#math-and-meta
1 messages Β· Page 412 of 1
@river hamlet my tools may be used a lot, but I am not sure if it's the most used tool site
I would not expect mk6 belts before End-of-"august" content update.
I don't have the numbers from other tools, so I can't tell
Meh I'm happy with my *660 belts
@wind spade @pulsar stratus 's calculator is a bit messier than yours, so I don't use it nearly as much
yess finnaly automated crystal oscillator
he has way better map view tho. Also some people find my tools too complicated
but look at this web
ew
yeah
that is just a mess
greeny, I don't really get the checkmark vs ? option - when I select computer and go to the recipe thing, nothing shows up
@wild spade you can either read this https://www.reddit.com/r/SatisfactoryGame/comments/blqpym/ever_wondered_which_alternate_recipe_is_best_for/ or DM me and I can try to explain it to you
72 votes and 36 comments so far on Reddit
@river hamlet but in the first one, they show you how you need to split your resources π every tool has something good on it. And Anthor has like 100x better map with the base layout view.
True, true
But the splitter view can't be made clearer, afaik
so I just figure it out myself
well I like the splitter view, but I don't like how the website is preffering balancers over manifolds π
I have a few improvements for my site on my mind, but I don't really have time to do them π¦
@lone yoke also, I added the switch to the site. if you refresh, you should see that
Alright! thanks!
It's messy yeah, because it splits production over existing machine that have space
I'm still trying better solution
You can turn off the reuse option and split your self :p
To deal with nuclear waste. If it to lizard doggo and run away.
with the new patch, max power possible produced (excluding geothermals) went up to 1,367,595.0
yay!
no change in max nuclear power tho
fyi these are the max possible items per minute in the new version:
Oh cool itβs nice to have these numbers
Might do some math to figure out other max production values
Has that been done before?
which item?
Just like endgame materials
206.6 SC/min
And different combos of them
or 935.6 HMF
Dayum you guys leave some math for the rest of us
or 188 TMs
Wack
what else do you consider endgame material?
250.7 RCUs/min
835.7 batteries
1560.9 ECRs
btw. greeny. I just imagined you were still running the belt-mk calc script still xD
ofc. But would've been funny if you let your pc running it just to find out that the formula might not work anymore due to the rebalance of belt speed^^
funny you say that. I am just now finding if there is another formula
probably not since only 2 belts have been changed
but well, could be another sort of function that
I don't say it's not possible
well we may assume that the increase is +90 +60 +90 +60 ...
but we don't have data for mk6+
My bet is 1.200 if mk6 stays the final ingame belt.
There is no descernable formula yet
What are batteries good for again?
powering vehicles
fuel for vehicles and playing football
I thought they were less effective than turbofuel? Did I hear wrong?
they provide half the amount of energy of turbofuel
I mean it depends how you calculate effectivity of a fuel source
your calculation is on net base, right?
I am just saying that 2 batteries will last the same amount of time as 1 turbofuel
or just mw total value of the battery?
For vehicles that's kind of the important stat soooo
last i checked mk6 was 900ipm
I didn't do any calculations regarding power needed to produce the item
@patent bough even with coal you can already have 3-4 km track and not run out of the fuel
and that's like 1/4th of battery energy
yeah @thick needle but, 1200 would make total sense since mk3 miners produce 1200i/s at 250% on pure
I don't have the numbers now, I did the math long ago. Should I do it again, so we know the result? π
I mean I use vehicles for personal exploration over long uncivilized distances so uhh
@patent bough at that point nothing prevents you from just filling the vehicle's inventory with fuel and use that
I mean I want room to bring back any goodies I find
the math is only relevant to automated trucks
@arctic nova im just saying that the last time they updated the code was still at 900, maybe next update they change it
well "fill"... you can put like 5 stacks and you should be totally fine
roger that
but I bet so. difference from mk4 to 5 is now 200, where 780-900 would only be 120 more
that's actually an interesting math to do
how efficient is belt speed compared to raw resource costs
let's do this! π
what is the item for mk5 belt? Alclad Aluminium Sheet?
yep
- Mk.4 450 to 480 items per minute
PERFECTIONIST REJOICE
I hate that change
most of my setups were ready for 900i/s. yet most likely it will go above. and I'm happy about it actually
i like it actually
i did the math for 450 IPM and with this change i can make use of the 451.2 IPM of the MK2 miner on 188% to compensate a bit for the splitter delay
splitters don't have delay
i had a weird situation where i had 450 caterium ore input (limited due to belt speed) and the last machine in my manifold didn't properly fill up. In fact even after prefilling all machines and having a buffer container before the manifold the last machine of the 10 didn't fill up
@wind spade Why do you hate the change to mk4? doesnt it make sense that its able to hold 2 240 lines from pure oil nodes? and not have to deal with the small amount that cant be put on?
@lone yoke I liked that it's not that straightforward and actually presents a challenge to a player
also I hate games that scale by the power of two π
I mean the challenge is still there
pfffft
it doesnt scale by 2 though
Given it still won't transport 480/min if you have splitters on it
theres no delay in spillters tho
@barren elm why not lol
Thought we discussed this the other day?
With that guy who started having a tantrum and left
Oh so the bug was about combining, I dunno, 2x 240 belts not saturating a 480?
If 240 belts existed
the bug was also mostly relevant only for machines that produced multiple outputs per cycle
it could not go to 480 before
tho mk3 are still 270
@rain flame Hey, if mk4 and going up to 480 and mk2 already at 120 why isnt the mk3 at 240? Would it make sense to change mk3 to that?
I got an idea. upgrading is less shitstorm than downgrading.
if you ruin ppls setups by downgrading, you will get a lot of hate.
while upgrading actually doesn't destroy entire setups besides from undersaturated belts
now we can start hoping the mk6 be 1200 item/min
but the most happy for me is I can fly farther with jetpack on Mk5!
I think I even asked for being able to attach a splitter to buildings in order to squeeze 1200 items out of a miner till to that point ppl only knew that max belt speed was (at that point) going to be 900.
belt upgrade is so much better tho π
stil lstange mk3 still 270
read what I mentioned under your last post
I guess 240 would make more sense, but changing it now would be very complicated
Maybe be, but people have to understand game is still in alpha
Like they not afraid to tweek recipes
the A-I got tweeked
@arctic nova haven't checked the doc yet
A.I limited got tweeked, had to get green to had a change button on his calc to show the correct version
or maybe it was the alt? still
they tweaked recipes using circuit boards, but in a way that they didn't break any setups
because every recipe producing CBs made 2x more and every recipe requiring them needed 2x more.
what do you mean @pulsar stratus
There is a doc inside each release
@pulsar stratus he is referring to the change of CBs from the first EXP build this month
from the patch notes, it seems they only changed the belts (I already updated that on my calc)
Same same :)
but if there was a hidden change to a recipe, would you let me know? I don't have access to the game right now
Yeah
I'll PM you when I get the file
Fiber still stuck at 160 meter of the house
is the file open or does it need to be mined?
usally I just relied on patch notes so far
I beleive it's just there in CommunityResources folder
if I would've to guess I say you live in germany @pulsar stratus ^^
it's a JSON file
basically a plaintext file
Docs.json, not sure about the full path
found it
480 and 660 are integer multiples of 60, we did it boys, my life's work is no more
dang, I thought germany was the one with the shitty internetz
Dang, gonna have to come up with a new example to describe mixed belt latency now.
@pulsar stratus thx, I don't even have item descriptions yet on my site π so nothing really important π
NOthing else triggered the parser, so you're good
btw. heard about that issue for the first time today. got a link where you describe the problem? @feral dew
so, to get back to the topic before - belt costs.
I made this beast of a table.
Each raw resource has two columns, the first one being raw cost to make 10 materials for the belt, the 2nd one is the raw cost, multiplied by resource ratio (the rarer the resource is, the higher the ratio, so it artifically increases the cost based on resource rarity). On the right side, you can see:
- IPM per raw resource - basically a ratio between total raw resources and IPM, the higher the number, the more efficient the belt is (so using less raw resources for 1 IPM)
- IPM per rarity index - the same thing as above, but instead counting the ratioed values, so reflecting the resource rarity in the calculations. Again, higher number = more efficient belt.
The calculations probably have no real impact on the way we build stuff right now, but hey, this is math and meta, right? π
niice the belts got changed
THere is some new slugs/artifacts and drop pods
ive been out while patch was released
was like a hour ago or so
what is your rarity index based of?
ive been out for 2 hours
doesn't fit the index I made atm
and i left my 5 heavy mod frames/ min factory on nice
@arctic nova total number of resources we can mine per minute from all nodes, respecting belt limitations
roger that @wind spade, the belt limit is the difference then
oil modifier included for half the amount too? ^^
so e.g. for iron ore:
[total amount of iron ore that can be mined per minute with mk5 belt] / [total amount of all resources that can be mined per minute with mk5 belt] * 10 (just so we don't get values smaller than 1)
@arctic nova no, only resources that are visible in the table
i am stuuupid ;=
guys does the exp game not work when stable comes out?
or does it work but is same as stable
cos i may delete stable for storage purposes
after the first experimental moved to stable they closed experimental
guess they will do that again
tomorrow is midsummer in sweden, as far I remember a nationwide holiday. maybe not the best time to bother now^^
ah
Trying to make a 750 Turbofuel p/m factory
ikea and satisfactory. swedes seem to like modularity
they make some good meatballs though
@arctic nova Let me think up a new example, with the different belt speeds
roger dat, but take your time, I'm not pushing!
Okay, say you have a 660 -> 120/660 split
The 120 belt takes 1/120 minutes before it can accept another item, just because of how splitters work
except, the input belt puts items in in ticks of 1/660 minutes
has raw qaurtz got a use besides crystals
I think I see where this leads to
The 120 belt is equal to 5.5 ticks of the input belt, but it can only accept items every integer tick, for obvious reasons
raw quartz can be used for silica
so, for 0.5 ticks of the input belt, the 120 belt is not accepting items, that causes a "latency" which decreases its throughput from the maximum value
so in the end the rest on the belt will have less then the 540 which you normally woulld assume, right?
The 120 belt would have a bit less than 120, everything else would go to the output 660 belt.
how about splitters with the same tickrate tho, that should work and don't slow it down, does it?
Alright, I calculated it.
The real split would be 660 -> 110/550
The splitters never slow down
ah roger. just the ration get's weird then?
When you've got things with integer tickrates, like for instance the 60 belt and the 120 belt, it generally works out very nicely
when it's not integer, it acts strange
but if you say, split 120, split another 120 lane further down to saturate and bring the rest back to the mainbelt, would this solve the issues?
I don't really care how anybody wants to go about fixing it. There's lots of ways, and I'm more interested in knowing that the 120 belt will actually have 110 on it after that split
good point. And also thanks for explaining that to me. I was totally unaware
Yet I can't remember using splitters with different belt speeds, luckily
Maybe I'll make some reddit post that will go completely ignored one day, just so I can copypasta it here
Thankfully. That isn't a problem for manifolds, by the way
roger
@feral dew I am still eager to put that stuff into SSS, if you are interested. May reach a bit bigger audience that way
Hi guys, just wondering how you dealt with the nuclear waste problem ? π
I will be using belt lifts to put it into a orbital storage that you woll never have to visit.
i wish we could stack manufacturers
it would make my 10 computer/min factory alot easier
well, technically you can make a second layer on new foundations above and leave some space to get the belts up
@wind spade With even more belt changes, now I definitely have to do a bunch of testing before anything is posted. So give me a while
You can place foundation perfectly above a manufactures so you can squeeze
!trigger alert! atm you can even place belts....kinda odd (and noooo this is the only short timed spaghetti on some of my construction!)
yeah
but im kinda short of concrete
you know what ill sort that our
out
k 60/ min
impure but itll do for now
greeny, why are there no vehicles listed on your app? I was trying to find out how many resources were needed for building some trucks and such. AuthorNet's calculator doesn't have them either.
@wild spade I don't have buildings nor equippment on my site. I never considered them worth adding.
I may add them later tho
gotcha
Hey guys, need some help with splitting things evenly here. I'm making 1680 screws a min, but I can only transport 450 a min. How can I split it?
Hey, do you know about manifolds?
---+---+---+---+---+
where + is a splitter
they are limited by belt throughput though, so you need either to build more of them (4 in your case) or merge another belt when the original one runs out.
I can give you more info if you are lost (I am not the best at describing stuff lol)
and one more advice from me - get rid of the screws, alternate recipes allow you to replace them with different resources, which are easier to transport
Is what you're describing this?
Oh, hm oof
I made it because it was pretty easy with the alternate recipe
2 iron ingot = 12 screws
that alternate doesn't really give you anything
most other alternates decrease the cost of the final material
and yes, I am describing the thing you have on the picture
Get hard drives, choose stitched plate as alternate for reinforced iron plate
if you are making reinforced iron plates, they are way better to be made from stitched iron plate alternate recipe
also, if you combine it with iron wire
then it's totally bonkers
it makes the total cost go almost to 50% of the original
uh, I don't think I have iron wire lol
well you can see that even without it, the total cost gets down from 12.0 to 7.3
sure, you need a little more copper, but you can replace that with iron wire, when you get that
Stitched Iron Plate is one of the best alternate recipes in the game, because you need reinforced plates for a lot of stuff, so if you save on them, you save on almost everything
What's Iron wire exactly? I have never seen that in-game
Is it because my save is really old?
2 Iron Ingots -> 9 Wire (alternate recipe)
it makes normal wire, it's just called iron wire
Oh, I don't think I have that
the same as Stitched Iron Plate makes Reinforced Iron Plate
it's just the name of alternate recipe
Alright, I will try to get that recipe
I was actually going to go for a copper node lol
yeah, but if you have Stitiched plate, it's good to use it even if you don't have the Iron Wire
Recipes that require Wire should require more if it's Iron Wire
well it's not exactly Iron Wire. It's still wire, they just named the alternate recipe like that
Yeah, that's super cool
it's also like 33% saving, since you need 3 Copper Ingot to make 9 Wire, but only 2 Iron Ingot to make 9 Wire
Am I going to use screws in the future at all?
you don't have to. Every recipe that has screws can be replaced with alternate recipe
Alright
iron wire is a real thing, just causes house fires because it's a bad conductor compared to copper
I wrote a nice article about it. https://www.reddit.com/r/SatisfactoryGame/comments/bzcqid/satisfactory_saturday_spam_4_screw_screws/ (it contains a bit of math, but should be good read for you)
you can still use screws, it's your choice. But it's generally better to avoid them to save the headache from dealing with them
65 votes and 33 comments so far on Reddit
@wild spade sure, but ingame it makes the copper wire, so... π
I mean you can mix iron and copper ore and get pure iron ingots, so I wouldn't really question that π
dont question Ficsit technology
don't question game logic
I mean... as a blacksmith, I can tell you that going from smelter to ingot to constructor is wrong π You need a forge to make an ingot into anything useful
the constructor is pretty big, so who knows what is inside π
cold fusion. They just craft every atom needed. Why we don't use that to make every material out of stone? only ficsit knows...
@wild spade cold forming is a thing, this is just... a bit extreme I guess
coald forming and cold fusion is a big difference tho π
@feral dew Sure but you can't cold form a solid 12"x12" ingot into anything π
@wild spade but Ficsit can :3
well at least is saves you the time it takes to close π€
lol
why did they settle on 780 for mk 5 belt speeds?
why not
i mean, is there no mathematical rhyme or reason to the speed increases?\
does it have to be there? I mean it would be kinda boring game, if the speed was increasing in a normal way, there would be no logistical issues to solve
120 240 360 480 600 780 etc
I personally liked even the mk4 450ipm before update
well, it seems to be mk 2 is 2x, mk 3 is 4.5x, mk 4 is 8x, mk 5 is 13x
I liked 450, but a lot of people can find anything to complain about, and then support their complaining with half valid trash logic.
@wild spade yes, FICSIT can
They have a magic gun that can make structures from materials in your pocket dimension, you think they can't cold form 12x12 ingots?
480 just bc of mk3 miner on pure at 100% i'd assume
but its annoying, cause i, like lots of people, made 450/min of a lot of resources
30 ppm more isn't hard to account for
in fact, you should be happy about that, you can merge to 450 ppm now with quickwire!
It means I'll have to adjust a bunch of the earlier parts of my factory... So that's fun but it'll be okay, just a couple hours of editing
meth-and-mata
I'm bad at math In games like these so can someone do some for me please? I nave 3 iron pure nodes with mk2s on them all over clocked to the max. How many smelters do I need to eat all the ore? Power and amount and storage are not issues
60, assuming you have mk5 belts.
Yea we are maxed out on the tech
oh geez, is that how high the number has gotten.
I'm looking forward to smelter Mk2's
Right?! That would be nice
well it's 20 per node (600/30); Crafted, if y'all are maxed out on tech, you also have mk3 miners, with which you could actually feed 26 smelters each node for a total of 78
at some point we'll get them
Wait there are mk3s?
yeah at t7, tho they take turbomotors which are a bit of a heavy investment
oh! We don't play on experimental
oh snap oop
in that case you're looking at 45 smelters total, with the miners set to 188% OC due to 450/m limit on mk4 belts
Ok. Yea we did the math to about 38 and we split the belts into 6 not 3 right away
Thanks so much for the quick maths guys
there are also some nice calculators that can do the math for you π
See pinned. (no advertising allowed)
nobody is advertising anything
advertising, that's illegal?
π
what
what what?
how many meters is a 25 cost belt
25 meters
how many... what?
If you are asking how much costs 25m belt, then 13 of whatever resoruce is needed for that belt
so a 25 cost belt is 50 meters then?
y
ok i was trying tofigure out how many mats it would take to make an 800meter belt, so 400
Does anyone know if they plan on including prioritization in the splitters at some point?
At the moment I don't know how to balance a belt without making 50 splitter setups on a stackable belt design that won't get the job done right
If you want to do equal splitting in this channel, i suppose you went in the wrong place... majority of us do bus-splitting here.
But if you only need priority splitting, i suggest you go by truck stations
Chain. Splitting.
bus-splitting is such a gross way of putting it
line splitter, manifold, even overflow method, though that one's ugly.
@feral dew you still never explained Manifold to me..... even though we kinda talked about it yesterday i think? ( i think that was you )
Manifolds are lines of splitters used to efficiently get a high volume of resources to many machines which require very few
for instance, a 480 belt can supply 17 rod constructors
So, a single line with 17 splitters on it is more space efficient than a 1 x 17 balancer
verry interesting
If you're one of the people who worry that the later machines won't get enough items, since a line of splitters will have throughput reduced by one half on each splitter
once the first machine saturates, it can only accept as many items per minute as it can consume
so, the remaining throughput goes through to the next splitters, until everything is saturated except the last or last 2 machines
so if thats the case. i should be able to run a lot more smelters than i am curranty. ( im trying to be efficient ) lol
Yeah. As long as the input is equal to the machine requirements, a manifold will always work regardless of mixed splitting problems, or anything else you can think of.
Saturation time isn't actually an issue, even though a lot of people say it is, but we can calculate that too.
The equation's obscene, and really hard to calculate, but thankfully greeny has a calculator that can do that too.
Maybe not 17 rod constructors, maybe 32.
With mk5 belts but only mk1 factories on hand, it can become quite big.
But kinda lame if m2 machines only boost 25%
don't know where that 25% boost came from
Guys, what can I do with all this extra iron lying around? Sometimes I get to a node cluster and I only want copper, quartz, etc. but there are like 3 more iron nodes sitting there.
MK2 machines? Just get creative. What would be cooler is if you had an over locker that didn't decrease power efficiency. Maybe a heatsinks... :D so when the match would add up you would get 250% power for 250% production increases.
No. What I really want is a massive smelter MK2, 5 foundations high, that has multiple inputs and outputs.
@stark lichen get iron wire. Solved your problem
well, I think if the base recipes for items that used screws were better, it would help too π
bring back screws!
Gotta get some help. I need to split off 30 from and input of 150. Anyone have a plan for this?
manifold?
?
I just thought of an easier eay
Overclock one by 50% instead of 2 by 25%
Done
what
Just forget about it
Just for future reference: if you need 30 items/m you can split off using an MK1 conveyor (60 items/m) then split into 2 and merge one belt back
Well, it works if the main belt carries 120 items/m or more
it won't work if the main belt carries any number that cannot be divided by 60
e.g. if you split from mk3 belt
@feral dew did a research on this, I'll copy his answer on similar case (splitting 120 items through mk2 from mk5 belt - 660 ipm - it was before the patch)
Copied answer:
Okay, say you have a 660 -> 120/660 split
The 120 belt takes 1/120 minutes before it can accept another item, just because of how splitters work
except, the input belt puts items in in ticks of 1/660 minutes
The 120 belt is equal to 5.5 ticks of the input belt, but it can only accept items every integer tick, for obvious reasons
so, for 0.5 ticks of the input belt, the 120 belt is not accepting items, that causes a "latency" which decreases its throughput from the maximum value
The 120 belt would have a bit less than 120, everything else would go to the output 660 belt.
how much less than 120 would you get?
Ah, ty
when splitting from a 240/480 belt, it would get 120 right?
we don't have a 240 belt, but assuming we did, then yes
ow oops
if the higher number can be divided by lower number, then it works
ok
and mind that we are talking about belt speeds, not the real items per minute
if you had 240 items per minute on a mk5 belt and split using mk2, then you could again get less than 120 ipm
so as a conclusion, you should never mix different belt speeds on a splitter, if you expect to have saturated belts on the slower speed belts
Is there a way to mitigate that? Ie. Repeatedly merging into the lower belt or buffering with storage?
if you for some reason really need exact split, then it's better to use balancers to get the exact split you need (but use the same mk of belts for every part)
but since 95% of people that come here and ask about perfect splits don't know about manifolds and those solve their issue (how to split a belt of items to X machines), I don't really suggest balancers to anyone
(I don't need exact splits anywhere, manifolds and pipings excess through to next factory module is good enough)
yeah, sure. Just saying that, since your first comment was about getting a 30 ipm split from a belt
Ok, at least you get the job done.
That was in response of someone wanting 30 from 150
Yeah,
oh. I was reading through the text there, but apparently I missed that
If someone asked ''how to split X from Y'' i think we should paste a pinned message which links to manifold. Perhaps someone can pin it?
Often you don't even need to split
hm, maybe a Reddit post with Manifold tutorial would do the trick
Ie. Factory segment x needs 30 items/m and is more important than factory segment y. Just pipe everything into X and let the excess go to y
Anyway, has anyone tested how steep train tracks can be, how fast trains accelerate and what their top speed is?
"what can i do with all this extra" -- mark it with a color-coded beacon and a label indicating purity/count so you know where to go when you find a use for it.
has anybody tested....trains? last i checked they hadnt added them.
I don't think we are allowed to discuss unreleased features tho π€
specifically not allowed to mod the game to access unreleased features
We do not allow unlocking content that has not been released and thus, discussion of unreleased content/unlocking unreleased content is strictly not allowed.
^ from #rules
we could speculate on railroad tracks based on conveyor belt behavior (since conveyor belts have a glitch in experimental that calls them Railroad Tracks when you can't build them, hinting at shared code), but meh, it might change/diverge
I guess I'll need to do testing once trains are in the early access
still, I would restrain from discussing the trains. I mean, mods have been pretty open to this, but still. I don't want to push my luck
can you put nuclear fuel rods in vehicles?
do they produce nuclear waste?
Haven't tried. Picking up nuclear fuel rods is dangerous. (Burns through hazmat filters, or health, relatively rapidly)
The inside of vehicles is still 100% radiation proof for now.
(but somehow doesn't protect from poison gas)
By the inside I mean the passenger seat. They still emit radiation from radioactive cargo to the outside
Fun fact: 2 of the alternate recipes require hand-delivering 100 uranium to the hub.
If vehicles didn't protect me from radiation this would be a lot harder
you could make a conveyor line and put exactly 100 in on one side and let it go and pick it up at the other side. then delete belts
Yeah, sure, you could also relocate your hub to much closer and YOLO it with hazmat filters
true
As it is it's a bad idea to try without hazmat filters even for the short hops in and out of the car.
dunno if this has been noted anywhere. The green lines that show up possible connections now also correlate with the angle of the future CB, so they are only shown if the distance between splitter/belt and is at the minimum possible
second picture shows what happens when the assembler is too close in this example. no green lines shown. The picture above shows the lines, when the angle of the CB is okay to connect them. Great QOL improvement imho
Made some progress on the new sorting layout for the production planner π
@arctic nova thank you for pointing that out ^^ really helpful and i didn't notice that yet
same
The easy way for turbomotors
btw if anyone is having problems to read the stuff on the papers then just open the image in your browser by clicking open original
and then clicking once in a spot to zoom in
glad someone else moved the hub for the uranium alts.
yeah turbo motors are new pinnacle of part difficulty atm, fuel rods are a pain but not as complex, previously it was super computers and HMF.
hey guys ive got 2 pure oil nodes what should i use them for
i already got fuel
what ratio should i make plastic or rubber by?
that depends a lot on the blueprints that you will use
currently I do need more rubber then platic, but the reason for that is actually using a lot of alternate blueprints
I think if I'd not use them I would end up needing more plastic than rubber
My 1 to 10 splitter, do you have a more efficient one (compact) ?
ive been bottle necking my heavy mod frame factory
i didnt connect an assembler up
There is no need to make even splits in this game @heady magnet Just make sure, that your input is at least the same as what is needed or even a bit more. Then all you have to do is build manifolds like this:
+--+--+--+--+--+--+
- is a merger/splitter and - is the belt
@heady magnet you will notice this channel will try to behead you if you use even splitters
are manifolds always gonna work in this game? they seem a little cheaty but i could cut down so many belts
trust me i know
but the fact is that i need to split it in 10 'cause i have the exact amount/min to feed 10 nuclear reactors
again do what you want my man
but you can just use a manifold system to do the same with less hassle
exactly^
but these guys will just tell you to use manifold
i mean i havnt set a manifold system up yet, i like the look of a billion belts but im thinking my game will start struggling soon hahaha
It will haha. That's why this is even one more pro argument to use manifolds
@heady magnet manifold works with exact inputs the same way as a balancer would
yeah ? i didn't know, first time i use this kind of "advanced splitter"
If you have the required amount of items, it will balance itself out
ok, fine thx
you just use normal splitters right? and just split off at each constructor or whatever and carry on to the next splitter at the next machine etc? Ill probs convert my iron plant in a sec
sweet
I have 8 belts going into 16 constructors, hows best to merge them into a manifold setup ?
What belt mk and what item?
Also the whole "manifolds are better" thing, it's like, not worth tearing down existing setups for manifolds unless you want to save space
yeah i wanna save space, i didnt add storage boxes for a buffer to take items out of and i dont wanna rebuild by floors
but im running 8 iron ingot belts that are being produced at 30/m into 16 constructors that are doing 8 rods 8 plates at 15/m so just using mk1 belts atm
@daring imp split each belt in two?
That's what I have currently but it's a lot of belts since I have that setup repeated a few time so wanted to merge them for a manifold set up
To save space
Can you send a screenshot of your setup?
@heady magnet That's a really wonderful balancer, except that it doesn't work
you're trying to push more than 100% of a belt's capacity through that initial merger
in other words, yeah, it'll balance out, but it'll be less than the input that you're putting in it
i think it can work because i have only 2 item/min so ...
@wind spade This is the belt setup i wanna minimise with a manifold
what is your belt limit?
those look like mk2s
Even if your belt limit is mk2
Oh, so that's 30 ppm
Each of those is 30/m from smelter
How's best to merge into 4, just two mergers into one ?
Even if you can't supply all your machines with 1 line, you can inject manifolds with more parts, so you can merge the other lines into the manifold after the eighth machine
Yeah.
or manifold merging
What is that ? Sorry noob to factory games hahah
the same way you would do the manifold split
you do the merge
--+--+--+--+--+--+--+
ah gotcha ty ty
No reason to not manifold split everywhere when splitting anyway
so here's a silly idea: stack N industrial storage on top of each other in alternating directions. Connect bottom storage unit to an input source of some sort- connect each successive layer's input AND output to the units above and below it via vertical conveyors. Observe and/or predict/calculate distribution of materials over time depending on total percentage of capacity used.
mostly i was thinking "how do i have a stack of storage units with input at the bottom that i never have to climb to get as much as i want out of without waiting for a refill?"
i think input would tend towards the bottom until saturated. but my brain is fried from a week of mental labor at work.
(i can reliably say the top unit would never retain any material until the unit below it was at least temporarily full)
@patent bough just do it
yoou gonna need storage containers, a lot of them, columns of belt raisers, and vertical belts
@patent bough ISC are totally random related to outputting to one or another output
as well as consuming from inputs
they seem to have priority of some sort, but this priority changes from time to time (randomly, e.g. on autosave or lag)
Man was that belt balancing patch welcome
Not for people that favored balancers π€‘
@wind spade is it intended, that when you save a picture of the visualizer, that it's always in dark mode?It's actually not exactly as in dark mode but like a variation of it
this makes it very hard to read, as the Item/min is black
it has transparent background
But even on dark mode, the item/per minute will stay black
And yeah, just realized the transparency when uploading it here
but when saving it as a picture
yeah I just did it
It stays black for me the heck
sometimes you need to switch to a different view and back for it to refresh
let me try again, maybe I just confused something
Ah okay, trying that
Alrighty, that worked, thanks for the help!
So the alt radio control unit doesn't really seem worth it π€
huh?
Oh I thought you meant normal lol
Misread, I was so confused. I'm thinking, but you need that...
Yeah, you need quartz for the quantum computers, and you need quartz for the RCU
- one of the alts for computers
Lol
But yeah, like. A super computer instead of some rubber and a oscillator and a normal PC... Feels like it's kinda not worth making such a large production line which costs more just to produce slightly faster
Well when I eventually get it set up I should be producing 50 SCs p/m... with nothing to do with them. Using the oscillator alt for them so I would just use a computer for the thing
But Idk where to get the quartz for that from... would have to grab one of the desert nodes lol
Yeah I'm using that alt for the PC's too
It's hard to tell, it kind of compressed the recipe into a supercomputer
Just feels like a waste to have them used when it doesn't reduce the cost at all. Increases it a fair bit
It's one of those things where we have nothing to use SCs with so you may as well use the alt if you're using all your stuff for that
That's kinda the only real point
But the alt also is 1:1 on the turbo motor alt
That is a nice point indeed
But I'm making extra anyway so I can store some ready for MK2 production
You probably just need two manufactures of RCUs and 1 of Turbo Motors since you don't need Motors for anything but structures rn
That's exactly what I have
Already set it up with the alt, then decided to double check the input math and realised it was a fair bit more expensive
Yeah it is. The only thing really is removing the extra step of turning the crystals into the oscillators but tapping into the already made Supercomputer line. I guess it's based off of what you have at ready
Well since I was making a factory from scratch it was different for me
But that is fair
Wish I had an AI limiter alt and a super computer alt
Idk for me the alt seems pretty good
@worthy mist @shrewd topaz with other alts it can save over 50% raw resources
It saves a lot of oil for a little bit of quartz
Or for caterium
is there any pretty layout for foundries that does not require putting one side half foundation off? :/ grid would be prettier if it was symmetrical
you can get more inventory spaces from hard drives
49 atm
my inventory has a size of 65 
and I know you can edit save game, but this save on my side is not edited
okay interesting, considering I have unlocked everything and it's only 49
you cannot edit inventory slots anymore
ah good to know. I just saw that in an earlier version, where I edited one save for some sort of creative mode for planning on setups
I'm currently a little bit away from my base in order to check my milestones for how I ended up at 65
will have a look later
and btw, since we had discussions about belt speed increasement, just made this mini sheet here:
I have a similar a bit bigger sheet
π
som1 mentioned that 240 as mk3 would make more sence, but actually 270 is just fine with the given pattern
yet 240 would make more sence for the connection to the miners ofc
it's
2x 30 = 60
4x 30 = 120
9x 30 = 270
16x 30 = 480
26 x 30 = 780
the 270 is the only one that actually makes sense with the 1:3 splitters :p
didn't thought of that, but great point. Yeah I was just remembering that som1 came up with the idea and didn't get why 240.
btw. greeny, can't wait to see the index once you unlock it to max. yielded resources and not max. transportable res. at the current game version ^^
@fierce ruin
and obviously I just forgot about the upgrades related to HDs
@wind spade I'm using only alts, but it seemed like it was using more resources across the board. Maybe I'm looking at it wrong
there are some alternates that should be avoided
good example is plastic alternate
more basic resources, and at the same time also more complex which means more machines/more energy
plastic alternate is the classical lose-lose example π
I know
I was talking about the radio control unit alt
Not sure if it's more efficient, doesn't seem it
It is convenient if you already have a quartz computer factory that further produces supercomputers. You just import heat sinks. .
just compare the basic resources for the blueprint. how ever, if there are some products in the making, all the green bp's were used in the calculations, the red were not used
basic resources in this table is per 100
However, we have no AI Limiter alt or Supercomputer alt yet. The HSC alt makes the process even more quartz heavy, also.
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Costs for 1 RCU
Best variant is including RCU alt, but there are few good without RCU alt
I'll need to check on my PC
I'm kinda surprised we didn't get AI limiter alt and SC alt this patch, since it's obviously put into the tree now so people who aren't accidentally finding it to scan are able to get it through the progression
limiters are not that expensive imho
They might require S.A.M ore
like from raw materials that you need in the best case limiters are still cheaper than high speed connectors with the cheapest recipe
Or whatever it is we will use in hadron colliders
Limiter is heavy on caterium, so i would expect the alts to use wire and perhaps crystals.
Supercomputers alts would be interesting.. i hope it would involves some sort of complex yet cheaper alternatives
Too many things ask for crystals. All aboard the quartz express.
i just found out how good iron wire is
12.5 more wire for a cheaper price
wait
22.5
considering that copper ingots are way rarer it's almost 4 times as good in comparison.
And you can just focus on mass iron production sites π
im making a site right now thats gonna make 1620 wire/min
how im gonna store it idk
Or you could just not
without mk5 belts i can only put it onto 8 mk3 belts
Shipping intermediate products just sounds like a nightmare
π
since most productions of various items will need plenty of wire I usually just transport the iron ingots and make the wire were it's needed.
i need to restock my wire supplys
i destroyed the old production a while back
and ive almost used all the stock i built up
just make one machine with one container for wire, that is usually more then enough for the Power poles. Everything else of the wire just produced were it's needed.
and ofc your cable producing machines should also use the alternate recipe for wire as well π
yeah
i had little containers for wire and cable back when i had my unoptimised low production factory and i didnt set up copper production after i took the factory down
and i used all the stuff
then thank god (or ficsit) that iron seems to be more common than even o2 on this damned planet π
aaaaand its working
all the wire is loading into some containers
and its got storage for overflow
π
How many heavy modular frames would I need to have to be set for a while
dunno what you're aiming for, but I run 1 manufacturer (I think it used the alternate blueprint) running at 100%
i think he meant in storage
then it's a tricky question. they are used on so many different ways, no idea actually
i'd say 5 industrial storages
You would need at least 1 container full of HMF before going to tier 7, so automate as early as possible.
Motor would be much easier. The problem is computer
rather than stockpiling, automate to a level where you don't have to worry about storage anymore Β―_(γ)_/Β―
have a industrial storage full next to space elevator by end of the week to drop off 1K, other than that having a supply of 1-2 manufactorers should be enough as long until you are building 40+ fuel generators / refineries / manufactorers in 10 minutes.
when planing and building such big or bigger complexes even 1 manu is more than enough. currently run 84 fuel generators, 1 container that was the only storage connected to my manu never went empty while building.
I would suggest kick start a simple chain in spaghetti to automate a minimal item, then do something else important, then come back later and manifold it.
Computers, HMFs etc
something else important can be looking for hard drives, jet packs help that immensely but you need to have the basics already down first.
Or setting up fuel powers
anything really
Those side quest took a lot of time
fml wrong picture
"exclamation mark over lizard doggo to save his family from 5 elite stingers"
How many HMF per min? @arctic nova
input some ingots and concrete, nothing overclocked, puts out the manu with HMFs at 100%. can give some more detail to this build if wanted.
1!
"Deliver 200 Flower Petals to ADA to convince her to integrate with you"
1! Manufacturer?
@glacial hemlock no idea atm, I think it runs the alternate blueprint, and the manu runs as mentioned on 100%
would need to go back to check
anyone want to take a gander as to what SAM ore and mercer spheres / red s's will be for?
nice solar panels lmao
If it's collect 50 of each for teleporter blueprints, I'm fine with that
I also made 1, and regret when i try to unlock tier 7 and decided to let it run overnight. Should have at least 3 Manufacturers
looking back, I should have had way more encased ind beams being made before aluminum came out.
just checked the calc, this should be 2.8 hmf's/min
I have 9 assemblers making crystal computers and they fill the container swiftly.
do they run at 100% efficiency?
Yes
yeah, had 10 going as well, and they fit nicely into radio control units, sad thing is that they took the base cryt osc so I had to stand by half them.
I choose that number because of mk4 bottleneck
my overall idea behind my constructions is planning on one final product, setting everything up, connecting 1 storage and then I usually start planning the next complex. In the time I plan and build the next one the storage of the last project is usually full
sounds about right. the maps help alot with planning what resources to incorprate, floor plan still takes some planning
Something like starting with iron plates, then eventually move up to HMF?
The truth is you need to expand the previous project if you noticed the next project is not running at 100%
that works until you realize you don't have enough concrete from the one poor node you were relying on for the last hour.
Again it would lead back to greeny's calculator. Start with calculator then divide your projects.
yeah. Only thing that I produce excessive is things that land on the mainbus. Idea is to set up everything so that the mainbus can run every part (currently iron ingots, copper ingots, caterium ingots, concrete, plastic, rubber and soonTM alu ingots). I kinda aim each belt to have the max capacity, with already getting the facilities that feed the mainbus to be able to run 1.200/min (currently upgrading from previously 900). And those basic materials are then used on the main level to just build everything that is needed at the best possible efficiency, also I kinda care to make it as compact as I can.
Yeah, before greenys calc I did everything in excel, now thanks to greeny the planing process is way quicker π
The truth is you need to expand the previous project if you noticed the next project is not running at 100%
That's where the mainbus comes into play, as long as this thing is filled up there is nothing to worry about.
The Factory must grow
jeez, I hope we can weaponize the nuclear waste for some mini-nukes in order to deal with the gas rocks
ive almost built my 10 computer a min factory
just need to find somewhere to put these dam constructors
takes a bit more high speed network cards for the super computer, but comp were main issue.
i wish the nobelisks blew up gas rocks
theres just the big gas rock boi near my base
you're gonna need a bigger boom for that
2 nobelisks
when you dont want to run out of spots to connect to the main grid
forgive me boys
dont worry i seperate them at the end lol
Where do I even start...?
@unborn parrot it gon git fucked
π€ π
I have 1440 iron ingots being produced how much of it should got to iron plates and rods
Enough
Maybe 60 to plates and 30 to rods
The rest to other factories to produce intermediates
some might be used in steel as well
later on steel will have a bigger role over iron stuff, really depends on how far you have progressed allready
there is a alternate recipe for steel ingots, which uses iron ingots and coal
which is better than the normal one
how much better
3 iron ore and 3 coal make 2 steel ingots in the normal blueprint. The alternate makes 6 steel ingots out of 3 iron ingots and 6 coal
thanks
and easier comparable:
for 100 steal ingots you will need the following:
normal BP: 150 iron ore 150 coal
alternate BP: 50 iron ore 100 coal.
Why not just give him the ipm numbers
lazyness? I would have to look that up, the other numbers were just in my already open up sheet^^
this is my iron production
Fair enough, I'm on mobile so I was hoping someone would
im redoing my base
solid π
I am currently doing something pretty similar tbf, just with 1200 alumium ingots instead π
your on experimental right
ye
my 10 computer/min factory is done
is there any why to change my world to experimental
space elavator is almost full for tier 7
save games from normal load in experimental as well, yet due to bugs I won't recommend that just now
and ofc you need the experimental client from epic games store
its stable till you get into tier 7
for me atleast
but thats gonna change soon
cos ive got like 10 minutes till the space elavator is done
well i'm not at tier 7 I still have a ways to go
Awesome now put it away
no idea if more stable or not. Currently the save game have loading errors and you can mostly bypass that only by uploading the save to a specific site and let the site repair it.
then just stay on the stable version @maiden cave
No Need to show off, 'average' is also fine @unborn parrot
Nuclear Power!
Iron rods and plates and lots of them and I mean lots of them
like 30% to plates and the other 70% to rods
soonβ’
how do you get that image
https://ficsit-felix.firebaseapp.com/ can produce a 3d-model of your savegame^^
FeliX is a save file visualizer for the game Satisfactory.
That feels like something that's pin worthy...
can mods pin stuff
most likely
yeah
uwu whats this
check the pin and navigate to it, there you see that Rekalty pinned it
the reason for the loading errors on experimental. that can fix that. That's also how I did find this handy tool
what do you think guys
I cant find my save files where would they be
it's a hidden folder under %localappdata% factorygame
Looking good but Spaghet
looks like a cool village @unborn parrot
I like everything to be as straight and clean as possible so I am just fussy
same for me, expect for those belt-highways that most ppl tend to build high up in the air. I am no big fan of those.
no, that's cool. Looks like mine
your finally there
so much wasted space in between π
For input output belts and walkways between the lines of machines
I should have enough room to even drive around
it takes me in blade runners 2 minutes to get from that side to the Entrance
nah It's looking nice and clean. I am just a compact-size fetishist
it is compact for what it is tbh all machines are next to each other where possible
and I have enough space at the very end for a mall storage
900 concrete (potentially with upgrading belts to 900/above) The space between the front 5 assemblers and the back 40 assemblers was due to a needed 2-2 balancer between
who wants to see my main hub
yep
I am down
each level is around 3000 concrete for my base which takes about 4 hours to lay down, i have 3 more levels to build
I cannot wait for the bug fix to the save issue so I can continue my base
you're currently at work, aren't you?
6 storage containers each with iron rods,plates steel beams,pipes hmf, pcs, mod frames, screws and concrete
have you tryed this site for fixing your save file? worked for me great so far.
yeah, but I don't want to do it each time I play so I am just waiting for now
garage with storage crates to load and unload
That's looking pretty awesome
and conveyors which get pumped right into the space elavator
I love your use of the lifts
thanks
I really do like the hub-design at all also great idea with the automated loader/unloader for personal vehicles
if i ever redo it ill ad more containers for stuff like motors, encased beams, quickwire and maybe the hub
I am toying with an input method from my trains atm into the factory
who wants to guess whats in here
bananas Nuclear?
computers
good guess
this was my old base
its heavy mod frames
Looks good
I just remembered how much effort you spend into computers the last days, just counting 1 and 1^^
fml
Yeah I planned on those
2.8 hmf/min^^
nice and compact
same resources only, rest is energy waste
im gonna start prepping for my terawatt plant
oh boy im gonna be in for some fun lol
40 mk3 miners
200 computers
That's right your the 1TW person, sounds like fun
200 turbo motors
120 miners
wait
nvm i got it right
160 heavy mod frames
aaand 800 pipes
Iron ingot production for new base
nice
iron/min?
wait
dino hide the image
your using even splitters
math and meta will try to kill you lol
what's even splitters
it doesnt matter
what even it splitters, or what's even splitters?
i was joking about the fact this channel tries to kill you for using even splitters
it works though
gtg eat lunch
that 1.200 alu ingot setup is quite awesome. In theory this will start producing that amount only once the belts for 1200 arrive.
and it takes kinda odd numbers that need to be distributed quiet evenly. But I'm pretty confident I solved the issue
that's for the needed stuff
π€
so basically bottom layer where the silica get's produced there are 2 belts of quartz, 1 with 1200, 1 with 400, that get balanced before entering to be 800 both. that and the lime feeds all of the bottom 54 assemblers (all run at 99%). the first lane of quartz is feeding the first 27 machines, the second ofc the rest. Then I do have 6 lanes silica, that are transported to the top level.
there it's where the magic happens.
I only want to produce 10 p/m of each item
im going to sort aliminium out tommorrow
1 lane of bauxite and silica distribute their stuff to the first 6 machines, but the lanes have a rest, that then get's merged into the next 2 lanes, which will feed the next 7 machines and that again happens, excess material get's merged onto the last 2 lanes and they distribute to the last 7 machines to leave no rest. that thing on both sides.
i dont know if ill need the silica for stuff
I usually don't have crazy amounts, but for the mainbus I wanna have 1.200 of each basic ingots
- concrete/rubber/plastic
once i officially begin building the terrawatt plant ill put it on looking for group
im gonna prep stuff
now
for the tw factory?
you will need the alternate
i need 200 for miners
grab all ats as soon as you can, you should have at least 10 HDDs spare for each new content update
ive got a sheet with it what i need for the plant right now
I highly recommend you to build the plant as final part
the planning of the nuclear fuel rod is absolutely nuts
who made dis? I'm kinda surprised, is exactly using the same alternates that I would use^^
nice π
Calc
yeah, best tool
And ppl recommending alt recipes to cut down raw mats
fit's exactly the results from my BP-Comparison chart^^
so if you ran 2 reactors every 5 minutes they will produce 50 waste, one stack can hold 500. Industrial storage has 48 slots that means it can hold 24000 units of waste. the question is how long will it take to fill up?
is this a math puzzle for us or are you too lazy to calculate it? π
also keep in mind it will only produce this amount of waste if the plants are running at constant 100% capacity
so it should take 40 hours to fill it up?
100% is pretty easy to do with power plants
I mean the energy that is taken by your factory
the burn time of your plant is reduced by the percentage of energy actually being used.
for example when you produce 100 MW and only need 10 MW, then your powerplant will burn at the fuel at a rate of 10% of the shown burn time
oooh
I'm not entirely sure if this also applis for nuclear tho. In factorio they handled it the way that nuclear would burn always at the full rate
But I am not sure if the actual system behind the fuel in this game is actually prepared for this deep problem. So my bet would be it is like all the other fuel and coal-burners in the game and will burn the nuclear fuel rods at the reduced rate of the needed MW
well i observed that no matter how long it takes to burn the rod it always gives 25 waste product
that is true
but i didnt know that power plants slow down in satisfactory
but does it take 5 min to use it or longer?
yeah it's really handy
how many mw are you making to usage?
about 2600-2800
since you have a running setup, can you actually measure the time? I would highly appreciate a fact for nuclear fuel burn time in this game π
and like give me a screen of the connected network graph
if not the burn slow down.. at 100% efficiency it takes 5 minutes
sadly i cant measure it right now
not on the pc?
I will be using about half of my power output so I should get 10 minutes a rod
but anyways, later would be good as well
nope its 11:28 pm in my country right now
just wanna know if they handle nuclear burn like in factorio to be seperated from the normal burn rate
yeah, no worries^^
should not matter. Only need to know how long it takes to process one rod and how much energy is taken by your factory in comparison to the produced energy
π
Thank you allready in advance π
i think it would be nice if the game would already measure average power usage
btw. at least in factorio it was handled this way. coal power could be adjusted to needed power, so basically you just throttle the burning like you could throttle a turbine in real life. That is kinda tricky in nuclear tho, since nuclear power plants need to run at a specific min output. So that's why they had the nuclear power in factorio allways burning the materials at 100% rate. That's like a really neat detail of this game
yeah, I agree, the actual power usage graph is a little bit useless, I do agree
how much better is the alternate iron ingot recipe compared to the regular.
3 instead of 1 p/m but you add a new machine to the mix
It's way better
Considering 99% of your copper goes into caterium, you left with about only 500 copper allowed to be mixed with iron
The value of iron alloy is up to you....
when you have an conveyor spiltter in 6 diffrent spots, and then a merger, how many is going down that conveyor per min (with everything on the lowest level (cause i haven't upgraded yet))
@maiden cave
You get 3 iron out of 1 iron + 1 copper, and copper isn't used for much as you likely have iron wire. So you can use this to greatly extend your iron limits.
Problem is, smelters use 8 MJ to make a iron ingot, but foundaries use 21 MJ to make one with the alternate. That's expensive, and personally not worth. If you have an extensive power setup then maybe, or if you're underclocking then sure. But often just overclocking your iron is a better solution
@dim thicket Thanks
The power really isn't a problem
If you're late game and can summon a ton of power, then yeah you can overlook it. If not, keep in mind you're paying nearly triple for every ingot made this way.
Generally you'd have coal power by the time you're using that alt
It produces way more for less
There is so much iron around the map. More than we will ever use.
That alt should be a copper extender instead!
Indeed. If you need more iron, you're working more efficiently by finding another source and using it. This alt is useless only for not belting in a new source
I used it early when I was still setting up steel production. There was only 1 pure iron and 1 normal copper near the 4 coal nodes. I could have fetched 3 nearby normal iron but...I didn't.
Actually there is a location in the western dune forest where it could be used, too. There are 4 normal coal nodes with a pure iron and pure copper nearby.
Lol yeah I did the same. Thing is, I underclocked the foundaries so hard they took no power
I understand many won't do the same
Copper is not too hard to find, though. And it's not like we have to tap every node on the map to complete the game.
Ultimately this is the one and only lazy alt. If you use it, you need to consider your power consumption. It is useable, but it's not the best solution.
One of the worst alts imo. Could use a buff.
The only buff you could give it would be to improve the base recipes that use screws and wire, I'd imagine.
Foundries are only 16MWH
And you are using one third the iron to produce 3 times as more
And you are using copper
I find it funny how some recipes alts are kinda redundant, like alt reinforced plates (screws) and alt circuit boards (rubber and wire). The base recipes should be that efficient IMO.
Which is a total of 30 resources, 15 less overall when producing 45 ingots per minute
So the alt is actually good
16MW Γ 4 Seconds Γ· 3 Ingots = 21.333MJ per iron ingot
Indeed, if power isn't a problem then use the alt
I just feel that way about recipes that don't change which raw resources you are using. Instead they are straight upgrades over the originals, not alts.
But if you're only using coal, then power may become a problem with this
Using that same formula you overall use 9 less power
It is not that big of a deal for me, though. Crashed ships are all over.
(Producing 45 per minute)
1 Pure coal node can power roughly 40 generators, making 2GWH. Which is a good amount. More than you really need early game
*40
My bad
When considering alts, I think you also need to consider which raw resources are being introduced. Quartz, for example, is in high demand because of quartz computer and aluminum production. Oil has no visible pump upgrades. I wouldn't weigh all resources the same in value.
Yeah
But the quartz nodes are generally easy to reach
Generally, all the Alts are better than the original recipies
The only crap ones are Alt Beacons, Alt Plastic, Caterium Wire (Rare Resource for Common Item), Steel Screws(Same as Caterium Wire) May have missed a few
And some of them value what resource you have readily available and more of