#math-and-meta
1 messages · Page 419 of 1
nuts!
looks more sexy from above 😛
@wind spade can i set in your calculator in the production line every mine or is the maschine mine for all mines only?
so i would have a pure mine and a normale mine
if you want to produce stuff from given set of resources (e.g. pure + normal), you can use the consumption tool
otherwise it's limited to one tier
(purity)
yeah, that's right. And if you want to produce by the miners, you can just put e.g. 60 iron ore to input and that's a normal purity mk1 miner
yea ok ^^
@arctic nova blessed, thanks
also, is that 5x1 foundations, centered on a 5x5 core, in a spiral?
trying to help ya kinda escalated a little bit^^
well that is the goal, escalate these trains 😂
well, I decided to start from a central foundation, then you add another 3 foundations to each side
that's the inner spiral
then every outer foundation will add another rail, so the min base would be 7x7 for single-lane, 9x9 for dual, and so on up to 15x15 for 5 lanes
btw. just made also a little reddit/imgur post about it
what's the best miner to boiler ratio for coal?
that sounds like a factorio question 🤔
anyway, it depends on your power consumption, miner mk and node purity
right
in the calculator, it does not give me an option for energy
am I missing something?
energy?
if you link/screenshot it and tell me what you want to do with it, I may be able to help
I wonder if leaving the train at the bottom and just having an itemlift going down would not have been the more efficient method.
unless the bauxite nodes are further away of course
there is a natural ramp very close
just through the tunnel in the mountain, turn right at the lake. On the right side cut some plants, up the smaller tunnel
yo im an idiot, wanting to split a 120 belt into 2 45s and 1 30, can anyone help with the right splitter/merger config?
ill give you the rundown what i want to do, have 2 foundries working 100% and one at 66.6'7'% rather than to just have each filled to 40 ppm than 45 that they needed? wouldnt your solution just provide the 40?
missing some of the point of the initial question, being, i want to load balance this with belts
if you underclock one foundry to 67%, it will balance itself out with the 1 splitter setup
yes, you can do it with belts, but that's just tedious process and not really worth it
ok thanks, sorry if i seemed rude at all!
what the better computer recipie? quick wire or Crystal?
crystal
@formal gazelle# 2878 https://satisgraphtory.com/#MTVtbHBq
@orchid panther thanks
so mixed belts are now a thing with a tiny mod
(made a video how it works) https://www.youtube.com/watch?v=xtnz8U2KLvs&feature=youtu.be
I just found the mod and tested it, I am not part of the development (besides my suggestion I'd guess) Link to the mod: https://ficsit.app/mod/66iHiLG6NusA2a...
long story short: https://ficsit.app/mod/66iHiLG6NusA2a provides an item counter, that is also able to destroy overflow items
some people did them, but spent a lot of time trying to fix its inherent issues
belts don't seem to be calculated item by item when you're away, so when the belt is out of rendering distance, there's a chance of the mixed belt coming out of sync
on smart splitters. if the belt left and right are full, but the item is supposed to go left, will it just pass through instead?
I don't know that contents of that mod, but a regular smart splitter would just stall at that point
yeah i dont mean with the mod. just wanted to know vanilla
yep, that's why so many people have complaints on them
a pass through line isn't an option
would be good to be able to build if/then relays
i thought the issue with smart and programmable splitters was the lack of need for them
just helps keep down the clutter. just need to be able to do a bit more with them
The issue with them is that they aren't smart at all
they are very smard
Smort
yeah, the issue with smart / programmable splitters is, that they are not really needed anywhere
@wind spade , yes I agree.
So far I have unlocked all the available items and just kept items in separate belts and containers. I dont see the point of these smart/programmable splitters
Now if the splitters were cabable of being used as a load balancer on its own, then it would be more useful. Like you could specify hoe much items per minute go from each outloet of the splitter
unfortunatelly, splitters with specified ipm won't work
i only use smart/programmable splitters for products requiring manual input
so i can dump all my leaves/shrooms/etc in a single storage unit and have them auto-filter to the right places
@wind spade at least prorgrammable splitter should be able to work with specified ipm. I mean they are suppose to be programmable! So let us program the ipm 😃
@languid estuary the result ipm will be less than the number you put in
so it won't be really useful
Splitters need a complete overhaul tbh
what would you make differently?
accurate ipm splitting
Actual smart splitting (same item different direction)
Ipm splitting based on incoming belt
Priority splitting/merging too
ipm splitting is impossible
what about making a governor? Like not a splitter, but something that just limits the output to something, it could even be like a storage, with a setable output rate, maybe with just a couple stacks storage.
this way you can set the input rate on a manifold leg
and why is ipm splitting impossible?
cause of tickrate
Would this same thing stop you from making a storage container where you can set the output rate?
Yeah, just getting it MUCH closer to what we want will help so much.
It will smooth out fill times etc
I oftentimes have 3 or more legs off of a resource heading to manifolds, then I end up making them open ended, and merging the outputs and recycling etc. This would allow me to make closed manifold way more often.
Why does my train say unable to reach next stop?
@modest linden you can manifold the manifolds and then every manifold is a closed one 
2 questions:
- is the alts screws for ironbars good?
- How i can build an efficient heavy modular fabric?
thx^^
- screws are pretty much useless with alternate recipes, so I don't recommend getting that
- find an online tool and put the numbers in it
alts screws, well, better than none. But not anything better. You could hear a lot of good things about alt screws from new players though.
I mean the recipe may be good in early game for reinforced iron plates, but I would rather get stitched iron plates alternate and save resources in addition to power and space
Iron wire is good, stitch plate is better, alt steel ingot is the best.
@languid estuary it's mostly just for inventory sorting, i.e. you can throw leaves, mycelia and wood into a smart/programmable splitter and send it through the correct path to make fabric, coal or biomass
also: hello discord's "random scroll"
My all time favorite Alt recipe is Alt rotors , then stators and rotors can go on the same manifold. Followed by Either reinforced Iron Plate alt.
🤔
honestly the screw one is shit because it has screws in it
Screws = bad
Meh, So long as the screws stay under 270 per line I can make my factory and optomise it later.
it's not about screws, it's about every alt that ditches screws is also better than any alt with screws or normal recipe
I'm not using a bunch of the recipes that ditch screws though, it's not as important as being able to get the factory Set up so I CAN go adventuring.
I understand stitched plate is better late game , but when I'm only working with 7 hard drives, either alt is not that much better or worse, just having either is super necesary.
honestly I Don't even have iron ingot on my Absolute Must-have list.
It's on the tier RIGHT below it.
It's a pain (for me, just for me, not the game's fault) to go and look for resources, esp. hard drives as they aren't a ore scanner item. So I try to optimize each hard drive I find. I'm not saying alt normal r.i.p. is better, just that It has it's use. I have to run 30 wire machines because I can't knock off 1 more important recipe for iron ingots AND iron wire. It can be nice not to add to that list.
@wind spade the steel screw recipe is good. if there was an actual demand for screws. I'm currently debating with myself about stitched iron plates, or alt reinforced iron plates using steel screws
@mint lagoon iron ingot isn't that important
and if you use first two HDDs for iron wire and SIP, you will have much easier game
@shadow kite see ^^, also yeah, it could be good, but you don't need screws, so it's bad
My first two are alt rotor and (some plate version typically alt normal)
then enriched coal and enriched steel ingot)
probably the "3x reinforced iron plate"
@shadow kite I meant I'm trying out stitched this game. Typically I take the screws one, the one that just changes the ratio of input, not changes the input.
ah
@wind spade Iron wire is not important at all compared to alt rotor , imo. It completely changes the layout of my base, and makes it a ton more difficult to make motors at all.
I don't use HDD before i get to rotors.... I don't use MACHINES before i get to rotors... not worth the setup.
ah you are one of the handcrafting simulator guys
More like, no real point in setting up stuff when I'm just going to move once I get to coal.
I don't like constantly mowing the lawn for bio fuel.
I'm just starting to use 3 machines at my starter base So I don't have to constantly go up and down sky base.
Coal/perm base is 2km up and .8k east from starter base.
I just set up some production of plates, rods and wire with a decent amount of biomass while I go hunt for 2 HDDs as early as I can
when I come back, I have a good amount of stuff to progress futher
i die to hogs. there aren't safe hdd nearby starter base.
I broke my brain a long time ago :
Can I use this to make a 1 to 16 ?
https://satisfactory.tash.fyi/11
you can also use a manifold 😉
heck it takes me 3 hours to get outta tier 0 due to hogs.
And "Hey everyone" btw 😛
yes, you can use it, but it's better to just put 16 splitters on one belt
and faster to build 😄
Yep but it's not working very well I think ?
I've memorised location and enemy lists on all ores/ hdd drops I can get to..
first machine fills up and clogs the belt, so more stuff goes to the second machine, etc
Yeah thx
Ima try 1 to 16 and if it's too diificult I'll make it by the dirty way x)
thank you 😃
it's not dirty
Also it can be better to do two rows of 8 instead of 1 row of 16 for space.
Yeah but it's a better optimization, that's what I mean.
I think I will make 2 floors so yeah, two rows of 8
@dull shard it's faster to build, easier to expand, smaller footprint and just generally the better way
but it's your choice obviously 😄
just remember, this isn't factorio, you don't need balancers here
Mmmhn I still use balancers to force certain lines to be fuller than others , but Not often and I may stop in future.
But I always only do manifolds.
I didn't play factorio :p
Satisfactory comes when every lines are moving
It means that everything is perfect x)
@dull shard well we don't have infinite storage, your setup will stop anyway
sooner or later
@mint lagoon why do you need to have one line more filled than other?
I define perfect as when every TOP line is moving. HMF for instance, if it's not 100% efficient, something is either wrong or the storage is full..
I don't have anything perfect in my factory so let me dream about infinite storage @wind spade 😄
@wind spade Before I get to trains, I need way more oil for fuel than I do for rubber, So rubber line is smaller output than fuel
It's just something I do so I know which line to prioritise . I'll probably grow out of it soon enough.
well that should be defined by number of machines
so if you need more fuel than rubber, then you should craft more fuel than rubber
I do, Non-exact Example: I need 480/ min for Fuel, and only 120 for rubber, I will put a mk2 belt at the start of my storage, before I switch fo Mk4 so I don't run too much to rubber. Sometimes its just so I identify a Smaller line.
LIke I said, I'll probably stop using this trick this run.
well the issue is then in underproduction, not belt balancing 😄
but yeah, I get what you mean
underproduction Even with Overclocking 250% being unfixable without exploring means I fix with belt balancing.
overclocking
Hate exploring, If there was peaceful mode, wouldn't hate it so much.
there is some afaik
As far as I know
are we talking mods here? I'm not sure with all the updates that mods can keep up.
This hasn't been updated since April so it's up to the modder
An official peaceful mode would be nice. Combat is too bland to be interesting, and mostly interrupts exploration and work on factories.
tbf I find it interesting
I find combat so difficult I build my base 2km in the air.
I avoid exploration at all costs.
I would trade all purple powerslugs for an ingame hdd ore scanner upgrade.
idk if they buffed enemies or what happened, but when I last played the game before April update, combat was super ez
The rebar gun and xenobasher have gone a fair way towards trivializing most of the threats I run into. And as long as I pick up healing plants along the way, taking a few hits here and there isn't an issue.
heck i'd trade half my hdds for a hdd scanner.
I guess interactive maps are out of option for ya
well, spiders are easy to avoid, when you strafe then they can't hit you. flies are super annoying, they try not to attack you when facing you, but try to attack from an different angle. fluffly hogs are somewhat easy. The fire spitters are annoying due to rng.
i take 3-4 health fighting a hog with the basher (not pissant zapper)
Yeah they aren’t so accurate... last time i checked for uranium and it was in the middle of a waterfall...
Can't strafe.
so i wonder: i like to build long lines of splitters infront of my machines and just branch off a main line to each machine
would using t1 conveyors for the branching affect performance (if the main line is t5)
95% fights without them touching me
Hmm? You can strafe in this game, unless I'm fundamentally misunderstanding the term.
If you don't like changes on the base throughout the game, perhaps you are playing wrong. The base is meant to changes a few time as you progress.
i know there was some math related to splitters not being super effective if you used different tier belts, so i'm curious if i'm doing something wrong
Guys jump on something and use the rifle
I'm trying to learn the timing and dying in the process,
I have starter base, bootstrap, them mass production
@warm root if you are using the mk1 belts for the branches, you just need to keep the branches under ~50 ipm
then you are fine
As far as I've seen, as long as the output belts can handle the total capacity of the input belt, you'll be fine.
strafing is walking sideways (a & d) @fallow lily
ye, was just making sure that i didnt hit some magical 'issue' where it would decrease performance of my mk5 belt because of delays :p
@fallow lily I do not possess the leet skills required to strafe.
thx greeny
@warm root no, the issue is a bit different. I'll link my answer on reddit to some guy, where I explain the issue
Lol
I suck at combat.
There are tutorial on how to kill hogs or spitters in game, search ytube.
6 votes and 21 comments so far on Reddit
I've read / Watched enough to TEACH anyone else to , I've tried a long time (100 ish hours across all my saves ) I just can't learn.
thx greeny, ye i knew it was something like that: was just afraid that the same 'logic' problem would also occur on the mk5 belt i was using :p
I'm a base builder, not an explorer.
Btw, monsters do respawn if you leave the area for some time and there was no built structures in it.
they are no monsters! 🙁
it is called wildilfe
we might be 
Doesn't help I can't play with two hands (more than push shift/ctrl)
Ok, the locals.
the monster dropped with a landing pot
fistbump @fluid ether ^^
Hostile natives?
I think most death in mp result from other players
@fluid ether why?
nah, as satisfactory player watch shroud for 100 hours and analyzing the combat patterns to improve on hog-killing efficiency might be 200IQ
MP is a little to buggy and my pc a little to old to host MP.
I never got killed by a single wild creature. However... being afk is dangerous
@fluid ether cats. Kill you.
wait, this is math and meta. we are offtopic 😱
my worst enemy in satisfactory is actually gravity :>
combat tactics isn't meta?
Being flung away in mid air when train turns. Reload save.
Since i build sky base to avoid combat, typically gravity kills me the most.
jetpacks save lifes.
^^ truth
Actually bladerunner do prevent player from dying. From any height.
sometimes you run out of fuel. I recently noticed that carrying a second jetpack in the inventory and switching it mid-falling can save your ass
they do , but i wouldn't survive the trip back to the stairs....
Fall damage is something I'd happily turn off, to the point where I'd do so over turning on a peaceful mode.
@glacial hemlock not when you play with 3 health bars always
ain't got no time for berry and alien-organ explorations 😄
^^ thats why I keep my doggo, they explore so I don't have to.
Haha
fml. I probably played 600 hours of satis and never tamed a doggo
I guess you convinced me to finally do so
doggos are an infinite source of purple power slugs.
I don't care too much for slugs, all my miners and oil pumps are oc'd and that's all I want
and all berries nuts mycelia.
but the auto-health to finally start staying at full health again sounds great
what kinda bugs me is that I then have to care for nuclear waste I guess?
or autoload?
save more often.
i could show you how to build a cage to check if the doggo has nuclear waste without getting hurt if you like?
btw @wind spade you said smart splitters/programmable splitters are not needed anywhere. Have you thought about, that with the now functioning smart splitters you now can use cargo stations for more then one material?
yes. You can use two platforms each for one material and evade all the issues that comes from mixed belts
It'll be tricky due plan the train timings, but it should work
the problem with that will always be, what happens if the system runs full? one line will clog the rest
@fluid ether not anymore, there is a mod than can kill overflows
How does it do that?
mod isn't vanilla game
yeah, I am talking vanilla
(I'm aware that mods aren't the base game, but I'm still curious about how that mod works.)
It only kills overflows by deleting the backed up items.
Ew.
also, why would you go through all the trouble of setting up smart splitters, mod, deleting items (why delete items?) and the correct ratios and timings, when you can just use two platforms and two cars?
then I shut my mouth 😃 anyways I do hope that we either get something dealing with overflow OR some smart if-then-programmable connections for vanilla at some point
cause main train hubs would be super large
for smart splitters to be usable, the rest of the game would have to become smarter, too
thing is, I do use smart splitters for one thing
truck stations
Plenty of space on the map to have large stations and multiple rail networks, so space is not an issue
can't have them clog each other by getting a different load by accident
@arctic nova we have pretty much infinite space. Why do you care about size?
I wouldn't want to place my trains above terrain level, while also trying to make it don't look like spaghetti
and that on a larger base is an issue.
how is +1 platform large enough to make this difference
well, for example you would plan on get every raw resource processed at full rates in an centralized hub (only in theroy ofc!), you would need to get a station for every equivalent of 2 pure nodes
also, multiple trains
at some point mutible trains for one station will work
just for now we have to deal with how it is
that won't help my splitter idea I just realize tho
and also, not stations, but just platforms
yeah I mean cargo platforms ofc
I have a set up of 3 stations with 8 or 10 cargo plattforms each..it was not that hard
just calced it quickly, for example if you would make a rail based processing of all raw materials in one central hub, you would need to have 116 different cargo platforms in the central station. But I actually don't see any solution to this, besides more inputs and outputs placed on cargo platforms. Would be kinda cool if you could switch the 2/2 in- and output based on the setting if the station is a loading or unloading station
116 cargo platforms? that's totally fine. Remember we can build in 3D
I know, I always say the skybox is the limit :>
if you make the classic 5 long trains and make 6 rows of stations, you only need 4 floors of train stations
I doubt my pc could handle 100% node usage anyway
that's not much, it's actually super small
you're right, the more and more I think about it
anyways, what's kryo saying, this is also the main reason why I wouldn't try that
instead of kryosteel gimme a cryofreeze in order to get me closer to a pc that would be able to handle the load that this base would take^^
btw. kryo, do you know battletech?
Heared the name, never saw a picture of it I believe
and kryosteele is actively cooling by itself 😛
nah it's just the story behind mech warrior and the lore uses a lot of kryosteel 😉
hmm, interesting.
Calculator for # of Ref/ Fuel gennies from1 Nor/pure node?
https://satisfactory.greeny.dev/ you want consumption tab.
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
So, did anyone figure out the best recipe choices for oil related products? Currently doing a rubber focused setup with alt recipes all over the place but got curious
anything that saves oil is good
From that same calculator: https://satisfactory.greeny.dev/alternate-recipes
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Plug in the products you want to make, and have it analyze the alternate recipes you have.
At what point would you do a double manifold for assembler level?
I need 8 Assemblers doing Compact coal for steel and am wondering if I should do 2 rows of 4 versus 1 row of 8. I'm leaning towards not doing a double manifold and just doing a single row.
that's just a matter of personal preference I would say
double vs single manifold gives no real advantage
ok thanks, I think my area, fighting with the snakeleg trees, means long and skinny will fit better.
wats a double manifold
So, based on my math, 3 uranium nodes feeds 1800 uranium/minute, at maximum draw.
Should feed 32 manufacturers at 250% making 1400 alternate uranium cells/minute
Feeding 56 manufacturers at 250% making 84 alternate fuel rods/minute, which should feed 210 nuclear power plants clocked to 250%.
(stock clocking consumes less power, but over clocking means less machines which means more sanity on logistics, for me, your mileage may vary)
@fierce ruin manifold, where machines are on both sides of splitters
every day, another person comes in and calculates max nuclear power...
its so much fun
yes, max nuclear is 84 rods/min, 1050 GW and no, you don't need that, you can just use one node and you'll have enough power for anything you want to build
what
whatever comes post nuclear will likely consume all the power ever
you will never ever use more than 300 GW on production lines in this patch
I doubt that
this patch
I highly doubt that we will have something consume 1350 GW
have fun with the slideshow
Hadron Colliders and crap
Each one uses like 400MW from cheaty stuffs. May need a lot of those
Definitely not lol
Alright other math geniouses I need assistance
I have 10 inputs each running at 10 items a minute
I need 1 output at 20 items a minute (or more)
and 5 more outputs at 16 items a minute (or more)
how do I do it????
merge all into single belt and then just row of splitters
but one out put is more
it will balance itself out
but its perfect...... 16*5=80 + 20 =100
yeah
yeah
@wind spade What base layouts do you think are the best for producing pretty much everything? (computers, heavy modular frames, etc)
efficient? 🤔
Yeah
that was my answer
Oh ok
i mean, you just have to figure out how many items per minute you want and that number into a tool
what do you expect me to tell you
Idk, lets say a recommended layout for Tier 5-6?
depends on what you want to produce lol
Can I give a list of what I want to create?
just to trigger Greeny because i didn't use a manifold 😛
choose one that suits you the best
try all or just one, idk. Every person has different needs
u ise Greeny tool and https://rblom9517.pythonanywhere.com/satisfactory (this one is not fully up to date)
k
I think @winter panther is asking How many Things ( motors, HMF,) to make . For tier 5-6 I generally go with 1 HMF machine 2 Motor machines and 1 Super PC machine with all the sub layers needed to supply them at 100%.
And extra Steel beams/encased steel beams.
I get that, but why is he asking me?
first, that is a decision he has to make himself, based on what goal is he targetting
second, my best save has 30 hours and not even automated computers, and I have played it in February. So I don't really know what are current requirements for stuff
I'm Not Sure he was asking you in Specific , Just the discord...
You just answered cuz your the tool god.
I just heard that you were one of the best guys to talk to about it
Ooops Just saw the tag.
@mint lagoon he mentioned me 🤔
@winter panther , Greeny/ greeny's tool is one of the best, but you need to have a goal, like the one I said, to use it, he's/its not the best for designing bases without a goal
@wind spade hence my OOPS!
oh well, discord can't scroll
didn't see your message
well, I can design your base for pple, but without the goal, it's kinda "pick any number and design for that number"
which isn't really what you want
I could've give him the design for 125 SC per minute
Meh, I didn't see the tag at first, and I meant something like: listing goals is not a part of the tool, but fufilling them is.
@orchid panther intense triggered. You have not even automated the input.
You sure made yourself a lot of space. Which is not a bad thing.
I typically make 1R+3FG setup and make 8 groups of them clustered at 1 node
o wait i have a finished pic
math
Meth.
Hello! Are load balancer essential when your input is "limited"?
Let's say I have input of 600 iron/min, and 12 Machines eating 50/min. A "fill first" strategy would let the machines in the end of the line with no input?
You sure? I'm trying to simulate with sheets
@ornate flint
efficient and fill times for the manifold you talked about
basically, it's 100% efficient in 10 minutes, first 8 machines are efficient in 4 minutes
@wind spade you're the best, thanks!
you can calculate your setups here https://satisfactory.greeny.dev/machine-fill
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
I'm building my very first huge factory after screwing up with two spaghetti ones and I'm load balancing everything, but I'm kind of getting crazy about the whole thing...
Thanks for the link!! One more question: does the belt speed affect somehow?
well, you need at least the belt speed to carry 600 items (in that case)
the tool assumes all belts are infinitely fast
e.g. no belt limitation
And also: if there are multiple kind of machines with multiple consumption rate?
as long as you have enough input, it will eventually balance itself out
however the tool isn't that advanced that it could calculate with different machines 😦
but mostly the times we are talking about are around 10s of minutes
with most of the machines being 100% efficient in first 10-15 minutes
unless you have big stack sizes and small consumption and input
for example nuclear plants will work 100% efficient in X hours 😄
if manifold is used for them
Ok thank you very much!!
Just letting you know I used your tool to prepare the plan of my factory
😁😁👍
How do you guys like to set up your filters for train depots? I am planning on scaling up my off-site production and making a four-train mega Depot but I don't know how I am going to manage the logistics
not filtering anything tbh. Just having direct connections from cargo plattform to where it is needed
@wind spade I use the calculater a lot, I noticed that if I use the alt Iron Ignot Alloy, one that I like a lot, the calculator still uses the regular smelter or am I doing something wrong?
@sage current can you share your setup or printscreen it?
ok, so I have something like this:
https://satisfactory.greeny.dev/calculator?preview=CbgIs6Im1i
and with screws I am having to do a bucnh of figuring out on the manifold which ends up looking something like:
5 screw 450
5 screw 450
5 screw 450 (split 1/2 to fit)
3 screw 270
Plate production
Leg 1 (5 screw + 3 screw)
Start 450
1 -120
2 -120
3 -120 90
merge +270 360
4 -120
5 -120
6 -120 0
Leg 2 (2x 5 screw)
Start 450
1 -120
2 -120
3 -120 90
merge +450 450
4 -120
5 -120
6 -120
7q -90 0```
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
ie to figure out manifold saturation etc
what would be nice is to have some sort of way for it to calculate out manifolds on the production page, maybe a different view that shows how to split up the production with a max belt select
look, it's screws!
@modest linden There's a few problems with that
oh god here we go
the most blaring one is the T4 belts, which happen to be 480 ppm, rather than 450, but that's really vary unimportant
The second one is the fact that machines that output multiple items in a single cycle can't be merged to the capacity of a belt. In other words, you can never fit 450 screws onto a single belt. I'm not sure how that applies to 480's, since I don't know the screw production off the top of my head, but usually the idea is to keep screws in belts of much higher capacity than their sum.
There's ways to mitigate the effects of that merging problem with proper spacing, but it will never fully vanish
then, in either way, the resultant belt is going to be a really staggered thing, with screws in the very opposite of orderly lines, that can mess with splitters, so if you divide by half, make sure you're prepared for some machines to have small losses in efficiency, but it shouldn't be too great.
@feral dew 90/180 screws per min (depends if you use the alt or not)
if you ignore the 4 1x5 balancers stacked on top of each other for a minute
That input line happens to be a 450 belt from the early access weekend
it clearly does not have anything similar to 450 ppm on it
perhaps
this screenshot is so painful in many ways
don't worry, it was from a past time
my eyes omg
now, this is how I do my screws
- clipping belts
- belting screws
- screws in general
- balancers
- no beryl nut or berry in hand
instead of balancing
why are you doing screw @feral dew , screw screws !
because screws are a perfectly reasonable way to get reinforced iron plates
laughs in stitched iron plates
😫


tbh I'm almost sure he isn't
👍
Whenever something expands (wire, screws, qw) i use direct feed to next machine. Don't even thought using manifold
injected manifold here, since the ratios are usually so bothersome, also I'm lazy
Stitch plates, is a good example, it is 1👍1
it can be solved with underclocking, but I'd rather just make very long buildings
1: 1: 1
Talking about screws: IIRC I took steel screws alt instead of stitched plate
SIP is still better tho
SIP?
Stiched Iron Plate
I just scrolled up and I am in so much pain right now
it's just way better than standard RIPs
Okay sir
with iron wire and SIPs, you save ~50% of raw resources
and with iron ingot alt, you save even more, up to 66%
also, when you get iron wire, not having to manage copper on top of iron is nice
these are raw material costs for 1 reinforced iron plate
So i can Make 60 SIP pm With 2 normal mk2 200% right?
But With iron wire and iron ingot are better because i save a lot of raw ressources?
the alt recipes use less baseresources to produce more. so yes
for example with iron ore you would get one ironbars per ore. the alt will give for one iron ore and one copper ore 3 iron bars.
Soooo...with alts i can Make 3250 ironwire and 360 iron plates So i can produce 180 SIPs right?
sounds about right
although I do not know what you are basing the first two numbers of
This are one mk2 normal 200% ironwire with the alts iron wire and iron Ingo.
The other one mk2 normal 200% iron Plates with the alts iron ingot
Or Take anything wrong?
help with numbers plz
Nuclear Fuel Rod
125 uranium cells = 13 machines, (585 uranium ore), ({120 concrete = [360 limestone] on 8 machines})
15 encased industrial beam = 4 machines, (80 concrete [270 limestone] on 6 machines), {{total of 630 limestone}}, 64 steel beams = 7 machines (210 steel ingot = 7 foundrys, 315 iron ore, 315 coal)
25 electomagnetic control rods = 13 machines ([78 stators = 13 machines, 234 steel pipes = 16 machines, 240 steel ingot = 8 machines, 360 iron ore, 360 coal,{780 wires = 18 machines, 270 copper ingot= 9 smelters = 270 copper ore }]) {{total of 675 iron ore, 675 coal}}
To run 5 Manufecturers, to run 10 Nuclear Powerplant
Heh, you do know the nuclear fuel rods last quite a bit?
satisfactory wiki
1 rod takes 5 mins to burn, 1 rod takes 2.5 mins to be made
shit
i forgot about the ai limiter
🙄
i think you mixed servers
!FicsitHR hardban @fierce ruin NSFW, Spam, lots of NOPE
Hardbanned JewSlayer#2900 (595343080467726338)
you could've at least wait a few seconds before I download the pic
I'm sure you'll be able to find it, don't you guys have internet?
I don't even know what was on the pic
Umm greeny you have a flaw in your calculator
@wind spade food like meat
I just came here and the pic dissapeared in 0.5 seconds
@simple jungle looked more like a buffet. But, moving on.
ok
so on and so forth clause
Why is the buildings tab very different in number to the items tab? When looking at the items tab I get 130.8 manufactures but in the buildings menu I get 147.
it rounds up every production line
it was put there to have good shard counters
I don't know about a good way to solve this
well, I can remove the shard counter
Cause I used the buildings tab to make my factory I have over made how many machines I need. Good to know there is a reason for why it does that
example situation: user has two production lines, each one with 1.5 miners overclocked to 250%
each production line needs 6 shards, but in total, it would say 3 miners, 12 shards
okay makes sense
so I had to round it up
I would sell my soul for a better solution
probably removing the shard counter is easiest
not really a solution, but at least it will give correct numbers
That would make the difference for those who are not aware, or add another tab that simply adds the numbers for the items list together so people know the difference and rename the buildings tab
there is still the issue of slight incosistency tho
because for example 2.5 constructors making rods and 2.5 constructors making screws isn't 5 constructors in total
I mean yeah, I can sum them, but the player will need more than that
I'm kinda interested how does Anthor handle this
Once he gets back from his vacation we can ask him
yeah, he does the same thing as I do
Satisfactory helper to calculate your production needs.
you just get 4 constructors
🤔
^^this was why I was hoping for a "round production lines up to the next machine Including upping production needs" option
that would up my lines to even so i wouldn't have to worry about way over building lower resources.
What is the best layout for a train loop around the island?
Gridded layout will do. Maximum of 4 turns
You can either orient it to NSEW or rotate it to any angle, but keep it rectangular
The other way to do it is realistic loop which loop through all the center of resource node group, it is advised to based on online map to plan out your route. Single nodes far away from main line has to be transported by secondary logistics.
@wind spade @fierce ruin in the example provided it seems correct to have 4 ?
Hey, has anyone ever done any tests on train acceleration and deceleration based on the number of freight cars
Yeah, I know that, but does anyone have any time? Like, for example.
- with a locomotive and 0 freight-car we reach the maximum speed x in t
- with one locomotive and 3 freight cars we reach the maximum speed x in t
Not sure on an exact time personally but for the train I have made 6-20 I get upto full speed in about 5-10 seconds
6-20 ? I don't understand
6 locomotives 20 cars
oh, okay... I would have liked to have a mathematical function of acceleration and deceleration according to the number of locomotives, for example:
acceleration (locomotive, freight-car) = 3xlocomotive + 9xfreight-car
I guess we should map the acceleration curve, especially say 99-120km/h, so that the effects of various radius turns, and grade changes, can be estimated on trip times. If you slow to 90 km/h it takes a while to get back to 120.
And doesn’t draw much power to do so...
it's really difficult, if not impossible to get something analytic like that
unless the devs give us something to work with
Yeah, just leaves us with measure & model. Maybe get my students to do it...
Unfortunately, mathematical models and satisfactory don't mesh well together
a lot of things are calculated seperately when out of render, I have a lot of experience with this
that, and due to some sort of simulation inaccuracies, or however it shows up, even empiric models may not show the full case.
Is it because the train will teleport to waypoints when it's out of render distance, similar to vehicles?
Hoping someone can help with main bus ideas. I've seen a lot of things saying its better to not bus copper wire and use ingots instead as it 1:3 ratio and craft the wire each time its needed. That means more constructors overall thus more power and i wont have as easy access to wire when i need it outside of my automation (putting excess in storage isnt as easy with production so spread out) so is it better to belt ingot or wire around as they both will have the same bottleneck speed of highest belt level right?
For the "easy access part", I'd just have a constructor dedicated to spitting out copper wire to put in storage.
The ingots are better to belt, because the wire will saturate any given level of belt faster.
^ also, you can't saturate a belt with wire.
?
you cant?
Nope
If a machine puts out more than one item per cycle, you can't saturate a belt with its product
@fallow lily yeah true i can just split one of early i guess to make wire seperate
That doesn't make sense. If you're producing, say, 90 wire/minute, it will saturate one Mk 1 belt, and require two to fully transport.
And screws absolutely will saturate Mk 1 belts.
https://questions.satisfactorygame.com/11669/belt-cannot-accomplish-450items-when-using-mergers-splitters
It's been known about for quite a while
So a user (Eila) on the discord reported this in the #math & meta channel, and then I was able ... but there's some sort of game bug preventing it.
You're talking about something very different.
What do you mean?
If you're producing 2,000 items/minute, it doesn't matter what belt you're using. You will saturate the capacity of one belt, and will require several to transport it all.
Give me a moment, computer
I am perhaps not using the right term, but the point remains the same. Copper ingots need less belt capacity to transport them than the equivalent in copper wire.
yeah, that's true
but, to start off, though the example I posted was quickwire
it's actually applicable to all machines which put out multiple items per cycle
depending on the alt you use
if we use base Wire, you aren't putting out 45 ppm wire
so is the advantage that theres a greater amount of potential wire in the ingots on the belts at a time?
Correct, Rick.
you're instead putting out 60 ppm wire, or 120, or whatever your belt speed is, for 3 items at a time, every 4 seconds
Tomayo is getting into a separate issue here.
is that worth the power tho?
Yeah, you should belt ingots, that was already said, belting wire is kind of ridiculous, I'm just saying that even if you wanted to belt wire, you would either not be using your belts to their capacity, or you would be transporting less than you intend to.
Also, what do you mean by power?
That's not a great question to ask. You need enough wire production to support your desired output, no matter where it's located.
Power is going to be consumed, no matter where you produce the wire
true im thinking of excess wire production at each site but i can just reduce the output of each machine to match
underclock your machines so that there's negligable or no excess
Unlike Factorio, machines don't use power when they're not in operation.
thanks it does make more sense now
So even if you don't bother with the underclocking, you'll only use as much power as you need (once everything fills up, anyway).
Anyways, since I went through the trouble of getting on my computer to explain something, just going to reinforce it, do not try to saturate belts to capacity if your machines put out multiple items, it won't work. When you're belting your wire, try to make an injected manifolds, instead of balancing the lines.
I have a really awful example, in fact.
Where you merge in more parts as needed, to deal with the maximum parts per minute of your best belt
the bottom is supposed to connect to other machines, so don't worry about that, but the top is a bunch of splitters and mergers which supply those assemblers.
If I remember correctly, the assemblers needed 600 something screws, but I only had T3 belts at the time.
i dont quite understand how does it deal with the max parts per min? you can go over it?
I wonder if there's a glossary of community terms somewhere.
when that first assembler consumes as many ppm as it needs, enough space appears on the belt to inject another belt's worth of parts
There isn't a glossary, unfortunately. I asked greeny, but he said that there aren't enough terms
right ive got you
A caution: This method is great when you have high volumes of materials, but as you get to more advanced products produced in smaller quantities, some thought should be given to alternatives.
ive played a lot of the game but only recent coming on discord. i will learn the terms as quick as i can
this sort of thing wouldn't exist if I had higher tier belts. But it's the best thing you can do with T3 belts and 600 something screws per minute
if you want it to work, that is 
i never thought of using splitters and mergers like that. interesting
@pulsar stratus yeah, 4 is correct. I have this issue on my site, where people see "1.5 constructors" for two items and then they are surprised that the result is 4 and not 3, because they just sum them in their head. It's combined with the shards issue on my site, so it behaves slightly more different, but I was just curious if you handled the case differently (you don't have a machine list in items view, so you are probably not affected by this)
I only got a building list that list the nodes
yeah. In my items list, I list the buildings as well, and sometimes people get confused when they sum up the numbers and they don't fit to what they think is correct
@eager spindle
is it getting bigger?
what??
is the number in memory for satisfactory getting bigger?
if so, there's probably no chance that the game will be able to load your map, you might as well close it
and you should go to #old-questions-and-help for more help
ok 😉
lol im not good at math
what's a sensible rate of production for alclad sheets in a largish factory? does 360/min sound halfway decent?
depends on what you are aiming for
that is a very good question. probably what i'd have asked a customer
and i have just as much of a clue as most of my customers 😕
i guess what i mean is if that's enough to move on to other stuff that leads to turbo motors or if one should really first build up the alclad production some more
i've tapped 3 pure bauxite nodes so far, put mk2 miners on them and overclocked them to 250%. the question i ask myself is if i really need to go further out and get more bauxite or if i should first kick off the turbo motor production chain and scale by moving to mk3 miners later
nice web site btw. a bit confusing for me (i'm more of a manual optimizer), but i can see the work that was put into it.
I mean you need them only for belts, right? so you don't really need many of them
right now i need them only for belts, yes. but the mid-term goal is turbo motors which need them for several intermediate products
oh well I thought that's going to be different production line
nah, i always produce the last thing that's common to everything centrally
i optimize for that stuff an then deliver that to the other production lines.
I'd build what you need and expand it later
is the alt stealbars worth it?
By steel bars, do you mean steel ingots?
The Steel Ingot alternate is absolutely worth it.
Enriched Steel Ingot is a bit fuzzier, since that needs compacted coal and therefore sulfur.
oki also the alts 3iron ingot and 3 coal^^
That's the first one I mentioned, and is absolutely worth the extra step.
okay thx (:
@fallow lily but one probably needs compacted coal anyways , due to turbo fuel needs later on, I feel the lesser drain on iron is worth the higher drain on sulfur as 1 normal node of sulfur (mk2 overclocked to 250%) is more than enough to run an all resources (except ammo/filters) at 100% factory.
If I need to load balance to multiple freight stations off of one line of 780 resources per min, would I manifold and still get the same efficiency?
Sadly conveyor belts are still the best way to go in this damn game. It's a shame trains were rushed to release, because we're highly limited by what we can do with routing and such
True, but I intend to live in this save for a long time, so I’m building rail lines for the future and hacking “single shot” lines when need now - no more long belts for me...
(╯°□°)╯︵ ┻━┻
┬─┬ ノ(゜-゜ノ)
@shut arch 60/min could be sufficient. Alone. Unless you use that to make some higher tier items.
@haughty quail ive had nothing but epic results with my trains i vote trains are better
2340 iron ingots/min factory fed by a 6car train on a 10ish minute loop
I would say trains have better expandability than belts. You could simply double the cars to get almost double throughput. Of course for long range only.
I don't think anybody's setting up train routes to transport iron plates 100 meters
@feral dew i agree
That actually might lead to lower throughput
That would be an somewhat funny/interesting approach. Can you make a factory with the limitation of only using belts shorter then 10m? Like I guess it should be possible, but how far will you progress till you delete the save
depends, are you allowed to make longer belts for getting resources from nodes? Are splitters/mergers allowed to extend this, in case they are used for actual splitting merging and not just for cheating extentions?
10m is to short. Thats like 2 foundations long?
2.5 foundations, they are 4 meters
does anyone know if the angle limitations for conveyors are documented?
The maximum allowed slope is 1m elevation: 1.75m horizontal distance.
turning radius is 2m per 90 degrees
awesome, thanks
btw, are you going to post your tools on github?
there are a couple of bugs I'd lke to PR away
not the old version, since code is shit and pull requests for it would only be in place for a few weeks/months, before changing to new version
there's a new version?
but if you have some ideas on how to fix bugs, feel free to DM me, I can add you as a contributor
there will be a new version soonTM (a.k.a maybe before christmas)
what code(s) are your site written in @wind spade (javascript and ?)
@little anchor 99% is javascript (AngularJS)
if we don't count obvious HTML + CSS, then there are only a few PHP lines to handle the setup saving
@bitter rivet if you want to do some PRs, you can DM me
hey there, i have a question.
Wich alternate recipe i should use for craft Turbo motor?
almost all of them 🤔
alt screws! 😄 * runs away*
😂
BANNED
gonna kill u Tom
lol see ya greeny!
launch a nobelisk on Tom
launch a nobelisk atomic bomb 10 atomic bombs 100 atomic bombs on Tom
I feel so warm from this love
from love all the radiation and explosion heatwaves
I'll take what I can get
probably a radioactive poisoning and 3rd degree burns
worth spending a stockpiled amount of supercomputers on turbomotors ?
like, I was making only 1.8/min
depends if you need SCs or TMs
well I need both 😛 I think we will need SCs for tier 8 stuff in the future
but turbomotors for mk3 miners
might have to do option 2 first
at least double production
how much are you making per min of them?
me? my best save doesn't have even computers automated
5000 Heavy Modular Frame.png Heavy Modular Frame
2500 Quantum Computer.png Quantum Computer
2500 Turbo Motor.png Turbo Motor
Gonna be painfull
may change tho
but you'll probably make the TMs for that even with 0.01/min production before the patch arrives 🤔
especially considering we cant even make quantum computers with tier 7
Right now I would build less than half a turbomoter per minute
You don't need many as far as we know
@fluid ether it is 8 meters wide. The height varies though..
2+2=4?
the alts for stator, worth it?
every alt recipe except plastic are worth it
oki^^
@empty hemlock not really, there are a few that are worse (alt motors for example - increases cost of oil)
and also for example alt rotor by itself isn't worth it
but if you combine alt rotor with other relevant alternates, then it's worth it
you can check that here https://satisfactory.greeny.dev/alternate-recipes 😃
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
also, a showcase of the tool: https://www.reddit.com/r/SatisfactoryGame/comments/blqpym/ever_wondered_which_alternate_recipe_is_best_for/
77 votes and 36 comments so far on Reddit
Tip for everyone who has Photoshop: You can use the grid to plan your factories by going into preferences > Guides, Grid & Slices. Each square (unbroken line) is one platform, divided into 8 smaller squares (each smaller square = 1 meter)
for anyone without photoshop, draw.io uses a 4x4 main grid. it also does flowcharts better
the second one with the yellow wire
I linked the alternate recipe analyzer tool tho 🤔
now you can pick the one row that suits you the most, based on the resources needed for it
oki
is there a way to overclock buildings in the calculator rather than make new ones?
there should be an "overclocking" tab
where you can configure your overclocking
however I don't really recommend overclocking of any machines apart from miners and pumps
You can build more machines.
You can't build more miners or pumps than you have resource nodes.
also only mines and pumps overclocking?
but i cant build 7,4 foundrys or 12,6 constructor for example
how i manage this?
You can underclock, but it's not really worth the trouble.
either let the machine suffer temporary shutdowns for lack of resources, or as mentioned above - underclock.
in the alt recipe analyzer i came fir SIPs on 746,7 ressources, but in the normal calculator with the alts of 960 ressources...
wheres the issue?
think yes, the tool confuses me so many times x.x
What is the recipe you are trying to use?
As far as I can tell, if you have the same settings in both the production calculator and the alternate recipes analyzer, it will give the same results.
So make sure that you have the same item/minute settings for both and the same alternate recipes enabled.
Build 2.
Basically, if it's telling you that it would take 1.1 machines to provide the output you need, it means that you need one and a second clocked at 10% or greater.
or i take 2 impure with 250% overclocked
than i have 0,9
also 1 iron and 1 copper km2
Yes, 12.
and yes, overclocking stuff consumes way more power
so 1 machine @ 200% eats way more power than 2 machines @ 100%
uses tones of energy... manufacture uses 55 at 100% it uses 238.3 at 250%
also energy production isnt as efficient. fuel generator is 150mw at 100% while only 303 at 250%
3ws4edrfvtgybhunjimko,
That doesn't fall under the so on and so forth clause
we generally don't overclock power plants as it doesn't really boost efficiency in anyway. it can compact power facilities, but you'r probably better off using them on resources nodes or production buildings.
Guys. what is a good way to load balance materials into assemblers?
---+---+---+---+---+---+
isnt that just the overflow method?
yeah, it's called manifold tho
guess, it's hard to load balance assemblers
as long as you don't use it as a screenshot channel
if it's on topic, then go for it
this is my setup
10-10 at the bottom and 6-6 on the top
how should i split this from 1 input?
does that one input have enough resources for all assemblers?
I'd just put a splitter and run 1 belt up and one belt down. If you feed the machines from outside, do another split and run each belt as a manifold for the machines in 1 row
we'll see if it works 100% efficiency
it will, it just takes some time to fill
So, did anyone do the math on available resources and optimal recipes for maximum output with map restrictions in mind?
Was about to do it myself but figured I should ask before I spend a significant amount of time on crunching numbers
https://satisfactory.greeny.dev/consumption helps with optimal recipes
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
these are the restrictions
Crude oil: not 12000?
we don't have mk2 pumps
@wind spade That's great, are the restrictions shown on the site as well? Can't seem to find them
no, they are what I've calculated from the nodes and current restrictions
less work for me, thank you!
@wind spade Oh I presume the numbers are based upon mk3 and overclocking?
yeah, mk3 miners, mk5 belts, max possible overclocking
Ah right belt restrictions for pure nodes, right right
they were calculated automatically from map data by a script, so unless map data is wrong, they should be correct
I see, man it's a bummer that we're losing a whole lot of potential resources due to belt cap, mk7/8 where you at
we can't even use this amount of resources now
What do you mean "can't"?
FPS issues, also no way to get rid of the resources, so storages will eventually fill
hey
greeny, that's why I'd like to see some sort of "feed the elevator" system where you have constant flows of finished products and materials going into it. dunno what you'd GET for that, though.
sure, but we don't have it yet, so we can't count on that
I would like faster run speed, higher jumps, better jetpack, only as long as the elevator is being fed
Then again, I can see a problem. Just fill a storage, then empty it into the elevator quickly
Infinite researches.
anyone done the maths and figured out at what distance a train becomes faster than belts?
nvm i just kinda used my brain and realised they are pretty much always better until we get better belts
They’re also better for your performance.
yeah think thats the main reason ill use them even if the distance is only a mere 2 km lol
well kinda a similar thing
problem is im limited by belts so
only going through the fuss to make trains over short distance to prevent lag in the future and cause they are pretty cool
it's totally not a similar thing
you can have a train that goes 200km/h with way lower throughput than a train that goes 30 km/h
i need some numbers crunched
i need 750 circuit boards, how much plastic and wires do i need?
i tried calculating it but i keep messing up
is there a website or smthn?
Check the pinned messages
oh thx
its similar not the same...but thats when you start going in to train size and how your track is laid which is much more complicated 😁
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
You need 0.2 fuel rods/minute for each reactor.
Ok
there is a power tool on the linked site
any way/mod for when you need an output rate between percentages?
Can anyone share with me how many oil refineries> fuel gens i can run off of 2 pure 250%oil pumps?
Just so im not wasting time lol
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
😄
Im on mobile and i dont understand how it works :(
The ui isnt very intuitive for me.. sorry greeny
put what you want to make to production (probably a fuel)
put what you have (oil) in input
press "hide" to see the result
But hide is so unintuitive lol
on normal screen it's just a side panel
and it hides the side panel
but on mobile it expands on the whole screen
don't worry, I'm working on a new UI
that will be out maybe even this year
Maybe just change the hide button on mobile to say " show result" and point arrow forward, not back
I don't even officially support mobiles, the UI on them is terrible
and I haven't really optimalised anything for mobiles
Lol its responsive right?
I'm:
- lazy
- not a frontend dev
- totally not a UX designer
and also
- working on a new UI 😄
you can join my discord, where I'll eventually post updates about the new version and also collect a few people for alpha testing
Honestly im already struggling keeping track of the amount of discords im part of lol
I barely keep up with 2 frequently lol
and there will be a public testing phase as well
Alright
you guys are too loud, Tom, why are you in here?
he was asking math questions
Do you have a way to check how much power i can produce with just 750 fuel/min
Thanks
(but you still have to "hide")
with gens, you can go a bit over the limit, so you can do
because you won't be able to use 100% of the power anyway
*you can do 63
How much fuel per minute does a nuclear reactor use? And does it output nuclear waste at the same rate?
there's an alternative answer here
Alt (answer)? Ok... @wind spade
Whelp, did some tests and isolated the nature of the bug where trains with 3+ stops bugs out when you use going in reverse. it's a combo of un explicit behavior and a bug.
1 (subtle/bug?): when the train tries to path find to it's next destination, it favors train forward first, rather than station forward first.
2 (bug): when a train exits a station in the station reverse direction (regardless of train orientation) the time table is iterated twice.
-note when it iterates the time table, it'll skip identical entries. as such, people's solutions of duplicate time table entries doesn't seem to work anymore.
Yes, it is quite prominent. For 3 and above stations use loop instead.
http://prntscr.com/oh9fba in this case the input means it needs to get 1 rod at a rate of 15 per minute, and as a result it will output 6 screws at a rate of 90 per minute?
i dont think i fully understand how to read this interface
1 rod = 6 screws, takes 4 seconds per cycle
per minute is just multiplying the time taken to reach 60s, which is 15
thus 15 rod pm = 90 screws pm
thx
seeing as a train
are any of you guys good at trains?
I am
Nobody: i am bad at trains
I am a bad train?
I like trains
i just built up my nuke plant using some trucks and i'm so glad i did. hilarity ensues
i'm okay at trains. havent tried junctions yet.
It’s okay but it’s bugged rn u get missing trains with AI fright cars with no train attach
when producing 500 nuclear waste how long it takes?
100 minutes / number of reactors.
aight thanks
Hellooooooo...
I come bearing a terrible graph.
BEHOLD...
210 Nuclear Reactors. Laid out in a most... ehhhh...? Fashion.
Each square is a foundation.
Im thinking of making a "taur" where the reactors are kind of a showcase. So this shape lets me do something neat with the footprint while making it more/less headache (chose your own adventure in this regard).
Train station to bring in 84 N.F.R / Minute
Train station to remove 2100 N.W / Minute (Thanks to @fallow lily for checking the numbers on this)
Single carts should do the trick for production, waste will be a bandwidth nightmare though.
The production facility that support this will be located a ways a way away.
The waste storage facility that will support this will be specc'ed to store 500 Hours worth of waste at maximum input rate because i never want to go back into it ever again, though i will build as if we will be able to recycle the waste into something
If i need more than 500 Hours of full load storage, ill prob just copy pasta another one in place and add a train-stop.
Thanks for reading.
420 waste/minute.
is that for 250% overclock or stock clock?
Doesn't matter.
😮
Though I am off. If you're consuming 84 rods per minute, you're generating 25 waste/minute, and that should be 2100 waste/minute.
I was thinking 84 reactors.
So each reactor makes 10 waste a minute?
NEATO
👉
For a given total fuel rod consumption, you have a certain amount of waste generated.
That isn't affected by overclock.
What is affected is how quickly each individual reactor is making waste.
Also, the overclock formula for power generators is weird.
yeah, ive noticed 250% on nuclear is 4995.5 or something?
Something like that.
@viscid raft challenge: to arrange nuclear reactors such that they look like a larger nuclear reactor.
@glacial hemlock
Each green area is 5x6 foundations minium
blame excel and the game for only having 90 degree foundations
you could always just rotate those by 60 degrees
Omg, you should look for some tutorial how to do circular foundations.
^
I believe the rotation increment is 15 degrees, so you can manage a 3 way triangle thing
10deg.
10? Ah well,
Can make pretty round one i am sure, i didn't do it myself, but a lot of people do it in #screenshots
a lot of people, I've noticed
I wonder if CSS will be doing any ingame support on that topic, since it's such a process
not sure where to ask this, but i have an idea, but to execute it i need to know the answer to this scenario... lets assume theres a platform way higher than you can jetpack to or feasibly build stairs to, what would be the fastest way to get back up to said platform?
So if I double my super computers from 8 to 16 machines 🤔 I need to move 2100~ rubber total for it. I'm wondering if a train would be better for that.
@woeful stump In such a scenario I'd build sub platforms to jetpack to if that's possible.
I have a couple of places like that. I have 'climb' by flying to one, refueling, then flying up again.
so heres my idea, find the highest reasonable place on the map, and build a sky lattice all the way across the map every 500m or something, with mk5 conveyors stretching the entire network, and then you can just drop in anywhere on the map within 500m in about 30 seconds
only challenge is figuring out a cute way to get back up
@woeful stump build foundations up and use train tracks to build bridges to them
or make a column, jetpack up while dropping foundations beneath you
was hoping for something repeatable and sustainable, so i can beacon every 500x500m as a drop point with some kind of ladder back
if you have the resources, you could build ladders or towers to climb back up
u cant travel on conveyor elevators like belts can u
yea i thought about doing something like sonic the hedgehog with the 45 degree bounce pads
but not sure how feasible that is
I started trying to make a bounce pad system to get up to the bauxite in the NW by the oil
