#math-and-meta

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shrewd topaz
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Such as alts that require oscillators or a lot of rubber

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Alt plastic lol

twin sentinel
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Steel Screws alt is very good

shrewd yacht
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hmm... I don't see how nuclear power is worth is with all the radiation and the waste we have to deal with?

fierce ruin
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I am making a factory just using necular

shrewd yacht
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you'll fill up mk2 boxes pretty fast and end up with a massive area at max radiation

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did the stack size change?

fierce ruin
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I will go through 20 rods every 10 minutes based on my expected factory plan

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500 is the stack size

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25 per rod

shrewd yacht
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so two rods per minute

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that will fill a stack of waste every 10 minutes

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so 8 hours to fill a mk2 box with waste

fierce ruin
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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

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Everything is going to be produced inhouse including the rod production to power the plants which will be in the roof

sacred urchin
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I was assuming that spent fuel reprocessing would be introduced in a later tier.

shrewd yacht
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it has to be or nuclear is not sustainable

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two of the pure oil nodes can produce about 25000MW

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as long as you do not overproduce and overclock macines, only miners, then that should be quite a bit along with thermal.

sacred urchin
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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

shrewd yacht
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doggos still picking up nuclear stuff?

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stopped taming them when they started doing that and got me killed

sacred urchin
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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

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Yeah mine did that and my friend killed it

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In single player they keep bringing me slugs. I am happy with this scenario XD

shrewd yacht
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๐Ÿ˜ฎ

sacred urchin
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I've blown him up several times, revenge was absolutely claimed for the doggo murder ;D

shrewd yacht
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haha

errant garden
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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?

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(powering it would be an impossibility)

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It only includes overclocking the miners and pumps though

prime grove
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@errant garden where is this math from? does it consider every power source and every relevant resource node?

shrewd yacht
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is there a list of total number of resource nodes that is current?

prime grove
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i am assuming the satis map on the internets

shrewd yacht
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oh man... you counted and added them up!?

prime grove
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i did not, he probably did

shrewd yacht
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well... one pure node of everything can support 15.4 supercomputers

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you'd need 8700 or so oil per minute to produce 107 supercomputers per minute

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and there are already 7 pure oil nodes for a total of 8400 oil per minute overclocked

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err no

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was thinking mk3

vast sonnet
shrewd yacht
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seems there is 9750 oil/min total on map with overclocked pumps

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oil is really the limiting factor for how much we can produce due to not having mk2 or 3 oil pumps

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calculator seem to indicate 120 supercomputer theoretical max

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problem would be getting over 48GW to power the whole thing without using any oil

feral dew
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w o o d

shrewd yacht
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right... 1000 coal generators burning 11111 coal per minute ๐Ÿ˜ฎ

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maybe... 5000 compacted coal per minute is doable

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requres 9 normal nodes of coal and sulfur each with mk3 overclocked

arctic nova
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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.

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Sulfur is the 3rd rarest material to date if I remember correctly. Only S.A.M ore and uranium are more rare than sulfur^^

arctic nova
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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?

glacial hemlock
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I am experimenting with radiation calculation today, will add in information to wiki progressively.

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@errant garden the number was 100+ Sc before MK5, now should be more than 180 sc i suppose?

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Oh wait... mk5 does not increase the oil limit at all...

frigid sluice
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Wait?

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Yes it does

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For pure nodes the production is 600/m so it requires mk5 to get all out

glacial hemlock
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Oh

arctic nova
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yep. Also, it's very likely that we will have mk2 pumps at some later point

glacial hemlock
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As max radiation kills in 6 seconds, i am using 6 as the baseline to calculate the current radiation level

frigid sluice
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True

wind spade
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@shrewd yacht theoretical SC limit is over 200/min

unborn parrot
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i just realised on my sheet i didnt count for belt limits

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for nuclear rods

arctic nova
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R.I.P

unborn parrot
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welp

arctic nova
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but anyways. I recommend you to let it as it is

unborn parrot
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ok oil isnt limited

arctic nova
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since as long as plan the way you planed right now, you will be future set just by adjusting belts

unborn parrot
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cat is

arctic nova
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Do calculate a belt limit of 1,200 tho

unborn parrot
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shet

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wait what

glacial hemlock
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We hv no idea what will be the speed of mk6

unborn parrot
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is mk6 gonna be 1200/min

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the pattern got broken last patch

wind spade
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no discussion of unreleased content guys lol

arctic nova
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It's just a gamble

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I don't know if 1,200 is mk 6, but I bet my arse on that

unborn parrot
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do you think they can handle 1080

glacial hemlock
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Maybe 1080ti

unborn parrot
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or 1200

wind spade
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honestly even mk4 is already enough for most usages

unborn parrot
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im not talking graphics cards im talking belt speeds

frigid sluice
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Except mining

wind spade
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@frigid sluice have you ever tapped all nodes and needed more?

unborn parrot
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isnt there that glitch where you can put splitter really close to the miner

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aand splitt it into two belts

glacial hemlock
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You can, but why? It doesn't connect anyway

unborn parrot
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and the second an item spawns it gets moved to the belts

frigid sluice
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@wind spade nope. I'm just thinking about megabases

unborn parrot
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im starting the nuclear plant thing now

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im gonna put it in looking for group

slender hedge
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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?

unborn parrot
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240 cable

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that means 480 wire/min

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(16 constructors for cable)

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you need 8 smelters for copper ore

slender hedge
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Okay, so 8 Smelters into 16 Constructors into 16 Constructors?

unborn parrot
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copper ingots/wire = 1:3

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160 ingots needed a min

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actually ill just open up greenys calc

slender hedge
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Is that the greeny.dev one?

unborn parrot
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yes

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here

wind spade
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also use iron wire, that's way better ratio ๐Ÿ™‚

slender hedge
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I haven't found the iron wire one yet

unborn parrot
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yeah

wind spade
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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

unborn parrot
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i was just giving him graph for copper cos he wanted copper

wind spade
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yeah, I was giving him advice

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๐Ÿ˜„

slender hedge
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I will accept any free, useful advice

unborn parrot
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who wants to help me with the 1 tw plant

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im starting today

slender hedge
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I have been exploring, trying to find as many HDs as possible

wind spade
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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

unborn parrot
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or is all of america asleep rn

wind spade
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@unborn parrot I doubt you will use more than 200 GW ๐Ÿ˜„

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well unless you build like 4584684684687464 jump pads

arctic nova
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run, he knows your secret!

slender hedge
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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?

unborn parrot
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im doing it for the fact ill have 1 tw

wind spade
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@slender hedge copper is only useful for wire, unless you have some alternate recipes (quickwire, iron alloy) or making alclad sheets

slender hedge
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I am not running experimental, so I don't have alclad

wind spade
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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)

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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

arctic nova
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dang, just realized that I am not able to destroy the trees from the picture above :/

pastel flax
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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.

pallid beacon
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How many units of oil per minute do you need for a streamlined super computer production line?

wind spade
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@pastel flax iron ingot alloy is not worth the copper

pastel flax
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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.

wind spade
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you need copper for alclad and quickwire. You should have plenty of iron anyway

pastel flax
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ah, haven't used that alt yet, will look into it

wind spade
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alclad isn't alt recipe, it's from experimental

pastel flax
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checks SFY wiki for recipe
checks wikipedia for definition of Alclad

wind spade
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@pastel flax Alclad Aluminum Sheet

opaque socket
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hello everyone, just wondering, what website do you usually check for recipes/factoriesFlowcharts/Techniques/etc ?

pastel flax
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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.

glacial hemlock
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I check them in game. Simply because i unlocked it

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It takes around 25hrs for me to unlock all tier 7 and their alts, but i guess it could be under 10 hours

zenith cove
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@@wind spade , jumpy boys jumpy gym needs those jump pads. If only we could OC jump pads for more oomph.

zenith cove
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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.

errant garden
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@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.

shrewd yacht
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how do you figure 200 SC/min @wind spade ?

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adding up oil nodes on the map currently will not have enough oil for that many

wind spade
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alternate recipes

shrewd yacht
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already calculated with that

wind spade
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combinations of them

shrewd yacht
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well the consumption calculator says about 120 with 9750 oil per minute available

wind spade
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did you used the correct numbers for all nodes?

shrewd yacht
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7 pure, 14 normal and 9 impure

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at least thats what the map shows

wind spade
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yeah, that's 16560 per minute

shrewd yacht
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uhm?

wind spade
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with overclocking

shrewd yacht
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your production says otherwise

wind spade
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these are the numbers for current patch, all overclocked to max, but considering belt limitations

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mk3 miners, mk5 belts max

shrewd yacht
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7 pure at 250% gives 4200

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I set up one poduction line for each, pure, normal and impure

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and set them at 250%

wind spade
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mk3 miner is x4, pure node is 120

shrewd yacht
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well its your calculator LOL

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I set them up with the number of machines and purity

wind spade
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oh we are talking about oil right

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so that's no go for mk3 miner

shrewd yacht
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crude oil yes

wind spade
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sorry, I just got up lol

shrewd yacht
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haha

wind spade
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ok, oil number may be of

shrewd yacht
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ignore the others, but the first 3 are for oil

wind spade
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then it gives 125

shrewd yacht
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pure normal and impure

wind spade
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SC per minute

shrewd yacht
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that gives 9750 oil per minute

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then look at consumption setup

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the total imput there is exactly that

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and calculator ends at 120.9

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ahh shiet!

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forgot to increase quartz

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need 9k quartz

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seem to be 13200 quartz per minute available

glacial hemlock
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i have measured radiation up to 100meters radius. I am waiting my storages to pile up and see how much it can radiates

wooden rune
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@opaque socket checkpins

hard depot
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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.

glacial hemlock
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not sure...

glacial hemlock
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i have done some measurement on the radiation given off by containers, more research required.

wind spade
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there is some math on reddit

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but without containers

stiff walrus
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Is there a website with schematics for split ratio? I'm looking for 1/5 or 1/10

wooden rune
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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

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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

glacial hemlock
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max radiation kill engineers at 5 seconds...

stiff walrus
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@wooden rune but I'm a pedant, I want to run everything smoothly with out stoping

glacial hemlock
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@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.

wooden rune
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well, good luck with that then ๐Ÿ˜„

glacial hemlock
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Why not try manifold first before you come to such conclusion?

wooden rune
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I think some people have been sharing even splitters on reddit, might wanna check there.

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honestly, I doubt that even works, you can't have everything constantly running

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eventually your newly produced stuff will no longer be needed and is doomed to back up

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unless you want to constantly delete every container content

stiff walrus
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honestly, thats what I'm doing ๐Ÿ˜‚

wooden rune
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Oof, good luck with that when you have container all over the place and 30+ of them

daring imp
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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

magic sparrow
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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.

stiff walrus
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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

stark lichen
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What is your conveyor belt size and miner? @daring imp

daring imp
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I had mk 2 belts and MK1 pure miner @stark lichen

terse gyro
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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)

wind spade
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why would that change make any difference?

feral dew
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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

fierce ruin
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they changed the belt speed in EX to be 480pm for mk4

terse gyro
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@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

wind spade
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100% efficiency is so easy

fierce ruin
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100% is really easy

stark lichen
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Because we can't underclock to exact decimals places, it is more like 99.9999repeatingofcourse efficiency

wind spade
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99.999999 repeating = 100 btw

stark lichen
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I just got mathowned.

wind spade
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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 ...

prime grove
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who said .9inf- isn't equal to 1?

stiff walrus
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@prime grove its true, there is a mathematical prove

prime grove
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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

stiff walrus
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@prime grove I'm sorry, I've miss read

wind spade
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@prime grove [10:58 PM] Belorequan: Because we can't underclock to exact decimals places, it is more like 99.9999repeatingofcourse efficiency

feral dew
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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

wind spade
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it does

feral dew
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it doesn't

wind spade
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maybe talking about if it falls under the clause doesn't fall under the clause

feral dew
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dang

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my bad, sorry Kino

zenith cove
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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

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At this rate of waste creation, it will take ~34 minutes to fill an industrial storage container...

fierce ruin
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Jesus but at 100% usage, what is your consumption tho?

zenith cove
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No clue. This is just the math max... meta max is undetermined

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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.

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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

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Won't have much quartz left over, though...

arctic nova
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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.

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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

zenith cove
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Assuming that the interactive map is up to date for the experimental, there are 2 normal nodes.

arctic nova
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wrong side. It's 3

zenith cove
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Then it is not up to date. lol

arctic nova
zenith cove
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Basically can produce 28 rods per node at mk3 normal

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Yeah this map also states that there are 2

arctic nova
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should be like 109 with alternate uranium cell and alternate nuclear fuel rod

zenith cove
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I am using a different map

arctic nova
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and 1 fuel rod is burned in 5 min, so you can power 109*5 nuclear power plants at 2.500 MW

zenith cove
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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

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You must have info I don't have or greeny dun goofed on his calc, but I doubt the latter of the two

arctic nova
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fml

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found my mistake

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I had pure nodes in mind, ofc it should be half the amount of what I said

zenith cove
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Always a gotcha waiting in the darkness

arctic nova
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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

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but wait

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actually I need to recalc it

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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)

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1.005 GW

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that should be the limit if uranium is the limit

fierce ruin
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I only need 50gw

arctic nova
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still a lot^^

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I actually produce like 12.5

fierce ruin
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and that is double my factory draw

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trains are going to be powered by geothermal

arctic nova
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damn punks ๐Ÿ˜›

fierce ruin
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Lmao

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They just so happen to be in the perfect places to power the loading stations

arctic nova
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does anyone have an idea how trains are gonna be powered?

fierce ruin
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From what I have tried they are not powered and just run, but that is really old, last I saw should be electric

arctic nova
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sound like great fun with electric.

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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

fierce ruin
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yeah they are not in the most convenient places

arctic nova
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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):

fierce ruin
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Nice

arctic nova
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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

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the entire thing should work at perfect ratios without overproducing any intermediate products

zenith cove
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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

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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

arctic nova
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pretty sure we will see mk2 pumps on par with mk3 miners

fierce ruin
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it's looking good

arctic nova
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Thanks ๐Ÿ˜ƒ 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.

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But not today anymore, I will leave into the night ๐Ÿฆ‡

zenith cove
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In the heat of the night ๐ŸŽต

cedar mica
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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?

maiden cave
crude girder
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Alt rotor are good

zenith cove
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enriched coal. You don't need the alt rotor recipe at the point in the game it looks like you are at

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enriched coal will build way more steel

hallow mesa
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belt with 600, need to spilt 360 off or 60% of belt, is there a better way that going to 1/10 with splitters?

feral dew
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how is the 360 being integrated?

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is it heading into just N machines?

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or is it a bit more complex

hallow mesa
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yeah it leads to 8 furnances

feral dew
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You should use an uncapped manifold. Realistically getting 4/6 splits are quite difficult and space wasteful

hallow mesa
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uncapped manifold?

feral dew
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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

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it's when the output of the manifold simply exits on a belt, rather than coming to a stop at the last amchine

hallow mesa
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gonna just go ahead and look dumb but whats a manifold

feral dew
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no problem, manifolds are when you have multiple machines attached to a single conveyor belt via inline splitters

hallow mesa
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ah, yeah I'm kinda doing something like that right now

feral dew
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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

hallow mesa
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Yeah I got a input manifold set up but I'm piping coal and need to start spiltting it

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I guess design wise I should've did 10 on a manifold and I wouldn't have much issue then

feral dew
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always good to keep things like that in mind for the next time you're building

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I find that I can always make better systems after some thought

hallow mesa
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what about a 3/5 spilt?

mint lagoon
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At what point is it more worth it to use trucks than long conveyors?

fierce ruin
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never lmao conveyors always trump cars, replacing it with trains would be a better solution

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once they exist

hallow mesa
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I think trucks are only cheaper construction wise

mint lagoon
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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.

tulip birch
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They are worth it until you get enough materials for a belt way, if the distance is signficant

glacial hemlock
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A manifold is you put a truck station in front and behind every constructors and run the truck loop! (troll)

feral dew
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@mint lagoon don't listen to these fools

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Trucks are logistically equivalent to belts. There is no better or worse. The difference is your preference

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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

tulip birch
#

There may be some issues with the trucks if they are used but Tomayo is correct in that its preferance

terse gyro
#

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)

lethal wing
#

what's the coal/m of a coal generator?

wind spade
#

@zenith cove max nuclear is 1010 GW

pseudo jay
#

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

crude girder
#

that's what i keep saying, if you handfill, saturation time is how fast you can insert

opaque socket
shadow scaffold
#

Looks to be

wind spade
#

@opaque socket yours cannot work with saturated belts

opaque socket
#

I've just simplified this version of a 5 split, this also doesn't work with saturated belt ? and if it isn't, why ? ๐Ÿค”

pseudo jay
#

The belt from bottom merger to central splitter would need to carry 120% of the input belt

wind spade
#

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)

opaque socket
#

oh ok i see, ty !

daring imp
#

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

glacial hemlock
#

No, the input belt for manifold can feed at anywhere. It doesn't need to be at specific splitter

wind spade
#

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
barren elm
#

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

fluid ether
#

for stuff Like that I would love signs. big signs

eager moth
#

time to write text with foundations

wooden rune
#

walls*

eager moth
#

power poles!

iron thunder
#

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
#

hey

#

guys what should i make my alclad plate production at?

pseudo jay
#

@unborn parrot ideally you'll want Quarz and limestone, or silica nearby

unborn parrot
#

oooh

pseudo jay
#

Also you'll need copper nearby

unborn parrot
#

srry i meant alclad/min

pseudo jay
#

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

unborn parrot
#

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

pseudo jay
#

In terms of use?

#

I'd say iron plate

unborn parrot
#

no

#

resource rarity/complexity

pseudo jay
#

One sec

arctic nova
#

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

unborn parrot
#

i cant remember my steel beam production

#

atleast 100

#

ill try and get 200 alclad sheets/min

pseudo jay
#

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

arctic nova
#

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? thinking_helmet

unborn parrot
#

hmm

arctic nova
#

it's a total of 5 pure, 6 normal and 1 impure from what I remember

unborn parrot
#

i can literally see clouds below me have i built high enough for a radar tower

pseudo jay
#

@arctic nova that's on experimental

#

My numbers are from early access

arctic nova
#

ah roger that. Yeah, anyways, experimental makes more sense since that material is used for t7 anyways^^

pseudo jay
#

Just to clarify: they added nodes on the experimental build

unborn parrot
#

guess ill keep building

pseudo jay
#

I dont play on experimental

arctic nova
#

experimental build will hit stable at some point.

crude girder
#

tfw no motivation to play exp, might as well wait for trains >.>

arctic nova
#

and you can't process aluminum on normal EA atm.

unborn parrot
#

i need trains

#

for my tw plant

#

theyre like trucks

pseudo jay
#

@arctic nova but you can prepare for it

unborn parrot
#

but

#

r a i l s

arctic nova
#

well good point @pseudo jay

unborn parrot
#

im at space elavator height

#

should i place the radar tower yet

crude girder
#

Sure

unborn parrot
#

ok

crude girder
#

You'll need power up there tho

pseudo jay
#

You don't need continuous power tough

#

Plopping 4 biomass burners and filling them fully will suffice

arctic nova
#

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

crude girder
#

The latter

#

I think

pseudo jay
#

Not quite, you hit the hurt/kill box before that point

unborn parrot
#

well ive placed this in grasslands

#

and i forgot power poles and stuff

pseudo jay
unborn parrot
#

well shit

arctic nova
#

roger. But if there are no diminishing returns it would be still useful to climb up to the highest possible point I guess

unborn parrot
#

im gonna jump

#

lmao yeet

pseudo jay
#

That tower is in the center and the radio tower is in the hurt box; its coverage isn't from coast to coast

arctic nova
#

how much is missing? like percentage whise, how much do you cover?

pseudo jay
#

I'll need to check once I am home

arctic nova
#

yeah, no worries. I though you were at your pc ๐Ÿ˜ƒ

unborn parrot
#

how long can a cable go

pseudo jay
#

Between powerpoles?

#

12.5 foundations (100m)

unborn parrot
#

nvvm

#

i sorted out the radar tower

patent bough
#

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.

arctic nova
#

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

opaque socket
#

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)

arctic nova
#

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.

crude girder
#

a mix of both is the best

#

mass produce basic materials like ingots, make dispersed factories for building intermediates and end products

arctic nova
#

exactly what @crude girder is saying. Also my approach

opaque socket
#

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 ( ๐Ÿ˜ ) making stations from ingots or basic prods all over the world could be very fun

zenith cove
#

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.

crude girder
#

They're probably afraid to make it too easy :/

feral dew
#

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

dreamy valley
#

How many nuclear power plants can run off 1 manufacturer

fierce ruin
#

0

#

Idk actually

wind spade
fierce ruin
#

๐Ÿ‘€

#

I bow to the master

dreamy valley
#

Thx

feral dew
#

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

wind spade
#

rofl

#

SF now has codex

#

doesn't it make item browser obsolete? @feral dew

fierce ruin
#

I still prefer your item broswer while I play the game, easier to reference for me

feral dew
#

I'm usually not playing the game while doing merger math

wind spade
#

@feral dew have you made any progress with measuring the update's influence on mergers?

feral dew
#

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

wind spade
#

no rush ๐Ÿ™‚ just was asking

feral dew
#

No problem. I'vr been putting it off for awfully long after all

glacial hemlock
#

@feral dew T3? You mean just unlocked T3? Or starting mass production

feral dew
#

I need T3 belts before the problematic belt issues become apparent, and I can start comparisons

glacial hemlock
#

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

feral dew
#

I find it kind of ironic that you're telling me that

glacial hemlock
#

Are you topomato?

#

Lol why change name

feral dew
#

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.

glacial hemlock
#

Maybe if we can access to game time/game tick

#

That would be better

glad shard
#

pretty sure the command "stat unit" can do just that, divide 1000 by whatever you are getting and that'll be your UPS

stark lichen
#

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?

wind spade
#

so that you will replace it as soon as possible

eager moth
#

Has anyone made a list of the must-have alternate recipes?

primal dew
#

of all the alt recipes, the alternate screw recipe that uses ingots instead of rods is probably my favorit

pure moss
#

i agree

pseudo jay
#

I have opted to banish screws all together from my factories

pure moss
#

lul

eager moth
#

I really liked the idea of the copper+iron=iron ingot together with iron wires

pseudo jay
#

Iron wire + stitched plates + alt rotor + alt heavy modular frames

eager moth
#

but with the new stuff requiring copper I stopped using those

pseudo jay
#

H yeah, copper and iron for more ingots is great

eager moth
#

all my copper goes to caterium and, when I get to it, aluminum

pseudo jay
#

I still need to do my math for my factory past the next update

arctic nova
eager moth
#

ooh, that looks really helpful

primal dew
#

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

earnest igloo
#

The alt recipe helps quite a bit. I've got four manufacturers running those currently.

glacial hemlock
#

@primal dew if somebody mentioned alt screws are good, they probably haven't seen all the other recipes.

primal dew
#

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 .-.

glacial hemlock
#

try to find more, you will be surprised by more alt recipes.

#

5 hours around could get you more-than-enough hard drives

primal dew
#

aight, thanks

wind spade
#

@primal dew alt screws is one of the worst recipes in the game

stark lichen
#

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.

wind spade
tough shale
#

I would I split 3 coal mines into 33 coal gens efficently

wind spade
#

@tough shale 11 per mine?

tough shale
#

?

#

Ya I guess

wind spade
#

each mine feeds 11 generators

tough shale
#

If this is correct yes

wind spade
#

that is correct, if you use all the power

tough shale
#

Cus 3 mk2 = 360

wind spade
#

yea

tough shale
#

So how would I efficiently split that

#

But what kind of conveyor would I need to use this

wind spade
#

(ignore the numbers)

tough shale
#

Should I use fast conveyors ?

#

Like a mk3

wind spade
#

well you should use at least mk2

tough shale
#

Okay

#

TY for the help

wind spade
#

since you need to transport 120/min

stark lichen
#

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?

wind spade
#

unless you really need coal, then you should upgrade from coal to nuclear

stark lichen
#

The question is when, though. Just want your opinion.

wind spade
#

at the point where you unlock nuclear and all the alts for nuclear ๐Ÿ˜„

stark lichen
#

Hmm, simple.

tough shale
#

Would this work with 1 coal node and 1 iron node

wind spade
#

go to settings -> visualize machine grouping

#

and you will see

wind spade
#

well you have a bit less, but that should be fine

#

307.5/min you have

#

and you get 300/min from the miner

tough shale
#

Bruh trying to split this is gonna be a pain

wind spade
#

why so?

tough shale
#

7 foundrys

stark lichen
#

You mean with balancers?

tough shale
#

?

wind spade
arctic nova
#

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.

tough shale
#

Ahh wtf

#

nvm

#

Nvm what the actual hell how am I suppose do the constructors

wind spade
#

just put them all in the row

polar sleet
#

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.

tough shale
#

Its a 10 90 split tho

wind spade
#

put them all in one row

#

you don't need to split anything

tough shale
#

ahh yah cus im gonna have 7 foundrys cus its 6.7

wind spade
#

if you hover over the nodes on the visualization thingy, it tells you how to underclock them if you want whole numbers

polar sleet
#

under clock to save power if you have decimal building requirements.

tough shale
#

nah its good power isnt really a issue

wind spade
#

still you should underclock it for better output

#

use the value it gives you when hovering over the node

polar sleet
#

yeah the output behaves weirdly if it receives more than it can handle.

tough shale
#

Okay

#

Im trying to make the underclock thing showup err

wind spade
#

just hover over the node

polar sleet
#

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.

tough shale
#

Same thing for coal

#

.-.

polar sleet
#

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.

tough shale
#

@polar sleet Why dont u have an output in your manifold

#

mb wrong person

tired barn
#

how many 250% fuel generators can one oil refiner feed comfortably\

#

assuming i have an infinite amount of crude oil

wind spade
#

don't overclock generators, it's better to build more of them

tired barn
#

fair

wind spade
tired barn
#

thank

tough shale
#

To do the constructors would I line them up with foundry

#

and the last line I would split into the other constructor

wind spade
#

no

#

merge all the input from foundries to one belt

#

and split the belt the same way you did before

tough shale
#

k

#

What should you use double manifold for ?

wind spade
#

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

arctic nova
wind spade
#

yeah

#

it's probably not an official term, but I think it suits it well

#

nice smelter design btw

feral dew
#

@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.

wind spade
#

I like the alternating smelters

feral dew
#

Also, Yeah, I do like those smelters

wind spade
#

@feral dew cool, keep me updated!

arctic nova
#

thanks. actually most of my mass production for main bus are somewhat in this double manifold-style, even concrete and stuff like that

feral dew
#

It looks really space efficient. I'll probably be using it for my larger factories, in proper lasagna fashion

arctic nova
#

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

wind spade
#

it doesn't work for foundries tho, does it?

#

maybe not that efficiently

arctic nova
#

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 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

wind spade
#

@feral dew โ€ข Fixed some network related clamping on the Conveyors

fierce ruin
wind spade
#

I literally just posted a message copied from them lol

patent bough
#

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!

arctic nova
#

well, still needs quite some improvement on laying tracks, also bugs like trains not continuing, not beeing able to deconstruct them and so on

sand venture
#

Well, you needed steel beams for t3 belts, and for reinforced beams

arctic nova
#

but still, they have a great potential once the bugs have been ironed out

sand venture
#

Its been live for less than 4hrs

arctic nova
#

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

hexed adder
#

@patent bough on the other hand, trucks are tier 3, so accessible much earlier

patent bough
#

eh doesnt take that long to unlock tier 5/6

wind spade
#

@hexed adder there is no reason to use trucks now

#

well at least there will be no reason when the trains are fixed

stark lichen
#

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.

wind spade
#

tbh it's just better to belt it somewhere to the train stop

stark lichen
#

But not cool ๐Ÿ˜Ž

wind spade
#

trucks aren't cool

#

also, this is #math-and-meta , we don't do cool stuff, we do perfect stuff

stark lichen
#

Well, belt vs truck is a different matter.

#

Buff trucks!

wind spade
#

remove trucks

stark lichen
#

What do you think would make them more viable Greeny?

wind spade
#

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.

wispy bear
#

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

stark lichen
#

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.

wind spade
#

honestly as long as truck stations only have 1 input/output, I don't really care about them

stark lichen
#

Gotcha

wispy bear
#

I mainly use 1 truck to carry Uranium cells to my Power plant because i build it to far away lol

stark lichen
#

We need Hazmat trucks

#

To truck dark matter

#

Like CERN

wispy bear
#

everybody gangsta untill the truck full of uranium cells is comming closer

stark lichen
#

Ha

#

I am lookong forward to train math posts. @wind spade

wind spade
#

I still need to install April update

#

but so far, it seems like trains are just superior to anything

patent bough
#

did i mention they can go over 100 km/h?

lone yoke
#

How fast can they go?

fierce ruin
#

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?

wind spade
#

I guess you can put that into the tool and find out lol

fierce ruin
#

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

wind spade
#

you can switch the purity in settings

#

well, default purity in settings and production line purity in production line configuration

nimble dune
#

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?

wind spade
#

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

rich zenith
#

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

wind spade
#

just use manifolds instead

#

---+---+---+---+---+---+---+---+

nimble dune
#

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

little fiber
#

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

wind spade
#

@nimble dune I doubt. some of the builds are shared in #screenshots though

lone yoke
#

Ohhhh boi its official EVERY single other vechal is utterly pointless!
train docks have 2 in and outputs~

sand venture
#

Well even if it was just the 1 input / output, the (in theory) perfect reliability and repeatability would have made them the only choice

lone yoke
#

The cart inventory's are something to be desired though.. with how big they are you would expected something bigger then 32 slots

sand venture
#

Trucks flipping, getting stuck or going off cliffs is a pain

#

Well you can just add more

lone yoke
#

but that makes the station size much bigger... these are that space fficent

sand venture
#

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

wind spade
#

@sand venture if they had 1 input, belts would still be a valid option

sand venture
#

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

wind spade
#

I assume trains have some cost over time though

lone yoke
#

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

wind spade
#

but they still use something

lone yoke
#

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

wind spade
#

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

sand venture
#

Yeah you could run 30 trains at full pelt off a single reactor

lone yoke
#

And I doubt ya do that

sand venture
#

Fair enough greeny
But also trains are fun

lone yoke
#

You would have mutiple stops on one train line

#

and you most likely go past multiple ore deposits

wind spade
#

I have nothing about trains in the current version. But we were discussing trains with only 1 output per stop

nimble dune
#

more trains the merrier

lone yoke
#

but they have 2 in and out soo

sand venture
#

All we need now is a Hyperloop mod

#

Trains in Pipes

lone yoke
#

lol

nimble dune
#

heres hoping you can have 1 item type per cart and have multiple carts

#

pulled to their own out line, no clogging

sand venture
#

Yes lux

#

Each car is its own container

lone yoke
#

AWWWWWWWWW

sand venture
#

So you can have multiple item types per train

lone yoke
#

Trains dont kil lyou when they go over you!

#

DISAPOINTED!

sand venture
#

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

lone yoke
#

Oh ya, tracks and the trains dont match ya preset colorus if ya change them

stark lichen
#

Train tracks can span approximately 12 foundation of space suspended between foundation blocks.

wind spade
#

is it 12.5? the same as power lines? 100m reach?

stark lichen
#

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

rich zenith
#

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

crude girder
feral dew
#

@rich zenith

  1. No, there isn't, and even if there was I can assure you that it wouldn't work.
  2. weird splitter machines are part of the logistical challenge of the game, they're what make it fun besides endless handcrafting
trail depot
#

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?

sand venture
#

It makes 90 screws a minute

pseudo jay
#

@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)

crude girder
#

With proper planning you wouldn't need those balancers

sand venture
#

Just increase rod production

#

Or yeah, design with your available resources in mind

crude girder
#

He's thinking bus, where you build what you want, but don't actually plan production numbers

sand venture
#

Yeah buses dont really work that well here compared to factorio

crude girder
#

The math in this game is ridiculously easy, just plan ahead instead of using balancers to make up for it

pseudo jay
#

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

crude girder
#

this is how much i've built in that 57mb

shut arch
#

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. ๐Ÿ˜ƒ

arctic nova
#

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 ๐Ÿ‘Œ

crude girder
#

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

shut arch
#

i feel you. my pc isn't really a potatoe, but i know exactly how 15fps feels.

manic aurora
#

@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?

crude girder
#

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

shy mason
#

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....

wind spade
#

pipe

#

easy ๐Ÿ˜„

valid meadow
#

Not much better :-P
In French, "pipe" is actually a slang word for the... oral pleasuring of a male.

wind spade
#

maybe that's why the bot is banning the word "pipe" ๐Ÿค”

crude girder
#

Just block dyno

wind spade
#

sssh don't tell them

pseudo jay
#

Why is pipe a special word anyway?

wind spade
#

because it's epic

#

it's just an ongoing meme, that people want pipes and devs don't really plan to add them

shy mason
#

surprised trains aren't a special word by now...

valid meadow
#

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!

glacial hemlock
#

Because "but will it have pipes?" comments went viral at the weekly-key begging youtube comments.

wind spade
#

and also we already have pipes

glacial hemlock
#

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
wind spade
#

belts > hyperloop

valid meadow
#

Belts on belts > belts!

glacial hemlock
#

lol

wind spade
#

belts > lol

valid meadow
#

LoL > DotA 2! (Running away now that I started a fight)

wind spade
#

also
anything > overclocking machines > trucks > screws

glacial hemlock
#

well, screws > alt plastic recipe. Yay!

wind spade
#

there is no alt fuel recipe

#

but screws = alt plastic

glacial hemlock
#

yeah, forgot.

pseudo jay
#

While we are starting fights: arch > ubuntu

#

And vim > emacs

sand venture
#

reeeeee

pseudo jay
#

What do you think is the best combination of alt recipes for supercomputers?

wind spade
#

all of them lol

#

costs are for 1 supercomputer

warped cave
#

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)

wind spade
#

@warped cave that's correct, you need 120/min. Where did it say 90/min? Are you using the rounded up settings?

warped cave
#

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)

wind spade
#

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

warped cave
#

I added Supercomputers too for reference

#

Interestingly, adding High-Speed Connectors on their own (2 machines) it shows 120/min, correctly

wind spade
#

where does it show you need 2 machines? I see 1.5 machines, which is 90 silica/min

warped cave
#

Ahh okay, sorry - I didn't realise that was the amount needed for 1.5 manufacturers

glacial hemlock
#

The 3rd combination is quite good.

warped cave
#

When I round up what I need I obviously forgot that had affects upstream

wind spade
#

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

#

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)

warped cave
#

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

shy mason
#

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.

wind spade
#

we have tons of limestone. I doubt you will run out of limestone before you run out of quartz

shy mason
#

I know, it's just a pain to get a belt / truck route to move it

wind spade
#

build a few extra belts to increase max possible production? gimme!

vast sonnet
zenith cove
#

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

shy mason
#

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.

still plinth
#

There's supposed to be teleporters later I believe

crisp dock
#

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.

still plinth
#

??? There's so much content not implemented yet like all the quantum machines

patent bough
#

so uhhh i seem to recall admins discourage discussing unreleased content so uhhh ๐Ÿ˜ถ

zenith cove
#

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

midnight ginkgo
#

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?

wooden rune
#

the game won't be complete until next year, so there willl surely be a few more experimetnal versions before that @crisp dock

crisp dock
#

All of the power plants seem to only consume resources at the percentage power is being consumed.

midnight ginkgo
#

but is it shared equally?

crisp dock
#

I mean ya. 50% is 50% weather it's a fule generator or coal

midnight ginkgo
#

wish it would save the nuclear plant for last

crisp dock
#

I disagree because other things require coal and oil where only one thing so far consumes uranium.

midnight ginkgo
#

true but i'm just concerned about the waste

wind spade
#

@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.

zenith cove
#

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?

wind spade
#

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

fierce ruin
#

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

still plinth
#

My bad, was just trying to say to Busta that there's supposed to be a bunch of planned content still

zenith cove
#

I mean, if my comments regarding rocket-boosted mag-lev trains get deleted, they're confirmed @wind spade lmao

midnight ginkgo
#

thx @wind spade !

#

so 51 containers... omg

zenith cove
#

@midnight ginkgo 240, just stack them as high as possible lol

wind spade
#

@fierce ruin that doesn't make the content not-"unreleased"

midnight ginkgo
#

i didn't want to stack but sounds like maybe i should XD

wind spade
#

@zenith cove why 240? that should depend on number of plants, not some random number

fierce ruin
#

Only the content released is all that you can do now, the Devs removed the rest

wind spade
#

I know, but that doesn't allow us to discuss the other content

midnight ginkgo
#

maybe he has 80 plants lol

fierce ruin
#

Yeah the other content does not exist as far as I am concerned

wind spade
#

it does. It's just not in the pak file

zenith cove
#

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

fierce ruin
#

So then it doesn't, we don't have access to it so it does not exist until the Devs say it exists

wind spade
#

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

midnight ginkgo
#

my max consumption is 14GW's but i have 69GW's... maybe they won't produce as much waste

zenith cove
#

@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

fierce ruin
#

Basically unless you can play with it by normal means then the content is not real and hence cannot be discussed

wind spade
#

@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.

zenith cove
#

but rocket-boosted mag-lev trains are not even likely content @fierce ruin lol

fierce ruin
#

๐Ÿคฆ

wind spade
#

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

midnight ginkgo
#

he only has 2 power plants?????

fierce ruin
#

I have 20 of them

wind spade
#

no, but @zenith cove was like "build 240 containers" even before he told us how many plants he has

midnight ginkgo
#

damn... i'll have to build another 4 then

#

so i will have 21

fierce ruin
#

With 20 of them Greeny how many storage containers should I use?

zenith cove
#

@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

midnight ginkgo
#

60

zenith cove
#

... and 2 normal nodes

wind spade
#

3 normal nodes

zenith cove
#

oh, well the map website needs an update lol

wind spade
#

1800 uranium

zenith cove
#

So, technically 1050 GW max... unless there is something else preventing that

#

Well, less preventing and more restricting

wind spade
#

@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

midnight ginkgo
#

i like how this guy thinks

zenith cove
#

I mean, if you build your storage as a manifold, it is expandable when needed anyways

wind spade
#

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 ๐Ÿค”

zenith cove
#

How well do the belts work with wrapping around to the next level?

#

Or not at all

wind spade
#

lifts

zenith cove
#

right

#

Right

#

I forgot lol

fierce ruin
#

Thanks Greeny, It will be a dedicated area but glad to know it does not need to be a huge area

wind spade
#

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

fierce ruin
#

Looks like the Dunes get a purpose for me now

dim thicket
#

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

patent fractal
#

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?

fierce ruin
#

It scales to the power you using

dim thicket
#

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

fierce ruin
#

@dim thicket ๐Ÿ”ฅ

#

you post has me confused

patent fractal
#

Thank You @dim thicket and @fierce ruin , although in reality I guess it doesn't matter since all resources are infinite.

dim thicket
#

@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

fierce ruin
#

Okay that makes sense and I have also noticed that

feral dew
#

@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

dim thicket
#

Oh sick what equation is that?

feral dew
#

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

dim thicket
#

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 โˆš[11ยฒ + 11ยฒ] belt.

I'll have to figure out the equation! That's pretty cool.

feral dew
#

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.

fair cliff
#

How would I go about dividing my 3 mk4 belts into 32 outputs evenly?

feral dew
#

an injected manifold

#

you have a single belt as usual, but after a suitable amount of machines, you merge in the other belts

fair cliff
#

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?

dim thicket
#

Is even necessary? For many applications, each of the outputs fill and force an even output

fair cliff
#

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.

tough shale
feral dew
#

some paper

tough shale
#

Bruh

glacial hemlock
#

@tough shale manifold.

#

Rip manifold is pretty easy, 1.5 smelters in, 1 assembler out. Then underclock the excess

onyx plaza
#

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

feral dew
#

that's nice, but this isn't factorio

#

Satisfactory doesn't really benefit from the mega base, or the bus.

crude girder
#

Modular bases however, ๐Ÿ‘Œ

mental mist
#

And sattelite bases

onyx plaza
#

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?

feral dew
#

modular bases

wind spade
#

find a few nodes you need for that and build the factory there (from raw mats to SCs)

mental mist
#

Modular factories and trains๐Ÿ‘Œ

onyx plaza
#

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"

wind spade
#

I just counted it and it's around 150 machines only, including miners and pumps

feral dew
#

I don't really understand what you're complaining about

onyx plaza
wind spade
#

use alternate recipes

mental mist
#

Sc's with no alt recipes....Madness

onyx plaza
#

apart from that requiring experimental

mental mist
#

I barely use standart recipes any more ..those that have alts that is

wind spade
#

?? you can use the alts with or without experimental

onyx plaza
#

you cant do that silica recipie

mental mist
#

Yes you can

#

Its in yhe stable

wind spade
#

you can have alternate silica (sorry, I forgot to put that in)

mental mist
#

Which is better anyway

wind spade
#

^

mental mist
#

I use it for my aluminum line๐Ÿ˜ ๐Ÿ˜

onyx plaza
#

Did you make that flow diagram yourself?

wind spade
#

no, I have a tool for that

feral dew
#

alright greeny

onyx plaza
#

cool

feral dew
#

that spaghetti's a tad bit indecipherable

wind spade
#

I challenge you @feral dew to move them in a better way with grouping turned on

feral dew
#

isn't this a lot better as is?

wind spade
#

definitely

feral dew
#

besides one little exception, it all flows downwards

#

I believe in the default layout

empty hemlock
feral dew
#

take notes @wind spade

wind spade
feral dew
#

ah, i've got it

#

Greeny, you need to start utilizing all three dimensions

wind spade
feral dew
#

you didn't even utilize one here, how lazy.
๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ

wind spade
#

3d visualization? oh wow

feral dew
#

Actually, I've got a question that I may have asked in the past

wind spade
#

pick the one with bigger ||boobs||

feral dew
#

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.

wind spade
#

I doubt even CSS know what the splitter does

feral dew
#

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

crude girder
#

It's probably made by one obscure programmer in a back room

feral dew
#

one of Jace's slaves, we know

wind spade
crude girder
#

They don't...interact...with him much

feral dew
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if you listen really closely in the videos that jace puts out, you can hear his distant howling

crude girder
#

I heard more of a chanting, a silent but continuous one

feral dew
#

sometimes the camera shakes, probably from when he's destroyed his nth computer in frustration and hopelessness

crude girder
#

Sometimes you gotta give up your humanity to achieve higher knowledge

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This is now canon

feral dew
#

Coffee stain will do anything to increase their E3 presence

crude girder
#

By feeding the poor guy like 40 Madman's Knowledge?

feral dew
#

I wonder how many copies of satisfactory that one guy has been forced into buying with his meager paycheck

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I think that they probably have some gurus that prepare the organs of good programmers in a particular way

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so he can absorb their knowledge more easily

crude girder
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I can taste the prions in the air

pseudo jay
#

I think whoever made the splitters read the darkhold

wind spade
glacial hemlock
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Gonna love 8x1

patent bough
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What I wanna know is do 8x1 take less material cause if so I know what I'm building bridges out of

glacial hemlock
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Not sure unless i open the game, which shld be done after 20 hours. Now i gotta sleep

still plinth
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From what I saw in some streams no it's still 6 concrete

crude girder
#

8x1...?

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Is that in metres or foundations?

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Do not inclusive or me thanks

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Nvm, scratch that, it's just a normal foundation but 1m in height

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Which means I can refine the height calcs of all buildings...hehe

patent bough
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Nice

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Could also mean being able to set up some ceilings with more precise clearance

tough shale
patent bough
#

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

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Actually you already have slightly more iron than you need (240 instead of 233) so that'll help

feral dew
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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