#math-and-meta

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nova vortex
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thas my build style

brave dock
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It also feels insanely wasteful

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You'll want that oil to make other stuff, namely rocket fuel, from it

nova vortex
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i need my power

mint coral
brave dock
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Rocket Fuel is in Phase 3?

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You also don't need 360 gens worth of power in Phase 3

nova vortex
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i also have a 90k nuclear

brave dock
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I'd honestly wait for rocket fuel until you start mass placing fuel gens

mint coral
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building a bunch of fuel gens is normal in phase 3 ^_^

nova vortex
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im on the last phase of T8

mint coral
brave dock
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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.

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That much power with just normal fuel must be a huge portion of the worlds oil...?

mint coral
mint coral
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600 oil equals 20GW of fuel. ytou can easily beat the game with that method

prisma kraken
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iirc, the unlock also needs something in fluid tanks which take aluminum

brave dock
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only if you want to package it

prisma kraken
brave dock
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The Blenders needs some Aluminium parts, sure

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and the Nitrogen fracker

prisma kraken
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yeah, the fracker is really the lynchpin, but you need aluminum for things like blenders too

frank prawn
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would everything here need to be mk 2 conveyors?

limpid vapor
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no

dusky dust
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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

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For instance for the Iron Plate constructors you could just direct-belt them 1:1 with the smelters providing the ingots

frank prawn
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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

limpid vapor
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the splitter on the left has an incoming mk2 belt and a single mk1 belt going out, think about this

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you are essentially swapping to a mk1 before the point where you really split it

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that splitter basically does nothing as it stands

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belt in, belt out

frank prawn
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so between those two splitters i should have a mk2 aswell?

limpid vapor
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yes, because what you have going on currently is this

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you are bottlenecking your mk2 belt with a segment of mk1 belt before you split it

frank prawn
limpid vapor
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well, thats just based on the image you showed, i cant see whats to the left

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i am assuming there is nothing, because i cant see whats there

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if theres the same setup on the other side, its fine

frank prawn
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yeah its the same setup, not sure why it could be under 100% clockspeed then

limpid vapor
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then this is fine

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red lights?

frank prawn
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i took the power off because i wanted to figure out why nothing was at 100%, not even my assemblers

limpid vapor
tough viper
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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?
meager kettle
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those are the max numbers to get 1470gw of power

tough viper
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very nice, then I only need to calculate the lowest possible sloops for 100% waste free power

meager kettle
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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

tough viper
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alright it's 20 xD

tough viper
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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

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I mean I could sloop five converters like this but it would increase the sloop use significantly

fervent spire
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Use caterium instead of iron?

unique cypress
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Or aluminium

tough viper
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it's hard to see but it is aluminium

unique cypress
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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

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Because with sinking superposition oscillators or AI expansion servers or even packaged ionized fuel, it's definitely possible with 20

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There's even like 1-2k SAM left

graceful linden
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I have nowhere to vent about this so ima post this here: linear programming and simplex algos are a witch's spell

narrow dock
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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.

ionic sapphire
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then sink it

narrow dock
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That would fix the clog but wouldn't make the factory any less bizarre

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in fact adding another 67.5 refineries to turn it into sinkable coke would be even more bizarre

vapid gorge
limpid vapor
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dont use that planner, it dies immediately any time you have a loop

graceful linden
vapid gorge
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that's much more obnoxious of layout

graceful linden
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phase 4 factory in my tool

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ong there is no non obnoxious way to render this

graceful linden
tepid stirrup
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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?

vapid gorge
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you can create coke and sink it for points

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simplest usually

prisma kraken
tepid stirrup
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there are 2 pure oil things i got maxed with 7000kw of power on my grid

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ill just sink them to get rid of them cuz i odnt need a big factory

prisma kraken
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the other nice thing to do with the coke is to use it for some circuit boards if you unlock the electro cb recipe

vapid gorge
tepid stirrup
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i do have the electrode circut board alternate craft

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rubber and pet coke

vapid gorge
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its an ok recipe, but jfc it just chugs oil

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and you generally need other resources for anything you want to do with circuit boards anyway

prisma kraken
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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

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more of a set-up-an-assemble-to-make-a-crateful sorta thing

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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

tepid stirrup
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this wut i got just a small thing

tranquil berry
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is oil->HRO->fuel power positive?

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HOR*

prisma kraken
tranquil berry
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It looks like it turns more oil into fuel but is it worth the additional refinery setup?

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I was thinking of doing that as an intermediate to turbofuel

mint coral
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You can throw diluted package fuel in there to kick it up a notch

prisma kraken
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300 crude -> 20gw of yellow fuel power with dilluted fuel

tranquil berry
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I don't think I have diluted fuel yet, is that an alternate?

tranquil berry
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Better than turbo fuel?

prisma kraken
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there's also a version that works in the blender without packaging the water. same 3 hor->6 fuel ratio for that

dusky dust
# tranquil berry Better than turbo fuel?

"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

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(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)

vapid gorge
dusky dust
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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

tranquil berry
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Seems easier than belting in the compacted coal too

vapid gorge
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diluted (packaged) fuel is much more convenient. And there's tons of oil

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you can easily finish phase 5 with diluted fuel

dusky dust
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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

vapid gorge
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or get to nuclear very easily and having basically infinite power

prisma kraken
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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

dusky dust
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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.

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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.

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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

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20-30 Empty Containers in the closed loop should do. :)

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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. :)

prisma kraken
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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

dusky dust
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Eh, IMO Diluted (or Turbo) is well worth it in Phase 3, and during Phase 3 those are your choices.

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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

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I know some folks like to rush through milestones but I tend to take my time. :)

prisma kraken
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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

manic goblet
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Break some of the machines up across multiple prints that way

dusky dust
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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)

prisma kraken
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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

dusky dust
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Why tear down perfectly good power? I just build new.

manic goblet
dusky dust
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Rebuilding is always a choice. :)

prisma kraken
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i'll respectfully nod and state that there are many different play styles

dusky dust
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One dismantle per "mini-Blender"

prisma kraken
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i personally just like to wait until the good tech allows straightforward building

dusky dust
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The amount of "space" those blueprints take up isn't entirely dissimilar to the space a Blender would take up, too.

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Though who would want to tear down all those happy li'l packages zipping around. :D

prisma kraken
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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

dusky dust
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Sure, though again: in Phase 3, your choices for "bigger" power is Packaged Diluted or Turbofuel (or both)

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And IMO Packaged Diluted is less work overall, for better gains

prisma kraken
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in this game that isn't a huge concern, but i play other factory games where it is something I am more mindful of

dusky dust
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At the scales you're building in Phase 3 the amount of simulation speed is unlikely to be egregious, though

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You don't start really building big until Phase 4+ anyway

prisma kraken
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usually i find the game starting to groan after my first 45/min hmf build ๐Ÿ˜„

dusky dust
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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

prisma kraken
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yep, but it all adds up

dusky dust
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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.

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But anyway we both agreed to drop it and then kept at it! Bad me. :)

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๐Ÿป

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I too enjoy myself a good Turbofuel build from time to time. :D

leaden marlin
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Push for nuclear.

vast jungle
vapid gorge
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it really isn't, it's just monotonous, the same generator placement over and over

sudden wadi
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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

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It would help me plan factories out for endgame without needing to constantly reconstruct stuff

meager kettle
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check pins

sudden wadi
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Oooo gracias ๐Ÿ™

vast jungle
wind spade
vast jungle
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most times just looking at the "planing for the endgame from the beginning" diagramms make people think about intermediate designs ๐Ÿ˜„

vapid gorge
# sudden wadi Is there like an online calculator or excel sheet someone made that can calculat...

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

rustic grove
wind spade
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if they are looking for something to calculate how much you need for X/min, modeler is pretty slow at that

fleet notch
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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

outer vale
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I wouldn't blindly use what Tools gives you, you can freely enable/disable alts if you disagree with its choices

vast jungle
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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

limpid vapor
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Right, it can't read your mind

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You still have to tell it what you want for it to crunch the numbers

wind spade
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there's nothing like "weird decision" in general, just "weird decision based on my preferences", which it obviously cannot know

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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)

fleet notch
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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

limpid vapor
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That's when you disable those recipes?

fleet notch
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That's... not my point

limpid vapor
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even if you enable the alts, how is it supposed to know which ones you want to use?

wind spade
outer vale
fleet notch
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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

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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

limpid vapor
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maximize with multiple items?

fleet notch
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yeah, I was maximizing computers and heavy mod frames from a few resource nodes

wind spade
fleet notch
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That seems odd lol. I'll try that and see what happens

wind spade
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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

wind spade
fleet notch
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Yup, it appears that was indeed the source of my confusion, manually setting items/min makes much more sensible choices lol

oblique hollow
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Thats just maximise for you

outer vale
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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?

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instead of "here's an option but you shouldn't use it"

oblique hollow
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Because that would be minmax

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Not just max

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Maximise is literally just the max half of minmaxing

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And the default calc is minimize

wind spade
# outer vale any particular reason Tools couldn't do two passes in these cases, one to work o...

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)

oblique hollow
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Reintroduce it again as its own mode

wind spade
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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

wind spade
# oblique hollow Reintroduce it again as its own mode

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)

outer vale
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changing how it works would unfortunately change all player's production plans
understandable, yeah new mode name'd be a good idea

crimson moat
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(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

wind spade
vast jungle
dusty shoal
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hey I forgot how to run the satisfactory optimizer script

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the python script one btw not the website version

subtle wasp
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if (OptimizedScript.Enabled == false)
{ OptimizedScript.Enabled = true; }

unique cypress
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Ah, yes, comparing a variable to false

limpid vapor
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i am bad at math, is there some way to i can clock speed and machine count my way out of repeating decimals here?

subtle wasp
limpid vapor
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nice number make brain go brr

subtle wasp
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repeating decimals look better than random decimals tho

limpid vapor
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you misunderstand, the goal here is to get rid of those entirely

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to get clean ratios

brisk urchin
limpid vapor
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i never said it was weird

brisk urchin
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because then you would have exactly 10

limpid vapor
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well, i cant, i already built infra for this, this is the "problem" at hand

brisk urchin
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then there is no solution

outer vale
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to do what?

limpid vapor
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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?

brisk urchin
outer vale
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if your total clock speed needs some repeating decimals, then at least one of those machines will also need them

brisk urchin
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if u divide it then the repeating decimil will just get smaler

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it wont disapear

limpid vapor
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guess so

brisk urchin
outer vale
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hence the "scale it up to 3x" suggestion

brisk urchin
outer vale
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yup that one

vast jungle
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get rid of fractions by multiplying them out

limpid vapor
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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

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guess i will just have to scale it when i build more later

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i have repeating decimals elsewhere, i can live with it, just prefer to avoid where possible

brisk urchin
limpid vapor
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yeah its fine

brisk urchin
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just yeah, its an option

outer vale
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it's just 4 at 83.3333 or 2 at 166.6667, ezpz

brisk urchin
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you can also just put 10 at 0.33333

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(verry optional)

outer vale
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(or whatever other numbers you want that add to 333.3333%)

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332 at 1% and one at 1.3333%

brisk urchin
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i think we melting his brain

limpid vapor
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i round up to 0.3334 usually

brisk urchin
limpid vapor
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machine count TBD, i base this on amount of space, often underclock to fill space

unique cypress
subtle wasp
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yes putting 33.333 wouldnt work major unbalance

limpid vapor
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it only does 4 decimals though, no?

brisk urchin
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if you put enough 3s then it knows you mean infinite

outer vale
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but could be wrong

unique cypress
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It does save with full float precision

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You can see that if you load the save in SCIM and go to edit clock speed

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The values for 33.3333 and 100/3 loaded by SCIM are different

limpid vapor
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fr? news to me

outer vale
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ah nice. tbh I do that anyway because I'm lazy, so good to know it's actually a benefit

limpid vapor
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every time anyone has talked about it its always been said its 4 decimals

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i did enter fractions for a lot of my early stuff

brisk urchin
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i spam like 10 decimals

outer vale
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in practice the difference'd be barely noticeable anyway

unique cypress
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Iirc only equations get full precision

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I could be wrong about that

brisk urchin
unique cypress
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Only thing I'm sure of is that 33.3333 and 100/3 were different

limpid vapor
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i thought all information for calculation purposes was lost after 4 decimals

unique cypress
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Also, that is what it saves in the save file
Unknown what number it actually uses for calculatios

brisk urchin
wind spade
brisk urchin
unique cypress
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Unless you type that in, instead of clock speed, then it'll be as close to that as computers can manage (probably)

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Well, no

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Integers can be saved exactly

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But it uses the target speed to calculate clock speed, saves that, and then calculates the rate from that again

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So the rate's bound to be off unless the clock speed is saved exactly

dusty shoal
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is this a high machine count? "total_machine_count": "113988.157"

oblique hollow
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114k machines lmao

unique cypress
dusty shoal
unique cypress
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The most you could do is maybe a fifth of that before the game gives up

dusty shoal
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see you when im dead

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or when my pc explodes

fallow cove
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somebody knows why iron won't go to this constructor too?

mint coral
fallow cove
mint coral
prisma kraken
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my guess is that you tried splicing the splitter onto the belt and were aiming at a foundation instead of the belt

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protip: it is bad practice to splice splitters/mergers onto belts. doing it the hard way saves you troubleshooting

tropic hawk
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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)

prisma kraken
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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?).

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sidestepping that all as a question and cheating with a 1 solid & 1 liquid recipe, my money would be on electro aluminum scrap

tropic hawk
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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.

prisma kraken
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well, the protein->biomass recipe does. aluminum scrap can. and steel screw can as well

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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

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there aren't a lot of recipes that can output more than 240/min, which turns into 1200/min with a sloop+250% OC

tropic hawk
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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

prisma kraken
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i'm at a loss for seeing how doing the wrong inexact math is useful

tropic hawk
prisma kraken
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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

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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

tropic hawk
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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

prisma kraken
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why round anything. its all integral arithmetic. there is no rounding

tropic hawk
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specifically for solid inputs, because liquids can get decimal values, but solids are either there or not

prisma kraken
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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

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oic, you're talking about changing the recipe costs

tropic hawk
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yea

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I know that clocking machines go based off of cycles per minute instead of i/min

prisma kraken
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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

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the adjusted input cost should just be ceil(default cost * multiplier)

tropic hawk
tropic hawk
prisma kraken
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how that then translates to items/min is done with straightforward real-value math which may result in virtually any value

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(technically you can draw a tighter bound on it since the largest prime number in the game is 13)

mint coral
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best seen while making Nuclear rods. cycle time is high so it spits out multiple rods

prisma kraken
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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

tropic hawk
#

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

ionic sapphire
#

2+2 = 2*2 = 2ยฒ = ยฒ2 = 2โ†‘โ†‘โ†‘2 = 2โ†’2โ†’n

tropic hawk
ionic sapphire
mint coral
prisma kraken
#

there's some esotheric math notation for taking powers of power and creating really big numbers

ionic sapphire
#

Knuth's up-arrow notation

teal tiger
#

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

outer vale
#

literally what path signals are for

teal tiger
#

okay i just spammed signals and i think it works

wind spade
#

Or even just block signals

median heath
#

Path signals are misunderstood and wildly over-used. ๐Ÿ˜ญ

wind spade
#

Yo sev, welcome back

median heath
#

๐Ÿ’›

wind spade
# median heath ๐Ÿ’›

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)

median heath
#

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?

wind spade
#

uhhh... probably not in any relevant shape ๐Ÿค” 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

wind spade
#

though no idea if it's correct ๐Ÿ˜„ 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)

median heath
#

I hesitate to use it because it means I am endorsing the use of LLMs ๐Ÿ˜ญ

wind spade
#

my boss advocates use of AI so I have paid claude on company's credit card ๐Ÿ˜„ 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)

teal tiger
#

should i just use drones for my uranium transport since there is so little on the map?

wind spade
#

well, all the transportation options are viable, it's your choice which one you use (depending on the route, preferences, fuel availability, etc.)

mint coral
teal tiger
#

is there a throughput of drones i should consider like 1200 of trains?

wind spade
#

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 ๐Ÿ˜› )

mint coral
#

9 stacks i think per drone

#

!wikisearch drones

glad apexBOT
mint coral
#

ya, nine

teal tiger
#

can i link 2 drones to the same destination?

median heath
#

Yes.

#

Single port can have as many incoming as you want.
But can be linked only to 1 outgoing.

teal tiger
#

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

median heath
#

Yes.

wind spade
#

you technically only need 3, as one of them can be the receiving port

teal tiger
#

damn i need a battery factory

wind spade
#

you can power drones with other things than batteries (though batteries are pretty good)

mint coral
teal tiger
#

does anybody know where this cave entrance is

meager kettle
#

above the lake, huge cave

#

above as in north

teal tiger
#

oh yea nvm found it

#

i was searching on the mountain

#

nvm wrong cave

meager kettle
#

two entrances

versed minnow
#

I need math help I feel like Iโ€™m going nuts

#

I donโ€™t even know how to explain what my problem is here

#

Iโ€™m 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 doesnโ€™t require being overclocked cause of the odd number)

#

If the constructor takes in 15 ingots per min as normal, 250% overclock speed means itโ€™s taking in 37.5 ingots per min

#

It doesnโ€™t mean itโ€™s taking in 75 ingots a minute, thatโ€™s the output number since itโ€™s 1 ingot into 2 wire right?

meager kettle
#

so far so good

tropic hawk
versed minnow
#

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?

meager kettle
#

well not underclocked, but at 100% yes

versed minnow
#

Right yes sorry 100%

#

Iโ€™ve been getting so mixed up dealing with the different item rates on constructors. Iโ€™m trying to overclock everything so I have the least amount of machines

#

Iโ€™m 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

knotty warren
#

does this split 2 inputs into 3 outputs equally. im so tired and cannot fiqure the math out

ionic sapphire
#

the middle crate gets a full belt, the outer ones get half a belt

versed minnow
#

I would think the middle one gets more

#

You could merge the two belts and then separate that out into 3

knotty warren
#

belt speed limit

versed minnow
#

Hmmm

knotty warren
#

both inputs are 720

meager kettle
#

split each belt into 3, then merge one from each belt split into each other

meager kettle
#

like split into 1,2,3 and 4, 5, 6 then merge 1+4, 2+5, 3+6

versed minnow
ionic sapphire
#

just divide machine count by overclock amount ?

#

i know its an extra step, but its a solution

versed minnow
#

Yeah thatโ€™s what Iโ€™ve been doing Iโ€™m just getting mixed up with all the numbers

#

Iโ€™m not the best at maths

ionic sapphire
#

or try a different calculator

versed minnow
#

I canโ€™t find one that does itโ€ฆ

meager kettle
#

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%

versed minnow
#

You say easy but what Iโ€™m seeing is scary numbers and extra steps for each factory lmao

#

I just wish one of these sites would do it for me

meager kettle
#

from what i've seen of the diffrent screenshots of tools they have even funkier decimal numbers :p

versed minnow
#

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 machinesโ€ฆ.

#

Or my ps5

median heath
#

Saving space is good even without hardware limits.
Power shards are infinite too.

meager kettle
#

well they become infinite at the end :p

median heath
#

They've always been infinite.

#

They just become more infinite with the 1.0 options.

meager kettle
#

well yes, but its annoying to wait for the doggos to find sluggos :p

knotty warren
#

now i need to figure out a clean way to connect them

median heath
versed minnow
#

Iโ€™d probably do that?

knotty warren
versed minnow
#

Hat works too

#

That*

knotty warren
#

Just one belt from splitter to one merger right

storm ingot
#

I like to use lift stations for compact area splitter mergers because of how one can snap elevators to the cubes.

versed minnow
#

2 belts from each splitter go into one merger

#

And the mergers donโ€™t connect to each other

meager kettle
#

thats wrong btw

knotty warren
#

Me?

storm ingot
#

The mergers there arent connecting

meager kettle
#

this is how you need to connect them

storm ingot
#

The inside lines clip through which causes a visual that the mergers are connected

knotty warren
versed minnow
versed minnow
#

Are they doing this

knotty warren
storm ingot
#

Gottal love clipping!

knotty warren
#

now im making 1440 fuel per min

storm ingot
#

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.

prisma kraken
zinc heart
#

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)

median heath
mint coral
#

!wikisearch cg

glad apexBOT
#
Official Satisfactory Wiki

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...

median heath
#

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.

vapid gorge
zinc heart
#

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

vapid gorge
#

sure

zinc heart
#

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

median heath
#

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 ๐Ÿ˜ญ

vapid gorge
#

in my example it is 2 extractors feeding 8 with the red lines ๐Ÿ˜›

#

git gud

median heath
#

I can't see anything with all that orange. ๐Ÿ˜

vapid gorge
#

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

median heath
#

@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.

zinc heart
#

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?

median heath
#

Nope.

#

Pumps are UP-only.

zinc heart
#

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

median heath
#

Aye.

prisma kraken
#

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

prisma kraken
#

i've been favoring that build lately because on 5x power, i'm building a lot of them

meager kettle
#

how i usually do it :p

median heath
meager kettle
#

yea it was a naughty boy

#

my generators been having demons inside them lately

median heath
#

I still like overclocking Water because the 2 @ 1.5:8 ratio is just so clean compared to 3:8.

median heath
meager kettle
#

the one above?

median heath
#

Oh no, that's from an old oil build where I didn't have fuel gens unlocked so I changed byproduct to Coke.

median heath
little rapids
#

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........

glass flame
median heath
glass flame
glass flame
#

but then you had nothing overclocked or slopped right ?

little rapids
#

i went from using 15GW to 70GW just setting up the ai expansion servers

#

and probably some other stuff i forgot

median heath
glass flame
wind spade
little rapids
#

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 ๐Ÿ˜ญ

median heath
little rapids
median heath
#

The only somer'd thing I did not OC was the Particle Accel.

little rapids
#

those things are power guzzlers

#

i plugged one in and my grid failed ๐Ÿ’”

median heath
#

Somer'd at 250% it consumes 20 GW per machine ๐Ÿ˜„

little rapids
#

well i guess it was like my 20th

#

yeahhh

glass flame
#

they take alot of power ya

median heath
#

Yeah I somer'd it but left it at 100% clock.

brisk urchin
little rapids
brisk urchin
median heath
little rapids
brisk urchin
median heath
#

But then I see Fluid Buffers ๐Ÿ˜ญ

brisk urchin
#

i was planing to do 2550 in the crater

glass flame
#

how much power producing this ?

little rapids
#

yeah mine's 600

glass flame
#

144gw ?

brisk urchin
glass flame
brisk urchin
#

i think it was about 170?

#

idk lme calculate

#

yes 175 exactly

little rapids
#

mine has the capacity for 1000 rocket fuel (i think i said turbofuel before) i don't remember how much it makes rn

brisk urchin
glass flame
brisk urchin
glass flame
#

kinda lagging when i am near this area ๐Ÿ˜„

brisk urchin
#

lol

little rapids
#

real

#

i built all my rocket fuel in blue crater so i can definitely expand

#

i'm only using 600 oil rn

brisk urchin
#

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

unique cypress
#

SAM and make more kekw

little rapids
#

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

brisk urchin
#

ehhhh idk ig i have too eventualy

#

for what is the sam used anyways if not conversion

unique cypress
#

Ficsonium and matrices mostly

brisk urchin
#

idk if i wana do much matrices

#

probably gna be for that one sommersloop mod

#

and ficsonium is eeeh

little rapids
#

i haven't even touched ficsonium yet urrghh

#

i've been procrastinating nuclear and ficsonium since i unlocked it

brisk urchin
#

in my 900h i never built actual nuclear stuff, only calculated a HECK lot

#

i may do it in my save im playing atm

median heath
#

Plutonium Waste takes hundreds of hours to even start being a problem with proper storage.

brisk urchin
#

hmmm i might just store it ig

#

i had a blueprint with over 150 storages

#

shouldnt be a problem

median heath
#

Ficsonium is one of the few "mistakes" I attribute to 1.0

little rapids
#

yeah but "proper storage" is just building a ton of containers far away..... and that's boring.........

little rapids
#

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 ๐Ÿ˜ญ

brisk urchin
#

i thought about that but wasting 22.4 rods p minute is not my deal

#

thats just too much GW wasted

little rapids
#

fair

brisk urchin
#

i think 800?

little rapids
#

it'll probably depend on where my grid is at when i get to it

median heath
#

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.. ๐Ÿ˜ญ

brisk urchin
#

i probably calculated that wrong but aparently its only 560

#

do gens use up 0.1 per minute?

#

!wikisearch plutonium

glad apexBOT
#
Official Satisfactory Wiki

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

little rapids
brisk urchin
#

ye 0.1

median heath
#

50.4 at 0.2 + 22.4 at 0.1 was previous max nuke.

little rapids
#

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

wind spade
little rapids
#

we're back ๐Ÿ™

#

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

oblique hollow
#

Not worth it squeezing more though the same pipea tbh

little rapids
little rapids
#

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

little rapids
#

okay what did i do why is it like this now

#

my capacity plummeted by 10GW even though i just added extra power

glass flame
little rapids
#

but i did my math right they should be overfueled rn

glass flame
#

Ya same on me i did 2400 rocket fuel into 256 Gens

little rapids
#

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

glass flame
#

Ya thats insane

glass flame
#

All 256 ya ๐Ÿคฃ

little rapids
#

okay phew

glass flame
#

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 fuel๐Ÿคฃ blender dont produce.... oil flow... fuck it

little rapids
#

real

glass flame
#

I also got a big tower only with fuel, but same problem there๐Ÿคฃ๐Ÿคฃ

little rapids
little rapids
# glass flame

i'm done with vertical liquids all my other fuels are on the same level ๐Ÿ˜ญ

glass flame
#

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 randomly๐Ÿคฃ๐Ÿคฃ and I changed nothing i was not even near it for days

little rapids
#

the joys of pipe logistics

glass flame
#

Yes I hate it

#

When you try to build a turret or bring the Gas Fluid vertical its horrible๐Ÿคฃ

little rapids
#

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

glass flame
#

Ya same thats why i placed the blueprint works fine since them no problems

little rapids
#

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

glass flame
#

I just finished my quantum prozessor blueprint๐Ÿ˜…

little rapids
#

sounds fancy.....

glass flame
#

And super computer

glass flame
little rapids
#

i actually just finished my quantum processor factory ๐Ÿ˜ญ

#

"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

deep citrus
little rapids
#

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

glass flame
little rapids
#

yaaayy

#

i've never really looked at blueprints made by others

#

sometimes i do for build/decor inspo

#

but not really logistics stuff

glass flame
#

Since i finished phase 5 i just create blueprints๐Ÿคฃ

#

Also made one for normal computers ๐Ÿ˜Š woud be nice to have one who test it

glass flame
limpid vapor
#

does "max consumption" not account for clock speed adjustments?

unique cypress
tawny chasm
limpid vapor
#

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

outer vale
#

lots of trains/stations?

limpid vapor
#

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

rain lichen
#

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)

dusky dust
#

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. :)

vapid gorge
#

pumps are basically free

vapid gorge
oblique hollow
#

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

vapid gorge
#

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

rain lichen
oblique hollow
#

It simply isnt worth it to save 4 MW just to make a mess out of your pipes

zinc heart
#

Apparently, the water I planned to use at my coal plant is not deep enough for water extractors ๐Ÿ˜ญ all that planning, haha

vapid gorge
zinc heart
#

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

vapid gorge
#

the lakes right there should be plenty deep

#

if you find it awkward, just go north. bunch of coal and the beach

zinc heart
#

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

dusky dust
#

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

zinc heart
#

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"

mint coral
zinc heart
#

Any data in particular I should add? I'll get a few photos of the pop up it shows

mint coral
silent scarab
#

This canโ€™t 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

median heath
#

What is Satisfactory Modeler?

mint coral
median heath
#

Built into the game or is it a mod?

mint coral
#

niether its stand alone

#

I think it may have a overlay feature though

median heath
#

I am confused, but ๐Ÿคทโ€โ™‚๏ธ

mint coral
dusky dust
#

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

median heath
mint coral
#

Personally I prefer just hard numbers from a spreadsheet or tools then i can figure the rest out easily

tropic hawk
mint coral
#

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

tropic hawk
mint coral
#

happy to say ive found a love for this game through this though ^_^.

median heath
#

"Super chill" is code for "max Cooling System build" right?

median heath
#

๐Ÿ˜

prisma kraken
versed minnow
#

Is this the best way to split 480 into 300 and 180

vast jungle
versed minnow
#

Least splitters and mergersโ€ฆcleanest

dusky dust
vast jungle
#

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

dusky dust
#

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

vast jungle
#

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)

versed minnow
#

Iโ€™m making the ingots at the deposit and then moving the ingots to two different factories

vast jungle
#

as long as one of the factory can only take 180/min, a single splitter will be fine

dusky dust
vast jungle
versed minnow
vast jungle
#

and under/overclocking makes this easy to do

versed minnow
#

I overclock everything to save space snuttSus

dusky dust
#

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

versed minnow
#

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

sterile magnet
#

look at this

dusky dust
#

Fuse them wires!

vast jungle
#

not sure I ever used one of these two ๐Ÿ˜„ perfect to hold back!

meager kettle
#

Fused quick wire came in handy for nuclear

vast jungle
#

trading up for quickwire sounds more useful than downtrading for normal wire...

dusky dust
#

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

meager kettle
#

Saving on copper is useful if you go hard on nuclear

#

And you do have more caterium nodes than you really use

median heath
meager kettle
#

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

old plover
meager kettle
#

Less :p

#

Pure copper and caterium was a perfect ratio. Leached making less copper but more caterium would make less due to copper limit

tropic hawk
median heath
#

Leached is one of the recipe types I will never touch ๐Ÿ˜„

dusky dust
#

It's awfully situational, yeah

#

Though you do really have to work hard to actually exhaust sulfur on the map

meager kettle
#

Gotta save the sulfur for instant scrap :p

dusky dust
#

So if you've got some lying around nearby, it's not the worst idea to grab some to beef up your production

meager kettle
#

Actually not hard. 3300 sulfur for nuclear, 4100 for instant scrap and 3200 for rokit fuel. Uses all sulfur save 300 :p

median heath
dusky dust
median heath
#

Ionized Fuel my beloved.
No sulfur required ๐Ÿ™‚

meager kettle
#

You sure about that? :p

median heath
#

100%

meager kettle
#

Where you get that sulfur free rocket fuel from to make ionized

median heath
#

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.

sterile magnet
#

and I also have iron wire.
I think the game is trying to tell me something

meager kettle
#

Sound like a lot of sloops

median heath
#

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.

finite sparrow
#

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

median heath
meager kettle
#

It's an interesting idea tho

#

Since prob would end up making shards and ionized just for the dmr

brisk urchin
tropic hawk
brisk urchin
#

copper and caterium need pure or other recepie, could even use some mixed wire, and the oil is just no

finite sparrow
median heath
#

1000 Ionized/min takes 10 Somers @meager kettle

brisk urchin
#

anything else isnt optimising

meager kettle
#

That's more than I though

brisk urchin
#

because there are calculators

median heath
#

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.

wind spade
meager kettle
#

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

median heath
#

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 ๐Ÿ˜„

brisk urchin
#

im kinda tired of it

median heath
wind spade
#

I mean you're the one that used the term without explaining it

brisk urchin
#

the most resorce to product efficient combination of alts or normal recepies

#

not thinking about machine count or MW

median heath
#

So...

brisk urchin
#

and especialy not thinking what diffrent resorces are needed

median heath
#

Your definition of "most optimized" is specific to you, personally, because you're choosing to ignore certain metrics others may care about?

wind spade
#

well, you'll still need to define how do you value each resource compared to the others

brisk urchin
#

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

wind spade
#

how often it's used depends on the player ๐Ÿ˜›

finite sparrow
#

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

brisk urchin
#

the same with nitro

brisk urchin
brisk urchin
wind spade
#

if you want easiest to build, you probably don't want the recycled combo

finite sparrow
wind spade
#

well again, "clean" is kinda subjective (same as "easiest")

median heath
brisk urchin
#

least complicated is basicaly leaving ever alternative be and sticking to the standard ones

wind spade
tough swift
finite sparrow
brisk urchin
#

pretty standard

tough swift
#

I mean

#

The image

brisk urchin
#

a calculator

finite sparrow
#

you mean the app im using?

tough swift
wind spade
finite sparrow
#

its satisfactory moddeler

wind spade
#

modeler (as they use) is one of them, most manual of them all

finite sparrow
#

because it sounds really nice

tough swift
#

I recently reached mid game and this will help me a lot ๐Ÿ˜ญ

median heath
wind spade
brisk urchin
wind spade
#

no?

brisk urchin
#

alr

median heath
#

Greeny can you check my math on something?

wind spade
#

I'm just saying that modeler is a lot of manual work, and practically every other tool does automatic calculations

tough swift
#

I failed

wind spade
finite sparrow
#

yeah I like moddeler because its easy to personalize, I honestly find the others confusing

#

even if its more work for me

wind spade
median heath
wind spade
#

I assume ignoring SAM costs?

median heath
#

Yes. SAM being a non-factor.

wind spade
#

hm... I think there was some math done on this topic, but I don't remember who/when/where

median heath
#

The only other chain I see is Qtz -> Ct, one sec.

wind spade
#

I assume you know of this?

median heath
#

Qtz -> Ct straight is 1:1
Qtz -> Cu -> Ct is 0.96:1

median heath
wind spade
#

and I'm almost 100% sure that any loop will yield less than you initially had

median heath
#

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.

old plover
wind spade
median heath
wind spade
#

(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

finite sparrow
#

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 ๐Ÿ˜ญ

old plover
finite sparrow
#

I think Ill stick to the mass produce everything and deliver, having a "factory" to just produce 5 rotors seems like a waste

median heath
finite sparrow
#

you mean im still in early game? ๐Ÿคฃ

median heath
#

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... ๐Ÿ™

#

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.....

wind spade
#

I love your chemical letters and then "Bx" ๐Ÿ˜„

median heath
#

And Qtz ๐Ÿ˜‰

#

Because who has time for SiO4.

wind spade
#

Al2O3 2H2O better ๐Ÿ˜›

median heath
#

But anyway

#

The Quartz to Cu/Ct ratios are such that the Cu/Ct > Bx ratios are identical.
Which is just.. poo.

wind spade
#

fun comes when you sloop

median heath
#

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....

median heath
#

Or does it even matter?

#

Oh, it doesn't.. because multiplication doesn't care where you put the x2... I am dumb.

wind spade
#

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

median heath
#

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:

oblique hollow
#

Ore Alchemy my beloved

oblique hollow
#

since you can just insert one sloop into a converter instead of 2

#

and just put the 2 into different converters

median heath
#

Brain fuzzy, expound?

oblique hollow
#

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)

median heath
#

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

oblique hollow
#

im currently investigating

median heath
#

(thinking out loud)
But wouldn't it change how many you needed in the steps 2 and 3 if you put more into 1?

oblique hollow
#

technically yes but again, it is multiplicative bonus

#

i think the sam cost would increase

#

lemme check...

median heath
#

Yes.

oblique hollow
#

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

median heath
#

1 sloop is 1.5x right?

oblique hollow
#

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

median heath
oblique hollow
#

modeler moment.
the purple circle means "slooped"

#

a full circle means "fully slooped"

#

red circle just means "overclocked" in this case to 240%

median heath
#

Put sloops in 1 and 3, not 2 and 3?

oblique hollow
#

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

median heath
#

So it comes down to whether one believes 3 somers are worth 288 bauxite ๐Ÿค”

oblique hollow
#

sooo yes it apparently is just worse

#

SAM cost is worse and so is bauxite efficiency

median heath
#

Using 8 is 138 Bx/Somer
Using 11 is 126.54 Bx/Somer, yeah.

#

Weird how getting more is actually worse ๐Ÿ˜„

oblique hollow
#

because you need more machines which need more sloops

median heath
#

Yeah.

oblique hollow
#

if you could infinitely overclock then i bet it would be different

median heath
#

Unrelated: Fluid Trains need to have 3 I/O's instead of 2 ๐Ÿ˜ญ

oblique hollow
#

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

median heath
#

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.

meager kettle
median heath
oblique hollow
#

just let us load trucks onto trains and all is well

#

like.... just grab the truck itself

median heath
#

Mk3 pipe. Surely no slosh issues ๐Ÿ˜

wind spade
#

well, mk3 slosh will be double of mk2 slosh ๐Ÿ˜„

oblique hollow
#

quadruple

median heath
#

Which is why I don't want a mk3. I just want a 3rd I/O to make fluid trains relevant.

oblique hollow
#

mk 2 is already 4 x worse than mk 1 because slosh scales quadratically with flow speed

wind spade
#

fluid trains are imo relevant

median heath
#

That is a fair opinion.
The math concerning the mk6 makes them not ๐Ÿคทโ€โ™‚๏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.

oblique hollow
#

there is the pain of packaging tho

#

is it worth it to build a giant packaging array vs just going with another train car

old plover
wind spade
#

yeah that's a big tradeoff

median heath
#

Which is why 3rd I/O fixes it.

oblique hollow
#

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

old plover
median heath
oblique hollow
#

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

old plover
#

gas packaging only makes sense for fueling drones and trucks

meager kettle
#

You don't "use" the aluminium

oblique hollow
#

well you can reuse the canister

#

drones can pick up empty bottles and drop off full ones in one go, and vice versa

prisma kraken
#

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

old plover
#

yea I dropped the whole package recycling when we could use blenders for diluted fuel lol, hate that setup for some reason

oblique hollow
#

its only a fixed amount of aluminum you have to invest, not a constant budget of it

oblique hollow
prisma kraken
#

that's about what you can do per car with a single train on a loop

oblique hollow
meager kettle
#

The capacity buff to fluid cars in 1.2 actually helps a lot

oblique hollow
#

oh right that helps bridge the lockdown phase a bit, right?

prisma kraken
#

i'm speaking more about the car capacity on a modestly sized loop

old plover
#

what I hope to see is packaged distilled silica

oblique hollow
#

distilled silica is so silly

old plover
median heath
#

Quartz Purification is one of my favorite loops.

oblique hollow
#

why did they invent a new fluid JUST for an alt recipe combo??

prisma kraken
#

they need to add a packaging recipe for that

old plover
oblique hollow
#

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

meager kettle
#

Should've gone all the way with distilled silica and let us skew ratio of crystals to silica

oblique hollow
#

either to use it in or to make it with

old plover
oblique hollow
#

im really not a fan of single purpose single use items

#

it feels... lazy in a way

median heath
#

Blender HSC recipes that're basically SilHSC / SilCB but take liquid silica input? ๐Ÿ‘€

oblique hollow
#

when basically everything else is multipurpose

oblique hollow
median heath
#

Would adding these make the recipe "better" for you?

meager kettle
#

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

oblique hollow
#

it would make it more interesting to use

oblique hollow
#

gives factories some more dynamics

median heath
#

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.

old plover
meager kettle
#

I need a lot of quartz for decorative purposes :p

median heath
#

Yes, "starting" lines are for decorative purposes.

oblique hollow
#

distilled silica in particle accelerator for.... purposes hehe

old plover
oblique hollow
#

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

meager kettle
#

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

median heath
oblique hollow
#

oh yeah that could work lol

#

Encased Ficsonium jacelul

median heath
#

Oooo, like Pt Waste + Singularity + Liquid Silicon? Removing the need for DMR?

oblique hollow
#

!!
Quartz Oscillator alt in the blender

#

with Distilled Silica

#

kinda like monocrystal synthesis but for oscillators

median heath
#

But.. oscillators need the crystal to... oscillate, no?

oblique hollow
#

yes. you distill the silica and grow it into a monocrystal

#

you basically turn the silica into oscillator quartz directly from the solution

median heath
#

CB or AIL for the other component?

#

I want to say CB.

oblique hollow
#

honestly? CB

median heath
#

Because then you could do crazy shit like Distilled Circuit Board -> Monocrystal Oscillator for even more liquid silica shenanigans.