#math-and-meta
1 messages ยท Page 413 of 1
Steel Screws alt is very good
hmm... I don't see how nuclear power is worth is with all the radiation and the waste we have to deal with?
I am making a factory just using necular
you'll fill up mk2 boxes pretty fast and end up with a massive area at max radiation
did the stack size change?
I will go through 20 rods every 10 minutes based on my expected factory plan
500 is the stack size
25 per rod
so two rods per minute
that will fill a stack of waste every 10 minutes
so 8 hours to fill a mk2 box with waste
yeah pretty much. I am building on the NE next to the Dunes, the waste is going to be transported by trains to the block of Islands that has the death zone in the SW
Everything is going to be produced inhouse including the rod production to power the plants which will be in the roof
I was assuming that spent fuel reprocessing would be introduced in a later tier.
it has to be or nuclear is not sustainable
two of the pure oil nodes can produce about 25000MW
as long as you do not overproduce and overclock macines, only miners, then that should be quite a bit along with thermal.
I'm not up to nuclear yet, but from what I've looked at I'm not liable to ever use it. Not a megafactory builder, I'm just here to freak out when I find the funky alien stuff and collect lizard doggos
doggos still picking up nuclear stuff?
stopped taming them when they started doing that and got me killed
From what I've seen Satisfactory really intends for there to be multiple ways to achieve goals. Nuclear is there if you want to use it, and some serious drawbacks should be there
Yeah mine did that and my friend killed it
In single player they keep bringing me slugs. I am happy with this scenario XD
๐ฎ
I've blown him up several times, revenge was absolutely claimed for the doggo murder ;D
haha
I just wanna check in case anyone else did the math, but does anyone know the absolute maximum super computers can be automated to? I calculated 107.6 per minute. Could anyone confirm this number?
(powering it would be an impossibility)
It only includes overclocking the miners and pumps though
@errant garden where is this math from? does it consider every power source and every relevant resource node?
is there a list of total number of resource nodes that is current?
i am assuming the satis map on the internets
oh man... you counted and added them up!?
i did not, he probably did
well... one pure node of everything can support 15.4 supercomputers
you'd need 8700 or so oil per minute to produce 107 supercomputers per minute
and there are already 7 pure oil nodes for a total of 8400 oil per minute overclocked
err no
was thinking mk3
seems there is 9750 oil/min total on map with overclocked pumps
oil is really the limiting factor for how much we can produce due to not having mk2 or 3 oil pumps
calculator seem to indicate 120 supercomputer theoretical max
problem would be getting over 48GW to power the whole thing without using any oil
w o o d
right... 1000 coal generators burning 11111 coal per minute ๐ฎ
maybe... 5000 compacted coal per minute is doable
requres 9 normal nodes of coal and sulfur each with mk3 overclocked
I am pretty sure that oil pumps mk2 will be introduced at some point. And most likely they will be on par with mk3 miners, since Pumps MK1 are on par with MK2 Miners.
Sulfur is the 3rd rarest material to date if I remember correctly. Only S.A.M ore and uranium are more rare than sulfur^^
Does anyone know how to get rid of those trees? Need to cut a way, but currently I don't have explosives/chainsaw at hand. Like are they removable in general?
I am experimenting with radiation calculation today, will add in information to wiki progressively.
@errant garden the number was 100+ Sc before MK5, now should be more than 180 sc i suppose?
Oh wait... mk5 does not increase the oil limit at all...
Wait?
Yes it does
For pure nodes the production is 600/m so it requires mk5 to get all out
Oh
yep. Also, it's very likely that we will have mk2 pumps at some later point
As max radiation kills in 6 seconds, i am using 6 as the baseline to calculate the current radiation level
True
@shrewd yacht theoretical SC limit is over 200/min
R.I.P
welp
but anyways. I recommend you to let it as it is
ok oil isnt limited
since as long as plan the way you planed right now, you will be future set just by adjusting belts
cat is
Do calculate a belt limit of 1,200 tho
We hv no idea what will be the speed of mk6
no discussion of unreleased content guys lol
do you think they can handle 1080
Maybe 1080ti
or 1200
honestly even mk4 is already enough for most usages
im not talking graphics cards im talking belt speeds
Except mining
@frigid sluice have you ever tapped all nodes and needed more?
isnt there that glitch where you can put splitter really close to the miner
aand splitt it into two belts
You can, but why? It doesn't connect anyway
and the second an item spawns it gets moved to the belts
@wind spade nope. I'm just thinking about megabases
If I wanted to produce 240 Cable/min using a MK2 Miner on a Pure Copper Node, how many Smelters should I use? What about Constructors?
240 cable
that means 480 wire/min
(16 constructors for cable)
you need 8 smelters for copper ore
Okay, so 8 Smelters into 16 Constructors into 16 Constructors?
copper ingots/wire = 1:3
160 ingots needed a min
actually ill just open up greenys calc
Is that the greeny.dev one?
also use iron wire, that's way better ratio ๐
I haven't found the iron wire one yet
yeah
well it's ok if you didn't, but in the future, it's better to use iron for wire, since you need copper for aluminum and quickwire
i was just giving him graph for copper cos he wanted copper
I will accept any free, useful advice
I have been exploring, trying to find as many HDs as possible
if you are in the early/mid game, then it doesn't matter much. But the sooner you start building for end game, the less rebuilding you will have to do later
or is all of america asleep rn
@unborn parrot I doubt you will use more than 200 GW ๐
well unless you build like 4584684684687464 jump pads
run, he knows your secret!
I was looking to balance my outputs...if I am producing 240 copper/min and 16 constructors(x2) requires 160 copper/min, then what do I do with the rest?
im doing it for the fact ill have 1 tw
@slender hedge copper is only useful for wire, unless you have some alternate recipes (quickwire, iron alloy) or making alclad sheets
I am not running experimental, so I don't have alclad
these are all the usages for copper ingot
oh, sorry. Then ignore alclad and you should use as much copper as possible for caterium, since caterium is more limited than iron (you should make iron wire anyway)
but that is mostly valid for late game, if you are not building big now, you don't have to worry about it that much
dang, just realized that I am not able to destroy the trees from the picture above :/
Funnel Copper into making Quickwire, then into Alloyed Iron Ingot.
Coal into Steel, then either power or Compacted Coal & Turbo Fuel.
Limestone into Silica then Concrete.
I'd need to study the chains for Sulfur, Quartz, & Bauxite to get solid answers for them.
How many units of oil per minute do you need for a streamlined super computer production line?
@pastel flax iron ingot alloy is not worth the copper
3 Iron ingots for the cost of 1 Iron ore & 1 Copper ore? 3 for the price of 2?
How is that not a good deal? This is assuming you use the Iron Wire Alt as well.
you need copper for alclad and quickwire. You should have plenty of iron anyway
ah, haven't used that alt yet, will look into it
alclad isn't alt recipe, it's from experimental
checks SFY wiki for recipe
checks wikipedia for definition of Alclad
@pastel flax Alclad Aluminum Sheet
hello everyone, just wondering, what website do you usually check for recipes/factoriesFlowcharts/Techniques/etc ?
I know thats the recipe name, I checked wikipedia for the definition of the first part since it wasn't one I was familiar with.
I check them in game. Simply because i unlocked it
It takes around 25hrs for me to unlock all tier 7 and their alts, but i guess it could be under 10 hours
@@wind spade , jumpy boys jumpy gym needs those jump pads. If only we could OC jump pads for more oomph.
Alt iron kind of messes with integer number outputs. If copper is going into aluminum process for the game, it has purpose beyond furthering iron wire and caterium wire production. This is a good direction for copper.
@glacial hemlock Unfortunately, no. I didn't necessarily calculate for the conveyer belts for an obvious reason, as that would take a lot longer. Including the 900 per minute cap we have right now, it's actually more likely to be less.
how do you figure 200 SC/min @wind spade ?
adding up oil nodes on the map currently will not have enough oil for that many
alternate recipes
already calculated with that
combinations of them
well the consumption calculator says about 120 with 9750 oil per minute available
did you used the correct numbers for all nodes?
yeah, that's 16560 per minute
uhm?
with overclocking
your production says otherwise
these are the numbers for current patch, all overclocked to max, but considering belt limitations
mk3 miners, mk5 belts max
7 pure at 250% gives 4200
I set up one poduction line for each, pure, normal and impure
and set them at 250%
mk3 miner is x4, pure node is 120
crude oil yes
sorry, I just got up lol
haha
ok, oil number may be of
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
ignore the others, but the first 3 are for oil
then it gives 125
pure normal and impure
SC per minute
that gives 9750 oil per minute
then look at consumption setup
the total imput there is exactly that
and calculator ends at 120.9
ahh shiet!
forgot to increase quartz
need 9k quartz
seem to be 13200 quartz per minute available
i have measured radiation up to 100meters radius. I am waiting my storages to pile up and see how much it can radiates
@opaque socket 
Anyone do the math yet on the radius of radiation based on the number of items of radioactive source? ie 100 raw uranium is X meters for no radiation.
not sure...
i have done some measurement on the radiation given off by containers, more research required.
Is there a website with schematics for split ratio? I'm looking for 1/5 or 1/10
well it's genereally recommended to not use even splitters, as it's not needed in this game. You should just use manifolds like this:
+--+--+--+--+--+
@stiff walrus
plus being a splitter/merger and minus being the belt. Then you just have the exact input or a bit more than needed and everything will work just fine
max radiation kill engineers at 5 seconds...
@wooden rune but I'm a pedant, I want to run everything smoothly with out stoping
@stiff walrus add a line of constructors, then before each constructors add a splitter. Then feeding the belt from either side and connect them all like a line. Do the same with output using mergers. Boom you got a manifold.
well, good luck with that then ๐
Why not try manifold first before you come to such conclusion?
I think some people have been sharing even splitters on reddit, might wanna check there.
honestly, I doubt that even works, you can't have everything constantly running
eventually your newly produced stuff will no longer be needed and is doomed to back up
unless you want to constantly delete every container content
honestly, thats what I'm doing ๐
Oof, good luck with that when you have container all over the place and 30+ of them
does a manifold work for coal gens? i got a pure node which should supply 10 gens but with a manifold it keeps running out on the last few gens even though all were manually maxed out to start
I personally like the aesthetics of every machine working at exactly 100% (also leads to spagetti, but alas, it's art!). However yea, I've found manifolds to be nicer.
i found a solution to divide by 5, it's not that complex, all you need is two splitters and two mergers, but probably I'm not the first one who found that solution
What is your conveyor belt size and miner? @daring imp
I had mk 2 belts and MK1 pure miner @stark lichen
I wander why did they changed the amount of the mk 4 belts though... it makes a huge mess deal with 480 instead of 450 with mk2 miners on normals and impure nodes (full OC at 150 and 300)
why would that change make any difference?
I seem to recall tons of people complaining that a miner would put out 480 ppm, and the mk4 belt only accept 450.
People are going to be complaining either way, but this makes a lot more sense than 450
they changed the belt speed in EX to be 480pm for mk4
@wind spade calculations on inputs that requires 15/30/45 per minute... 100% efficiency in a complex overflow method is quite complex with not exact numbers
100% efficiency is so easy
100% is really easy
Because we can't underclock to exact decimals places, it is more like 99.9999repeatingofcourse efficiency
99.999999 repeating = 100 btw
I just got mathowned.
you are in #math-and-meta , you should've expeceted that
for those not familiar with the math behind .99999 = 1 : https://en.wikipedia.org/wiki/0.999...
In mathematics, 0.999... (also written 0.9, among other ways) denotes the repeating decimal consisting of infinitely many 9s after the decimal point (and one 0 before it). This repeating decimal represents the smallest number no less than every decimal number in the sequence ...
who said .9inf- isn't equal to 1?
@prime grove its true, there is a mathematical prove
i didn't say it wasn't i was wondering who was saying it wasn't. just looks like an oopsie from what i read
@prime grove I'm sorry, I've miss read
@prime grove [10:58 PM] Belorequan: Because we can't underclock to exact decimals places, it is more like 99.9999repeatingofcourse efficiency
pretty sure that starting a witchhunt over the validity of 0.9 bar = 1 doesn't fall under the so on and so forth clause
it does
it doesn't
maybe talking about if it falls under the clause doesn't fall under the clause
So, max energy from nuclear in experimental, unless they give us back the nodes that were taken away (assuming the map is up to date for experimental), with all available alts, is: 350 GW
At this rate of waste creation, it will take ~34 minutes to fill an industrial storage container...
Jesus but at 100% usage, what is your consumption tho?
No clue. This is just the math max... meta max is undetermined
240 IDC will give you 137 hours of breathing room at max load... Assuming you can even utilize 1/4 of that power load, 240 IDC will give you closer to 500 hours of breathing room.
My math is wrong... I forgot that the mk3 miner was added with this patch... Fuck. The max you can produce is actually 700 GW
Won't have much quartz left over, though...
hm, what BP's did you consider in your calculations? didn't dig too deep into right now, but I speed-calculated it to be arouund 1,365 GW with current belt speeds.
mostly based on total possible uranium yield atm, didn't look for the rest of the resources, since uranium is the most rare resource I though that this would be the limiting factor in the calculation
Assuming that the interactive map is up to date for the experimental, there are 2 normal nodes.
wrong side. It's 3
Then it is not up to date. lol
Satisfactory helper to calculate your production needs.
Basically can produce 28 rods per node at mk3 normal
Yeah this map also states that there are 2
should be like 109 with alternate uranium cell and alternate nuclear fuel rod
I am using a different map
and 1 fuel rod is burned in 5 min, so you can power 109*5 nuclear power plants at 2.500 MW
I'm just using the power calc available here. at a max rate of 56 rods produced (assuming 1200 max production on the two nodes), 280 plants, 700 GW
You must have info I don't have or greeny dun goofed on his calc, but I doubt the latter of the two
fml
found my mistake
I had pure nodes in mind, ofc it should be half the amount of what I said
Always a gotcha waiting in the darkness
But that number is also based on 780 max production for all 3 uranium nodes. And by the way, I have visited physically all 3 nodes, it's indeed 3 and not 2
but wait
actually I need to recalc it
I just cut my final result /1200870, now that uranium limit is 6003 there is no belt limitation, so it should be slightly higher (if the rest of the resources are not running out ofc)
1.005 GW
that should be the limit if uranium is the limit
I only need 50gw
damn punks ๐
does anyone have an idea how trains are gonna be powered?
From what I have tried they are not powered and just run, but that is really old, last I saw should be electric
sound like great fun with electric.
btw. I finally finished my aluminum project. That was actually 3 days of work, most annoying was connecting all bauxit and quartz nodes to it
yeah they are not in the most convenient places
The idea behind is, that once we will get CBs for a capacity of 1,200 (I do bet my arse that mk6 will be exactly 1,200, so gambling on that that's why it's done for that amount) that this thing will run at 1,200 items/ min. Only thing that this amount would need is actually just upgrading the belts to this. Everything else is set and ready. Currently this thing should produce 480 aluminum ingots due to my usage of mk4 belts. But is going to be upgraded once I got enough of the sheets.
Why so many? I usually don't have big ass fabrication but with the exception of things that land on the main bus. Well, this bus shall carry those 1.200 so that I'm future-set for all needed aluminum.
Just some data from the calc how much material is processed: (ofc at todays date /1200 x780 due to belt limitations):
Nice
bottom view with the silica assemblers, 2 line of quartz, 1 line of limestone intake. silica get's distributed on 6 belts to the back again and then get elevated with the bauxite to the top level
back site, all intakes, some belt balancers, elevators from bottom to top as well
and the final 40 foundries
the entire thing should work at perfect ratios without overproducing any intermediate products
Yeah, 1200 will be very nice. Pure nodes are going to skew some resources way up there at 1200 vs 600 as opposed to 450 vs 300 or 780 vs 600 that we have now
I'm sure a lot of rebalancing will need to occur for that. Hoping that they don't leave oil in this limbo state for too many patches. It's pretty important for a lot of stuff
pretty sure we will see mk2 pumps on par with mk3 miners
it's looking good
Thanks ๐ Maybe I will make a reddit post about that thing and go a little bit into detail, especially how I did solve the balancing of the item distribution. That was actually kinda tricky.
But not today anymore, I will leave into the night ๐ฆ
In the heat of the night ๐ต
Apparently if you use alt recipies, so can you get 84 nuclear rods, which can power 420 reactors. Is that correct? And if so, how much of the map do you need to cover, to put down 420 of those things?
Witch one
Alt rotor are good
enriched coal. You don't need the alt rotor recipe at the point in the game it looks like you are at
enriched coal will build way more steel
belt with 600, need to spilt 360 off or 60% of belt, is there a better way that going to 1/10 with splitters?
how is the 360 being integrated?
is it heading into just N machines?
or is it a bit more complex
yeah it leads to 8 furnances
You should use an uncapped manifold. Realistically getting 4/6 splits are quite difficult and space wasteful
uncapped manifold?
however, if you attach all 8 of those furnaces to inline splitters, you'll be able to pull out 360, since that's all that can be pulled out, and the left over 40% will simply leave the manifold
it's when the output of the manifold simply exits on a belt, rather than coming to a stop at the last amchine
gonna just go ahead and look dumb but whats a manifold
no problem, manifolds are when you have multiple machines attached to a single conveyor belt via inline splitters
ah, yeah I'm kinda doing something like that right now
there are both input manifolds and output manifolds, but usually it refers to input manifolds. People also like to call them "overflow method", but I sort of hate that name
Yeah I got a input manifold set up but I'm piping coal and need to start spiltting it
I guess design wise I should've did 10 on a manifold and I wouldn't have much issue then
always good to keep things like that in mind for the next time you're building
I find that I can always make better systems after some thought
what about a 3/5 spilt?
At what point is it more worth it to use trucks than long conveyors?
never lmao conveyors always trump cars, replacing it with trains would be a better solution
once they exist
I think trucks are only cheaper construction wise
Cool, Thanks! there's a few things I've never done in my 400+ hours on the game(4 sessions), trucks and jump pads mostly. Thought I should, but if trucks aren't worth, good to know.
They are worth it until you get enough materials for a belt way, if the distance is signficant
A manifold is you put a truck station in front and behind every constructors and run the truck loop! (troll)
@mint lagoon don't listen to these fools
Trucks are logistically equivalent to belts. There is no better or worse. The difference is your preference
I can go into much more depth after some sleep, but imo, the people who unabashedly call trucks worthless or inferior never had the interest to use them to begin with
There may be some issues with the trucks if they are used but Tomayo is correct in that its preferance
since trucks have to load/unload stations through belts, the main diference is that you wont be using belts all over the map (wich I personally prefer, cuz take a ride on belts is sometimes faster than the explorer)
what's the coal/m of a coal generator?
@zenith cove max nuclear is 1010 GW
@hallow mesa here is a 3/5 and 2/5 split (I would recommend a manifold with overflow though)
The drawback of a manifold (overflow does get less than the intended split until the buildings are filled with items) with overflow is quite minor and easily rectified
You can drastically shorten the startup time by prefilling the buildings manually
that's what i keep saying, if you handfill, saturation time is how fast you can insert
@pseudo jay @hallow mesa isn't it more efficient ?
Looks to be
@opaque socket yours cannot work with saturated belts
I've just simplified this version of a 5 split, this also doesn't work with saturated belt ? and if it isn't, why ? ๐ค
The belt from bottom merger to central splitter would need to carry 120% of the input belt
basically if you want to work with full load, then every input belt should go first into a splitter
(with addition that any belt in the contraption should not go over 95% of load)
oh ok i see, ty !
with manifolds is it always best to come in at either end and meet in the middle or it okay to just have one belt into the splitters at one end and just keep extending
No, the input belt for manifold can feed at anywhere. It doesn't need to be at specific splitter
he is asking if he should feed it from the middle and essentially build two manifolds or if it's better to feed from one side
the answer is:
- feeding from middle is faster, but harder to expand
- it's not that faster, so it's better to keep it expandable, in case devs change belt speeds again or something
- feed it from one side only, unless you really care about fill time being about 10% shorter
It's good practice to only build in one direction, because of expandability and general factory cleanness, as greeny said
Another thing to keep in mind is that as your factory grows, having everything be consistent and follow universal rules helps make sure that it's visually clean
That spaghetti mess of a factory might be clear as day in your head right now, but take a break for a week and suddenly nothing makes sense anymore, hence rules
for stuff Like that I would love signs. big signs
time to write text with foundations
walls*
power poles!
have somebody tips for build a better factory my factories are always big and fast but they arent very beautiful
they should look tidy
@unborn parrot ideally you'll want Quarz and limestone, or silica nearby
oooh
Also you'll need copper nearby
srry i meant alclad/min
And bauxite
I would aim for the same amount as encased steel beams, since you'll use alclad to replace the MK4 conveyors you built using encased steel beams
my encased beams is like 5/min
cos ive just built up that many in containers
i dont know the rarity or complexity of alclad
like is it iron plate rarity, rotor rarity, computer rarity
One sec
I could imagine that train tracks could also use the sheets. So maybe double the amount compared to steel beams, since steel beams are the equivalent on lower tier. But maybe you just wanna wait till it's confirmed what train tracks will use
should i build higher? for radar tower
i cant remember my steel beam production
atleast 100
ill try and get 200 alclad sheets/min
Al clad will need raw quartz, limestone (for silica), bauxite and copper
There are 7 normal and 1 pure bauxite nodes on the map, 12 normal and 5 pure quartz nodes
yesterday I posted a neat little setup for aluminum here. While you won't need as much, you might have a look and scale it down a little, since you would need 1/6 of the production I put up there
@pseudo jay How come that I allready connected 4 pure bauxite then? 
hmm
it's a total of 5 pure, 6 normal and 1 impure from what I remember
i can literally see clouds below me have i built high enough for a radar tower
ah roger that. Yeah, anyways, experimental makes more sense since that material is used for t7 anyways^^
Just to clarify: they added nodes on the experimental build
guess ill keep building
I dont play on experimental
experimental build will hit stable at some point.
tfw no motivation to play exp, might as well wait for trains >.>
and you can't process aluminum on normal EA atm.
@arctic nova but you can prepare for it
well good point @pseudo jay
Sure
ok
You'll need power up there tho
You don't need continuous power tough
Plopping 4 biomass burners and filling them fully will suffice
I wonder how height-scaling is working on those high placed radars, are there like diminishing returns or can you potentially scan the entire world with 1 radar tower only if you just move it high up enough
Not quite, you hit the hurt/kill box before that point
well shit
roger. But if there are no diminishing returns it would be still useful to climb up to the highest possible point I guess
That tower is in the center and the radio tower is in the hurt box; its coverage isn't from coast to coast
how much is missing? like percentage whise, how much do you cover?
I'll need to check once I am home
yeah, no worries. I though you were at your pc ๐
how long can a cable go
After revealing the whole map on one save I don't see the point in doing it again. If anything having unrevealed map sections tells me where I haven't been yet, and using towers skews that.
would be cool if you could use the radar for something more, I agree. What would be a potentially cool feature is to scan for specific resources with a radar tower, and it will show all specific resource nodes in the area of all available radar stations for example
hey guys, do you usually repeat the process of all production you need for a new factory or do you take prod from other factories to input new ones ?
What i mean is, for example, you want to build a Rotor factory, do you take rod and screw from your rod/screw factory, or do you repeat the rod/screw production into your rotor new factory ?
If you tested both method, what is for you the best and funnier one ?
(i usually have one factory for each prod and uses the output of these one to input new factories, but i lack of space for extending while doing that)
This is more of a philosophical question to be fair. There are multiple ideas that you can chose from to build your factory.
I personally do run a Main Bus with basic materials (like ingots, concrete, plastic; stuff like that) and then I usually build every Item that I wanted from those scratch bus resources. E.g. my rotor facility builds rotors and fills one container and I do use them for building stuff. Yet my motor setup does not take any of those rotors, but produces it's own needed rotors.
a mix of both is the best
mass produce basic materials like ingots, make dispersed factories for building intermediates and end products
exactly what @crude girder is saying. Also my approach
i see, i kinda like the idea of building everything you need just for this factory, can be a quite good challenge to make everything compact and extendable
and with upcoming trains ( ๐ ) making stations from ingots or basic prods all over the world could be very fun
The concept of an advanced technology radar tower being less sophisticated, powerful, and adaptive than the little handheld resource scanner is asinine. I know it's not incredibly difficult to run through until you get the radar tower set up, but fuck. If the in game map were made more sophisticated by the addition of the radar tower, that would at least be somewhat acceptable.
They're probably afraid to make it too easy :/
I'd have to agree @crude girder The game's easy enough as is.
having a radar tower that would make it even easier would be a bit of a problem
How many nuclear power plants can run off 1 manufacturer
0
Idk actually
use this and find out https://satisfactory.greeny.dev/calculator
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
rather this https://satisfactory.greeny.dev/power
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Thx
People treat you like some sort of lord, when really the best thing you ever did was make the item page. @wind spade
Actually, I guess you're a god for the item page alone
I still prefer your item broswer while I play the game, easier to reference for me
I'm usually not playing the game while doing merger math
@feral dew have you made any progress with measuring the update's influence on mergers?
I started working to T3 just the other day. I'm pretty busy during the week though, so I likely won't have many results until the weekend
no rush ๐ just was asking
No problem. I'vr been putting it off for awfully long after all
@feral dew T3? You mean just unlocked T3? Or starting mass production
I need T3 belts before the problematic belt issues become apparent, and I can start comparisons
Oh you mean mk3
Apparently the good way to measure belt speed is to shove items into industrial container and use a stopwatch
Merge 3 screw constructors into a mk3 and see how well it goes. The visual on the belt is sometime misleading
because I felt like it?
I was going to list a few reasons, but none of that really matters in comparison to my first reason
Also, I've got to say, but, I don't really agree on the stopwatch thing.
Sure, it's handy for some systems, but I've noticed in the past that it can induce a lot of algorithmic errors, sometimes even getting negative numbers in places that shouldn't be less than 1.
Generally, if a stopwatch is necessary to time something, you should use a different model instead. Otherwise, if you wanted to know how much time went by, you should just divide all of the items transferred by the input belt frequency.
pretty sure the command "stat unit" can do just that, divide 1000 by whatever you are getting and that'll be your UPS
Why does the heat sink alt drop rubber for wire? Normally it would be other way around. What is the point of having the base recipe?
so that you will replace it as soon as possible
Has anyone made a list of the must-have alternate recipes?
of all the alt recipes, the alternate screw recipe that uses ingots instead of rods is probably my favorit
i agree
I have opted to banish screws all together from my factories
lul
I really liked the idea of the copper+iron=iron ingot together with iron wires
Iron wire + stitched plates + alt rotor + alt heavy modular frames
but with the new stuff requiring copper I stopped using those
H yeah, copper and iron for more ingots is great
all my copper goes to caterium and, when I get to it, aluminum
I still need to do my math for my factory past the next update
@eager moth to rate alternate blueprints is kinda difficult because it depends also on the available resources and more, but as general guideline you can use my spread sheet: https://www.reddit.com/r/SatisfactoryGame/comments/c29sru/reworked_screw_it_blueprint_comparison_chart/
ooh, that looks really helpful
i need a good way to efficiently automate heavy mod frames. I make roughly 20 standard mod frames a minute, and im working on upping my steel output
The alt recipe helps quite a bit. I've got four manufacturers running those currently.
@primal dew if somebody mentioned alt screws are good, they probably haven't seen all the other recipes.
no i havent seen the other recipes. i do still feel like the screws alt is good tho mainly because overall it requires the same input and exports the same output, but without the requirement of an additional constructor .-.
try to find more, you will be surprised by more alt recipes.
5 hours around could get you more-than-enough hard drives
aight, thanks
@primal dew alt screws is one of the worst recipes in the game
Is there a good reason to use alternates for nuclear power? Just using the base recipes gives you huge mileage fronlm one uranium node.
Unkess the parts will also be used for SAM ore stuff or whatever.
@stark lichen
I would I split 3 coal mines into 33 coal gens efficently
@tough shale 11 per mine?
each mine feeds 11 generators
that is correct, if you use all the power
Cus 3 mk2 = 360
yea
So how would I efficiently split that
But what kind of conveyor would I need to use this
well you should use at least mk2
since you need to transport 120/min
Dunno still, how much power are we going to need endgame? Are hadron colliders and quantum encoders going to need absurd amounts of power?
@wind spade At what points do you upgrade power from coal to whatever else? Is it a certain milestone or number?
unless you really need coal, then you should upgrade from coal to nuclear
The question is when, though. Just want your opinion.
at the point where you unlock nuclear and all the alts for nuclear ๐
Hmm, simple.
well you have a bit less, but that should be fine
307.5/min you have
and you get 300/min from the miner
Bruh trying to split this is gonna be a pain
why so?
7 foundrys
You mean with balancers?
?
simple enough
connection in series, once the first machine is full the overflow will go to the next machine and so on. Only important is that you stay at max belt speed with items and it will balance itself out EDIT: like make sure that you the belt has enough material to feed all machines.
just put them all in the row
I tend to use the the same belt type as the source belt for the manifold "spine"; and the smallest feasible belt for each input connection. that way it spreads more evenly.
ahh yah cus im gonna have 7 foundrys cus its 6.7
if you hover over the nodes on the visualization thingy, it tells you how to underclock them if you want whole numbers
under clock to save power if you have decimal building requirements.
nah its good power isnt really a issue
still you should underclock it for better output
use the value it gives you when hovering over the node
yeah the output behaves weirdly if it receives more than it can handle.
so if you saturate a production line and the output for the buildings is approximately equal or greater than the max of the main output belt. it'll have a lower max thru put than the belt implies.
can't remember the details, but it's something like lag of the belts or mergers not merging cleanly when items show up at the same time. causes output to drop below max.
Im gonna need mk4 conveyer belts for this whole line right
@polar sleet Why dont u have an output in your manifold
mb wrong person
how many 250% fuel generators can one oil refiner feed comfortably\
assuming i have an infinite amount of crude oil
don't overclock generators, it's better to build more of them
fair
but, anyway, you can use https://satisfactory.greeny.dev/power to get your numbers
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
thank
To do the constructors would I line them up with foundry
and the last line I would split into the other constructor
no
merge all the input from foundries to one belt
and split the belt the same way you did before
mostly for power generators to save space. But there are some nice designs of other build with them as well
they are the same as single ones, just more compact (well, wider, but shorter)
but they work the same as normal manifolds
that's what you mean with double manifold, correct?
yeah
it's probably not an official term, but I think it suits it well
nice smelter design btw
@wind spade I won't say much now, but yesterday I was reviewing some old splitter math, and learned that I may be able to figure out the percent distribution for weird cases similar to the old 450 -> 60/120/270. That isn't to say that I know anything about the average input and output speeds, though.
I like the alternating smelters
Also, Yeah, I do like those smelters
@feral dew cool, keep me updated!
thanks. actually most of my mass production for main bus are somewhat in this double manifold-style, even concrete and stuff like that
It looks really space efficient. I'll probably be using it for my larger factories, in proper lasagna fashion
this thing is designed to smelt 900 copper without overclock. yet I currently setup everything for 1.200 to be (hopefully) futureproof.
yet ofc doesn't reach the 900 yet because of belt limitation
not efficient
like belt input are at the very outside
so you can't save space by moving it on back layer
And actually I just finished my new 1.200 setup
normal manifold is better for smelters at least
so this is is the 10 smeters more than above, yet on almost the same size (which is about 7x8 foundations)
so since the smelter is so small you won't save space due to the reason that you have longer belts, while the longer the belt the more space you waste. In comparison it's totally worth to do the double manifold for wide buildings with only one intake, like the fuel generators
@feral dew โข Fixed some network related clamping on the Conveyors
Greeny did you see the #patch-notes ?
I literally just posted a message copied from them lol
so. train tracks conduct electricity, train stations take up less space than truck stations, trains are theoretically more reliable than vehicles because of fixed track and time-table based routing.... (also they don't derail from testing)...one engine can pull as many freight cars as you need it to...
and tracks are relatively flexible to place (can't turn as steeply horizontally or vertically as conveyors)
requires steel pipes AND steel beams to build, so hey, steel beams are no longer useless!
well, still needs quite some improvement on laying tracks, also bugs like trains not continuing, not beeing able to deconstruct them and so on
Well, you needed steel beams for t3 belts, and for reinforced beams
but still, they have a great potential once the bugs have been ironed out
Its been live for less than 4hrs
well, later on you won't use t3 belts anymore, and reinforced beams aka encased industrial beams can be made from steel pipe (alternate)
ye ofc. I don't cry about the bugs since it's experimental, just saying there needs some more patches until this can move to live/EA
@patent bough on the other hand, trucks are tier 3, so accessible much earlier
eh doesnt take that long to unlock tier 5/6
@hexed adder there is no reason to use trucks now
well at least there will be no reason when the trains are fixed
You can still use trucks to gather resources from a remote corner where you dont wany to lay tracks. Just add a fuel car onto each train to enable truck/train transfers.
tbh it's just better to belt it somewhere to the train stop
But not cool ๐
trucks aren't cool
also, this is #math-and-meta , we don't do cool stuff, we do perfect stuff
remove trucks
What do you think would make them more viable Greeny?
at least two outputs/input per station, better setting up of paths (copy/paste, move nodes, automatic straight lines or whatever), non-random movement, probably even pathfinding-based driving instead of following a programmed road.
I think when trains are on Stable they will be really usefull to get alot of raw ore to one place to another
atleast thats how i gonna use them
I think one thing trucks have going for them is that they can more easily pick up multiple nodes by driving through several chained stations. Trains need more space or planning because of fixed freight car order.
Although that might not be a big deal for some.
honestly as long as truck stations only have 1 input/output, I don't really care about them
Gotcha
I mainly use 1 truck to carry Uranium cells to my Power plant because i build it to far away lol
everybody gangsta untill the truck full of uranium cells is comming closer
I still need to install April update
but so far, it seems like trains are just superior to anything
did i mention they can go over 100 km/h?
How fast can they go?
Greeny, for my 10 item per minute idea, would the pure only oil nodes cover my needs or do I need some normal ones as well?
I guess you can put that into the tool and find out lol
your tool doesn't tell me only tells me how much oil I need total. based on what it says I need 27.4 normal pumps
you can switch the purity in settings
well, default purity in settings and production line purity in production line configuration
Any info pools on all the different community builds and designs exist that I could look over?
Ive heard the term overflow used, and above the double manifold term. Anything in regards to those examples?
double manifold is just a special case of a manifold. Some people refer to it as "overflow method", but we use the term "manifold" here
it refers to splitters/mergers in series on one belt instead of building balancers
Is there any way to set a percentage of resources out of each "Branch" of a splitter, or do I have to set up weird splitter machines to get certain amounts of resources in other places
is there a guide anywhere that explains the different 'methods' used in building with examples and such?
i ask for means of condensing my builds, also i can't for the life of me figure out how to overflow, if our definitions of overflow are the same
Trucks need freight wagons like trains....and it will be very usefull to whitelist items into the truck so you can overlap truck paths into other depots without unload or load unwanted items
@nimble dune I doubt. some of the builds are shared in #screenshots though
Ohhhh boi its official EVERY single other vechal is utterly pointless!
train docks have 2 in and outputs~
Well even if it was just the 1 input / output, the (in theory) perfect reliability and repeatability would have made them the only choice
The cart inventory's are something to be desired though.. with how big they are you would expected something bigger then 32 slots
Trucks flipping, getting stuck or going off cliffs is a pain
Well you can just add more
but that makes the station size much bigger... these are that space fficent
Well if you are needing more than 2x tier 5 belts of throughput, i'd imagine your factory is big enough to accomodate a longer station. Each unit is only 2 foundations long
@sand venture if they had 1 input, belts would still be a valid option
Eh, over long distance trains are incredibly cheap compared to belts
And a lot less laggy
Belting from the desert to the green plains would not be fun, but i'd have no objections to running a train
I assume trains have some cost over time though
Actually
When they get up to speed they use low amount of power
the lowest at a speed of 130kmh is 15
And getting up and down to speed, it seems to max out around 80
but they still use something
You use a lot more when going up a incline as well
Oh ya, but with fuel, and nuclear power should not be an issue
my point being, any one-time cost, however large, will eventually be lower than cost over time, which essentially limits your production by a bit
Yeah you could run 30 trains at full pelt off a single reactor
And I doubt ya do that
Fair enough greeny
But also trains are fun
You would have mutiple stops on one train line
and you most likely go past multiple ore deposits
I have nothing about trains in the current version. But we were discussing trains with only 1 output per stop
more trains the merrier
but they have 2 in and out soo
lol
heres hoping you can have 1 item type per cart and have multiple carts
pulled to their own out line, no clogging
AWWWWWWWWW
So you can have multiple item types per train
What i dont understand is why its impossible to drive over the tracks with a car
The car just gets stuck on something invisible and you cant move
Oh ya, tracks and the trains dont match ya preset colorus if ya change them
Train tracks can span approximately 12 foundation of space suspended between foundation blocks.
is it 12.5? the same as power lines? 100m reach?
I am not sure. They are fussy to place down neatly.
hmm well actually you can measure that just on the ground, i forgot
at least it makes it easy for them to cross over your trucks roads
but people dont use trucks so moot point
oh right, i was checking because for some reason I thought the track would try to dip down before max span distance
Is there any way to set a percentage of resources out of each "Branch" of a splitter, or do I have to set up weird splitter machines to get certain amounts of resources in other places
@rich zenith
- No, there isn't, and even if there was I can assure you that it wouldn't work.
- weird splitter machines are part of the logistical challenge of the game, they're what make it fun besides endless handcrafting
I have a question. If the constructor creates a 6 screws out of a rod at a rate of 90 per minute, does that realistically mean it creates 540 screws per minute or is it realistically making 15 groups of 6 screws a minute?
It makes 90 screws a minute
@crude girder balancers do have their place: when you need to ensure a ratio of ressources (for example rotor and stator production) when you can't guarantee a steady supply on input belt (if you don't have enough steel rod production to run heavy modular frame, ammo and motor production at the same time)
With proper planning you wouldn't need those balancers
He's thinking bus, where you build what you want, but don't actually plan production numbers
Yeah buses dont really work that well here compared to factorio
The math in this game is ridiculously easy, just plan ahead instead of using balancers to make up for it
It's a situation that doesn't occur often. Like 95% of the time my factory isn't producing everything requiring steel rods and for the remaining 5% a simple balancer is less work than hauling additional resources in to satisfy demands at all times
Of courseit is not a permanent solution, but other more exciting production/exploration needed to be done
nice. just to give you an impression though: i'm currently tapping 9 pure limestone nodes alone, all of the overclocked so they fill an mk4 belt each.
this is not to belittle your factory, just to illustrate the scale i'm talking about.
and i actually envy you for that spreadsheet. i'd like one, too, but i'm too lazy to maintain one. ๐
Nice overview. too lazy to do the sheet tho, I just have 2 saved builds for greenys calc, one for main bus items to keep track of those and one generous one with the inputs set to the bus values. anyways, that's clean af and I might adept ๐
it's a one time thing to help plan and keep track of resource usage, hard to keep everything in my head
@shut arch people who can build big, should, my laptop is jsut too shitty so i had to make do with what i have
i feel you. my pc isn't really a potatoe, but i know exactly how 15fps feels.
@crude girder great idea on the chart. How do you guys go about production? Ik keep reading about busses and stuff but dont have it clear how to go about. IS the idea to produce like stuff all over the map and consolidate all finished base products over a main line to a central storage which then distributes the stuff to a big factory?
Produce base materials in a central locations, then send them off to remote sites for production
Then ship all end/building products back home into a nice consolidated mall/storage area
So if i were to do a principle component analysis ( aka reduce production to as few base materials that then could be made into anything), what materials would I use to make everything else. So far rubber, steel pipes, wire, quick wire, and quartz have their spots cemented on the main bus line, still trying to figure out the rest,like what level of plate / frame to get to, as they really are just building material and only need reinforced plates for crystal oscilators and not much else besides frames, cements only needed for silica alt and encased frames.
*and the bot needs to look for the word steel before p word and know to ignore it....
Not much better :-P
In French, "pipe" is actually a slang word for the... oral pleasuring of a male.
maybe that's why the bot is banning the word "pipe" ๐ค
Just block dyno
sssh don't tell them
Why is pipe a special word anyway?
because it's epic
it's just an ongoing meme, that people want pipes and devs don't really plan to add them
surprised trains aren't a special word by now...
That makes me think of playing games like "Codename" with a bunch of bilingual people. It's so hard! You can't use the word, or a derivative, but sometime you're thinking in the other language, so you just say the word that is the exact translation, which is wrong too!
Because "but will it have pipes?" comments went viral at the weekly-key begging youtube comments.
and also we already have pipes
and basically if one pops up, I will certainly give it a like.
- Has 2 meter diameter pipe
- Went into it
- connect it to some stuff and power on
- ride in the pipe like hyperloop
belts > hyperloop
Belts on belts > belts!
lol
belts > lol
LoL > DotA 2! (Running away now that I started a fight)
also
anything > overclocking machines > trucks > screws
well, screws > alt plastic recipe. Yay!
yeah, forgot.
What do you think is the best combination of alt recipes for supercomputers?
all of them lol
some of the most efficient in terms of total resources consumption
whole (long) table to play with, you can sort by materials by clicking on them, or hide rows using the eye button at the end of each row https://satisfactory.greeny.dev/alternate-recipes?preview=lmjQYo7Zpq
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
costs are for 1 supercomputer
did they change the item values for Silica in Supercomputer recipe?
I used Greeny's calculator which said I need 90 silica/min into 2x manufacturers making 6 highspeed connectors/min, when in fact i need 120 silica/min (60/min in each)
@warped cave that's correct, you need 120/min. Where did it say 90/min? Are you using the rounded up settings?
I used the normal settings, Its probably my error though, I wanted to calculate what I needed for all the components apart from Computers, so I input what it said I needed separately (3.8 AI limiters/min, 5.6 highspeed connectors/min and 39.4 plastic/min)
if you share the build (use share button in menu), I can tell you if that's an error on my side or something on your side
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
I added Supercomputers too for reference
Interestingly, adding High-Speed Connectors on their own (2 machines) it shows 120/min, correctly
where does it show you need 2 machines? I see 1.5 machines, which is 90 silica/min
or here
Ahh okay, sorry - I didn't realise that was the amount needed for 1.5 manufacturers
The 3rd combination is quite good.
When I round up what I need I obviously forgot that had affects upstream
no problem. You can always check if the recipes are correct here: https://satisfactory.greeny.dev/items. They are taken from the same data, so if you see something wrong in the items tool, then the recipe is wrong on my site
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
yeah, if you build 2 manufacturers, you either need to have more production or underclock them to match (or leave it be as it is, it won't harm much)
Ahh I see, that's useful thank you!
Yeah, I might just leave it be, I need another Oil refinery anyway, not sure I have space for another constructor making silica
still debating internally on how to make/transport silica and quartz crystals, the alt silica recipe is useful for low / maxed quartz nodes, but limestone availability is pretty limiting range / node wise to make it happen, plus the pain of assemblers vs constructor lines.
we have tons of limestone. I doubt you will run out of limestone before you run out of quartz
I know, it's just a pain to get a belt / truck route to move it
build a few extra belts to increase max possible production? gimme!
Tier 9 is rocket boosted maglev trains. Vehicles only provide physics impulses. Might be able to traverse the map with a well timed jetpack bump from a train.
The wiki calls tier 9-10 propulsion. This needs to happen haha
oh great, we are going to need to make ion jet engines for the next space elevator, those are going to be fun to make from turbo motors.
There's supposed to be teleporters later I believe
Seriously? I keep having to start new factories across the map with every update. I was kind of hoping that this would be the last experimental before the completed game. Not that I'm upset that I'm getting great content, but I just wish I could be confident in my efficiency.
??? There's so much content not implemented yet like all the quantum machines
so uhhh i seem to recall admins discourage discussing unreleased content so uhhh ๐ถ
They specifically discourage discussing material either found in edited saves or otherwise found in game files. Things that were in the game in alpha, or mere speculation is not mentioned. Rocket-boosted mag-lev trains are speculation. What a particular segment of the game is called "propulsion" is not necessarily unreleased content. It is speculation. I am discussing the meta of cross map travel via physics collisions
if you have a coal plant, oil plant and nuclear plant and you draw less than your max output does all plants consume equal parts power?
the game won't be complete until next year, so there willl surely be a few more experimetnal versions before that @crisp dock
All of the power plants seem to only consume resources at the percentage power is being consumed.
but is it shared equally?
I mean ya. 50% is 50% weather it's a fule generator or coal
wish it would save the nuclear plant for last
I disagree because other things require coal and oil where only one thing so far consumes uranium.
true but i'm just concerned about the waste
@zenith cove straight from the rules:
We do not allow unlocking content that has not been released and thus, discussion of unreleased content/unlocking unreleased content is strictly not allowed.
Build a plant of 240 industrial storage containers. You, unless you are at max production with max nuclear power, will have a minimum of 137 hours of free time. Is speculated content unreleased if it will potentially never be released?
unreleased content basically means any content that may appear in future versions I guess
anyway @midnight ginkgo if you just build like 3 storage containers for each plant, you should have plenty of time
Greeny I can tell you that there is no longer unreleased content in the game for EX so basically that will no longer be a problem soon
My bad, was just trying to say to Busta that there's supposed to be a bunch of planned content still
I mean, if my comments regarding rocket-boosted mag-lev trains get deleted, they're confirmed @wind spade lmao
@midnight ginkgo 240, just stack them as high as possible lol
@fierce ruin that doesn't make the content not-"unreleased"
i didn't want to stack but sounds like maybe i should XD
@zenith cove why 240? that should depend on number of plants, not some random number
Only the content released is all that you can do now, the Devs removed the rest
I know, but that doesn't allow us to discuss the other content
maybe he has 80 plants lol
Yeah the other content does not exist as far as I am concerned
it does. It's just not in the pak file
240 ISC's gives you 137 hours of time before filling at maximum fuel rod production currently possible at maximum power draw. If you prepare for everything, you can't go wrong. I prefer to not have power shut down when waste eventually get's backed up lol
@wind spade
So then it doesn't, we don't have access to it so it does not exist until the Devs say it exists
that's not how it works. We are forbidden to discuss anything that's not yet in the game. This is info I got from devs
my max consumption is 14GW's but i have 69GW's... maybe they won't produce as much waste
@fierce ruin I think in this particular instance, knowledge of the thing is necessitated for discussion of the "unreleased" content. If you are aware of the content not currently visible and discuss specifically that... you are going against the rules
Basically unless you can play with it by normal means then the content is not real and hence cannot be discussed
@zenith cove max possible power draw (using all nodes, no alternate recipes, using all resources, overclocked miners to 250%) is somewhere around 300-400 GW. That is less than half of what we can produce in power (power limit of nuclear is 1010GW). I see no reason for stacking 240 containers for 2 power plants.
but rocket-boosted mag-lev trains are not even likely content @fierce ruin lol
๐คฆ
still, this is #math-and-meta , we discuss here current content and it's efficiency. Even if it's ok to discuss that, it's offtopic here
he only has 2 power plants?????
I have 20 of them
no, but @zenith cove was like "build 240 containers" even before he told us how many plants he has
With 20 of them Greeny how many storage containers should I use?
@wind spade 1010 is max nuclear? I was pretty sure it was 700 with the maximum of 1200 uranium on account of mk3 miners and mk5 belts
60
... and 2 normal nodes
3 normal nodes
oh, well the map website needs an update lol
1800 uranium
So, technically 1050 GW max... unless there is something else preventing that
Well, less preventing and more restricting
@fierce ruin I mean, the number should depend on number of reactors. I generally recommend 3 ISCs per plant, it's reasonable amount, can be stacked nearby without the need of building dedicated storage somewhere. One container is 80 hours, but only if you draw all the power, which you don't. So at least 100 hours, probably close to ~130-150 hours per container. Which gives us around 400-450 hours worth of time. So you should be fine even with 2 containers, but hey, the cost to build 3 isn't that high. And I assume, if you spend another 400 hours on a save, you will need more power, so you are probably going to rebuild it / build new one somewhere else anyway
i like how this guy thinks
I mean, if you build your storage as a manifold, it is expandable when needed anyways
but why would you do that if you are already building for the rest of your playtime?
also, if you stack 3 containers, it's still expandable ๐ค
lifts
Thanks Greeny, It will be a dedicated area but glad to know it does not need to be a huge area
in worst case, you can just disconnect the uranium/rods belt from it and build another plant in a differnet place. But 3 containers shoudl really be enough
Looks like the Dunes get a purpose for me now
Okay, I continued from that 8/7 rant I had. I spent a while making straight lines of known length, and seeing how many parts could fit on it. I got this:
NumOfParts = floor(0.833Length + 1.12)
It's not exact. I can't create a single line that works for all cases, but this one is very accurate - I'm thinking within 0.03 of the length. I can't explain why a single line doesn't work, I assume it's game weirdness.
An item takes about 0.833m of a belt. It then hangs off the front by 1.12 parts. That's right, a part can hang about the same length as a part.
I found if you can fit a belt exactly such that the overhang of the last belt merges two parts together, the belt will get confused about which part should be on it. Taking an item off the belt will cause the items on belt counter to go up by 2, causing a duplication glitch. I'll check more into this. It can be done with a belt that goes 11m sideways and 11m up
Lets say I build a 1000MW power grid, but i'm only using 300MW of it. Is it still consuming all the resources of a 1000MW usage, or does it scale down resource usage automatically?
It scales to the power you using
A generator will burn the resource slower. If you're using 25% of your max, coal or whatever lasts 4 times longer in a burner
Thank You @dim thicket and @fierce ruin , although in reality I guess it doesn't matter since all resources are infinite.
@fierce ruin
It's been assumed by many that 1 part takes 1 m on a belt. It's clearly not if you count the numbers on a belt though. I thought it was much closer to 7/8, but it's actually very close to 0.833 parts in a meter.
Also items hang off the end of a belt, adding a constant length to every belt. This is why items "snap" at a conveyor pole
Okay that makes sense and I have also noticed that
@dim thicket I rederived my accurate belt latency equation, and found that length completely crosses out, so I guess that deriving that with the idea that L = 1 wasn't problematic. I'll rederive some merger equations and see how well that matches the actual numbers, or if it has any effect on merger math to begin with
Oh sick what equation is that?
it's something that I've had and have talked about for a very long time now, but I never bothered posting it anywhere
(f')^-1 = (f)^-1 + (E-n)(g)^-1
besides the notation which isn't at all what I use.
f' is the real output frequency of a belt. f is the max output frequency of a belt, g is the input frequency of the splitter, n is the decimal portion of (g/f)
E is one plus the number of items that are put through the splitter after the output belt becomes free, not including the one that enters it at the end of its period
It's actually through this equation that I got the experimental basis to say that Mk1 belts are bugged, but I haven't done any experiments in the new experimental version to tell whether that's still true or not
oh, and I completely forgot since I haven't used it in ages, but the merger math that I used just so happens to be time based... and length is irrelevant there as well. I guess I may never be able to cross-check your 0.833 part length
I just used known lengths of belts (Pythagoras for the win) and saw how many parts fit the belt. Like I said, duplication glitch for certain lengths, like a โ[11ยฒ + 11ยฒ] belt.
I'll have to figure out the equation! That's pretty cool.
Really, it's only useful for simple cases, but recently I found a bit of a something where I might be able to apply it to splits that usually wouldn't work and would back up the input belt.
How would I go about dividing my 3 mk4 belts into 32 outputs evenly?
an injected manifold
you have a single belt as usual, but after a suitable amount of machines, you merge in the other belts
Ohh cool. So if I want 45/min on each output I would split belt 1 into 10 parts, then feed part 11 with belt 2, then combine belts 1 and 2 for outputs 12-21?
And so on?
Is even necessary? For many applications, each of the outputs fill and force an even output
That is true, It dosen't need to be perfect, however 1 belt will feed 10.6666 outputs, so I need to carry that 0.6666 to the 11th.
Any good tips at debunking this spaget
some paper
Bruh
@tough shale manifold.
Rip manifold is pretty easy, 1.5 smelters in, 1 assembler out. Then underclock the excess
I haven't played experimental yet, so I don't know how many more products need to interact in tier 7 and tier 8? But factorio tends to favour the mega base because you need to share products around many different processes, with one huge main bus.
I've been attempting to setup my first main bus style base, but I find I'm running into serious loading issues for other players connecting in just due to the amount of belt and products on belts which have to be visually loaded. I imagine this is something coffee stain will continue to work on but I'm looking for some feedback if its more a problem I'm having or an across the board problem, and whether I'm better off doing remote processing in order to have less things within the visually loaded area
that's nice, but this isn't factorio
Satisfactory doesn't really benefit from the mega base, or the bus.
Modular bases however, ๐
And sattelite bases
So maybe arbitrarily, but lets say I wanted to setup a process to make 10 super computers per minute how would you look to setup something like that up to avoid the mega base as much as possible?
modular bases
find a few nodes you need for that and build the factory there (from raw mats to SCs)
Modular factories and trains๐
You do realise miners and pumps aside, with no overclocking thats 314 machines
it might essentially only be making supercomputers but thats still more than large enough to cause the loading issues im describing
whether or not you decide to call that a "mega base"
I just counted it and it's around 150 machines only, including miners and pumps
I don't really understand what you're complaining about
Sc's with no alt recipes....Madness
apart from that requiring experimental
I barely use standart recipes any more ..those that have alts that is
you cant do that silica recipie
you can have alternate silica (sorry, I forgot to put that in)
Which is better anyway
^
I use it for my aluminum line๐ ๐
Did you make that flow diagram yourself?
no, I have a tool for that
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
alright greeny
cool
that spaghetti's a tad bit indecipherable
I challenge you @feral dew to move them in a better way with grouping turned on
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
fixed it
take notes @wind spade
withouth grouping it's easy
easy, clean
you didn't even utilize one here, how lazy.
๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ ๐ฅ
3d visualization? oh wow
Actually, I've got a question that I may have asked in the past
pick the one with bigger ||boobs||
I've realized that I won't be able to progress with my current splitter equation since everything is derived from items in = items out. That's only one relation, but I've got two or more unknowns
so, I've been trying to expand my packet interpretation to try and get another, but I still can't figure out what the heck a splitter does.
I doubt even CSS know what the splitter does
Whether it splits a packet from a machine into three different lines, or whether a packet terminates at the splitter and 3 more packets are made.
I guess it's a semantics sort of deal
but when describing things mathematically it's really important
Kind of silly for me bringing up something like this ins #math-and-meta , I know
It's probably made by one obscure programmer in a back room
one of Jace's slaves, we know

They don't...interact...with him much
if you listen really closely in the videos that jace puts out, you can hear his distant howling
I heard more of a chanting, a silent but continuous one
sometimes the camera shakes, probably from when he's destroyed his nth computer in frustration and hopelessness
Sometimes you gotta give up your humanity to achieve higher knowledge
This is now canon
Coffee stain will do anything to increase their E3 presence
By feeding the poor guy like 40 Madman's Knowledge?
I wonder how many copies of satisfactory that one guy has been forced into buying with his meager paycheck
I think that they probably have some gurus that prepare the organs of good programmers in a particular way
so he can absorb their knowledge more easily
I can taste the prions in the air
I think whoever made the splitters read the darkhold
spreading the knowledge
Gonna love 8x1
What I wanna know is do 8x1 take less material cause if so I know what I'm building bridges out of
Not sure unless i open the game, which shld be done after 20 hours. Now i gotta sleep
From what I saw in some streams no it's still 6 concrete
8x1...?
Is that in metres or foundations?
Do not inclusive or me thanks
Nvm, scratch that, it's just a normal foundation but 1m in height
Which means I can refine the height calcs of all buildings...hehe
Nice
Could also mean being able to set up some ceilings with more precise clearance
If i were to manifold everything in here with mk2 would it be efficient
If you want it perfectly efficient, round up the # of machines but underclock the extra machine so it acts effectively as a fraction of a machine like the diagram shows. E.g. 50% for 0.5 of a machine etc.
Or round down and overclock one if you like wasting power shards
Anyhow a manifold will be fine after some time to saturate as long as you don't consume more than you produce
Actually you already have slightly more iron than you need (240 instead of 233) so that'll help
manifolds distribute with preference to earlier machines. Even if your input is less than all of the machines need, all of the machines that should run from that given input will run smoothly, while the last few have too few parts. Rather than every machine having too few