#math-and-meta
1 messages · Page 337 of 1
Lmao no.
There's plenty of shit you can build that is neither
Broadly this is terminology discussion which needs quite crisp definitions. So say what your definitions are if continuing,
if something isnts evenly feeding a system like a load balancer? it's just a manifold
could be a weird manifold. But it's a manifold
Manifold to me is just any belt stuff that isn’t a single belt or specific balancers. It’s very catch all.
direct feeding into a machine can be technically described as a load balancer as you're evenly feeding exactly what you need into the machine, and not relying on overflow
So y'all would call a belt limiter a manifold?
a stupid one yes
unless yo'ure using it to evenly balance out feeds to many machiens?
if the machines at the other end are getting evenly fed what they need at a constant rate?
load balancer
rely on overflow down a belt?
manifold
If I built a limiter to prevent a factory from making more than I designed it for?
making the items isn't a consideration for if a system is a load balanced system or manifold
"if the machines at the other end are getting evenly fed what they need at a constant rate?
load balancer
rely on overflow down a belt?
manifold
1 blocked message — Hide"
what? how can a factory produce more than you designed it for...
if you limit flow it'll stutter the production line
How would it make more than you designed it for?? You literally tell it what to make :/
By not underclocking the machines
same as if you were building 500 parts per min and using a mk4 belt that can only move 480 pm.
that limits production
It has more production capacity than I want, and I don't need it
So I can use a belt limiter so it makes a specific amount
its about as bad an argument as someone who shant be named said was a use for valves. Intentionally mis clocking your machines
a machine produces rhe same amount of items from 1% to 100% uptime given a constant input...
yeah don't think about it too hard. They're blocked because of the many many hot takes they spout out at a consistent rate. Much like how you clock a machine to produce a certain amount of items pm
Another question. What is this:
🍿
A 0 context picture
You don't need any more context to answer this question
Or this
What if input can supply more production than I want
Then your input needs work :/
I'm not discussing the functionality of my factory
I'm asking what is a belt limiter according to your stupid fucking definitions
A balancer or a manifold?
I put it on a belt to limit its throughput
That's it
What fucking is it?
Yea, you are regulating a manifold that doesn't need it :/
What is a belt limiter? A balancer or a manifold
you mean because the consumers would also back up production if they didn't consume it all?
neither. It depends how the machines are receiving the items
Answer the question if your definitions are sooo good that they cover every single possible belt contraption
is the belt limiter then feeding into a system that relies on over flow?
manifold
balanced feed?
LB
It feeds a container
Thus context 🙂
Like what does it matter what it's connected to
I feel like this is like when people confuse Communism as a form of government rather than an economic system
a belt compressor is not a method of feeding machines
I show you a picture of a belt limiter, you answer what it is
Not what it's used for
Is it that hard
What is this then
something being a manifold or a load balancer is intrinsically linked to how they feed their destinations
you cannot decouple this idea
The definition for a balancer does not include what it's connected to
Why tf would it
When I paste a blueprint, why would it change what it is depending on what I connect it to?
because by definition a load balancer system is one thats designed to evenly feed their destinations at a constant rate .
That's load balancing
is the design in the image meant to put the same amount of copper sheets on each of hte 3 belts to 3 destinations ?
Can be. Doesn't have to be. Sometimes is. Usually isn't. Depends where I paste it
anyway, enough bashing my brain into a brick wall.
How are you today?
Existing. Dreading the end of the long weekend. :/
big oof :\
so you're limited by your end machine anyways
hey, anyone here able to explain a Load Balancing Shenannigan to me? using a load balance calculator and something just isnt making sense to me
all of that is conpletely irrelevant
unless you're that person that was in here a year ago that wanted a completely flat power graph
that did unholy shenanigans
And just in case you look kyo a handy dandy diagram
it doesn't matter what happens in the middle. A manifold or load balancer is JUST the way the machines are fed.
it cares not for whatever bullshit you have in the middle
How on earth is this getting 360 from 300? im struggling to understand how the backfeed works out.
it looks like you have inputs from the side
ill grab a full SS 2s
Yea was about to say the left spiltter merges back into the 360 and since the 120 is only using 60 other 60 goes back into the top
my image still stands? you have 2x 30 inputs coming in on the side of yoru first image
yeah see the point is im struggling to understand how
i dont get how it gets 120 evenly.
this isnt an "it works trust" situation, im looking for explanation
it isn't representing the number flow correctly is why
LMAO
what program is this? so I can warn people away from it?
Like it makes sense then you REALLY think and you see the problem
Cobalt you know any websites like these so I can my math out like this
icemoonmagic's Satisfactory Splitter Calculator - here's the input permutations
Split Smaller First seems to be the problem i think
no the main issue looks like it's reating 60 ppm from nothing
I wouldn't use this program anymore. This looks like a fatal flaw
oh wait no I'm wrong. DAMN this is a bad user interface
ok you want to ignore the splitter numbers and just look at the outputs as it's very confusing
ok so it sends 300 downwards, sure. but thats assuming you have 3 120's each splitting into 2 60s? My assumption is actual behaviour is splitting 300 into 3 100s, then sending 50 back, and does that slowly back up to the 360/m over time?
Ignore the splitter numbers.
that first section is just a 1:5 load balancer
We were discussing what is a balancer and what is a manifold.
Some dumbass claimed that everything is always either a balancer or a manifold
Anyway, they still haven't answered what is a belt limiter in that case. Or a belt compressor
I even drew you a diagram of what a load balancer or manifold was xD
AHH okay i think i see, its not the 1:5 im used to which normally ends up as a 3x out and a 2x out from two splitters like this one
Cool story bro, now give me a definition of what it is, not what it's used for
How is it built?
lots of clicking Left Mouse Button
doesn't matter how it's built
only the end results. Somethign yo ucan't seem to grasp
It does matter how its built
The way its built gives it its properties
what??
what you're talking about lands in the boxes labled 'shit that doesn't matter' to LBs or manifolds
Omfg you're so fucking dumb
you could make the belts go through a roller coaster if you want, and it wouldn't change the way it's fed
The part in the right is a balancer or a manifold
The shit in the middle is fucking neither
well the top one is a 1:2 load balancer. As labeled
the bottom one is a simple manifold
as labeled. I thought 'man' and 'LB' would be enough considering there's only 2 options
apologies if that wasn't clear
really aint worth it to do load balancing
These are balancer and manifold
just do a manifold, youll be fine
Wtf is the shit in the green
eh, if you find it fun, sure? And some do
It's not a part of either
I started at one point, but it was just messy and used too much space
manifolds in satisfactory work just as well and makes it much cleaner
nuclear red bubble
oh yeah, load balancers are there for the aesthetics and challenge 🙂 not really my cup of tea
manifold is a shit idea for 100+npp
eh, I don't mind waiting.
Did that several times. Doesn't matter
although, not strictly a load balancer cuz you can fit all possible rods on a mk1 belt
radiation zone on map
And?
npp?
no that doesn't impact it being a LB or not
nice big warm spot 🙂
half lb
as in, you dont overflow the belts
if you let it run, the system will saturate and work just fine with a manifold
is it evenly feeding all the machines ? it's a load balancer.
no halves about it 🙂
doesn't matter if only 0.0001 parts pm go down the belt
long long lines of nuclear rods
just my preference
i get it. Mine was to pipe all that stuff under the floor. Made my nuclear plant so clean looking 😛
so i did some math and if i wanna use evry single drop of oil in the crater biome and turn that into rocket fule i have to build 990 fule gen fully overclocked
change of plans i am only useng 600 oil and i still have to build 99 of them
srry i meant 576 if not overclocked (still 600 oil)
Try nitro rocket fuel
Thats a Lot more genrators
Or is it?
I fel like i used more than 99 on my 609 oil
Fuel is set abd forget
nitro is slightly more efficient on oil yeah.
you can get 2400 rocketfuel out of 600 oil
where as with the normal rocketfuel you only get 2222.222
but you need almost double the amount of sulfur and 1.5x nitrogen for nitro
honestly, optimizing rocketfuel for oil usage isn't something i would worry about.
the main reason you would want to use nitro is because of the simplicity, its 3 steps in total, incredibly easy.
20 HOR refineries, 16 Diluted Fuel blenders and 16 Rocket Fuel blenders
where as the more resource efficient base recipe uses 71 refineries alone for the turbofuel
along with some nitric acid stuff as well as compacted coal.
i am using it
look this is my plan
before that i wanted to use 2400 oil butttt it got way out of hand
576 total
144 for each pipe
do the blueprint (4 fuel gens) 36 times for each pipe
yeah the main downside to rocketfuel is just the sheer amount of fuel generators you need to build, lol
it can very quickly get out of hand
its eazy math just a lot of clickin and tbh i am starting one pice soooo
i am way to scared to try nucluar mabey in another playthrow but for now
might i make a small suggestion?
pretty sure rocket fuel is made at 200/min in the blender
instead of hooking 3 of them together for a 600 pipe, i'd do only 2 of them for a 400 pipe
that way you can be more or less guaranteed to never run in to any issues with throughput
i am ok with 177 thousand MW
oh wait no its 150/min
ya
its 150 i am ok with my plan just a lot of clicling and the good thing weauto connect wichh saves a lof of more clicking
i mean could do 300 pipes in mk2, but maybe thats a bit to much
or OC to 150%, and also OC the diluted fuel to 150% as they are just a 1 to 1 with the fuel
idk, up to you, 600 pipes can work, just usually safer to not use them whenever its an easy thing to avoid
idk why but i dont like OC for some reason mabey cuz i dont wanna explore or something but i dont like it
idk it sounds stupid like the only thing i OC is miners
nothing wrong with not wanting to overclock
you primarily use it to save space or to make certain ratios between machines easier
Ah i used a 600 output, not 600 input.
Thats why the numbers are different to my setup
Question how far is 960 copper ingots per minute and 240 copper sheets per minute gonnna take me? is that like a mid game production amount or what?
or is that still like transition from early to mid game
It depends on your own preferences.
Some people like to have "a lot" of stuff aviable, others don't. Eg: some might finish the game with 100+ GW of power, others with barely 20; their productions will scale accordingly
for mid game that should be a somewhat reasonable amount
copper really starts to scale towards tier 8 and 9
The alt recipes you choose also have a big influence on this. You could use much more or much less Copper than just using standard recipes 🤷♂️
yeah, iron wire is a great way to not have to use copper
specially when you don't have any nearby, but have spare iron
and on the opposite, copper can be used to heavily increase quickwire output
yeah no real way to tell yo usorry, becaues there's different recipes and you can choose to make dif amounts it's all up in the air
basically why it's pointless to future proof
just get your way through the tiers and get to the sand box stage : )
Don't make things in advance, male what you need now
well this sucks
realy badly
i have to do phase 3 to unlock blenders
i thought it was in tier 2
damn it
now i have to make a temp setup for normal fuel
use diluted packaged fuel
uses refineries
i wanted to make rocket fuel
now i have to make diluted packaged fuel or normal fuel until i get tier 7
honestly
if you want it simple
just use coal power and a small fuel set up for now
then when you get blenders you can focus on a larger build it makes it extremely easy
that is excatly my plan like whats going threw my head
can also do turbofuel with plans to upgrade/expand in to rocket fuel later
i am sad cuz i wannted to do rocket fuel staright away so i can make phase 2 stuff
nah
its not worth it
not having rocket fuel doesn't stop you in any way from making phase 2 things >.>
i will just make a small fuel setup with diluted packaged fuel until i get blenders
i didnt mean that like my plan WAS to get phase 2 and make rocket fuel in phase 2 so i dont have to worry about power again for phase 3 and 4
and mabey in phase 5 i can do nucluer or expand rocket fuel
idk yet
you can easily do a 30gw diluted fuel set up and it'll get you through tier 5 pretty easy
double it w/o much effort if you want leeway
like at the end of the day how much power i am gone be using in my phase 3 factory is the deciding factor
Go diluted and then nuclear 🙂
depends how big you want to go. But 30gw is very easily doable.
I was a bit skint doing 30gw for phase 5 but wasn't starving for power
I'm trying to set input for the Blenders to 600 HOR from the "side" to get a calculation of what is left for the refineries in the image to produce. How can I do that?
what d oyou mean?
if this is a 'how do I work modeler' you're probably better off in their discord
I meant something like that but I got by, thanks
I'll look for their Discord
is this enough for phase 4 or should i build more for the later stages?
It’s fine, just keep unlocking stuff
Does this work to priorize water from the right side? Left is water extractors but i need priority for the recycled water
can't see much but seems unlikely
direct feeding waste into fresh is essentially the least reliable method
The two pipe coming from the right side are the waste water. I placed a valve to make sure is one directional.
I do have water exxtractors with the exact remainder amound filling the rest
The two systems are then connecting to the manifold
valves don't stop back flow, and as mentioned, direct feeding waste into fresh with valves is incrediblue unreliable
and theres no mechanism here to make it a priority
yeah, I wouldn't recommend using valves
What can i do here?
keep the fresh and waste water split , don't mix them
Blue line is fresh, red is waste
So i separate the manifold
see the images we sent
basically. You clock some machines to only use the waste water
and some machiens to only use fresh.
Gotcha. I gotta do some changes then, the straight line method for the aluminia solution is not gonna cut it
straight line?
oh you can still do a direct feed if you clock things right
my example image uses the lower numbers here
and they direct feed into the scrap machines in front
that diagram is using Sloppy solution and Electrode scrap
it was fairly easy to change
underclock one refinery and OC another
split the water, and made a mini manifold for the solution on the 3 left machines
I dont wanna mess with the OC at the scrap machines due to belts
Dont put valves on the pipe that carries byprosuct water, only put it on the freshwater line if needes
Valve on the byproduct line would deprioritize it
Also good, but for future reference: valves have less priority than pipelines with pumps on them
So valves on any byproduct line is more disruptive than helpful
yeah my initial question was about exacly prioritization.
They gave me a pretty easy solution tbf.
But in the future, removing pumps and valves from the equation, height dictates priority right?
unfortunately not, stuff like the amount of pipe/connection objects between A and B has a huge effect
So, if spam junctions i can decrease a priority
That's good to know. Could be useful.
Ngl pipes in this game separate players
Now, all i need to make the setup perfect is mk6
noooot quite. You can build a VIP junction but the yare fiddly
and don't work with gas
"but the yare fiddly" - whats does this mean?
they don't always work
It's difficult to reliably build liquid priority systems
you can seemingly build them completely right, but they could just not work.
with the exception of an overflow junction (liquid flows to X when Y is full, otherwise doesn't flow)
but even then, you have to keep in mind to use a horizontal and NOT vertical junction, because those are bugged in a way that interferes with overflow junctions
Oh. Well everything was made by someone, so I just need to find someone that did something similar and replicate
I thought that was mod stuff. Like AND / OR switches
no it's not that. They rely on weird fluid mechanics behaviours
you can replicate VIPs exactly, like I said, and sometimes they just don't work.
it's effectively an exploit
The problem is that you can't replicate it really unless you literally copy every detail identically, so basically a blueprint with a very specific input and output. Making any modification whatsoever can change the behavior in an undesired or unexpected way.
Nah, it's a relatively simple consequence of gravity. Liquid won't flow uphill if it can go or stay down
that's why splitting fresh and waste water is recommended as it's the most reliable method to manage the waste
The classic VIP junction unintentionally abuses a bug with vertical junction connections being calculated at incorrect heights, and it only works with a vertical junction which is rotated in 2 of the 4 possible rotations (because the bug is incorrect in a different way when it's rotated differently).
One of many examples of something that seems like a minor or inconsequential detail making or breaking the function of a pipe system.
this is a very easy one to do accidentally
especially if one pipe goes further than the others, for example if you try to input at the middle and ends of a manifold, you might need 2 pipes in a row to reach the end while the middle connection is easily done with 1 pipe
but the result is that the section with fewer pipes gets a larger % of the flow, all else being the same
exactly how much difference is difficult to predict so it's best just minimised as much as possible
I gotta test that with hydrostatic pressure
It seems like that might be different
I think it's just a consequence of simulating without order and with limited tick rate
we can't sim A1 then A2 then A3 then A4 within a single tick to propagate flow because we would have to define which order to sim in, if you simmed it backwards then it would give different results.
defining an order to sim pipes in would be AFAIK impossible with the constraints that are ingame
and the tick rate is low enough that moving from A1 to A2 on one tick, then A2 to A3 on the next tick, then A3 to A4 on the next tick etc behaves quite differently than if A1/A2/A3/A4 were all the same pipe.
Factorio's system used to have this issue too and it doesn't any more, but the one that they're using now doesn't support some of the verticality / headlift / overflow junction type stuff that Satis has.
I can't think of a fix to this part which preserves the behavior that we want and doesn't take way more computational power.
Probably why we have a more realistic system in the first place
this problem could be greatly reduced by merging pipes and connectors into 1 entity where possible
like in my picture above, the right side could be merged down from 5 pipes into just 1 before simulation
they all have the same height, so it doesn't sacrifice any of the verticality behavior. It's possible to specifically hit that case where it works, and filter out cases where it doesn't.
It would more than likely save CPU time too.
The main issue with merging is just complexity, if you only want to merge sometimes (factorio always merges everything between A and B, so they don't have to figure out what to merge or not merge).
I'm doing a sloppy alumina / electrode scrap closed loop, wish me luck
(speaking of pipe bullshit)
closed loop? as in you sloop the electrodes to make infinite water?
i did that once it was funny lmao
no just doing an ill advised alumina solution -> water -> repeat loop with a supplemental water pump also feeding in
I don't love having tyo use black magic, but to be honest I don't get why simply providing the exactly right amount of water wouldn't just work. I know it's a feedback loop thing, but intuitively, my heart doesn't believe it
system stability theory
more things want to destabilize it than there are things that want to stabilize it
the thing is - if everything works perfectly, your way will work just fine. The reason why we recommend separating fresh and recycled water (or other ways) is because it's almost guaranteed that something won't work perfectly, either now or later. You may run into some game bug, you may accidentally disconnect something, or dismantle a wire, or missclick with something, or power goes down or whatever. And then your system can break and would need some manual work to restart (instead of it being able to restart itself)
forget about dark matter we can make a doggo farm
just needs a lot of them... a lot
mathematics and physics are best friends in theory but not in application
ok so i have a question about screws
seems like balancing the recipe isnt sufficient since screws take longer to load into the machine
for instance, im making reinforced iron plates
what do you mean by "balancing the recipe"?
idk like i have the right amount of screws being made and pushed in
maybe the issue was slow conveyor
do you have fast enough conveyors? are you using manifolds?
enough to carry the amount you need
yea i can carry the items
it was my first "big" setup
so maybe now i'll be able to revise it and fix it
oh i remember now
ok i remember, yea the problem was i was merging all the screws back into a single belt (not fast enough), then manifolding them
nevermind, i think i know what to do next time (im making a new, bigger setup for reinforced iron plates soon)
yeah, screws are generally recommended to be made 1:1 in front of the machine
that makes sense, glad i learned the hard way (-:
really drives home the idea
btw this game is too good, the exploration has been amazing, loving my parachute and ladder lol
i think i had 20 mk6's full of screws on my last factory lmao
but yes match the ratios for screws ^
how do i have fun in satisfactory
well, only you can answer that
depends on you, really
the best thing is that there isnt a time limit in the game, resources dont decay or anything
so you cant really "mess up", so experiment, explore, building, rebuild, whatever
thanks Harb
good night everyone :)
gnite (-:
is there an endgame?
is the game still continued, in development, any big updates/small updates, any timeline?
engame = quantum magic chaos
There is an explicit goal you're working towards (ie: finishing all Space Elevator deliveries), and there are story/plot points related to that task, and to general exploration on the map. Once you complete the last elevator delivery, there are some Things What Happen™, and you get an actual end credits roll. You are quite welcome to continue playing afterwards, though, and I suspect most people would still have a fair bit of stuff left to do, should they want to, even after "finishing" the game like that.
The story/plot is a pretty light touch, and doesn't really get in the way of playing the game at all
can i ask a tier 9 related question here?
i am making ||ficsonium|| for a power plant and im a bit confused by how much energy it makes... do all nuclear fuel types make the same energy per building or do they vary?
all generators make the same amount of power, regardless of the fuel inside them
different fuels just last a different amount of time
Power per generator is the same if the clock speed between them is the same
endgame = start of the fun
Expanding slightly on the answers you've got: Ficsonium lasts a lot less time than the other options, so it's far less energy-efficient than either Uranium or Plutonium. It is still net-power-positive (you get more power out than you put into making the Ficsonium in the first place), but it is definitely by far the least efficient of the nuclear power options
Ficsonium's only really worth it if you want both of: 1) Burning Plutonium Rods, plus 2) Still having "clean" nuclear
If you've got personal wiggle room on either of those conditions, then Ficsonium's pretty unattractive.
real lol 😂
(I suppose there's technically also "3) Wanting to automate literally everything in the game") :)
i calculated that i needed 20 powerplants for the uranium. so at the point i get to ficsonium how many power plants will i need? and how much more % power will i get in between just doing uranium / using the waste to make plutonium and then ficsonium?
i feel like i asked the question badly i can reformulate it
I'll leave it to you to math it out; can use calculators like sftools.com to figure that out. (Note that you need to supply, for instance, "Uranium Waste" as an "Input" -- nuclear power plants don't have recipes, so you need to calculate each step separately. Once you plug in how much waste you're generating, you can choose "maximize" for your "plutonium fuel rod" output, for instance)
How much Plutonium you get out of your Uranium Waste will depend on what recipes you decide to use
For example, btw -- 20 NPPs burning Uranium will give you 200/min Uranium Waste (each NPP at 100% is 10/min), so maximizing for Plutonium Fuel Rods with vanilla recipes will get you: https://www.satisfactorytools.com/1.0/production?share=lNAECJCijkw8Ry70s0Vs (will need to click over to the new tab once it's loaded in)
ok i found it, 4 uranium fuel rods per minute, 1 plutonium fuel rod per minute, 5 ficsonium fuel rods per minutes
@dusky dust
and i wana sloop the very end twice so i can get 20 ficsonium (at the cost of 8 sommersloops). sho how many megawats does that give me?
Oh, and you're also at a point then to know how much power you'll get out of it. As I say, Ficsonium's the least-efficient; you use about 66% of the power produced by burning Ficsonium into just processing Pu Waste -> Fi Rods
I'm not sure what the efficiency of vanilla-recipe Plutonium is, but it'll be far, far better than that
I wouldn't recommend slooping Ficsonium itself, btw
The power efficiency is just bad. If you're gonna sloop one step of your rod production, Uranium's probably your most attractive target
(slooping Ficsonium rods would improve Ficsonium's power efficiency, of course, but even with the slooping it'll be far worse than the other steps)
Ficsonium really is just the conjunction of "I want to burn Plutonium" with "I want clean nuclear." (With an optional smattering of "I just want to automate all possible things")
WHAT
i like the automation part but im a bit surprised cause i really expected it to be the best power in the game (given its description.....)
I should say that personally I'm quite fond of Ficsonium and IMO it's quite worth it. I'm in the "I want to burn Plutonium but also I want clean nuclear" camp, so Ficsonium's great for that
ok peak
But, as I say, if either of those two prerequisites don't apply to you, then Ficsonium's not really worth it
naw naw i wana
Yeah, its presentation ingame just from descriptions are probably not ideal; they set up that kind of preconception
weh
When really Ficsonium was only ever meant to be a bone thrown to people who want to burn Plutonium but also have clean nuclear
so how much power is 5 fi rods?
Clicking on the icon on the NPP's input buffer will show you the processing rates for all the fuel types it supports
A single NPP at 100% is always 2.5GW -- the different fuel types just give you different runtimes
The wiki's also got those lists, of course
7.5 TJ
!wikisearch npp
The Nuclear Power Plant is a power generator building that generates power by burning Uranium Fuel Rods, Plutonium Fuel Rods or Ficsonium Fuel Rods. The former two produce Uranium Waste or Plutonium Waste respectively.
One Nuclear Power Plant produces 2,500 MW at 100% clock speed.
tj 😭😭😭
yeah
i see,,,, i calculated that i would need 20 + 10 + 5 power plants. which equals to 35 orrrr if i sloop the ficsite twice i get 20 + 10 + 20 which means 50 or 150% of the original production
and the extra work required somewhat is negligible
As I say, you'd be better off slooping an earlier rod step. The power efficiency of Ficsonium makes it just not worth it
unless i calculated something wrong
Ficsonium's a Plutonium Waste handler which happens to be slightly power-positive
yeah but then it means double (or quadruple) processing for alllllll the next steps :<
You'd be better off putting the sloops into Augmenters, IMO
Though, of course, it's your save! Do whatever you like with it. :)
(Gotta run, bye!)
8 sloops = 8% more power with 400MW (instead of 50% more power ((given that the rest of my power grid is going to be belittled by the nuclear power plants)) )
The easiest thing would be to not make any Ficsonium in the first place
i enjoyed the chat a lot thank you
but i dont understand why not if my calculations are accurate
If we're talking about effort per MW, Ficsonium would be close to the very bottom of the list
It's mostly a way to get rid of Plutonium waste
But it's much easier to just store it
oh?
but what about radiation!!!!!!!!
And it's still easier to not make plutonium waste at all
hmm,,,,
Dump it in the corner of the map somewhere
im kind of set on this project just for the flex now ehehehehehe
I mean if you just want to make Ficsonium, then the effort or power output don't matter much
i didnt realise it at the time i guess but ive already seen that its very possible so might as well go full throttle on this decision :>>
i mean for comparison what does the best fuel type make in terms of power?
Yeah i have that question too
that question is impossible to answer without more details
best in terms of what?
and all fuels can make basically any amount of power you want to make
like up to a TW at least
embeds should work here just fine
oh nvm my clients acting up
ever tried using biocoal vrochacho?
Nobody asked for it but here are probability distributions of the average, minimum and maximum output and the amplitude of fluctuations of 1-31 geothermal generators
I didnt ask for it but my soul did. Thx bruv
I really need to learn more about statistics lol
is this good for tier 4
anyone know how can i fix this issue? basically both extractors produce 300 water but for some reason the left one fills up and then the right one keeps working making me only 300 water instead of the 600 needed.
first of, I'd remove the valve
let me try
i think that fixed it
only problem is that there are another 200 extractos all with valves
(well, the general suggestion is to never use valves 🙂 )
i can see why now
Touchy subject these days greeny
thanks
Last time I saw someone recommend no valves about 10 people were arguing the opposite
there's ways to make use of them, but in general (especially if you're new or inexperienced), they are usually a trap
if anything, there's even more reason not to use valves than ever. we've discovered another valve bug
they may not be completely useless, but they're never necessary
people that argue for valves are usually those who don't understand that "works in my setup" is not equal to "works everytime for everyone"
I'm sure the argument I saw was something along the lines of "if you cannot make them work then you can't build pipes correctly"
they build one setup where adding a valve "magically fixed it" (usually the fix was that it filled up or stabilised and valve had nothing to do with it) and then they think that valves are fix-all magic buildable
at least valves now can be used to limit flow properly
not that that's useful, but you at least can
are floorholes and still a bug?
Yeah I must say I have never understood why people want to limit flows... everything will balance out if you have built it right
I'm sure that was fixed a while ago but not 100% sure, I don't tend to use them
You talking about the headlift bug?
yeah
Yeah they fixed that
any good numbers to aim for on tier 4 to start my space elevator track (phase 2)?
42
i was thinking 10 per minute of each space elevator part (there are 3)
0
i would somerslop it too, so 20 per minute total
honestly space elevator parts numbers are just:
- how fast you want to finish the phase
- how many tickets you want after you finish the phase
handfeed them
i could handfeed
how do tickets factor in, greeny?
you mean like excess (after phase) can be sunk?
well I assume you'd sink them after the phase is done
as there's no reason to dismantle the factory
yea my brain had to catch up heh
well i love tickets
i even put a ticket in my sink, and it gave me an award lol
i put at least one of everything in that beautiful sink
if you don't sink them, there's very little reason to build a full factory in the first place
except mercer and somer
Depends how much you want to build. Think for phase 2 I did enough to complete the elevator in an hour and then let it overflow into a resource sink until I needed those resources for something eles
im an explorer so i have lots of tickets already (like 40+) from my protein things
60 minutes in an hour, 20 per minute = 1200 produced (excess)
ok, i have my plan then
can you sink a somersloop and mercer sphere?
good lol i think it would only be a mistake
i think also those items shouldnt be delete-able
well, lemme sink one of each, and then cut it off lol
Phase 3 I did the same but have since dismantled that project, I think my phase 2 one is still running actaully
how many tix you got?
Phase 4 will be handfed (or at least a crude setup) and I will dedicate most of the remaining worlds resources for phase 5
No idea, i've unlocked everything apart from the trophies - on holiday right now so can't check
holidays where?
Germany
does this type of set up work? and does it need valves to prevent backflow?
my pipes are having throughput issues and its very frustrating
valves are never needed and don't prevent backflow
oh really? dang
would this system be fine though?
Yes, with overclocking or underclocking to avoid exceeding the pipe capacity.
I know valves and pumps prevent backflow, are you sure?
You'll don't worry
they prevent backward flow from flowing through them, yes
I am sure. see also
that's useless, though, because the backflow just reflects from them
they do prevent backflow from one end of valve to another, yes. But any pipe section can (and will) still have backflow
Thanks
Serial valves kill head lift.
Never have more than 1 valve after another
If you want stability, use mk 1 pipes for all extractor outputs and merge mk 1 pipes until you exceed 300/min, then use mk 2 pipes for the main line
Nice catch
regarding this
in the manual you wrote, it said machines will always try to dump out liquids at max flowrate so wouldn't using mk1 pipes make that slower?
few machines will output more than 300m3 at once, so mk1 pipes wont really be a bottleneck, the point of this setup is to keep pipes full so that "work pressure" (max flow rate as a function of pipe fullness) is maximized
ah okay thanks
How can I remove a specific amount of a production? For example right now I have a production of encased industrial beam thats producing 20 per min, and I want to remove 7 per min to redirect to another production, how can I do that?
assuming default recipe, have assemblers producing 6+1 and 6+6+1 (or overclock 6 to 7)
well, same principle for the alt
just group machines to produce exactly what you need
you could also use a smart splitter to over flow the parts you need depending on the situation you're in
As long as that production only consumes 7/min and no more, then you can just send all of it over there, and it'll only consume 7, leaving the other 13 to overflow somewhere else
or let it self balance out like a regular manifold would.
(assuming one end isn't a sink)
thank you very much guys
where do photos get saved on windows?
also, im stuck, i have mk3 conveyors and 270 iron ore on one belt + 270 coal on another
i pump those into foundrys to make 270 steel ingots and try to merge them back all onto a single belt
but it slows down even though they are being consumed at a speed of 270
go along the belt and watch where it pauses and where it becomes partially empty
most likely a lower mk belt somewhere
How do I setup this block signal? It's a 2-way railrooad and I want the trains to wait if there's already one at the station
never put signals on two-way segments
I see what you mean, so how do I do it then?
I;ve never used rails maybe I ought to see a guide
please make a #1038092680493801533 and draw how you intend trains to run on your railway
put one on the other side as well
so you have one pointing in to the station and one pointing away from the station
I kinda hve no plans yet I am just testing it out
If I want both a load and an unload at a same loaction, do I need two stations?
(24*11+180*5-105*3+40*5+600)/3 Why aren't my three pipes of water enough I wonder...
Wait... how is this possible?
Wait, were your 3 merging pipes before a waste management system?
what about waste management?
you mean the byproduct of the scrap?
Oh interesting... the timing is just weird with the production of Alumina Solution and I forgot there's a decent waiting period afterwards.
I guess I actually need a small fluid buffer, wow.
Hoverpack?
Yeah the waste water. And avoid buffers here at all cost
No, I need them I'm pretty sure. This is actually all because I have 5 solution producers making more than I consume, but the rates sometimes line up so I consume more than I have in the pipes, thus I run out even though I should be making enough.
Or that's my current theory and it makes sense I think.
I tested w/o moving and w/o the hoverpack.
It just fills up quickly when all the alumina solution machines output at the same time.
Buffers fuck with flow. You don’t want them for waste
They fuck with all flow with a system. At best they do nothing. At worst the cause or hide problems
I mean, you also need them with trains sometimes.
That's just a very simplified view of them.
Trains are the only place
I'm still pretty sure this is also a case where it's needed.
But I could be wrong.
I may just need to feed in the middle or something.
You seem to have been right, buffer didn't help.
I guess we should be underclocking the alumina production so that the it matches the consumption rate exactly...
Still idling. I'm out of ideas lol.
The weirdest part I think was that when I added a buffer at the end of the production before consumption. It filled up and yet still the pipe going upstairs wasn't getting a full 600.
Because buffers dont do that
Lame
As for the idle in the picture - wearing a hover pack around machines when you use power switches stutters them briefly
But in general if you pour waste water into fresh you have to be very careful. It’s not a very reliable method
That part seems to be going swimingly... but out of curiosity, how else do you do it?
Keep it split.
Have some refineries run only on fresh, some only on waste
Unbreakable method
My numbers are too tight for that and I don't want to pipe in new water if it's working. But I'll keep that in mind.
Can you direct feed? Sure
It can however just fall over on its face though and requires manual flushing and other things to get going quite often if flow stops even for a moment
Split system? Will just start up again
Those are just ratios, you can oc them
Oh I see... that diagram makes a lot of sense.
For example the image with the machines is processing 780 bauxite on with sloppy+electrod
I could reduce that unit to 5 refs, but I like direct feeding
That's similar to my build
Actually, you could compress my group to 4 refs if you want
But you couldn’t direct feed anymore
I'm using 5 refineries of buaxite.
I didn't want to overclock much in this factory.
Trying to get this whole thing running before I expand my power again.
OCing is purely aesthetic/space saving in any case 🙂
Seems like the hoverpack was the issue though, not idling again so far.
Unless you’ve designed yourself into a bad place with pipes I suppose
You can get rid of power switches and it won’t happen
I have one or two machines per group OC'd sometimes just to avoid the headache, but it's minimal.
I'll consider it, though I like the ability to control the factories easily.
They should really fix that one >.<
Yeah, it'd be nice to have it fixed, for sure
I ended up just not using switches anywhere
(Though to be fair, I wasn't actually relying on switches for anything, so Not Using Them wasn't a hard decision)
I plan on using them to control power stations at least.
Yeah long running issue, but it won’t affect factories unless you’re doing extremely fancy stuff
OK new confusion... I have a pipe going straight through a junction with no branches (the junction is just to extend the pipe, this issue was also happening when it was two pipes connected together. The input side reads 0/s the output side is somehow reading 600/s
@wind spade sorry for the ping, but i've got all the recipes/machines selected and there should be enough resources for this (only thing im concered about is sam)
is there something im missing or do i have to shoot lower
ahh
Show?
This is where they are connected. It's a solo junction. I confired by deleting it and recreating it.
Pipes sometimes confuse me. Like train tracks.
Did you rebuild the pipe connections to it? If it’s not splitting anything why have it?
I sure did
Just asthetic.
like I said when it was two connected bare pipes it did the same thing.
On the bus atm and can’t really see the whole thing. Are the machines starving?
No
So the flow is fine?
Yea, the 600 does in fact apear to be going somewhere.
Visual issue then I guess. You could just try clipping the pipe through the junction
Then I’m confused xD
It's all because the pipe length is too long so it needs two pipes and they are acting weird next to each other.
But even though the readout says zero it’s flowing?
Well, I’d offer to look at in in game but won’t be home for 30hours. At least it’s just visual
I'll test deleting that pipe tomorrow and seeing what happens to everything... Maybe later if you want to hop in I'll be working on this after work more this week.
All junctions need to be flat (horizontal) otherwise they behave in inconsistent and unexpected ways. There's one here tilted up which will do that
That one is completely separate from this. And I have all my refineries like that with absolutely no issues with them.
Ok. Just a general tip
Can someone tell me what’s wrong with this?
Change the graphics mode...
Why am I unable to rotate this path signal?
When I place the BP and the signals afterwards, they all say 'Signal loops on itself'
Any idea why the signals still don't work even when I place them independently from the BP?
rebuild the rails, they might be causing trouble too
Like you can have the signals causing issues and the rails themselves can cause issues
Its all kinda just messy atm
Rebuild everything until it works basically
😭 After two hours of head scratching
the rails are to close, trains would collide so signals think its one track
When I tried to separate them it would sa the turns are too sharp lmao
the 3x3 foundation turn is a clean one
and exactly 1 foundation between the tracks is a good enough distance
Should I include foundations in my final BPs? I usually don't for buildnigs
Yup that's what I was told but seems I ignored that advice 😭
lmao
Wait but how do I make a 3x3 turn if my grid is 5x5 and I need a space of 1 foundation between rails
That's 3x2 max
LOL
Got this just from trying to make this BP 😭
its just not possible in your blueprint
try it without
I was trying to make a BP to speed things up
I could've build a network across the entire map in t his time ☠️
WELP that's on me for not listening to others
you don't need a full foundation between rails
idk the exact minimum, but i usually place the rails on opposite edges of a foundation
so in the middle there's like.. half a foundation ish?
Oof
yeah dont make rail blueprints, they are either always to big for the designer or are glitched and dont work when applied in your network (means you gotta rebuild it manualy anyways)
atleast intersections
What are the 4 lines representitive of? 50, 100, 200, 500 what?
fuel types
no
stack sizes
Aha that makes more sense, thanks
yeh that does make more sense
heat fused frame seems tempting but dubious with the addition of fuel, am I missing something? Is it one of those highly situational alts?
after deciding ficsonium wasnt worth it this is the next big project i think
7.5 BWDs, 10 AI expansion servers, 6.25 pasta, 20 biochemical sculptors
one can only imagine what this looks like without ouposts
how can i calculate how long my manifolds will take to fully start up
probably just find the total amount of resources you need (1 stack per machine; however much one stack is * amount of machines) and then divide that but how much/min you're making
it's complicated lol
there's a calculator tho
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
i need some help with some math. i have 120 iron ore/m, (120 ingots/m), how many modular frames is it possible to make with no alt recipe?
Do you have underclocking?
yup
I just did one a bit ago it was like 80 ish iron for 1 production line so you should be able to just 1.5x it
80ish to 1 normal assembler? so the standard 2/m?
I think so im afk so i cant really run the numbers on it
Generally when i plan stuff ill start at the top of the production line then go down find out my resource limitations then just multiply to whatever i need
i find a place i want to build it on, good nodes, etc, then look at what i can comfortably ge tout of i
this iron factory has 3 normal nodes, 3 mk2 miners
Oh yeah its different if you go around buildin little factories
and is beign used for RIP, mod frames, rotors
When you do the cube strat you can go all out
yeah, i like having multiple around, but i also like building
bless you, i could never build pretty
i cant make coal plants pretty
but i made it tolerable, my other factories are to my liking, im sure i could make them better tho
my average build looks like this
I Do 4-1.5 for coal it fits in a nice little blockand can be pasted a bunch of times
i got 4 normal nodes, so i did 4 8:3 setups
2.4 gigawatt is serving me well
Pretty sure all my coal gens have been converted to steel or diamonds at this point
u use coal diamonds?
had a tiny iron factory, lil copper one, lil concrete one but now ive got a proper copper one up, making a 2nd iron factory, bigger concrete one cuz i build with concrete foundations alot, then its steel time
wet concreet i hope?
i do indeed have plans to do wet concrete
6 normal nodes, water is a bit further out cuz thats fine i can do a long pipe
safe to say ill have concrete to ship out too lol
my goal is computer at the moment
i cant even finish this factory because i have way to little
but i need plastic for computer
but i neeed computers for the farm
AAAAH
platics always made me mald
though that was prior to me actually learning hwot o properly deal with liquids
i got it down now
ye the first ever learning curve in satis is liquids and buggy pipes
I use all the alts tbh
the 2nd one is train signals lol
hm, alr
(pipes are not technically buggy, they just operate in ways which are often quite unintuitive for players. Semantics, I know, but I am a pedant! :D)
i agree whilst disagreeing
there are some pipe issues where if you dont look closely and or dont understand the mechanics, they just dont work or work way less efficient
You gotta do the pipe ritual on the pipe altar so the pipe gods will bless your pipes
especialy head lift
piping
so ive started to actually put things down in my new "main base"... and then I realized I dont have enough space for every production line. I could expand it, but that would be tedious, especially since it's using about as much space as it can in the Blue Crater without disturbing the fuel production I have set up.
so now it'll be a giant smelting tower for every resource's basic refinement (iron ingots, concrete, black powder, etc) and I'll either truck or train everything out into their own little factories
Not sure how headlift could be made much clearer, the game shows you where the headlift you have runs out which pumps also automatically snap to
is there any way to import a factory from that part of the website
wdym "import a factory"?
is that url from our legendary chat member greeny!? @wind spade (-:
the factory calculator on that website
can i put it into the manifold calc in any quick way
DO NOT use anything other than the manifold calculator on that website
Everything else is like 5 years out of date
is that not satisfactory tool?
did i read it wrong
yep i read it wrong it’s okay 😎
no, it's not SFTools
Whelp, I've got a high level plan
You'd have much cleaner amounts of machines if you used multiples/fractions of 45
Change 5 to 4.5 and 10 to 9 and see how it changes
or just multiples of what 1 machine produces
Not necessarily
?
that's discrimination of decimals 🙁
if you make a multiple of one machine produces, you'll have a full number of machines
if an item is used for something other than output, you just have to add that
of that step, sure
not of all steps
The 45-81 rule generally applies to the entire production line or at least most of it
they'll sort themselves out automatically
afaik it's no longer working (or at least not in all cases) in 1.0
Ah that would be a shame
as it was made with pre-1.0 recipes
and many of the 1.0 changes made some recipes not follow that rule
but hard to check, I doubt Sev has done any math regarding that
On that note, we should finally gather around for the alt analysis project
was it decided how it should work/look/etc?
Yeah, I've been meaning to start crunching that sort of number for awhile now (re: 45-81), 'cause I'd been curious about the 1.0 recipe changes too
McGalleon and me had fairly different ideas
My idea was to avoid huge number crunching and instead focus on making it approachable and easy to understand
Of course we would still crunch the numbers to be able to build upon something
I guess the first question is - what is the expected role that the analysis will fulfil? I mean for the user using it?
(because imo it shouldn't really provide much "numbers", as that depends on tons of factor and is better done in a planner)
Explain the benefits or drawbacks of using it compared to other recipes for the same product and list relevant pairings
I'd also avoid "benefit" and "drawback" and replace it with simple neutral statements
E.g. Encased Industrial Pipe, you'd say that it needs 50% more assemblers (and thus power) but saves on steel
It should be formatted as plain facts without much opinion, although we can't avoid opinions entirely
I mean if it's hand-picked descriptions, it's basically opinionated guide anyway
but you really can't do anything much better if you want it to be useful (and not just math)
as for this, my idea is to give users not conclusions, but enough information to make their own conclusions
As another example, Alclad Casing is a pretty terrible recipe imo, but how do you make that sound neutral
Eats a huge amount of copper for a negligible increase in the output, needs to deal with assemblers instead of constructors
It's fine, because I plan on tweaking the amounts. I have more than enough supply, and the build isn't using overclocking to determain the number of buildings (much).
but way less of them 🤷
it doesn't sound that bad if you want to save bauxite imo
I basically never use default casing
Wherever I need aluminium, I need copper anyway
And Bauxite is pretty scarce
And I don't care about space or power
It changes 3 to 2 (base) to 4 to 3, which is okay, but you need 50% of the total aluminum in copper
I'd just say "uses copper to save on alu cost (can include number of saved ingots per copper ingot or whatever, as that's plain fact not affected by any other recipe choice), uses assembler instead of constructor, outputs more per minute than default"
that's pretty much neutral and leaves user to decide if that's worth or not
I also used the alt pretty often, but the math doesn't work out at all
just clock for the output
it does use copper which is arguably just as scarce as bauxite if you're making a shit ton of pasta
No I mean, all things considered it's just not worth consuming a huge amount of copper and deal with 2-input machines for such a little increase in output
Like a really ridiculous amount of copper
which is fine as personal opinion, but should be avoided in context of recipe analysis
Unless all you care about is the bauxite efficiency 🤷♂️
Of course, what I'm saying here is entirely my opinion
bauxite doesn't really exist in a vacuum
The analysis will just state the facts
chances are if you max out bauxite copper is maxed out as wwell
I have never come even close to running out of copper
I guess we changed topic somewhere in that convo above and I didn't notice 🤔 mb then
Bauxite on the other hand, I've been forced to use default ingot instead of pure on 2 different saves to get that 30% extra
I'm so organized
"Need to supplement 1 copper for every 2 aluminum, uses assemblers instead of constructors but outputs faster per each machine"
Do you not use the different tabs in tools
I got carried away
that's a ridiculous amount of quartz lol
yeah that's basically what I said above 🙂 #math-and-meta message
I will now. I wanted to make sure the whole thing was viable first, since they all interact with each other in some way.
you can plug the spelevator parts into calculator and just work your way down that's probably easier
What's a man supposed to do when there's only 10k bauxite on the map and the only way to get more aluminium is to use default ingot?
sam conversions or slooping
Both of the saves in question were before 1.0
thats valid then
the biggest problem I have with this (and any analysis basically) is "what are you comparing to?"
because for sure you can make the argument to compare against default recipe (and then have issues when there's 0 or multiple), but how would the user compare between two different alt recipes? if both say "cheaper in iron than default", how do you know which one is cheaper on iron? (just an example, this is simple to calculate, but some people may have issues with it, and more complex calculations/parameters would be harder for people to deal with)
afaik this is the only "bottleneck" that prevents me/us from starting the project
You have to compare against all recipes that produce the item
At once
Sometimes the default recipe is remarkable, sometimes it isn't
well then counterpoint - diamond recipes
there's a lot of them and it's basically impossible to compare anything relevant there 🤔
(also, I'd say the project shouldn't be "alt recipe analysis", but "recipe analysis")
Being unable to compare one part doesn't invalidate the process for other parts
is there anyone who can report bugs to the dev team or deal with bugs in general? I opened a thread before, and while i was chatting with one guy we found 2 bugs related to pipes
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @unique cypress
well sure, my point is that if you compare between all recipes, you get very limited in what you can actually compare... 🤔
I mean yeah you can just summarize diamonds as that you should just use whatever you have available nearby, by tier 9 there's no need to babysit the reasoning for this
and I personally don't really have a good solution for this 🙁
oh, thanks
You can compare all recipes that use coal by the amount of coal they use, you can compare oil and petroleum on the amount of oil they use, etc
Sounds like your doubts could be resolved if we just put something together to get started
well, the only idea was to not compare anything and have automatically generated comparison table that scales all production to 1 (and/or 1/min) to see the differences. But then that also leads to questions about how would the thing be presented
Oh yeah definitely not that
well... it doesn't sound as bad, I actually like that idea quite a lot
How can you compare something that uses totally different inputs if you can't go beyond depth 1
it solves the "comparison problem" and leaves the writing to be related to recipe usefulness and so
well you can't do that in text either 🤷
You can, just "uses additional sulphur" "does not need nitrogen"
(but if the whole thing was dynamic, you could "pick a recipe for ingredient" and expand the table that way 🤔 )
well yeah, but the same info will be available in the table format
I'm pretty sure we discussed that such a table would be impossible
it would have one row per recipe, very much possible 🤔
we discussed possibility of table that shows all possible production chains 🙂
I found a pipe bug last night too but ended up reworking that section anyway and it went away it seems.
Another issue with those comparisons is that I would not consider steel rotor a good recipe at all if not for iron pipe and iron wire. The ability to make motors from not just 2 ingredients, but out of only iron is amazing.
But that's assuming that those recipes are available. With default wire and pipes, steel rotor kinda sux
And how do you compare steel rotor to copper rotor? You could compare their iron/copper/steel usage, but it all completely depends on the recipe choices for the ingredients. In a vacuum, you can only compare the output per machine, which is basically pointless
im reporting my bug thing in the forums now, because it might be bigger that it seems imo
like vertical floorholes with 2m foundations are completely broken
tilted pipe stands too
there will be section of "common pairings" or "interesting pairings"
that's basically just hand-picked interesting/common combinations with text-based description of what it does and offers
(but also, the point of the comparison isn't to tell you what is "good" or "bad")
Yeah, but what are you comparing in steel rotor vs copper rotor? They have no ingredients in common
And those ingredients can have vastly different production chains
well that's exactly why my suggestion goes around that
and doesn't compare anything, apart from the autogenerated table which you could expand with selected recipes
You could build that into New Tools 🤔
there's even a prototype of this built into old tools (not published or anything, not even halfway working 😄 )
Tools are great contender in terms of where to put it
can i post the link of the discord thread related to the bug im reporting in the forums?
But yeah, my only 2 ideas are either a comparison table with hard numbers or a collection of multiple players' opinions on each recipe
Both would be useful to some people
collection of multiple players' opinions on each recipe
this I do not like since it's basically popularity contest (and already exists anyway)
And yet that's something that a lot of people come here for
How would you decide in-game yourself? I'd personally decide based on which resources are available nearby and which other recipes it pairs well with
Pairings apply to ingredients, dependant items as well as hand picked relevant items (stators and rotors for example)
they are free to use the online website that basically has statistics on how often people would pick a given recipe if given in a choice 🤷
our project is not for that. It's for people who want information that they can use to decide themselves
I mean this should really just be the factors we actually use to choose alts ourselves
Yeah greeny ik you don't play the game
I don't care if 99% people would use a recipe, I'm not using it if it doesn't make sense for me
Yeah I'm a pure copper hater even if people like it
I'm a cast screw hater (and no, not all screws or screw recipes)
I don't decide in-game, I decide entirely in SFTools. I generally optimize for lowest effort to build. Which means enabling all recipes and then ticking off things I don't vibe with. Like cast plate if it's the only thing that uses coal. Or coated plate if it's the only thing that uses oil. Or something that uses a ton of a single resource and the second most WP efficient recipe uses a bit of 2 different resources. Or switching to a recipe that saves a lot of machines or beltwork at the cost of an insignificant amount of resources. Or switching off one of the recipes if tools decided to make something 2 different ways
My issue with that website is that there's no reason given for why a recipe is ranked the way it is
most people wouldn't give you a good enough reason for that either. Many just follow "tips" from youtubers, guides, whatever and don't really think about why they are using something
and then their reasoning is either "I only use X" or "Y told me X is good"
which is completely fair, but then I guess you aren't in target group for the project, since you're not looking for what a recipe can give you on paper, but in specific setup (which is imo the better way to do it, but if people thought that way, we wouldn't be making this project lol)
That's what I meant, "how do you decide when playing the game". That approach is entirely valid, I guess I'm trying to deconstruct what those "lowest effort to build" vibes are. I mean surely you factor location and thus which resources are available
After getting to hypertubes, I don't have the concept of "local" resources. The entire map is available. I just build the factory in a place where it makes sense to build it the most (i.e. all required resources are on average closer than in any other spot I could find
But you still have to pick a location
Oh good, quick search can do exponents
And that location won't have all resources available
Even fractional exponents for nth root if you wanted for some reason lul
Aside from nuclear, I can always find a suitable location that has everything within 1km
what about fractional bases for roots?
And that's my belting distance limit
Use brackets and see what you get
Sqrt is just ^1/2
true!
Uhh what's base in this context
I know that, but I always type sqrt first, and low and behold, it worked.
1/2 is a fractional exponent, not base, right?
And for nuclear, I built it near a ton of water, and completely ignore other resources (they'll have to be trained in anyway)
Can you try if log and log2 work?
And yea. I'm sorry. Not base.
it's all base 10.
I'm talking out my ass.
Logarithms have a base
correct lol
Exponents have... an exponent
How do you call the number that is being subjected to power?
like, what's x in x^a (genuine question)
IDK why my dumb brain told me roots had a base.
The base, right? Now I'm confusing myself.
Which makes what I said even stupider.
Ahh it is
According to calculator.net/exponent-calculator it's called a base
Didn't know that tbh
Yeah checked Wikipedia too
I don't know the terms because English isn't my native tongue
Anyway. Roots are really just inverse exponentiation, but that wasn't one word, so I said base like a tard.
The base!
was your bug linked to pipe floorholes and/or pipe stands?
no no no
Nope, it was a connected pipe reading 0/min even though it was flowing into a 600/min pipe.
ah, my bug is different then
welp, i created the post, hope it gets fixed soon haha
From Wikipedia
The positive integer n is called the index or degree
Can't say I've ever heard either of these
I've never run into issues with those yet.
I think I'm thinking of the order of a polynomial.
Which is the value of it's largest degree.
the guy i was talking to said that those bugs werent a thing before
no the degree is the value of the largest exponent
oh
im kinda new here so i dont know if its true or not
what the fuck is an order!?
Pretty sure that the degree and order are both names for the highest power
There's a lot of rumors around pipes TBH.
There's also a lot of issues
haha yes
Actual issues as well as skill issues
true, but i didnt find any post in the forum similar to mine
hence the validated speculation. Because they are also just more complicated than belts.
but we'll see
ah no wait the order is the more generalized term for a degree that can also include other types of more specific orders of polynomials
too much theoretical math lol
That sounds right.
The most useful thing I know about orders, is if you know Order-1 values for a function, then you can fit it reasonibly.
What’s your issue?
there's my thread in the server help and suggestion threads
at the end of i posted some photos to show the bugs
Link?
There should really be a conventional syntax for writing math expressions with comments in them like ((26#manufacturers*3 ^2)^(1/2) + (36#assemblers*2.25)^(1/2)) / 2 #floors
we have that in latex
need 2500 vers framework
5 assemblers, need 625 each, so divide 2500 by 4 gives 625 needed from each assembler
sloop x 2, creates 4 (per assembler)
so for 4, you need
1 modular frame
12 steel beam
how many beams and frames per
better to think in rates/min
so you're looking to make 25/min (50 after sloop)
that's going to need 150 beams/min and 12.5 modular frames/min
Without shards, that's going to be 6 machines making frames, meaning 18/min RIPs and 60/min iron rods with default recipes (I don't have all alts.)
When making project parts, it is, in fact not better to think in parts per minute
why can't I calculate total needed?
They need 2500 VF total. Period
You can use the in-game todo list
say i have 2 containers behind ever assembler and i manually add parts
And add half of what each assembler is supposed to produce (half because sloops)
eh, I find the math is simpler if I work in per minute as that's what all the machines work in, and determines how many machines I need.
Also, don't you want to retain your VF because you need them for EM rods later anyhow?
The todo list will automatically add in 2s, so you just keep adding until you get over 312.5 (so 314) and it'll tell you how many items total you need
The /min rate of machines making project parts does not matter at all when handfeeding them that'll only determine how fast the phase is done
im sao confused
What matters is how many ingredients total you need to handfeed
I'm not sure you can add VF to the to do list since you can't make them manually
ah, TIL
okay, so 1250 modular frames, and 15000 steel beams, though alt reccipes will drastically affect the costs of those.
(well, 625 and 7500 if you sloop)
Go into the codex (O), search for versatile framework, add it to the todo list. Then keep adding until the number added to the list is over half of what you want to make
I think you can hold ctrl or shift to add 10 at a time
Or go into the list and type in the number?
Not sure if that works for anything other than buildings
yeah, I added it, exited codex, tabbed, and chose "edit to do" to set the quantity
The point of handfeeding project parts is that you have all the other ingredients automated already and you just pull them out from storage
I guess, though if you don't have automated wiring, well, automated...
so it depends on how you've got everything structured
As far as I am concerned, the only reason to fully automate project parts is either because you just want to or because you want to sink them for points
If you only care about getting phases unlocked, it's just faster and easier to handfeed everything
ai helped, nws lol
To produce 2500 Versatile Frameworks using 5 Assemblers (each producing 625), you need:1562.5 Modular Frames
9375 Steel Beams
2500/5=500, not 625
Also, due to rounding and the assembler producing 4 at a time, you'll likely be short a couple if you put in the exact amount basic math would suggest
