#math-and-meta
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It also feels insanely wasteful
You'll want that oil to make other stuff, namely rocket fuel, from it
i need my power
when youa re phase 3 you got not much choice
i also have a 90k nuclear
I'd honestly wait for rocket fuel until you start mass placing fuel gens
no you need a blender
building a bunch of fuel gens is normal in phase 3 ^_^
im on the last phase of T8
cool
one singular Mk2 pipe of rocket fuel feeds 144 fuel gens in theory. I stick to 128 usually, which is 64 gens with 2 shards.
That much power with just normal fuel must be a huge portion of the worlds oil...?
I understand where you are coming from, but taht wasnt the Question ^_^
not really
600 oil equals 20GW of fuel. ytou can easily beat the game with that method
aluminum is a prereq for rocket fuel. no way to make it without nitrogen
iirc, the unlock also needs something in fluid tanks which take aluminum
only if you want to package it
fuel power once you get into diluted/turbo/rocket fuel uses very little oil. 900 crude + 600 sulfur will give you 40gw of turbofuel power and rocket just improves on that yield
yeah, the fracker is really the lynchpin, but you need aluminum for things like blenders too
would everything here need to be mk 2 conveyors?
no
Remember you're sort of naturally splitting things up regardless, so most of that would be quite doable with just mk1s. If you want to take your 120/min Iron Ore from a single miner, then that at least would need a mk2 belt
For instance for the Iron Plate constructors you could just direct-belt them 1:1 with the smelters providing the ingots
yeah originally i was doing that only using mk2 conveyors for the ore, ingots for the iron plates, and screws, but it was still running slow, around like 50%
do i need to change these conveyors? i have a splitter splitting the 120/min into 2 60/min converyors, but its still working under 100% clockspeed
the splitter on the left has an incoming mk2 belt and a single mk1 belt going out, think about this
you are essentially swapping to a mk1 before the point where you really split it
that splitter basically does nothing as it stands
belt in, belt out
so between those two splitters i should have a mk2 aswell?
yes, because what you have going on currently is this
you are bottlenecking your mk2 belt with a segment of mk1 belt before you split it
ohh i see, i thought i could just put a mk1 because i was splitting the iron two different ways, i didnt know that it could bottleneck like that
well, thats just based on the image you showed, i cant see whats to the left
i am assuming there is nothing, because i cant see whats there
if theres the same setup on the other side, its fine
yeah its the same setup, not sure why it could be under 100% clockspeed then
i took the power off because i wanted to figure out why nothing was at 100%, not even my assemblers
maybe better to troubleshoot in #1038092680493801533
what is the theoretical maximum with the available 2100 uranium? i get
- x50,4 Uranium Rods
- x22,4 Plutonium Rods
- x112 Ficsonium Rods
should there be more or does that match "official" numbers?
those are the max numbers to get 1470gw of power
very nice, then I only need to calculate the lowest possible sloops for 100% waste free power
just keep in mind you need to use 20 sloops on the ficsite ingot step or you wont have enough sam ore to get all 112 ficsonium rods
alright it's 20 xD
I'm struggling to find the last piece in the puzzle, if I only use said 20 sloops i don't get to 2550 reanimated
I mean I could sloop five converters like this but it would increase the sloop use significantly
Use caterium instead of iron?
Or aluminium
it's hard to see but it is aluminium
To find the absolute minimum, you'd have to use SF Optimizer, start with 0 sloops, and increase by 1 until it says it's possible
Because with sinking superposition oscillators or AI expansion servers or even packaged ionized fuel, it's definitely possible with 20
There's even like 1-2k SAM left
I have nowhere to vent about this so ima post this here: linear programming and simplex algos are a witch's spell
Is satisfactory-calculator's production planner known to output... odd factories? After making my own rubber/plastic factory I was curious how it compared to what the two websites suggested. satisfactorytools ended up being the same thing I made but satisfactory-calculator put out a factory which has 2700m^3/min of unused heavy oil residue, which beyond being wasteful would also cause the factory to clog up.
then sink it
That would fix the clog but wouldn't make the factory any less bizarre
in fact adding another 67.5 refineries to turn it into sinkable coke would be even more bizarre
SCIM doesn't do the recycle loop well
dont use that planner, it dies immediately any time you have a loop
exact class of problem im solving with my calc
that's much more obnoxious of layout
demo of the loop solver/output maximizing
so i have a normal oil well with max overclock and 4 max overclocked refineries (2 plastic 2rubber) wut can i do with the residue?
also pretty good power to be made by burning it in coal generators
dont need it
there are 2 pure oil things i got maxed with 7000kw of power on my grid
ill just sink them to get rid of them cuz i odnt need a big factory
the other nice thing to do with the coke is to use it for some circuit boards if you unlock the electro cb recipe
eh, tiny amount of power that you don't want to rely on
its an ok recipe, but jfc it just chugs oil
and you generally need other resources for anything you want to do with circuit boards anyway
I'm not a fan of making a big production chain off of electroCB, but back when train signals needed cb's, it was great for getting the choos going before you dealt with making computers
more of a set-up-an-assemble-to-make-a-crateful sorta thing
there isn't a ton of copper near oil, so depending on your starting biome, the recipe can get you cb's before dealing with the logistics of bringing plastic to wherever you have copper/caterium
this wut i got just a small thing
yep, it is the prefered way to make yellow fuel power
It looks like it turns more oil into fuel but is it worth the additional refinery setup?
I was thinking of doing that as an intermediate to turbofuel
You can throw diluted package fuel in there to kick it up a notch
300 crude -> 20gw of yellow fuel power with dilluted fuel
I don't think I have diluted fuel yet, is that an alternate?
Better than turbo fuel?
there's also a version that works in the blender without packaging the water. same 3 hor->6 fuel ratio for that
"Better" is, as always, a hard word in this game. But it's a set of two recipes which together allow you to make a lot more fuel from a given amount of oil. In terms of oil-power-efficiency it's "better" in that you get more MW per crude oil than "just" doing Turbofuel
(and of course since Diluted just makes ordinary fuel, there's nothing stopping you from first doing Diluted and then doing Turbofuel on top of that, though IMO save your fuel gen spam for Rocket Fuel, if you're gonna do that. :) Just Diluted will generally be more than enough for you)
you can't compare - turbo fuel effective turns coal and sulfur into more oil
Which isn't to say you shouldn't do Turbofuel if you want, of course -- it can be a fun build, and it's a nice boost to "vanilla" fuel production! Diluted is arguably easier though (no coal+sulfur) and sort of gets you "more" on its own than Turbofuel does
Seems easier than belting in the compacted coal too
diluted (packaged) fuel is much more convenient. And there's tons of oil
you can easily finish phase 5 with diluted fuel
In Phase 3, the main difficulty with Diluted is that you need to use the packaged version, which is a bit more complex, but you can simplify your factory setup immensely with blueprints
or get to nuclear very easily and having basically infinite power
turbofuel generates more power per raw resource expended, but you have more factory to make the fuel, so the yield is slightly lower. in general as you start needing bigger magnitudes of power, the extra magnitudes do cost more, but endgame factory requires the extra power
Basically: you can fit 2x Packager (Packaged Water + Unpackage Fuel) and 1x Refinery (Diluted Packaged Fuel) into even a 4x4 blueprint, with some tight belting, and even include Empty Containers in the Packaged Water packager ready-to-go. Becomes a one-click deployment which takes in water+HOR and spits out Fuel.
Once you get to Phase 4 and unlock a new production machine, you can use the non-Packaged version which is, admittedly, more convenient: a single Blender takes in the Water+HOR and spits out Fuel. But your blueprint can be a lil' mini-Blender.
Same material ratios; the only difference is that the Packaged version at 100% spits out 60/min whereas the Blender version spits out 100/min
20-30 Empty Containers in the closed loop should do. :)
Whatever you do, save yourself a lot of bother and don't try to manifold all the packaging/unpackaging steps together. Closed loops (in blueprints) make it much easier. :)
tbh, i'm not sure its really worth doing the compact blueprint. i prefer to get to the aluminum unlock before really going all-in on big fuel builds, and there are enough other power sources to accomplish that on default power cost settings
Eh, IMO Diluted (or Turbo) is well worth it in Phase 3, and during Phase 3 those are your choices.
If you're me you're spending many tens of hours in Phase 3, and I wouldn't want to have to hamstring myself along with just "vanilla" fuel
I know some folks like to rush through milestones but I tend to take my time. :)
usually my strat is to get to turbo blend fuel and go all in on that with a later rocket fuel conversion when I need it
You can also do larger blueprints by having two blueprint designers next to each other. You can spread out space a bit more, and with autolinking, they do a good job of hooking each other up.
Break some of the machines up across multiple prints that way
Yeah, nothing wrong with going for Turbofuel if that's what you want. But Diluted is a lot more flexible to set down -- all you need is oil+water. (And gives you more "bang for your buck" if you're counting MW-per-crude-oil)
yeah, but you're later going to be doing turbo or rocket fuel and having to rip out all the janky packaging stuff is a rebuild anyway
I mean, only if you rebuild, which I never do
Why tear down perfectly good power? I just build new.
Could you blueprint it in such a way that you can easily yank out the blueprints at a later time and place in your other design?
Rebuilding is always a choice. :)
i'll respectfully nod and state that there are many different play styles
Yeah, if you did want to tear down your Packaged Diluted Fuel, the blueprints I recommend would make it trivial to retrofit, anyway
One dismantle per "mini-Blender"
i personally just like to wait until the good tech allows straightforward building
The amount of "space" those blueprints take up isn't entirely dissimilar to the space a Blender would take up, too.
Though who would want to tear down all those happy li'l packages zipping around. :D
yeah, i'll also make the point that it's more entities, belts and stuff moving around for the same result. those things all do eat away at simulation speed
Sure, though again: in Phase 3, your choices for "bigger" power is Packaged Diluted or Turbofuel (or both)
And IMO Packaged Diluted is less work overall, for better gains
in this game that isn't a huge concern, but i play other factory games where it is something I am more mindful of
At the scales you're building in Phase 3 the amount of simulation speed is unlikely to be egregious, though
You don't start really building big until Phase 4+ anyway
usually i find the game starting to groan after my first 45/min hmf build ๐
If a modest Diluted plant is killing your game in Phase 3, you're gonna have a rough time with the rest of the game, etc. :D
yep, but it all adds up
I would argue not in any significant way, given the Phase 3 scaling. :P The percentage of your combined factory load that's Packaged Diluted is gonna be miniscule, even with packages zipping around and such.
But anyway we both agreed to drop it and then kept at it! Bad me. :)
๐ป
I too enjoy myself a good Turbofuel build from time to time. :D
Push for nuclear.
or if you don't like Nuclear, go for Rocket Fuel... easier to do and more than enough Power for most playthroughs
it really isn't, it's just monotonous, the same generator placement over and over
Is there like an online calculator or excel sheet someone made that can calculate the necessary constructors/smelters/ore-per-minute you would need in total to make something like an engine at 1 per second
It would help me plan factories out for endgame without needing to constantly reconstruct stuff
check pins
Oooo gracias ๐
I suggest looking at "satisfactorytools.com"
tbh, I wouldn't recommend planning for endgame, unless you're already in endgame
most times just looking at the "planing for the endgame from the beginning" diagramms make people think about intermediate designs ๐
motors for example, a plan made in 2 seconds https://www.satisfactorytools.com/1.0/production?share=zJLcKEd4hbRySLdOciZn
but yeah don't plan for the end, the milestones are basically a tutorial to learn
Use satisfactory modeler trust me, its on steam and by far the best
that's a lot of manual work
if they are looking for something to calculate how much you need for X/min, modeler is pretty slow at that
Satisfactory tools makes some weird decisions regarding alt recipe use and I wouldn't trust it for really trying to optimize, but it's good for when you want X items/min and don't want to do math
I wouldn't blindly use what Tools gives you, you can freely enable/disable alts if you disagree with its choices
SFTools optimized (minimizes) the (weighted) inputs based on the user-defined set of available alt-recipes... so if you don't have a look at the alt-recipe list, you might not get the output you want/need
Right, it can't read your mind
You still have to tell it what you want for it to crunch the numbers
it does optimise for weighted raw resources, obviously you may not like that, but that's why you can disable recipes ๐
there's nothing like "weird decision" in general, just "weird decision based on my preferences", which it obviously cannot know
you can force it to use recipes you want, at which point it no longer does any optimisation (but still calculates it instantly instead of you having to set each step manually, also is super simple to compare two setups)
I know I can configure which recipes it's allowed to use but it still leaves me scratching my head when, for example, I have pure iron and copper ingot recipes enabled and instead it's using some weird combination of the alloy recipes and default smelters
That's when you disable those recipes?
That's... not my point
even if you enable the alts, how is it supposed to know which ones you want to use?
Are you possibly using maximise?
my guess there'd be either you're using Maximise mode (which doesn't do any optimisation), or you accidentally disabled water.
care to share the link?
My point is something seems off about the way it optimizes for resource usage
Because, given a choice of recipes, it is choosing a combination of recipes that it can be trivially shown is suboptimal
I don't have it available right now but yes, I was using maximize mode. I had no idea that mode didn't optimize so that's probably the source of my confusion lol
maximize with multiple items?
yeah, I was maximizing computers and heavy mod frames from a few resource nodes
Yeah, maximise doesn't optimise for resources (as it optimises for max production). You should change back to items/min once you know the max
That seems odd lol. I'll try that and see what happens
Also when maximising multiple items, it makes equal amount of all of those items. Depends whether you like it or not, but again, generally not recommended to use
Well, sometimes you can get to max production by different paths, when that happens, the tool just picks one "at random"
Yup, it appears that was indeed the source of my confusion, manually setting items/min makes much more sensible choices lol
Thats just maximise for you
any particular reason Tools couldn't do two passes in these cases, one to work out the max then another to do a "normal" plan with those values as its targets?
instead of "here's an option but you shouldn't use it"
Because that would be minmax
Not just max
Maximise is literally just the max half of minmaxing
And the default calc is minimize
originally it was planned like that (I wanted those two options to behave "the same"), but I've run into many issues with it and decided to scrap it. It then made a re-appearance in beta, but changing how it works would unfortunately change all player's production plans, which I do not want to do (imagine building some setup and then next day you open browser and it's completely different)
Reintroduce it again as its own mode
new Tools will have that capability built-in, but that's still in the works. Can use beta for it now if you like to live dangerously
yeah, that would be an option... however I'd need to find a good name for it and implement it... both of which take a lot of time (of which I don't have much and the small leftovers of free time are consumed by new Tools)
changing how it works would unfortunately change all player's production plans
understandable, yeah new mode name'd be a good idea
(imagine building some setup and then next day you open browser and it's completely different)
I kinda have that issue regardless because the node positions aren't saved, and with complex plans i usually spend loads of time rearranging them to be more readable which then gets lost with a reload or any change to the plan numbers
yeah, node positions unfortunately aren't saved for similar technical reasons, and for similar reasons it wouldn't be changed ๐
but in your case you still get the same production line (just need to find the nodes you're looking for), which is kinda better issue to have than "hey this plan asks for completely different recipes, items, etc."
if you are happy with a production plan it can be a good idea to make a screenshot
hey I forgot how to run the satisfactory optimizer script
the python script one btw not the website version
if (OptimizedScript.Enabled == false)
{ OptimizedScript.Enabled = true; }
Ah, yes, comparing a variable to false
i am bad at math, is there some way to i can clock speed and machine count my way out of repeating decimals here?
whats wrong with repeating decimals?
nice number make brain go brr
repeating decimals look better than random decimals tho
you misunderstand, the goal here is to get rid of those entirely
to get clean ratios
0.333333 is just one third, its no weird number
i never said it was weird
then make it 3x
because then you would have exactly 10
well, i cant, i already built infra for this, this is the "problem" at hand
then there is no solution
to do what?
i figured there might be, because getting repeating decimals from whole numbers by machine counts is easy, so i figured the reverse might also be true?
he doesnt like that the numbers are .33333
nope
if your total clock speed needs some repeating decimals, then at least one of those machines will also need them
guess so
yeah he wants none of those
well it is, you want the opposite so you do the opposite
division gets you repeating decimals, multiplication gets rid of them
hence the "scale it up to 3x" suggestion
.
yup that one
get rid of fractions by multiplying them out
just a theoretical thing, i am not going to rebuild since i am already halfway done with it, all the sourcing is built and so are the receiving train stations
guess i will just have to scale it when i build more later
i have repeating decimals elsewhere, i can live with it, just prefer to avoid where possible
or just leave it at 3.33333
yeah its fine
just yeah, its an option
it's just 4 at 83.3333 or 2 at 166.6667, ezpz
(or whatever other numbers you want that add to 333.3333%)
332 at 1% and one at 1.3333%
i think we melting his brain
i round up to 0.3334 usually
hehe...
machine count TBD, i base this on amount of space, often underclock to fill space
It's better to type in 100/3 into the clock speed box
You should get more precision than putting in 33.3333 exactly
yes putting 33.333 wouldnt work major unbalance
it only does 4 decimals though, no?
if you put enough 3s then it knows you mean infinite
i remember discussion on that a while back, IIRC it doesn't actually retain that precision and just sticks to the same 4dp you could enter
but could be wrong
It does save with full float precision
You can see that if you load the save in SCIM and go to edit clock speed
The values for 33.3333 and 100/3 loaded by SCIM are different
fr? news to me
ah nice. tbh I do that anyway because I'm lazy, so good to know it's actually a benefit
every time anyone has talked about it its always been said its 4 decimals
i did enter fractions for a lot of my early stuff
i spam like 10 decimals
in practice the difference'd be barely noticeable anyway
I believe that truncates it to 4 decimals
Iirc only equations get full precision
I could be wrong about that
well the endproduct always snaps to a full number (if it would have been one)
Only thing I'm sure of is that 33.3333 and 100/3 were different
i thought all information for calculation purposes was lost after 4 decimals
Also, that is what it saves in the save file
Unknown what number it actually uses for calculatios

the per minute value is already rounded by game, so no, it doesn't snap ๐
aha, alr ill remember that
Unless you type that in, instead of clock speed, then it'll be as close to that as computers can manage (probably)
Well, no
Integers can be saved exactly
But it uses the target speed to calculate clock speed, saves that, and then calculates the rate from that again
So the rate's bound to be off unless the clock speed is saved exactly
is this a high machine count? "total_machine_count": "113988.157"
114k machines lmao
It's basically impossible to build
okay challange excepted
The most you could do is maybe a fifth of that before the game gives up
somebody knows why iron won't go to this constructor too?
delete the belt between the spliter and constructor and rebuild it.
also make sure the recipe is selected and the constructor has power
well i just saw that the whole factory doesn't works and idk why๐
a large part of my play time is troubleshooting not building
most likely the supplying belt was misconnected directly to the constructor on the left and is clipping through the splitter
my guess is that you tried splicing the splitter onto the belt and were aiming at a foundation instead of the belt
protip: it is bad practice to splice splitters/mergers onto belts. doing it the hard way saves you troubleshooting
got into a conversation and had an interesting question, what recipe (other than biomass) has the highest ratio of output relative to part input in terms of fraction of stack size? (for example, 25 motors would be a half stack, whereas 25 iron ingots would only be a quarter stack)
kinda hard to quantify that for recipes that have more than one input (sum of input stack sizes, normalized to a fraction, or max of the 2/3/4 inputs?).
sidestepping that all as a question and cheating with a 1 solid & 1 liquid recipe, my money would be on electro aluminum scrap
im trying to use the hive mind here, as in the SF tools discord we were talking about how to possibly improve the issues with rounding input costs with the game modifiers as it doesn't play very nicely with decimals
my idea was that it would change the ratio of the recipe to the nearest whole number solution, for example iron plates with 3 ingots for every 2 plates (3:2) would normally be 1.5:2, which IIRC the game rounds to 2:2. My idea would have the ratio be 3:4 with double the cycle speed; but then that brings up the issue of recipes that would then start producing more than half a stack of their item per cycle, which could cause machine stutters, as well as producing more than 1200 parts per minute, and I was wondering if any recipe would produce that much without using slooping or clocking.
well, the protein->biomass recipe does. aluminum scrap can. and steel screw can as well
the base rocket fuel recipe does weird things when you sloop it, making enough to fill the output buffer in each cycle which causes machine pausing
there aren't a lot of recipes that can output more than 240/min, which turns into 1200/min with a sloop+250% OC
the thing is it would only raise the output rate if it can't fully lower the input rate without it turning into a decimal number; so in the case of aluminum scrap, if you were to have a 50% input modifier, it would only be 2 alumina and 1 coal for 6 scrap and 2 water, whereas when you raise it to a 25% Input mod, it would be 2 and 1, but for an output of 12 and 4
i'm at a loss for seeing how doing the wrong inexact math is useful
thats the point im bringing up as well, and trying to figure out how to do correct math for the mults instead of just rounding to the higher number, which sometimes renders the actual multiplier moot.
well, how the game does overclocking math is that it modulates the cycle time. how the game does the fractional slooping math is that it outputs double amounts every 1, 2, 3, or 4 production cycles which results in the fractional amounts that semi-slooping can result in
if you wished to account for the slooping properly, what you'd do is create a 4 cycle 'megacycle' and tally the number of double outputs
true, but the issue here we are trying to solve is not having to round the inputs but rather just raise the amount of output relative to the input with the game setting for recipe consumption, which other than protein:biomass there doesn't seem to be a recipe that produces more than half a stack of itself per cycle, which means it theoretically should be possible
why round anything. its all integral arithmetic. there is no rounding
so how would the game function if you have a 0.5 mult for recipe cost when crafting something that would normally take an odd number of inputs?
specifically for solid inputs, because liquids can get decimal values, but solids are either there or not
a recipe doen't take a fraction of an item, its just when you try to normalize the items per cycle to items per minute, you are arbitrarily setting a different time division than the natural number of seconds the machine cycle takes
oic, you're talking about changing the recipe costs
yea
I know that clocking machines go based off of cycles per minute instead of i/min
the clocking shouldn't affect the cost of input math, and slooping keeps input cost fixed as well, so really you just have a different table of recipe input costs for each recipe cost setting
the adjusted input cost should just be ceil(default cost * multiplier)
exactly, im talking about in the start of the game, under game settings where you can change recipe, power, and space elevator costs via mult
that is the current function, but I personally am bothered by that, so im trying to figure out a way to make it make more uniform sense, hence the whole ratio change, though there are some issues with that (looking at you biomass)
how that then translates to items/min is done with straightforward real-value math which may result in virtually any value
(technically you can draw a tighter bound on it since the largest prime number in the game is 13)
best seen while making Nuclear rods. cycle time is high so it spits out multiple rods
i.e. every number in the game can be written as x/y where x and y are of the form (2^i * 3^j * 5^k * 7^l * 11^m * 13^n) where the exponents are integral
the i/min isn't really the issue, because with something like protein:biomass recipe, my proposed method of raising the output ratio relative to the input if a solid input is already at a value of 1, would make it try to produce 400 biomass per cycle, which isn't practical since that is 2 stacks of biomass; and I was trying to see if thats the only recipe that would have that issue or if there were others that would produce more than 1 stack of itself per cycle if this principle was applied to it
2+2 = 2*2 = 2ยฒ = ยฒ2 = 2โโโ2 = 2โ2โn
the first half I do understand, but what the heck is the last half of notation?

there's some esotheric math notation for taking powers of power and creating really big numbers
Knuth's up-arrow notation
i feel like that those paths are pretty inefficient since there are certain circumstances where several trains can be on this color at the same time i have no clue why this crossing is sharing the same color, any ideas?
or any idea how i can make this more efficient?
its about situations like this
literally what path signals are for
okay i just spammed signals and i think it works
Or even just block signals
Path signals are misunderstood and wildly over-used. ๐ญ
Yo sev, welcome back
๐
if I may abuse the fact that you're back, recently we had a discussion about the 45-81 rule, imo it's no longer as generic as it was, right? 1.0 changed a lot of recipes to not work with it. Or am I misremembering it? (or if you didn't do research for that, ignore the question lol)
To my knowledge there's still only like 3 exceptions. But I can double-check.
Do we have a list of which recipes changed so I don't have to look at them all?
uhhh... probably not in any relevant shape ๐ค I could probably generate something quickly by diffing data.json for tools for 0.8 and 1.0+
will try to quickly make a script with our friend the overlord Claude
would this work?
though no idea if it's correct ๐ I've just run the script the AI gave me
from quick checks, it looks fine tho
(still a pretty long list tho, so if you don't feel like checking, it's fine)
I hesitate to use it because it means I am endorsing the use of LLMs ๐ญ
my boss advocates use of AI so I have paid claude on company's credit card ๐ honestly it's pretty good and helps decent amount in programming (though I still maintain that I'm in charge and review the code when it's not some one-off script like this one)
should i just use drones for my uranium transport since there is so little on the map?
well, all the transportation options are viable, it's your choice which one you use (depending on the route, preferences, fuel availability, etc.)
I just build where the Uranium is personally, Ive seen many people train the uranium under the map though
is there a throughput of drones i should consider like 1200 of trains?
well, you run the route, the port will tell you expected throughput, you check if it's enough, if not, you add more drones (or just keep adding drones until it works ๐ )
ya, nine
can i link 2 drones to the same destination?
Yes.
Single port can have as many incoming as you want.
But can be linked only to 1 outgoing.
kk so i need 4 provider to have 4 drones at 1 receiver
so if i wanna increase throughput due to travel time i need more provider ports
Yes.
you technically only need 3, as one of them can be the receiving port
damn i need a battery factory
you can power drones with other things than batteries (though batteries are pretty good)
I use rocket fuel for my drones
does anybody know where this cave entrance is
two entrances
I need math help I feel like Iโm going nuts
I donโt even know how to explain what my problem is here
Iโm producing 240 copper ingots and turning them into wire with as few machines as possible by overclocking everything to the max (aside from the odd last one that doesnโt require being overclocked cause of the odd number)
If the constructor takes in 15 ingots per min as normal, 250% overclock speed means itโs taking in 37.5 ingots per min
It doesnโt mean itโs taking in 75 ingots a minute, thatโs the output number since itโs 1 ingot into 2 wire right?
so far so good
LLMs are ok to use IMO so long as you dont use it to create the final product. Using it to assist you in tasks would be fine
So the fastest I can produce wire with the smallest amount of machines (for the amount of ore I have) is 6 constructors all overclocked to the max to take in 37.5 per min, and then one last constructor underclocked to take in 15 per min for the last few remaining
Is that correct?
well not underclocked, but at 100% yes
Right yes sorry 100%
Iโve been getting so mixed up dealing with the different item rates on constructors. Iโm trying to overclock everything so I have the least amount of machines
Iโm just confusing myself at this point
I wish one of these satisfactory calculator tools had a way for me to factor in all the machines being overclocked
does this split 2 inputs into 3 outputs equally. im so tired and cannot fiqure the math out
no
the middle crate gets a full belt, the outer ones get half a belt
I would think the middle one gets more
You could merge the two belts and then separate that out into 3
belt speed limit
Hmmm
both inputs are 720
split each belt into 3, then merge one from each belt split into each other
Ok
like split into 1,2,3 and 4, 5, 6 then merge 1+4, 2+5, 3+6
I meant likeโฆ.i wish satisfactory tools or something had the ability for me to set the machines to overclock and do the math for that
just divide machine count by overclock amount ?
i know its an extra step, but its a solution
Yeah thatโs what Iโve been doing Iโm just getting mixed up with all the numbers
Iโm not the best at maths
or try a different calculator
I canโt find one that does itโฆ
you can just calculate it fairly easily. 240/min in, 15 per machine, 240/15 = 16. then divide 16 with 2.5 = 6.4 which means 6 at 250% and the 0.4*2,5 = 1 = last machine at 100%
You say easy but what Iโm seeing is scary numbers and extra steps for each factory lmao
I just wish one of these sites would do it for me
from what i've seen of the diffrent screenshots of tools they have even funkier decimal numbers :p
I wanted to overclock everything so I could have less machines and not risk stressing my ps5 out cause idk how good the game is at handling all those machinesโฆ.
Or my ps5
Saving space is good even without hardware limits.
Power shards are infinite too.
well they become infinite at the end :p
well yes, but its annoying to wait for the doggos to find sluggos :p
now i need to figure out a clean way to connect them
Especially given I shoot the lizards on sight ๐
Iโd probably do that?
Just one belt from splitter to one merger right
I like to use lift stations for compact area splitter mergers because of how one can snap elevators to the cubes.
2 belts from each splitter go into one merger
And the mergers donโt connect to each other
thats wrong btw
Me?
The mergers there arent connecting
this is how you need to connect them
The inside lines clip through which causes a visual that the mergers are connected
thats how they are connected its just buggy
Yeesh
True
Are they doing this
this is exactly how i did them
Gottal love clipping!
now im making 1440 fuel per min
Personally, I like to use lift stations. Nice compact blocks for floor area. place one merger right between the two seperators, tuck space second merger on top between the two and have lift from that go down into the seperators, then can curl the middle outputs into a forward seperator. Top one you can cut to left, then lift the middle one, then can do the rightmost one. Wish I was in game to model it. Makes a nice tight block. Or you can keep it on the ground and drop down the midline after jogging the two off to the sides.
dude... don't overthink
Hey folks. I am very new to actually playing Satisfactory, just getting to building my first coal power plant
I have done some rough planning, working with 3 x pure coal nodes, so 24 x coal generators
But I am struggling to figure water out: 8 x generators would need 360 m^3 water/min, which would be ok with 3 x water extractors, but: mk.1 pipelines cannot sustain such a flow
So what would be the ideal solution here to neatly supply water to my generators without making too big of a mess?
I'm building in a pretty nice area and want to keep things looking really neat/tidy and optimized
(I am aware that over-building and trying to be perfectly optimized for my first power plant is probably ridiculous, but I want to build this and leave it be for a bit, so I want to go a little overboard :3)
8 generators.
2 water extractors clocked to 150% each.
Plug them into the single water pipe at opposing ends of the 8 generators.
Simplest way to do it.
!wikisearch cg
The Coal-Powered Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal-Powered Generator produces...
As long as no single piece of pipe is being asked to move more than 300 you have have as much water per system as you want.
So if you have 180 going in each end, you have 360 in the total system without ever exceeding the limit.
P.S. Never think about pipes in terms of belts.
what USB linked are very simple layouts for what you're talking about
Would it be safe to have a long pipeline for the second side?
Red lines are how I was hoping to lay the generators out (3 x lines of 8 generators), green lines for pipes/extractors
sure
this is just 8 groups of 8. Nothing actually fancy about it
Gotcha, think that makes sense then
I am okay with having excessive pipes and such, got plenty of materials set ready to go for it, but just got a bit stuck on making the water flow right.
So I think that makes sense and I should be good to get this built and going, thanks folks!
I swear this game makes me want to cry and pull my hair out, but I keep coming back to it, it's quite addictive haha
What I am hearing is I need to get Ondar to put the 2 extractor method on the wiki for it to get any credence from Cobalt ๐ญ
I can't see anything with all that orange. ๐
git less colour blind
though maybe I should make a proper example layout with better colours to use it for peeps.
it was a thrown together example but gets a fair bit of use
@zinc heart this is an example of 18 gens with a mk1.
The outer pipes have 300 each, the middle pipe has 210 but doesn't actually connect til the far end.
So the entire system has 810 water, but no single piece of pipe exceeds the limit so it works fine.
Yup, makes sense now
Is there a limit to how far water will pump (horizontally with no difference in height) before a pump is needed?
Sweet, so I should be fine to have a pump when it first comes up from the lake to machine-height, then I can just run it as long as needed
Aye.
pumps aren't needed on pipes that do not change height. you always get ~10m of lift for free, but you want to stay under that or things get flaky w/o pumps
as a no-frills version of the basic recipe, i find this build to be about the most straightforward as you can make
i've been favoring that build lately because on 5x power, i'm building a lot of them
how i usually do it :p
That one lonely, unconnected generator ๐ญ
I still like overclocking Water because the 2 @ 1.5:8 ratio is just so clean compared to 3:8.
Did I get to show you my current coal setup?
the one above?
Oh no, that's from an old oil build where I didn't have fuel gens unlocked so I changed byproduct to Coke.
This is current:
it finally happened..... 70GW is no longer enough power......
i've just been plugging stuff in without a care in the world for the last 30 hours so this was inevitable
what does the typical phase 5 power grid look like........
when i had all things running to produce the elevator items i needet 150-170k ๐
I beat the game on 22 GW yesterday ๐ฌ
oh wow thats nice
but then you had nothing overclocked or slopped right ?
yeah that's what i was expecting
i went from using 15GW to 70GW just setting up the ai expansion servers
and probably some other stuff i forgot
The exact opposite.
crazy how you did this with this kind of power
Power poles and power lines
a power pole mk 3 hates to see me coming....
i can't remember the math i did for my turbofuel power plant and i only have this that i drew like 2 months ago ๐ญ
4 Max OC and Somer'd Manufacturers that produce all Project Parts is only 2.8 GW?
hm ok
yeah i think i'm using so much power because i have 4 million modular factories running all at once
The only somer'd thing I did not OC was the Particle Accel.
Somer'd at 250% it consumes 20 GW per machine ๐
thats what i did ๐
they take alot of power ya
Yeah I somer'd it but left it at 100% clock.
i locked in and built this while binge-watching the last 3 seasons of house (i think i did this in 2 sittings)
this one was my first "big"one
I want to love this...
holy tuff
that
But then I see Fluid Buffers ๐ญ
this is only 780 oil
i was planing to do 2550 in the crater
how much power producing this ?
yeah mine's 600
144gw ?
mine has the capacity for 1000 rocket fuel (i think i said turbofuel before) i don't remember how much it makes rn
nuclear too?
yup ๐ 1tw
aww why not the 1.9 :(
kinda lagging when i am near this area ๐
lol
real
i built all my rocket fuel in blue crater so i can definitely expand
i'm only using 600 oil rn
i was planing to make a lot of power with max 2100 uranium and 2 spots with rocket but i just have too litle sulfur for all of it
simply too litle on the map
SAM and make more kekw
blue crater and the little spot at the top of the map in the desert are the only spots i've found that seem to clump all the fuel materials with a sulfur node
everything else is pretty spread out
well...
ehhhh idk ig i have too eventualy
for what is the sam used anyways if not conversion
Ficsonium and matrices mostly
idk if i wana do much matrices
probably gna be for that one sommersloop mod
and ficsonium is eeeh
i haven't even touched ficsonium yet urrghh
i've been procrastinating nuclear and ficsonium since i unlocked it
in my 900h i never built actual nuclear stuff, only calculated a HECK lot
i may do it in my save im playing atm
Plutonium Waste takes hundreds of hours to even start being a problem with proper storage.
hmmm i might just store it ig
i had a blueprint with over 150 storages
shouldnt be a problem
Ficsonium is one of the few "mistakes" I attribute to 1.0
yeah but "proper storage" is just building a ton of containers far away..... and that's boring.........
better than nothing ig
when i eventually do it i'm probably gonna make plutonium fuel rods with the waste and just sink them
i don't wanna have to think about overflowing containers i have enough of those already ๐ญ
i thought about that but wasting 22.4 rods p minute is not my deal
thats just too much GW wasted
fair
i think 800?
it'll probably depend on where my grid is at when i get to it
That's why I don't like Ficsonium.
We already had waste-free nuclear. And then using Plutonium was a choice.
Adding another layer to make all nuclear waste-free was just.. ๐ญ
i probably calculated that wrong but aparently its only 560
do gens use up 0.1 per minute?
!wikisearch plutonium
This disambiguation page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.
Plutonium may refer to:
Plutonium Pellet
Encased Plutonium Cell
Plutonium Fuel Rod
Plutonium Waste
i think so yeah
ye 0.1
50.4 at 0.2 + 22.4 at 0.1 was previous max nuke.
trying to use my hoverpack while my grid is down.... sigh
is there a common area people build their nuclear in? i've been eyeing the mountain between the coast and the desert cuz i never go up there and there's a uranium node smack in the middle
ofc i forgot to toggle the node
it's impure but it's there
two pure sulfur
That layer is for sinkless nuclear ๐
we're back ๐
barely
i wonder if i should just sloop my blenders
i have a 600 pipe and a 400 pipe
this is my setup for my generator tower(?) (which is gonna get one more layer)
1000 rocket fuel goes into 240 generators for uhhhhh
Not worth it squeezing more though the same pipea tbh
60GW damn
i mean i've got lots of room to maneuver stuff
i could divide it up into pipes of 400
or instead of 5 at 200/min i could do 4 at 250/min and get 500 rocket fuel per pipe
cuz it's just these ones making fuel
okay what did i do why is it like this now
my capacity plummeted by 10GW even though i just added extra power
Looks like few Gens dont got any fuel
but i did my math right they should be overfueled rn
Ya same on me i did 2400 rocket fuel into 256 Gens
i think it stabilized
i have a GW or two of geyser power so a little fluctuation is normal
but going from 78GW to 68GW is strange
Ya thats insane
overclocked right........
cuz i'm doing 1000 into 240........
All 256 ya ๐คฃ
okay phew
To 562
But there is a a issue aswell idk i stopped trouble shooting
It worked for arround 100h straigt or something then it started few Gens dont get enough fuel๐คฃ blender dont produce.... oil flow... fuck it
real
i tried to have all my pipes flowing downward into my machines to avoid sloshing but idk if i was successful
Looks like yes ๐
i'm done with vertical liquids all my other fuels are on the same level ๐ญ
I just placed a blueprint who produces 1tw rocket fuel i hate trouble shooting
And i dont understand why it was working before and it stopped randomly๐คฃ๐คฃ and I changed nothing i was not even near it for days
the joys of pipe logistics
Yes I hate it
When you try to build a turret or bring the Gas Fluid vertical its horrible๐คฃ
evil and malicious
honestly i gave up so long ago that i've just been overfilling my single-source/line pipes a little bit to compensate for the slosh cuz i was so pissed off by it
Ya same thats why i placed the blueprint works fine since them no problems
i think i have 2 or 3 pipes that are actually perfectly balanced and it's one tiny water loop and a dark matter output to input
i should probably blueprint my stuff too tbh
i haven't figured out how to make the auto-connect work yet
I just finished my quantum prozessor blueprint๐
sounds fancy.....
And super computer
You can test it if you want
i actually just finished my quantum processor factory ๐ญ
"factory" and it's some dinky little thing i threw together in 25 minutes
isn't she beautiful
do you upload your blueprints to the satisfactory calculator/save editor or the satisfactory tools site
How many do it make
6 per minute
they're only used for portals and ai servers and since you only need i think 256 ai servers for phase 5 i didn't go crazy
Yes they getting published soon when i got rights from the Administrator to publish it
yaaayy
i've never really looked at blueprints made by others
sometimes i do for build/decor inspo
but not really logistics stuff
Since i finished phase 5 i just create blueprints๐คฃ
Also made one for normal computers ๐ woud be nice to have one who test it
Sadly cant send it to you
does "max consumption" not account for clock speed adjustments?
it does but only after the machine runs 1 cycle with said changed clock speed
pretty sure it does
it does 100%
sure, interesting
its just that my max consumption is somehow super far above my actual consumption to the point where i dont think i coul possibly have that many idle machines
we're talking like 60% increase
lots of trains/stations?
yes, but surely that would not add up to that? idk... maybe?
it just seems like a lot
ahh... 50MW for each platform, so only 20 to add up to 1 gw
that must be it then, it just seems like a ludicrous increase
can someone explain to me how the watertower effect TRULY works with pipes?
like
is there a way to easily apply it on a mass scale? (like a HUGE amount of pipes)
I mean, keep in mind two things: 1) it relies on sort-of side effects of the fluid simulation which may not actually survive if CSS ever does decide to start tweaking things in there, and 2) Pumps are practically free. :D
I realize that doesn't answer your actual question in the slightest, but IMO the "water tower" thing just isn't worth bothering with, especially if you're planning on rolling it out on a large scale. Good luck diagnosing problems on a complex pipe network when your headlift relies on glitches, etc. :)
you don't.
don't connect all your pipes together
just use pumps
pumps are basically free
as for 'how they work' they are just over complicated pumps
You would need to connect all pipe systems and ensure they are always full.
Head lift is only shared between full pipes.
But connecting everything is counterproductive because you want things seperated so you can troubleshoot it, fix it and be done with it
once liquid gets to a height, it'll reach that height again and you connect everything up. Which you really really don't want to do

It simply isnt worth it to save 4 MW just to make a mess out of your pipes
Apparently, the water I planned to use at my coal plant is not deep enough for water extractors ๐ญ all that planning, haha
grassy fields? go north north west, 4 coal nodes next to a circle lake (past a cliff)
I'm in the first starter desert area I think?
This was where I was going to build, as there's 3 pure coal nodes here, and the waterfall follows straight down to my base area
the lakes right there should be plenty deep
if you find it awkward, just go north. bunch of coal and the beach
Not according to the game, tried every spot in the two big lakes there (one has SAM in the middle, where the marker is) and it says it must be placed in deeper water
So looks like I'm going to be going north and building my plant far away haha
Those are "crater lakes" and it's one of the common spots for folks' first coal gens; as CobaltOfDoom said, those should be plenty deep. I've built there quite frequently myself
Not sure about the water at the bottom of the waterfall, but the stuff at the top on that plateau should be fine
Yeah, right at the top is where I'm trying to build, then running power towers down the waterfall to my base (already chainsaw'd the whole area ready for it)
I think my game is bugged. I'm trying the deep water near my hub, and still the same "must be placed on deep water"
Start a thread in #1038092680493801533 and add lots of pictures locations and such so we can help. Add all data you can think of
Any data in particular I should add? I'll get a few photos of the pop up it shows
Not sure tbh. Just anything you think will be usefull.
This canโt be posted because it contains content blocked by this server. This may also be viewed by server owners.
Okay, so links aren't allowed or what, anyways, found a satisfactory modeler calculation fix
just set it to partially full
What is Satisfactory Modeler?
its a planning tool free on steam
Built into the game or is it a mod?
I am confused, but ๐คทโโ๏ธ
its essentially building a simplyfied version of your factory before you build it in game. Its not my jam but some ppl love it
It's a planning/layout tool which also does a lot of the math for you as you build. It's awfully popular nowadays
It's got some handy features like being able to wrap up sections of your factory into a "module" or whatever (I don't know the term they use) so you've got a big box which takes in these six resources and spits out these three, etc.
And if you want to rebalance your plans or whatever as you're planning it'll propagate all the math through the system
I've never used it myself, but you'll eventually get used to seeing its graphs pasted everywhere. :D
Oh my confusion lies in:
What does bug-fixing for "NotActuallySatis" have to do with math-and-meta?
But again, ๐คทโโ๏ธ I'm not stressing.
ya, idk that has its own discord and such as it is, it's own thing
Personally I prefer just hard numbers from a spreadsheet or tools then i can figure the rest out easily
honestly I don't even do a spreadsheet, just use a bit of greeny's tools to help with visualization of about what it would generally be, a notepad for the recipes and building count, and then I just run and gun from there
Honestly.... I started playing this game to give me the excuse and drive to learn how to use spreadsheets lol. Tying learning to something fun is a great way to retain information
this playthorough though has been super chill. Ive given up on the spreadsheets and i have been just saving links to the tools layouts lol
true. I am using a minecraft geopol server as an excuse to learn python and SQL for designing a wealth tracker database.
happy to say ive found a love for this game through this though ^_^.
"Super chill" is code for "max Cooling System build" right?
sure.....
๐
fake water is the bane of my existance
Is this the best way to split 480 into 300 and 180
for certain definitions of "best", yes... for others, no...
Least splitters and mergersโฆcleanest
Can also manifold it instead, of course -- no need to actually try and get the splits exact.
least splitters would use a single splitter... and then just wait until the 180 sink slowly fills the belt... at this point the single splitter will split 180/300
Or alternatively, if this isn't the first set of machines after a miner, you could do separate banks of machines -- one which produces 180, and the other produces 300
the trick with SF splitters is that they try to split even, but if they cant they redirect the rest to the other output(s)
Iโm making the ingots at the deposit and then moving the ingots to two different factories
as long as one of the factory can only take 180/min, a single splitter will be fine
Okay, so have one set of smelters (or whatever) to output the 180, and another set to output the 300. :)
the zero splitter solution? ๐
That would definitely be smarter. ๐
and under/overclocking makes this easy to do
I overclock everything to save space 
Of course technically you're just pushing the required "splitting" back one step. You've gotta divide up the material coming out of the miner, after all
So you've still gotta divide up that stream of ore via a balancer or manifold or hybrid or whatever you want to do
The "problem's" still there, but once you're at your first processing step, at least, it's easy to just divide stuff up and have dedicated sets of machines
My two separate factories are done in such a way that they take 180 per min and 300 per min so if one splitter would be enough and then just let it back up then I can try that
look at this
Fuse them wires!
not sure I ever used one of these two ๐ perfect to hold back!
Fused quick wire came in handy for nuclear
trading up for quickwire sounds more useful than downtrading for normal wire...
On the other hand, if you've got some nearby Caterium you're not using anyway, it's a nice way to beef up production. And it's a nice fast recipe, too
Saving on copper is useful if you go hard on nuclear
And you do have more caterium nodes than you really use
If I want burst-capacity normal wire I just use the straight Caterium Wire alt. 120-300/min from a single Constructor is hard to beat ๐
I just remembered my nuclear where I had a normal caterium and copper and managed to get enough (6000+) quick wire with pure ingots and fused quickwire
now imagine what you can do with leached ๐คค
Less :p
Pure copper and caterium was a perfect ratio. Leached making less copper but more caterium would make less due to copper limit
looking at the actual ratios of copper and caterium, its fascinating that the FW uses less copper than the FQW.
Leached is one of the recipe types I will never touch ๐
It's awfully situational, yeah
Though you do really have to work hard to actually exhaust sulfur on the map
Gotta save the sulfur for instant scrap :p
So if you've got some lying around nearby, it's not the worst idea to grab some to beef up your production
Actually not hard. 3300 sulfur for nuclear, 4100 for instant scrap and 3200 for rokit fuel. Uses all sulfur save 300 :p
๐
I'd argue that for 98% of players, that qualifies as "hard." :)
Ionized Fuel my beloved.
No sulfur required ๐
You sure about that? :p
100%
Where you get that sulfur free rocket fuel from to make ionized
The magic of somers.
If you somersloop all of your RF Blenders and 1/15th of your Turbofuel -- the Compacted Coal byproduct of RF and IF exactly matches the input needed for Turbo.
No sulfur, no coal required.
and I also have iron wire.
I think the game is trying to tell me something
Sound like a lot of sloops
Excerpt from earlier:
Compacted:
Somerslooping all Rocket Fuel Blenders gives you the 22.5 out of 24 Compacted as we discussed.
๏ปฟ
22.5/24 = 15/16
So you need 1 "less" Turbofuel's worth of Compacted per 16 machines if you're going to make it completely closed.
Solution: Somer 1/15th of your Turbo. That way 15 machines counts as 16 machines without needing that 1.5 extra Compacted/min.
Perfectly closed loop, eliminating the need for sulfur and coal entirely from the production of Ionized
So you somer all RF and 1/15th of Turbo = completely closed loop for Compacted when making Ionized.
Hello, I've just reached the end of phase 3 (almost) and I only need to make Adaptive Control Units. Before I start making my factories, I always plan them beforehand so I can optimize everything. The attached image is what I have came with, with a target of 2 ACUs/m.
So this would be my first ever mega factory and im not really sure how I want to manage this. There are some weird splits that are preventing me from using clean splitter and merger cuts so I dont really know how to deal with those splits.
I initially thought of creating a train network (it would be my first good one) where I mass produce individual components and then deliver them each to modular factories. For example, delivering Silica to a Circuit board and High-seed connector factories, then delivering those connectors and board to wherever they need to be used etc. I got the idea from this reddit post from 6y ago https://www.reddit.com/r/SatisfactoryGame/comments/fyjaab/map_wide_train_network_the_distributed_strategy/ but I dont really get how I would be making the splits either.
I would appreciate some insight into this! Thanks
Give me a minute to load into that save and I can give you an exact number.
It's an interesting idea tho
Since prob would end up making shards and ionized just for the dmr
what i see in that image i believe it is not optimised
you will enjoy your caterium wire.
copper and caterium need pure or other recepie, could even use some mixed wire, and the oil is just no
Not optimized in what way? The values are calculated after setting a target of 2 ACUs
1000 Ionized/min takes 10 Somers @meager kettle
no i mean choosen the not optimal recepies
anything else isnt optimising
That's more than I though
because there are calculators
You need only 2 RF Blenders if you overclock them to 250%, so that's 8 and then you need 2 for the 1 Turbo Ref.
how do you define "optimal recipe"?
Yea, it's just I seem to recall needing like 6000-ish ionized to cope with the dmr requirements so that would be 60-ish sloops plus the 20-ish for ficsite
Benefits are best jetpack fuel in the game and infinite shards. So I find it worth, and the fact you can closed-loop both Compacted and the DMR means you need only 3 inputs: Oil, Nitric Acid, Quartz.
Which is ridiculous that I am making Ionized Fuel from 3 inputs ๐
dont discuss this now please
im kinda tired of it
Oh, my DMR doesn't go out from this facility. It's completely contained to make the DMC's needed for the Shards.
I mean you're the one that used the term without explaining it
the most resorce to product efficient combination of alts or normal recepies
not thinking about machine count or MW
So...
and especialy not thinking what diffrent resorces are needed
Your definition of "most optimized" is specific to you, personally, because you're choosing to ignore certain metrics others may care about?
well, you'll still need to define how do you value each resource compared to the others
how rare it is on the map and how often it is used
for example iron gets kind of low in that ranking, caterium or sulfur moves up
how often it's used depends on the player ๐
In my case, I want it to be the easiest to build. That means, less different buildings and materials. I agree with you that I can remove the Oil from there and use alternates to remove the plastic need
the same with nitro
im still thinking about my methode
no not remove oil, atleadt use the recycled combo
whatever you prefer and works for you is your "best". There's no generic best way to do something, so feel free to experiment and go out of the normal ways to find whatever works for you
if you want easiest to build, you probably don't want the recycled combo
yeah I know but thats why I came here haha. I dont really know what the most clean way of making this factory would be. Needed some insight
well again, "clean" is kinda subjective (same as "easiest")
If you want to use less different materials -- switch to Caterium Circuit Board and you can drop the need for Quartz entirely.
This also allows you to eliminate Copper if you want, but that's another alternate choice that I'll bring up only if you wish.
Plastic -- look into the Recycled Loop so you have no byproduct to deal with. Just Oil -> Plastic, done.
least complicated is basicaly leaving ever alternative be and sticking to the standard ones
honestly I'd just open some calculator and put the product in, see what it comes with, and toggle recipes to see the different options
how u guys get this crazy workflows? ๐ญ
I spent 1h yesterday making it bro
thats midgame
pretty standard
a calculator
you mean the app im using?
yeah
there's several pinned in #math-and-meta
its satisfactory moddeler
modeler (as they use) is one of them, most manual of them all
let me take a look into this
because it sounds really nice
I recently reached mid game and this will help me a lot ๐ญ
Caterium CB + Caterium Wire would remove both Qtz and Cu from your needs.
Meaning all you require is Fe, Limestone, Ct, and Oil.
might also want to check others, to see whichever suits you. For some cases modeler can take e.g. a hour to do somehting, that other calculators do in seconds
i already know u wna glaze yours XD
no?
alr
Greeny can you check my math on something?
I'm just saying that modeler is a lot of manual work, and practically every other tool does automatic calculations
I believe any tool will help me anyway, i caught me yesterday torturing myself with a calculator and a dream to make something optimal
I failed
you can try me, but my current energy is very low so I might postpone it to tomorrow if it turns out to be something above my current capability lol
yeah I like moddeler because its easy to personalize, I honestly find the others confusing
even if its more work for me
if you ever want to give others a shot, feel free to ask around here
Looking at the Converter, trying to see if there is ever a time it is "cheaper" for a single resource if you convert twice/multiple times.
Example: Copper -> Bauxite straight up is 1 Cu = 0.66_ Baux
But if you go Copper -> Caterium -> Bauxite it is 1 Cu = 0.64 Baux
Which is really close.
I assume ignoring SAM costs?
Yes. SAM being a non-factor.
hm... I think there was some math done on this topic, but I don't remember who/when/where
The only other chain I see is Qtz -> Ct, one sec.
I assume you know of this?
Qtz -> Ct straight is 1:1
Qtz -> Cu -> Ct is 0.96:1
๐
and I'm almost 100% sure that any loop will yield less than you initially had
Ah, I didn't scroll down the page because SOMEONE made this in a weird order...
Iron to Baux looks like a chain worth exploring.
Given amounts of iron.
look at your machine count, it won't be a mega factory. What I like to do on modeler is to delete all miner, so that I can have a good look on all the inputs I need. It REALLY helps with the logistics
not sure if this makes it more useful but I tried something
May help, just need a couple minutes ๐
(ignoring uranium as it's dead end)
added sink points, initially thought the ratios are based on sink point ratio, but it's not really true
seems it has a different "value" system
You meant this?
Thanks for the suggestion, this actually improved it a lot
Now I have another question. How do I manage this weird splits? Fe 40/7/28 plastic.
I dont know if this would be a waste of time as im just making 1 supercomputer per minute you know. Maybe its better to have a component delivery system and have individual factories that each do just one thing?
What I mean is, mass producing plastic somewhere, then moving that plastic to a factory that mass produces AI Limiters, Circuit boards and Highspeed connectors
And then repeat the same process for the AI Limiters, distribute them across all the factories where I need AI Limiters....
Bro how is this midgame ๐ญ
you manifold, 75 plastic on a single belt, branching off to 40 which will fill up, then to the 7 which will also fill up, the 28 leftover will go to the 28, no need to load balance
I think Ill stick to the mass produce everything and deliver, having a "factory" to just produce 5 rotors seems like a waste
You and I define "midgame" differently ๐
you mean im still in early game? ๐คฃ
By my definition, you're still in the tutorial, yes.
"Early Game" is Phase 4 to me.
@wind spade
1.5 Cu is 1 Bx
1.25 Ct is 1 Bx
Cu > Ct > Bx is 1.5625 : 1
So straight Cu > Bx is better.
Fe > S > Cu > Bx is 3.75 : 1
Fe > C > S > Cu > Bx is also 3.75 : 1
Fe > C > Qtz > Cu > Bx is also 3.75 : 1
Fe > C > Qtz > Ct > Bx is also 3.75 : 1
Qtz > Ct and Qtz > Cu are what fuck up any fun loops... ๐
Because Qtz > Ct is 1:1
Where Qtz > Cu is 5/6 : 1
Which... 1 * 1.25 = 1.25, 5/6 * 1.5 = 1.25.....
I love your chemical letters and then "Bx" ๐
Al2O3 2H2O better ๐
But anyway
The Quartz to Cu/Ct ratios are such that the Cu/Ct > Bx ratios are identical.
Which is just.. poo.
fun comes when you sloop
So either Cu > Bx if you want to use Copper or Fe > S > Cu > Bx if you want to use Iron.
I hate objectively best things....
1 Bx = 1.2 Qtz = 1 Cu = 2/3 Bx
If you need to somer ONE stage of this loop, where would you put it?
Would you make the Cu = 4/3, the Qtz = 2, or the Bx = 2.4?
Or does it even matter?
Oh, it doesn't.. because multiplication doesn't care where you put the x2... I am dumb.
well it matters when you start thinking about per minute numbers
because one sloop can have different effect based on recipe
but assuming unlimited sloops, it doesn't matter, yeah
I mean, it comes down to:
1 Copper = 0.66 Baux
1 Iron = 0.266 Baux
1 Baux = 0.333 extra Baux if you somer it
So if you have a pure Baux node and you loop it into itself, 1200 = 1600, just add SAM.
5 Converters @ 2.4 Bx -> Qtz
6 Converters @ 2.4 Qtz -> Cu
4 Converters @ 2.4 Cu -> Bx
So the best stage to somer is Cu -> Bx as it is 1 less machine.
120 + 144 + 96 = 360 Reanimated SAM
1440 SAM ore needed.
Out of 10k total SAM, not bad.
Which makes this area a completely different picture in my mind:
Ore Alchemy my beloved
do two sloops of 1.5 each for a total of 2.25x sloop per 2 sloops
since you can just insert one sloop into a converter instead of 2
and just put the 2 into different converters
Brain fuzzy, expound?
2 sloops in a converter give a 2 x mult
one sloop gives 1.5x mult
sloop 2 parts of the chain for a total mult of the initial resources by 2.25 x (1.5 x 1.5)
So here:
Instead of x8 somers in the final 4, putting x9 somers (4 in final, 5 in initial) would yield more?
5 Converters @ 2.4 Bx -> Qtz
6 Converters @ 2.4 Qtz -> Cu
4 Converters @ 2.4 Cu -> Bx
im currently investigating
(thinking out loud)
But wouldn't it change how many you needed in the steps 2 and 3 if you put more into 1?
technically yes but again, it is multiplicative bonus
i think the sam cost would increase
lemme check...
240% i assume then
Yes.
so 1200%, 1440% and 960% total
ok the amount of converters needed would actually change.
thus probably increasing the required sloop amount
i forgot that part. you get more ore per step and thus need more converters to process it all
1 sloop is 1.5x right?
in converters yes
all converters at 240%
top one only has 8 sloops total inserters, for a 2x boost.
bottom ones need like 12 sloops so this doesnt work out as i thought
I don't understand this visual.
modeler moment.
the purple circle means "slooped"
a full circle means "fully slooped"
red circle just means "overclocked" in this case to 240%
Put sloops in 1 and 3, not 2 and 3?
yeah i can try that
that way, 11 somers get me 1200 = 2592 total
if i subtract the 1200 i get 1392 bauxite generated
1104 for slooping the last 4
1392 for slooping first 5 and last 6
So it comes down to whether one believes 3 somers are worth 288 bauxite ๐ค
sooo yes it apparently is just worse
SAM cost is worse and so is bauxite efficiency
Using 8 is 138 Bx/Somer
Using 11 is 126.54 Bx/Somer, yeah.
Weird how getting more is actually worse ๐
because you need more machines which need more sloops
Yeah.
if you could infinitely overclock then i bet it would be different
Unrelated: Fluid Trains need to have 3 I/O's instead of 2 ๐ญ
honestly trains overall would be ok with 3 I/O's
the trucks in 1.2 are pretty solid and a valid alternative.
and the train stations are big
And the way I would change the model is to just have the 3 OUTs across the top and the 3 INs across the bottom.
SiO2 :p
1.0 is when they broke it.
With the mk5, there's a point where fluid trains were better.
The intro of the mk6 belt made it not even close.. ๐
just let us load trucks onto trains and all is well

like.... just grab the truck itself
Mk3 pipe. Surely no slosh issues ๐
well, mk3 slosh will be double of mk2 slosh ๐
quadruple
Which is why I don't want a mk3. I just want a 3rd I/O to make fluid trains relevant.
mk 2 is already 4 x worse than mk 1 because slosh scales quadratically with flow speed
fluid trains are imo relevant
That is a fair opinion.
The math concerning the mk6 makes them not ๐คทโโ๏ธ
Yes, there is the matter of "choice" and I'm not going to debate that.
But in terms of throughput potential, the mk6 belt makes them obsolete. The mk5 did not.
there is the pain of packaging tho
is it worth it to build a giant packaging array vs just going with another train car
1.2 did increase their capacity, considering they already completely revamped wheeled vehicles automation twice, it's not over for fluid freights
yeah that's a big tradeoff
Capacity isn't the issue. Throughput is.
Which is why 3rd I/O fixes it.
like with mk 6 belts it takes a huge amount of effort and commitment to make full use of them for moving a fluid
making packager arrays on both ends
yes you can do Blueprints to reduce the amount of work
but still, i think that takes up more space than another freight platform
I understand, but my point is they're probably thinking about fixing fluid freights
Depends on the fluid, since packagers have different rates for all of them.
nitrogen will always remain supreme when packaged due to the awful way gas interacts with buffers and just the amount of it you need
but you can just use drones there
since its so compact
yea I never understand why I would use an ungodly amount of aluminum just so I can use solid trains instead of fluid ones
gas packaging only makes sense for fueling drones and trucks
You don't "use" the aluminium
well you can reuse the canister
drones can pick up empty bottles and drop off full ones in one go, and vice versa
honestly, if you limit the transfers per car/frieght station to 300/min, you end up find with fluid trains doing the right thing. more than that and you're being silly
yea I dropped the whole package recycling when we could use blenders for diluted fuel lol, hate that setup for some reason
its only a fixed amount of aluminum you have to invest, not a constant budget of it
i find it pretty charming in some way
that's about what you can do per car with a single train on a loop
900/min should be doable per car in theory with mk 2 pipes
The capacity buff to fluid cars in 1.2 actually helps a lot
oh right that helps bridge the lockdown phase a bit, right?
i'm speaking more about the car capacity on a modestly sized loop
what I hope to see is packaged distilled silica
distilled silica is so silly
you mispelled awesome
Quartz Purification is one of my favorite loops.
why did they invent a new fluid JUST for an alt recipe combo??
they need to add a packaging recipe for that
I find that combo SO elegant I'm so glad they did that for quartz
like yes i get it it is cool but it is SO.... awkward to do that
It just feels obsolete
it has one use only.
i would be fine with it if they gave it like one more recipe
Should've gone all the way with distilled silica and let us skew ratio of crystals to silica
either to use it in or to make it with
yea I'd be fine with that too
Blender HSC recipes that're basically SilHSC / SilCB but take liquid silica input? ๐
when basically everything else is multipurpose
aluminum ingot alt that uses alumina and distilled silica 
Would adding these make the recipe "better" for you?
I like quartz purification but it's mostly a one time build to get a starting amount of both. But it's too late for it. I usually find I need more crystals or silica, rarely both and not in the ratio that gives. Tho it is fun to setup
it would make it more interesting to use
Starting amount?
gives factories some more dynamics
I set it up for mass production in what most people consider "late game" to feed all the lines that need both materials.
Like HSC and Osc.
I'm already using quartz purification to send silica into my aluminum factory 
I need a lot of quartz for decorative purposes :p
I thought of exactly that lol
Yes, "starting" lines are for decorative purposes.
distilled silica in particle accelerator for.... purposes 
I used it mainly for silica first but knowing I'll need ungodly amounts of quartz crystals for diamonds, i'm getting there, 1550 quartz crystals have been sinked for the past 200 hours ๐ฌ
thats the part about distilled silica thats annoying.
you dont get any fine control over the ratio and thats where another recipe would have been really cool for it
I may or may not have made nearly 4000 crystal/min to feed 10 industrial storages each with a depot to have a chance to keep up with my blueprints :p
Not even 
Straight up just make it an Encased Uranium alt.
Oooo, like Pt Waste + Singularity + Liquid Silicon? Removing the need for DMR?
!!
Quartz Oscillator alt in the blender
with Distilled Silica
kinda like monocrystal synthesis but for oscillators
But.. oscillators need the crystal to... oscillate, no?
yes. you distill the silica and grow it into a monocrystal
you basically turn the silica into oscillator quartz directly from the solution
honestly? CB
Because then you could do crazy shit like Distilled Circuit Board -> Monocrystal Oscillator for even more liquid silica shenanigans.
