of RF is 41 production machines and 144 gens
if you include the water extractors and NPPs themselves I could see it
nvm I did fuck up
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
im getting 177 buildings
my 450 GW uranium+plutonium is 886 buildings in Tools, without miners, extractors and nuclear plants
wait a min I'll do it properly with extractors and all
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
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
eh depends on your logistics
Eh, Uranium Nuclear is straightforward
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
Nuclear gets complex once you start adding Plutonium/Ficsonium and various alts, but vanilla uranium nuclear is ezpz
i mean doing it right instead of just creating a pile of spaghetti
And far less pipes, which many people seem to hate!
imagine having problems with pipes
Couldn't be me
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
Yeah, I know, but for some folks it's a factor. :D
well building fuel gens was defenitely an experience
#screenshots message
(also, imagine having problems with 600/min pipes
)
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
Also, RF is literally 3 production steps while nuclear with recycling is fucking 40
So, don't recycle
It's still 27
i question you accounting of that all
why would you ever deal with waste if rocket fuel doesnt create waste and is just as good
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'
honestly i dont care about the machines
but its jsut waaay more expensive which is weird
I'm literally just counting the orange nodes in Tools
tools also does some boneheaded things to save on resources instead of factory size
fuck iron wire
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.
issue is its not
RF is for mega bases
nuclear is just bad
Correct
Nuclear is far more fun to scale out than Rocket Fuel, IMO
sure
Plus 10x fewer plants
but the fact that it's shit makes it a lot less fun
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. :)
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
As you say, different ore costs, etc. And Uranium Nuclear is hardly expensive even then
Correction. Imo, uranium and plutonium are meh at worst. It's Ficsonium that's utter garbage
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. :)
Except uranium creates waste and RF doesn't
That's why plutonium is included
so you can compare no waste to no waste
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. :)
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
Plutonium waste is 20x more radioactive
good to know
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
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
what does wr mean?
i assume wr=weighted ratio
ah
weighted resources
239 bauxite is 2% of the maps supply were 268 iron is only 0.29% so its "more valuable"
what recipes are you using? because there's way more options
tools recommended
no converter
no plutonium alts if sinking or ficsonium
no fertile
tools recommended will save on uranium, which you ignore in resulting %
hm true
wait is it for uranium fuel unit?
quick maths (and old wiki) is saying its less wr even without uranium
afaik some recipes changed?
oh ye right nvm
and old wiki WR are very unreliable
always could, with code
whenever you wish, last I checked source code was available via github. https://github.com/greeny/SatisfactoryTools
id rather do the manual math than touch typescript
don't need typescript, can just open browser console, if you know what you're doing
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
i assume "minus uranium" is because uranium has no other use
these are fascinating numbers
i was just curious
idk its kinda the same with other resources
like sulfur is also mostly only needed for power
what calculator did you use?
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
If you put waste 2km up to the sky, the radiation will basically never reach the ground
eh these are just wr numbers
that doesnt necessarily mean "better"
yet more numbers that show how heinously out of place ficsonoium is
hm interesting
what rubofuel recipe?
i wouldnt have expected turboblend to be better
rubofuel? Fuel made out of rubber and oxygen?
:D
*turbofuel
Blend. Tools uses it too, so ig it is lowest wp
Rubofuel is really going to stink things up around the plant you use to make it
all that burnt rubber
nobody to prosecute you for for ecoterrorism if youre the only person on the planet
ye i guess its all the sulfur
which is "kinda" free like uranium
true, which is also why I don't bother with any aesthetics for my machinations, as there is nobody there to enjoy it but myself, and I enjoy my free time so much more.
Has anyone made a max power world in 1.0 or 1.1?
i don't think anyone can really define what that would look like, so no
great cause I'm working on one and it would be amazing if I set a new record
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
If I continue on my current plan I'll be making a bit over 10.4 tw. I'm not including geothermal because I want a perfectly flat power line (if the fluid gods favor me)
real, my perfectionism will always beat out 10 GW
no idea how accurate this is
missing sloops though
14 TW is the best result I got
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
diamond production is a hungry, hungry boy
Or 17.5 TW if we allow nuclear waste to accumulate
ah, now that's something I'm also not doing. I've included fixonium in the plan although it actually limits how much plutonium I can burn
what is it slooping for that?
All into augmenters and the remaining 3 into bauxite to uranium conversion
wait, uranium into bauxite?
lol
I would love to know what that feeds
I was gonna say it's just 3 sloops, but it's actually 0.5 TW
wtf
oh man, I might be completely wrong
Maybe 50 matrices/min and 10 augmenters might not be the best idea
wait so your power is quadrupled?
thats nice i guess xD
I agree, I'm using 9
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
Yeah, 9 is better. 18 TW.
I have no SAM to spare because it's all funneled into fixonium
But 8 is very slightly less than 9
I'm glad it's a problem of integers because if it were continuous I'd be too cooked to solve it myself
And 8 matrixed + 1 unmatrixed is also worse.
So 9 matrixed with 13 sloops left is probably optimal
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
Yeah that 18 TW plan involves exactly 0 Ficsonium
can't wait until I have to make over 160 singularity cells per minute (I'm slowly losing my mind)
i made 100/min :)
its not so bad
wet concrete is one hell of a drug
Man I love singularity cells. My build is literally half copper refineries half everything else
I have no idea how it's going to turn out but I am terrified
Are you at least overclocking everything?
yes, thankfully I speedran automating those first thing
im totaly not converting the entire dune desert using copper alloy
my greatest op to this day is fuel generators, thousands of them everywhere, I see them in my dreams now, there is no escape
most tedious part is done, now i can just bring caterium and bauxite to finish phase 4
why can't drones use ficsonium rods?