#math-and-meta
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I don't want a recipe that cuts iron costs and increases oil costs, when I have 65k iron (not mentioning Iron alloy) and only a bit less than 10k oil
and again, not true. Alt beacon for example increases resource costs
I said, almost every
plastic was the ridiculous one if I remember
plastic is bad, but alt beacon, alt motors, rubber cable, alt screws and caterium wire are bad as well
and in most cases, quickwire computer and quickwire circuit board can be also added to the list
I totally disagree but its abaut aproach for game a lot... for me putting another mk3 miner on another invisible node is silly.
about*
most of them trade savings on common resource (iron, copper) for increased or added costs on rare resource (oil, caterium), which isn't really something you want to do
I don't need to save on iron, I have tons of that
thats what I mean
well then you need to agree that those are useless as well, since they increase oil or caterium costs
no, they cut costs in general, and give ability to swap resources. Also save my real time by not clicking so many buildings
right now there is so many resources on map that any comparisions rare/common are strange
i will sooner go down to 2fps than use quater of it
I already showed that alt beacons don't save resources. Alt motors don't either:
quickwire circuit board doesn't either:
caterium wire doesn't either
I am completing the puzzle. Slowly, it take patience.
rubber cable actually saves a bit of resources, but you don't need much cable and the oil cost and the need to switch constructor for assembler doesn't really justify using it
so in the end @fierce ruin, all of the recipes I named actually don't save resources at all. Even if you ignore the fact they use rarer materials, they are still not worth
and yes, you can't really use all of the nodes on the map, but the difference is between needing and not needing to go for another set of nodes and building railways or belts there
I don't want to tap all oil nodes just because of alt motors, if I can instead make normal motors and use nodes I have already (iron)
You have
and again, sometimes they swap products for ones that you will be already doing for something else.
to ones*
you are definitely already doing stators and rotors. Alt motors just add another resource
it's just not worth
and "you have" <- idk what you mean by that
that propably will be used on turbomotors
that you have those resources and such a mining ration
not everyone
I'm not talking about a concrete save
I haven't played the game since February
I'm just saying, that I've never seen people complaining about iron
but oil is always a limitation
sure... if there is like 15 fake nodes
because it's rarer resource, so you either have to go futher to get it or just use good recipes (not alt motors)
fake nodes??? what?
but well I have to admit that I will look a little closer at some of them after this conversation ๐ But still, flexibility for me is always welcome .
but some dev didnt put big red flashing warning on edit option, so Iv lost all my setups ๐
I use alt motors in alt turbomotors. The crystal oscillators is going to be in the chain anyway.
Progress 60%. Too tired and going to sleep.
Turbo motor.... just 3/min already killed me
@glacial hemlock I mean, COs are a bit limited by quartz and oil, so I don't want to waste them on resources that can be made from iron instead
true.
at the end you might want to have a combo of crystal coms and quick coms.
If you are in a state such that reloading autosave 15mins ago will kill you, you are really putting effort into it.
has anyone had any luck with alt plastic? it obviously costs more oil, but it seems like in a turbo motor production chain it's only an increase of 7% or so. wonder if there's anything to be gained by using it
i suppose in the endgame you'll mostly use nuclear power so there's probably no reason to export fuel
this alt rec is a myster, i think they made a typo
well, i can see how only needing to make two oil products could be a nice tradeoff, but then again you hardly need fuel late game except for your jetpack. you might as well just make plastic from the start
could be neat if it gave 1:1 or better in terms of oil, like an extra processing step to make more efficient plastic
most of alt rec switches plastic for rubber
yeah, as far as i can tell supercomputers are the only thing that still use it. caterium circuit boards too but i've never found a good reason to use those over the wire/plastic alt
err wire/rubber alt
when making a factory and you need to send copper down two lines 15/min and 13/min. how do you split that apart?
send all you have and dont care - it will balance
ocd wont let that happen
no, seriously
this is not factorio
ok
manifold + overflow works nice
ill try my best
You're dealing with pretty low amounts here, so a single conveyor belt with splitters to the machines would work fine.
Otherwise, just split it 1:2 and try not to worry about the excess.
lol and here i thought that 4500 iron pm was ok
fuel is never good except for jetpack
you can make supercomputers with only caterium and oil which is fun
or just normal computers if you don't want to waste caterium to make cable
I already know about the calculators. I am trying to either write a program or create a spreadsheet to help me calculate. I know that to create one Nuclear Fuel Rod (alt) requires 16.66667 Uranium Cell + 3.3333 Electo. Control Rod + 1 Crystal Oscillator + 2 Beacons. How would I write this as a formula so that I can play with the inputs? It has been many years since I have been required to do this type of mathematics .
@fierce ruin remember that manifold only works if you have enough input, as I'm currently learning
also, is it more efficient to run a second train containing a resource I need to the end of my train line as opposed to lengthening the first line's track?
oil coming from inside the yellow circle to where the other oil nodes are on the right, I'm thinking either lots of conveyors or another train on the purple line
mmm, it only needs a mk4 belt, and it's shorter than the other one... conveyors it is
@coarse path you need to calculate the whole thing from the recipe values, so
[machines needed] = [ipm required] / ([recipe output amount] * 60 / [recipe time])
that's not including overclocking
but I won't suggest reinventing a wheel, when there are already calculators that do that for you
@wind spade I love your calculator, I found a bit of an issue where it would show an item being suggested two different ways. Unfortunately I don't have an example right now.
I assume you were using consumption tool
it can suggest multiple ways, if that is the best way to make that item from the resources you provided
for example:
Makes sense.
if you check the alternate recipes in consumption tool, you are telling it "I have this recipe and I can use it" and it decides by itself if that is worth for you
for normal calcualations, there is still the production tool
I'm looking at Nuclear Fuel Rod's and trying to maximize my output with the full output from one Uranium node. I'm getting 34.7 rods per minute. Would be great, though I'm sure it would be tough to be able to enter one input and have the tool calculate everything else for you.
if you just need that, enter like 10k of every other resource
And that is why you are the expert! I wouldn't have thought of that!
and from one node, you can only get 28 rods/min fyi
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
@surreal elk manifold works even if you don't have enough input. I would say it even works better than balancer when you don't have enough input
There is my mistake, I'm thinking of pure nodes, which it isn't. Still 28 rods would keep me in power for a while.
yeah, you never need more than one node to power your base
Which is what I am planning whenever I get around to it.
yeah, I've just seen some guys that went nuts and built nuclear power for 84/rods min
and they were like "I'll definitely need that"
I mean, unless you do it just to use all the uranium nodes, you practically can't even use that much power
That I know, I've been lurking around here for a while. This would be my last big build before the next update. Lately I've been trying to work on fixing my fps.
My factory runs at 120fps.
is your factory just an empty space? 
I don't think I got 120fps even when I first started.
My factory produces 3 tbm/min, 1sc/min, 10 com/min, 5hmf and 5motor/min, 10eib/min and pretty much nothing else.
Reduce the number of belts. This also means main bus system is not fps friendly.
Then goodbye fps
buses and manifolds all the way
What do you mean? Am I not supposed to buffer 20 isc worth of items on conveyors? /s
screw screws
As much as I understand the level of innovation alternate recipes lead to, I sort of wish there was only one recipe for things, for simplicity sake
lol, it can be simple if you set up up in such a way, that is why manifold makes life easier
I'm a fan of bus design from Factorio, though I dislike the fact that you can't set priorities on splitters and mergers
Factorio bus strategy was to use priority splitters to push items down to your output belt, allowing the additional belts to just increase throughput. So far all I've been able to figure out is to split off of all the applicable belts, merge them together so that they draw evenly across the multiple belts
bus design isn't the right design for Satisfactory
^^^
the bus is a great tool in factorio, but it's essentially useless in satisfactory, unless you're engaging in a purely aesthetic exercise
also my 4x factory sans aluminum only gets like 7fps... I can't wait to see how many seconds per frame I get with a 16x factory ๐
there are a few reasons why bus is good in Factorio:
- a lot of items to be manufactured for building, that have spiked requirements (belts, assemblers, inserters, etc.) - not valid in satisfactory
- one intermediate item is useful for a lot of recipes - not valid in satisfactory
- mines running out in Factorio practically forces you to build a factory, that requires items from trains or belts somewhere in the middle, while in satisfactory, you can build the factory directly where the nodes are and just transport/store final product/s
and lastly - belt throughput in Factorio is way higher than in Satisfactory, so it you can power a lot of machines from one belt
centralized factories ftw, decentralized factories are too easy ๐
but they are also the best way to make stuff in SF
well, don't need bus for decentralized factories
true
nor for centralized factories
unless you want to call a plate of spaghetti a bus
In a perfect factory game, you bring all of your raw materials to one spot and build everything there
that's not true for satisfactory though. Not all factory games are the same
I heard that a industrial container is a priority splitter, but i am going to verify it
Train stations and truck stations, are priority splitters by nature.
@glacial hemlock I heard that as well, but unfortunatelly it's not true, since ISC's inputs and outputs, although they have some priority, the priority seems to be random-ish and a subject to change on game lag, autosave or loading a game. So, unreliable for most people
@willow igloo that's what I do
Factorio priority splitters was based around getting a full compressed belt to a factory. In Satisfactory with 3 dimensions, I usually use vertical lifts to split every belt down (like if I have 3 belts of iron ingot) and then merge the output belts into one output belt. It draws evenly which is nice
something that would be far too complicated to do in Factorio, but totally doable in Satisfactory thanks to going up and down
I just use lots of manifolds, recombining excess from one manifold back into the feed of the next manifold
^
Back in my foolish days of thinking I could use a bus, I just figured I'd use the rule "Build a production chain that is either long enough to consume one compressed belt of input or output a compressed belt of output to the bus" and every time I upgrade to a new tier of belt, I just lengthen the production chain to account for higher throughput
yeah that defs won't work
my advice is to set finite production goals then use a calculator (like greeny's) to calculate exactly how much of each raw material / etc. you need. like, my last build needed ~4 mk4 belts of oil, ~3 mk4 belts of iron, ~1 mk4 belt of caterium, etc. etc.
I play (or rather, when I finally get the time to play the game, I will play) it this way:
- choose what next item I need to build
- design stackable module for that item, that only requires raw materials/ingots and produces the final item
- build one module, put it into a central storage (or just any storage)
- build more modules when needing more of that item
- never chain modules, always require only raw materials
Module +1. If modules are designed properly, minimum belt length could be maintained
Sort of the factorio old school 5 wire assembler + 1 circuit board.
now it's 3->2
No, it is 5->1
at least last few years ๐
I refer to expensive mode
Vanilla ftw
too easy ๐ค
333spm, but then i started a new game with bob, then another new game for bobangel
It is good that in satisfactory, all nodes are Infinite
There is infinite resource mod in factorio
True. Also the angel mod included it as an optional.
@wind spade one thing that still troubles my mind on decentralized production (vs central bus): I find that in the end you still want a shopping mall of everything at your hub. doesn't this mean that you always need to pipe all stuff to that centralized point? yes, you can produce it decentralized and now with trains you can move it anywhere, but you already need a lot of production before you're at the point of trains, or for creating your train network itself. so you already need a central factory to produce items to produce your decentralized factory, kinda.
(note that I'm not going for a super-mega-factory with a bazillions items per minute, maybe that changes things)
why is Dyno giving me a no pipe reaction? ๐ค
you can just belt the resources to the central storage tho
because he is just a stupid bot
he has respect from me: pipe
but if you're already doing that, doesn't it become easier to just make everything centralized?
no, since you need to bring in multiple belts instead of making the things onsite and just bring a belt with resulting item
well, depends on definition of "easier" ๐
๐ true
I've been decentralizing my factories as well. mainly once i noticed that certain types share roughly the same resource requirements as well as just an improved version of another. this means i can drop factories right into areas that have all the needed mats, and build a refinery as well, and ship out the products and excess mats. The main advantage being that this helps boost FPS.
also it saves you a lot of headache calculating the remaining items on a bus
logistics complexity doesn't really change much, since extra types, mean more belts or cars. but reduced item amounts to be sent, means less belts and cars as well.
currently for my map, I have some refineries here and there, an iron plates, ind. beams, and frames factory, and a electronics factory (all the way up to super). I still need to build the aluminum ref/factory and the motors factory. but my power satiation is limiting me currently. so need to finish nuclear first.
problem is that the logistics network i planned uses trains. and they don't play nice with each other
I mean I could ignore the buggy cars going down wrong tracks and just have them do what ever... but that looks so weird
also I noticed some weird behavior when you try to assign more than one train to a station. either it'll fail to use the station because another train is docked there, or it'll just straight up bug out and not move.
oof is this every case? i was planning to use the same main station for my base
I was planning to have a set of small trains collect items from various sites to supply the nuclear power plant. but because other trains were docked or at least had the station listed on it's route, the small trains behaved weirdly.
I'd have to try again, but yeah the trains can't use stations if it's in use by another train, and the AI doesn't wait for the station to free up before it skips it.
will it goto it if theres no train at main?
also the is that weird bug where the train AI striaght breaks
yes it'll still travel to it. but if there is a train there when it arrives, it skips the station
oof
a minor bug, except if you left a train dock at the station (aka 1 or less stops on it's timetable)
The trains carry power right?
dope i gonna make a heavy frame plant big far away and dont wanna do long wires XD
i set two trains with different functional routes. they shared a station. the secound train sat there and did nothing...
I'll have to try again to see if it's a one time bug though
because honestly, i can't understand how they could code the AI to not share stations
pathfinding shouldn't care about that
unless you intentionally add it
it could just not be implemented yet. It probably sees train occupying but doesnt have an added area to stop beforehand
you need to program to see how long the train ahead is and to stop before that entities area and wait until that entity has left the area
but like train A is going to station 2 from station 3; while train B is scheduled to go to station 3, but sits there and does nothing.
BUT
train C is sitting at station 4, with no other destination, while train D folows it's it's route that includes station 4, visits the station and skips it, but still is moving, unlike train B.
the bug in question is strangely nuanced, and obscure.
worse yet the involved AI doesn't have a reason to behave this way unless the code is testing the next station for other trains. but as you can see above. it doesn't really apply such a rule consistently.
that being said. i suspect it could be a byproduct of another bug. and that rebuilding the culprit trains might make the bug go away. but i haven't tested that yet
I have finally connected all the belts leading to turbomotor. Now it is time to wake up the beast!
Omg, my factory fps dropped to 40. zzzz But knewing it is automated finally, I can now rest in peace.
Is there a video that explains the caculator app step by step?
@wind spade maybe you can give a very brief explanation on your site ^
what are you having trouble with
that's @pulsar stratus 's tool
Hmm. Okay sec
Add an item
I have three of these apps open and only one I understand
Click the brown button that say add an item
Okay sec
This in eis @wind spade tool
lol
this is comedy gold
i send him here because he linked greeny's tool, so i tag greeny
then he shows greeny anthor's tool, so anthor replies
and then he shows anthor greeny's tool
Yeah.. at least I am learning to use 2 tools
But you find people trying to learn funny?
@light meteor don't take offense, just har dto help you if you switch between response
pick 1 website and learn that
because if you keep switching, people dont know which site you're talking about
meaning they can't really do much for you here
Moving on. My question is this. I have 1 mk1 coal miner, mk1 conveyors. My goal is to find out what to input where to achieve optimal coal power production. I.E. How many caol powerplants can this coal node supply
Also I am doing this off memory of a old save game so before I build on thios coal node I want to klnow what mats I need to make
Also I am referring to Greeny's tool here
on a "Normal" node, i'm currently supplying 10 generators with MK2 belts and MK1 miner
I did how ever build them 1 by 1 so they could fill up to 100 and back up the belt
@light meteor it would be 6 generators.
Build 6 for your kick starting, then rush for Mk2 and quickly extend it to 11.
rush for mk3 belt then further extend it to 21.
^^
Okay thank you that solves that question.
Now just to learn what values go where in greeny's app
more info at wiki - Coal generator
I learn by seeing things done. Visual learner.
click on input to add a new input, in this case being coal
I might review the coal generator page tomorrow to insert a tutorial section or sort of.
input
Okay thts done what next?
Well I mean how do I add power plants, conveyours splitters etc?
Or does it do that?
thats not what this site is for
Ah okay then that explains alot
its a mathematical tool
there is no build planner really aside from satisgraphtory but that still doesnt make a layout, it only makes a schematic for 'you need x buildings connected to x buildings'visually
sorry, I was away, is there any other issue that you need yo help with?
coming soon to your browsers
300m is max?
someone has an idea about building a reliable 1:1 merger? Merging two lines taking always one from the left and one from the right. Wanna a fixed ratio...
conveyor splitter
@sullen cloud no, it was test render of a data from first 300 meters
it will render the data until it hits zero
Thinking about two different materials?
don't merge two different materials onto one belt
it just brings pain and headache. Use two belts
It's for transportation by tractor ๐
use train with two cars
or two truck stations and two trucks
mixed belts/trucks will always break
It's so circuitous ...
Is there any radiation max range at all, greeny?
no there isn't
every item irradiates theoretically the whole map
but since it scales with distance, the values are mostly so small that it isn't detected by the player
but I just run a test with 1000 containers full of waste. Turns out they only irradiate an area with radius about 975m
Got it. Are you using mods for the test save?
no save. I'm doing the math using formulas provided by devs
Finally, something new to play with
10k containers full of waste = irradiated area has a radius of 1150m
The industrial containers? Ie 240.000.000 of waste?
that's a lot of radiation...
but it also busts the players that are saying "I don't want to go nuclear until there's a way to deal with nuclear waste, because I don't want to irradiate my whole map"
if you put all the containers in one corner of the map, you probably won't irradiate much
@wind spade actually someone tested it and got to 200m
25 foundations
depends on amount of items
@kindred cape If I can answer your question
"The radiation travels up to 25 foundations or 200 meters. There are nearly 3 ISC's full of waste here. The more in one place, like an ISC, the further it travels. I believe 200 meters is the max it can travel however."
it can surely travel futher than 200m
There isn't a way. Quite a few people tried that in the past, but half of their time was spent fixing item leaks and
well how do you know? have you tried?
I got the formula from devs directly
Belts act completely differently in different regions. If you render a belt, it goes item by item, but if you're out of rendering distance, it doesn't, it uses some other formula, probably to save processing power
and for 3 ISCs, it gives me 200m for max radiation and then it rapidly decreasing till hitting values around 0 at 500m distance
So, even if you have a perfect split item belt, when you go out of rendering distance, there's the chance that it will break
check the vid though greeny, there's like a hard line where it just cuts off
start at 00:40
[radiation intensity] = ([item amount] * [item radiation decay] ) / (4 * pi * [x]^2) * e^(-0.0125 * [x])
my head hurts ๐ฆ
oh, oops, sorry. got wrong amount of items for 3 ISCs
yeah, it seems like it's 207m for the radiation to go to 0
however with 100 ISCs, I can easily get the number to 400+m
100k containers of waste = 800+m meters
no, it's +-10m the value where radiation drops to 0
alright
im so conflicted, a part of me wants to get nuclear, but a part of me doesnt want to deal with a permanently growing cloud of radiation
and for 100m containers of waste, it's 1300m
lol
Nuclear is such a large source of energy, it's only natural that it would have a downside
I mean UE has a limit of 2m entities
if that was all waste containers it'll only irradiate like 1030m radius around it
what's the math on how long it would take, say, 4 nuke plants to fill up a single ISC?
A single ISC fills in 80 hours running one nuclear plant at 100% and full energy consumption
thanks!
so 20 hours for a single ISC @ 10 GW
not bad tbh
and I'm assuming the devs will eventually introduce a way to deal with nuke waste
I mean if it's a like tier 8 or 9 thing I don't think it'd be a problem?
I mean, there's still ways to rid of it, I think (chucking a truck full of it into the void?)
@wispy arrow no, the truck won't despawn and will eat your fps in the void
Bah, who needs fps anyways
the only way to trully get rid of nuclear waste is to put it in lizard doggo's inventory and kill it
efficient monster
sure, I'm talking vanilla game ๐
but I don't see where is the problem with chucking a few ISCs somewhere and letting them fill slowly
yeah, that's my plan
I have a nice cave picked out
should be able to fit at least a dozen or so ISCs in it, which will be enough to cover me for as long as I'm using the factory
I have the golden rule of 3 ISCs per Nuclear Plant, which gives at least 300 hours of playing
so guys, a new tool is almost ready... any other info that you would like to see there before I release it?
I am in the transition to oil and pplanning my base layout. Is the alternate recipe for iron ingots the go-to or is copper too rare and needed more for later tech?
copper is only needed for quickwire alt and alclad sheets. If you would use all the copper on the map to these two processes, you would still be left with around 60% of the available copper with no other usage than iron alloy
so as long as you don't use the copper for ingot, while your caterium or alclad production lines are starving for copper, it should be fine routing all the copper to iron ingots
thx. But I guess if even copper is so abundant, iron has to be much more. So currently it shouldnt really matter what I choose, or am I wrong?
or do you experience iron ore starving?
we have plenty of iron, yeah. But compared to copper, iron at least has some value
I don't think many people experience lack of iron, but you need a lot of it
okay, since fps is the most valuable ressource, setting up the alternate should be better than the original, right
True. And if you really concerned about fps, then everything should also run in 250%
new tool! https://satisfactory.greeny.dev/radiation will show you your radiation radius for given set of items!
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
The difference between 10000 nuclear waste and 20000 nuclear waste, is just 4 foundations? 16 to 20
yeah
9.8e+27x is about 500 foundations, so nice to know you can radiate the entire map, if you stock enough
Still, even with the max 420 nuclear reactors, you need years to reach that number
assuming the map is 5.4x5.4 and we have infinite ISC (that can store any amount of waste), we need to cover a radius of 3818m
I calculated about 1000 foundation, death edge to death edge
hm, but you need diagonal radius, not horizontal or vertical
And since uranium is close to middle of map, most store waste there
since it's a circle
1 generator running at 100% capacity would produce the needed waste in 3.7e+21 years
2100 waste a minute, is max you can produce. But not sure how you manage to use 1050GW
related: do we know how many hazmat filters we can produce
because one hazmat filter lasts a long time even with high radiation exposure
but a much easier way is just make a grid of ISCs that are 226.2m apart, then you'd need only a little over 500 ISCs to cover one layer of the entire map
and even longer with low radiation exposure
you could probably irradiate the whole map and just deal with it
between hazmat filters and healing items lol
we don't have access to counts of items on the map afaik
hmmm
or at least I haven't seen anybody say that he found the counts or something like that
I have pulled 2000+ mycelia from 1 cave. So thats 7.2 hours at max radation, I belive
it's definitely not in any dev-provided community file, since they said they don't want to expose map data
On that note, radiation is a perfect circle, no? The sky kill box, is about 500 walls up, so if you just transport all the waist up there, you are fine for a long time
More so, if its in the map corner or something like that
@patent bough an iodine filter lasts 12 seconds.
I thought it was 13 secs at max
The world bound is about 7.4km x 7.4km x 3km so you could take the center of the box and calculate the diagonal
Didnt the devs say 5.4kmx5.4km?
@cedar mica not sure if they recently updated the time
idk about that, but I should have some more info tommorow on that matter, e.g. how long filter lasts in different radiation levels and how much damage you get from different radiation levels
@cedar mica @glacial hemlock I was under the impression of 5.4 squared as well
@cedar mica that is island size. The border is 1km extended beyond
I mean, the border of death
I've seen some screenshots of guys way up there
But I guess about 2km of useable height, before death
let's say 3km. Then you need ~14200 ISCs in a grid with spacing of 226.2m, all full of waste, to irradiate the whole playable map
that's 1135525 hours to fill from one 100% running power plant
If we assume the 2100 waste, its 11.4 mins to fill 1 ISC
or 2703 hours if you connect all possible 420 reactors and somehow keep the power consumption at 100%
@cedar mica 2100 waste?
2100 waste is what the calculator says for 420 reactors
110days or so. Running 24 hrs.
Forgot here is the math channel. 
So its not a big issue, but still an issue, in a year or so from now
... if you play the game for 1 year constantly
Even a 100 foundations, can be a pain in the ass, depending on where it is
don't forget how hard it is to actually consume 1050 GW of power
if using the common alt recipes and stuff, we can only consume like 300 GW of power by turning all the available resources to endgame items
that can be probably... doubled? if we use bad recipe combinations
Still, guess I'm making a sky scraper for the radio active stuff. Bigger save file, but less issue with radiator
we could also overclock all stuff to max, which would consume even more power, but we would need to farm the slugs from lizard doggos ๐
Already have 14 doggos farming for me. Downside is that I already have waste to take care of, but they have given me over 100 shards so far
well that's a bonus, right?
you can farm the waste to reduce the time reactors need to run
because the goal is filling stuff with waste ๐
#efficiency
Speaking of using the map, is trains a bigger fps drain then belts?
Also, do we have a way to estimate train travel time?
I guess stopwatch only
you could probably estimate if you can measure distance and divide by their max speed and then add whatever the constant time is for each stop
assuming constant speed when not in stop/start, which is achievable with flat tracks
anyhow it's easier to stopwatch a full round trip
and easiest sound cue to start/stop timing on is the final click/puff as the train parks itself
For reference, a fairly tight train loop with 2 stops across half of the right side of the map I have has just over 4 minutes RTT.
ok more like 1/3 of the total map height if i include void and oceans
maybe 1/4 i'm bad at geometry
ok will post a reference in #screenshots
hey @wind spade what are your thoughts on the alt nobelisk and beacon recipes?
Alt beacon is meh. Alt nobelisk is good.
@robust vessel alt beacon by itsefl increases costs. With other alts, it may decrease costs, but you save iron for the cost of rarer resources (oil, caterium, quartz), so I don't think it's worth it
alt nobelisk looks good, saves a lot of rarer resources and only increases iron costs
๐
I wonder how much fps you could achieve when the map is fully radiated
you actually made an idiotproof explanation
constructed case, not sure if that is possible in the game
I love you for this lol
but any value of 0.2 or higher triggers the radiation
so it may be possible that there are places that don't fit in any item's radioactive space, but is still radioactive
so you would need to draw circles on every radioactive item on the map
well but if the case I presented is possible, the middle part isn't in any circle, but still radioactive
and if their radius overlaps, start calculating based on Z-value to determine the combined radiation level?
yeah but that's the point
in the example above, it doesn't overlap
since radiation is only 0.2+
but the two overlapping 0.1s sum together to 0.2
thats the overlap i meant
or do you mean that since the radius is mapwide, it will technically always overlap
basically you can't do circles, you need to pick every point and calculate it for it
cant you make a grid overlay for the entire map and colorcode it based on radiation intensity
calculate only those points?
it would be a sort of middleground
I mean ofc you can't calculate every point
I meant pick some decent distance (0.1m for example) and do the math for every point
the issue is still 3D space and how to handle Z coordinate
but you could estimate that
taking it from 2d to 3d space is just adding another dimension to a vector
and basically you want to calculate the distance to get the relative intensity at that point
it gets slightly more complex though
lets say you have a box 200m in the air and 1 box 500m in the air slightly offset
on a 2d map, calculating the stuff inbetween that and showing it properly is going to be a royal pain/ impossible
so some compromise has to be made
the question is mostly "how accurate do you need it to be?"
oh okay nvm you mean for the map. I assumed in 3D space.
(asked in the other channel, but does terrain attenuate radiation? I'd really expect it to do so, and it's making me question my waste sequestration strategy, but I suspect it doesn't...)
no, terrain doesn't do anything with radiation
so putting waste in a cave or underground doesn't have any effect
interesting, thanks!
the only effect it has is that caves are usually far away from any build
so chances are that radiation doesnt affect you
yeah, was mostly wondering how future proof my"disposal" strategy was ๐
(turns out: not very)
yeah basically the radiation doesn't interact with anything in between, so it doesn't matter if you got some meters of water or air in between you and the source of radiation. (It's not a physics simulation) ๐
and doing it in an accurate reality like way would be really resource heavy
as to how to map radiation "sphere of influence" on a 2d projection, maybe best as an absolute value (or rate) from all relevant points
just like map coords and elevation
If I want to build 10 nuclear power plants how many foundations do I need
(see?)
the size is 38m x 43m which roughly equals to 5 foundations by 5.5 foundations
but really I think the question asker was looking for the practical total area of 10 plants plus associated feeds...
- storage containers
Yeah the "total size" @mighty vessel
yeah, so, bad news... it sounds like at least 5x5m per plant, maybe a little more
So a 50x50 platform
no, that's 2500m2 and you only need 250m2
Yeah I just realized that
welp, the cave I'm going to use for my nuke dump has enough room for at least 96 ISCs, which should keep 13 nuke plants happy for about 600 hours, so, that should be good
except for the fact the walls dont contain the radiation
if the cave is near your base, I suppose that is NOT good.
for radiation, walls don't exist
Plot twist: Tier 8 - introduced lead wall
Plot twist: Tier 8 - introduced radiation shield
plot twist: no Tier 8 at all
plot twist!, shhhh tina... PLOT TWIST!
Plot twist: {Plot twist: (There is no 'Plot twist'.)}
plot twist:
:tsiwt tolP
plot twist: tier 8 - Jace is the AI that speaks to you
Crystal Computers or quickwire Computers alt recipe?
Crystal computers
Thanks ๐
Excuse me but what is crystal computers
an alt recipe for computers
an alternate recipe for computers. Requiring only Crystal Oscillators and.... curcuits
Cave is several km from main factory, but nearby nuke plant, which will be irradiated anyway
Hey !
How much nuclear fuel rod/min for a 250% power plant please ? :)
I'd suggest building more plants instead of overclocking one, it's a waste of shards
but https://satisfactory.greeny.dev/power should give you the answer you want
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
^ he is singing raps
what
lol, try read it out fast
Read what fast?
Bruh
@slate hawk this is a comparison of different combinations of alternative recipes to build 30 Supercomputers / minute. (not all but just to show the impact)
Circuit Board, Crystal Oscillator and High-Speed Connector all use rubber in the alternative recipes. Crystal Computer without Alternate Crystal Oscillator doesn't make much sense. I also assumed Iron Wire instead of normal Wire.
What you can see are the resource costs of Iron, Oil, Caterium and Quartz per minute as well as the total amount of resources per minute. With just those 4 recipes you basically half the amount of oil needed.
awesome thanks heaps @pale jetty - i will nerd out over this later
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
this is what i used for that
whoa damn awesome tool
there is also a tool to plan production lines and much more
is there anyway to make the miners overclocked?
the portables?
you mean for the calculator?
yes
yeah on the left side is overclocking and under machines you can set the kind of miner and kind of node
If that's not enough because you want to combine for example a normal node and a pure node with MK3 miners, then you could add up the maximum possible outputs and put them into the input tab (300 for impure with MK3 Miner @brittle willow0%, 600 for normal with MK3 Miner @brittle willow0% and 780 for pure (due to belt limits) with MK3 Miner @163 %
What's 8รท2(2+2)?
16
Thanks
1
Multiplication between 2 numbers by Parentheses take precedence compared to division between 2 numbers with an operator
This channel meta
I think I'm gonna try plan the beacon factory for my nuclear tw plant
I need alot of beacons for it
Lol beacons.
neat
I hope you don't use the alt beacon lol
I have to make 40 MK3 miners
And 7 oil pumps
Yay
And like 4 railway lines
One with 8 tracks
Or did I scrap that idea
Hmmm
you could wait for them to make switches work reliably. then each line would only need 1-2 tracks
I'ma find a way to use alt screws with alt beacons just to trigger greeny ๐
use alt plastics
why alt beacons? default recipe uses more iron and less of things in demand. unless that's the point
I'm currently trying to work out some math to help identify the best alternate recipes to use. I've got my resource scarcity metric kind of sorted (available per min standardised to iron as 1, then use these to evaluate recipes). https://docs.google.com/spreadsheets/d/1bLBBJhF8mSs1CuvA55yKT89iESB3GkGVji66VDa14y8/edit?usp=sharing
The next one is going to be looking at usage, as I don't think I can just use resource availability
Go onto the Rarity tab for resource eval, Recipes tab has a rarity column using that data
@crisp pelican the spreadsheet looks interesting but confusing a bit
I wasn't able to find the "best alternate recipes to use" list
The recipe evaluation is on the recipe tab
@crisp pelican yeah, but what's the final "value" of the recipe?
I'd like to check which recipes did you find good/bad with your method and compare that to what I found out
so, the "rarity" column?
and what does the number mean? higher = better or worse?
ah, ok
I'm wondering how is RIP alt better than SIP
So based on my node setup on Resources tab the Crystal Computer recipe is best for me at the moment as quickwire is something I don't have much of & the quantities vz quartz are much higher
crystal computer is always better if you have resources for it
RIP is 56 vs 24 for SIP
RIP alt vs SIP
Yeah, may have to check on that
SIP take less resources when combined with iron wire
Using iron wire and alt screws
even then it's still better to use SIPs
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
iron wire is 2 ingots to 9 wire, alt screws is 2 ingots to 12 screws. 30 wire is 6.66 ingots plus 6 for the plates for 12.66 vs, 24 screws is 4 ingots with 20 for the plats for 24.
ah, you mean the ingot->screw recipe. That shouldn't change anything, it's the same ratio
Something must be up with the calculations
Ah, got it. I'm not converting half of the calculation to a per item basis
if you check the link I sent, SIP + Iron Wire is 6.2 per plate and RIP alt (with or without ingot->screw) is 8.0 per plate
There we go
and had to fix up column references as it was looking at limestone not iron ore
But now you see my problem with rarity vs demand. The base computer recipe is valued lower because crystal & caterium is fairly rare with my current game
but quartz isn't exactly in high demand so I need to factor that in too somehow
well, this is something that I told to many people that were trying to come up with "final solution to alternate recipes"
there is no way to exactly determine which recipe is the best/worst
it's always related to player's available nodes and spare resources
that's why I made the tool to analyze the alternate recipes
Oh, yes. I like to do little analysis projects like this
I think I have an idea about how to do it, will take a further look tomorrow perhaps
you can't really do it. You still need to factor in the nodes that are around the player
you could theoretically do it for entire map utilization could you not, @wind spade ?
there should be an achievement for tapping all nodes, and another achievement for actually using all capacity of nodes at more than 100%
There already is one. FPS < 5
I have 120 nodes tapped, 2k machines. Approx 500 of these running at the moment. 5 to 8 FPS
@wind spade i've been using your consuption tool to calculate what do I need to make nuclear fuel road, but it seems it doesn't take alternate encased beam into consideration
it will use it only if it's advantageous for the build
Isn't alt encased industrial beam usefull anyway ?
is encased industrial beam being used in alternative fuel rod anyway?
Is the steel ingot alternative recipe that uses compacted coal worth using?
6 steel ingot = 6 iron ore + 3 compacted coal VS 2 steel ingot = 3 iron ore + 3 normal coal
There is another alt for steel, find it.
Enriched steel ingot replace half the coal for sumfur, other alt saves iron
Your choice
so, if a bus is not efficient and takes too long, how do you start out and set yourself up for the future, do you recommend floors, and build vertical, each floor doing 1 or 2 items?
trying to plan out my first build without having to restart or tear down in the long run
modular factories, every one accepting ores or ingots and making final product
every factory is scalable, with enough space to expand if needed
today's patch introduced an "inventory" for splitters and mergers. You can see it when you delete one. Was that the case before (in the code) and not showed or is that completely new? In the latter case I guess Tomato will have to re-run his simulations 
ok thanks, modular factories, now im assuming each one would need a single miner of input? or can one be used for multiple factories
do you guys think this is do-able, or over the top? https://tinyurl.com/yytz8nes
the 15.8GW power requirement is not a problem, i have 10 reactors ready
@dim flume as long as they are modular and have nice numbers, it doesn't matter
you can have a module that requires 60 iron and 15 copper
and just repeat it X times
greeny!
I did the thing!
I built a new setup and I am using iron wire and stitched iron plates!! are you proud of me @wind spade
Small steps to better factory ;)
โค
Iron wire and stitched plates are bae
anyone have a tool or calculator (I know its basic but I like visual) of how many generators can be ran from a oil node?
Impure is 150, normal 300 and pure 600, fully overclocked
@wary robin on the official wiki is an clear view of what you need
Divide by 60, then multiply by 3, for easy math
@wind spade thatโs what the resources tab is for: entering the nodes nearby and/or in use
@wind spade i understand but what i was asking is if each module, or small factory requires one input of iron/copper or do you just use 1 iron mine, 1 copper mine the entire game and just split it?
@dim flume
I'm suprised Greeny said that, I wouldn't only work with Ingots. Feeding one factory into another is bae for me. Keeping everything as modular as possible is the way to go, and conveyor walls are necessary for organization
yeah I'm trying to figure out how to do just that
That's the fun of the game lel
i mean getting started
still so tempted to make a bus haha, i see people doing it on youtube and it looks fun but make it multi floor
Honestly get as little input from others as possible, discovering for yourself is the fun
im always a meta gamer though blueprints and see what people come up with and the fun i have is making those things more efficent.
Pretty much everything is only needed for one thing, especially if you're good with alts. A bus is a lot of work and extra lag for, in many cases, a factory that would be more clear without it.
gotcha
what constitutes an end game item, are wires, and calbe? or something like modular frame
But that's just me. Like I said, do what you'd like and try stuff. I did a bus system and it worked pretty well
well its probably nice after Tier 3 belts
i cant imagine changing things out, and no offense to the game but i wish we had automated bots or blueprints lol
becuse its a much bigger scale game than others, and we have tons of ground to cover for just 1 player
Yeah I think that's an incoming feature. Devs are quiet about upcoming features right now
works for me, im all for a game that gets updates. no rush xD
always more factory to grow
Yay!
just trying to not get frustrated in the early game and to keep going
@dim thicket feeding one factory into another means that you need to upgrade all previous factories when you want to upgrade e.g. SC factory
I'm fine with that! Just means keeping things expandable
Oh, or finding lots of hard drives early
So you need to keep track of how many modules A are required for module B. And you ideally want that to be a whole number, which brings another limitation
I had a save where I used beacons to keep track of inputs/outputs. I wish there was a better way to do it, but it worked really well
Otherwise, give everything a storage, then you can observe when they are full
Yeah, while with my approach, you don't need tk do anything like that. Just copy the module when you are low on X
@dim flume current end game item is turbo motor. Good luck!
rubber + wire
both CB alts save the same amount of oil, but the QW one adds caterium cost, which you most likely don't want to do
im making a lot of
just realized my setup makes way too much for the belts I have connected to it
i have 20 assemblers making alt quickwire..
connected to 1 belt.. i am an idiot
you'll probably need QW for SCs and HSCs
HSC?
high speed connector
ah yeah
anyway, rubber + wire still uses the least amount of raw resources
I mean, I am making 1800 per min quickwire
so unless you are super low on iron, you should pick the rubber + wire alt
just on this single setup, not counting my other one
I could probably double the quickwire amount
I mean yes, you can use the QW alt, but you probably have way more iron than QW ๐
lol i guess so, ive dismantled my entire main base
im currently doing a rebuild in babysteps
i also just solved the belt overload in apretty decent way
check #screenshots for my solution
dismantling my old main base area in the grass fields took me 30/40h
How much iron ore per min can be extracted map wide
is that with mk2 or 3 miner?
mk3 miner, mk5 belts, max overclocking
With max over clocking? Mk3 miner on a pure node max over clock will extract more then a mk5 belt can handle.
yeah, that's included in the calculation
trains
to slow :3
you don't care about speed, but about throughput
mk5 belt is faster then the train :P
Honestly i have 1 train to run come copper. and thats it. there to slow lol
again, you don't care about speed, but about throughput
yes, mk5 belt may be faster than a train, but train usually has bigger throughput
in the end, the train outputs 2 belts instead of 1 for a regular belt
isnt it so that as long as the ore from the train load doesnt get depleted, it's exactly as fast as belts?
well, it has the same throughput, but yes. The point is, you can have 10 freight cars on a train, essentially acting like 20 belts
But then again, if the output of the station depletes with matching amount of smelters to the 64260 iron ore output minus 10000 for other things train wouldnt keep up vs a belt is a constant feed
then you need either more trains or bigger trains lol
(input/output ipm) * trip length / 3200 = the amount of wagons you need to sustain it
A brainless fault-proof would be using 3 wagon merge into 1 mk5 belt and you wont have throughput issue.
It is better than running a wall of conveyors across the map right? It saves your fps
The furthest possible 2 points on the current map is about 8km, and i have written some measurement on the wiki locomotive page as well
I have added some notes on coal and fuel generators wiki page, hopefully that would cut down some FAQs
@vernal birch where does 3200 come from?
ohh, 32 inventory spaces in a wagon * 100 stack size
but stacksize differs per item
well change that number accordingly, eg 32 * stack size of the item
no problem
does greeny's consumption calculator work or is it WIP?
im putting in raw materials as inputs (coal/iron etc...) and getting a blank result
production contains objects such as motors, computers etc...
Oh right, forgot limestone, derp
or picked alternate recipes
well that shouldn't be a problem
hm. that's weird tho
I had no alt. recipes selected for reference
unless you have like "Iron ingot" picked as one of the production goals
no it was an input
hm. Can you share me the tool in the state, where it didn't give back response when ingot was selected?
sure, but when i put it back on ingots it works, let me see if i can reproduce
lol. did you add the limestone after you changed ingots to ore? ๐
that's weird
weird it's working this time
Yea I don't understand maybe i had something else wrong and didn't notice
Oh well it's working now
Sorry to cause alarm
yeah, also with alternate recipes it's power becomes even stronger
as it chooses the best option for you
even if you have the recipe, it may decide not to use it if there is a better way
or use it only for half items or something
example: making wire
with these recipes selected
ah nice
or a more complex example, how many HMFs you can make from 300 iron, 200 limestone and 150 coal: https://satisfactory.greeny.dev/consumption?preview=tlqBGkUd12
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
there you can see how it combines all the different recipes to get the most out of the resources
and actually uses all of the resources even though they aren't in a good ratio
what do you guys think about this feature for radiation tool?
I was thinking about how to make this data more accessible (like displaying a table or something), but I couldn't think of a good way. If you have any idea, please tell me, I'll try to put it there
I want to test something to maybe contribute something. Can you post the same screenshot being in the 100% radiation zone?
it's already uploaded to the tool, you can test it yourself
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
and feel free to DM me or write here if you want to contribute something ๐
@sullen cloud
ok, gonna test it later
@sullen cloud I'm super hyped for what you wanted to contribute lol
I have some ideas from a more practical point of view. Because, mathematically your job is always perfect. But donโt expect too much for now ๐
I'd like to see how I can improve on a practical point of view
I can't wait till tier 8 comes out
Mark 2 manufacturing
Mark 2 smelting
It will literally half the nuclear mega factory
anything that saves me from building 120 smelters and splitters and mergers would be a godsend tbh
Is that what tier 8 is going to be?
I'm suprised we don't already have access to a quadruple smelter/assembler. I would put big materials down to make those
Who knows? Lets wait until the summer break is over.
@unborn parrot i heard that mk2 smelters only saves you 25% time...
Morning
I am super curious of something but, I havent been able to find to find it in Google Searches. Is there a math formula for belts and how fast they go? I know it will be slower than a Train or Truck but, I am curious as to what the exact speed is
1+1
@wheat sleet it has it in the description. mk1 = 60, mk2 = 120, etc
also, if you want to compare trains, trucks and belts, you shouldn't care about speed, but about throughput
I get it is in the description.. 780 resource per minute or something like that.. I am wondering if there is a way to convert that to vehicle speed numbers
ipm = m/min
oh so you are saying there is no conversion? 780 resources per minute is already in KPH or whatever it is the truck uses for measurement?
so it's super easy to convert
oh I see what you did now. ok I didnt think of it that way. alright thanks. I was asking because I am considering making another suggestion post. probally going to get down voted but, at least I try
what's that?
I tried making a suggestion for a Cargo Elevator in the past. something with 2 outputs/inputs because the conveyor lifts are frustrating to use plus a cargo elevator would have greater range
that didnt work out.. people were telling me no. so my next idea is perhaps trying for a cargo chute.. something that lobs up to 24 boxes worth of materials to another location. opposite of U Jelly
my goal with either idea is a middle ground from the Train.. the train is great but, for medium distances, it takes too long to slow down
how are lifts frustrating to use? I find them pretty useful tbh
because you apparently have to trick them in to going down. going up isnt an issue but, going down is. plus they are limited to 50 resources tall. I was thinking the Cargo Elevator could go up or down a Foundation with ease and have a range greater than that
never had issues with making them go down. And you can chain them to go down more than 50 blocks. Maybe it would be useful for some though, just not for me
yeah fair. well knowing it didnt work I was thinking of trying the Cargo Chute.. maybe a catapult like way of getting resources would be better. I just needed to know speeds so I dont over do it
@wind spade are you sure about that speed?
items have a gap of 1m between them on the belt
so items per minute should equal meters per minute
but mk5 is about as fast as explorer ~100kmh
how did you measured that?
strange, its ok now
I could swear that I coudnt catch items on that belt...
but it was some time ago.. maybe I messed up smth with mods
aaahhhh! Ok Im an idiot - I was comparing player on belt back than.
@wheat sleet you could suggest it in the official website, but honestly lifts are already super convenient so i doubt there will be other way of moving things vertically
I just wish you could have a reverse lift that drops items vertically from a height.
you can build lifts from up to down
^
or start building from a conveyor pole that has a belt connected in the proper direction, or from a machine's input
Hmm shouldn't the part about conveyor pole or wall include "with no belt connected" or something
๐ค
because if a belt is connected then it depends on the belt's direction
tbh I don't read wiki much
but that may be just because it doesn't have the content that I need ๐
Wiki is the platform to consolidate all useful guides, i am skeptical against scattering the guides all over different sites.
@wind spade then it is a sign that you could enrich the wiki as well ๐
tbh I thought that wiki should have just the info about the game and guides should be separate
but that's maybe just my feeling
and most of the content I produce doesn't fit wiki anyway
I would like to, for example, compare with the Minecraft wiki. It is so well-maintained
I don't know how much should opinionated things go to wiki tho
that's maybe discussion for wiki chanel tho @glacial hemlock
(Not sure if this is where i should post it so tell me if i made a mistake) Don't know if someone use this system already but I find it quite cool so decided to share
a bmp file? 
made in paint
paint can save in jpeg
I don't think bmp has been the default for saving in it for awhile either
cause my brain is fired I have no idea what i am looking at
tbh when I make an image I just don't even save it I just screenshot it and post the screenshot, so I don't have unneeded files on my drive ๐
Factories
I don't like circular builds. They are hard to calculate
Main items entry
and mostly not even needed.
Not so hard, you're just limited by the conveyor's speed
might as well just have a bus
and also, 2x more belts for 2x less fps
yes, they are hard, since you need to calculate all the items flowing around
so you never know how much items do you actually have at some point
that's why modular factories accepting ore and outputting final product are much better
you just need to look at the factories to know how much of an item you consume, after that you can also see if the latest factory in the loop is lacking of an item or not
works pretty fine just sometimes you need to add additionnal layers for some items consumed in mass for exemple screws..
you shouldn't have wires and screws on "bus" anyway
I know how many items are available, I have a sheet that keeps track of it
well I have an output for almsot every item in the game, even screws that are useless in most cases but i don't wanna have to search them around
The advantage there i think is the fact that you don't need to spent an hour looking for an ore of any kind since you used all the ores in the area. you build for exemple modular frames, with the splitter half of them go to the storage and the other half to the factories to be converted for exemple in heavy frames, and at some point (that comes really quickly) you've saturated your modular frames storage and a while after that you saturate the heavy modular, and if you need these to build something else you just have to add like 1 or 2 buildings instead of creating a whole new area with new ores etc
in the end you only need new ores to have a bigger production, but not to build a new item in particular
I don't like that setup, because if in your example I would have to increase HMFs production, I would eat most of the MF. So I rather have separate MF production just for HMFs, so if I need MFs, I know they are always there and always produced at the rate of X
if I add more HMF I add that to my sheet, and see that my excess MF is low, so I increase that
yeah and with modular factories, I just have to copy the HMF production
and not worry about anything else
it's problematic in the early game but at some point you just have a full industrial storage of MFs so it's not so important. and as i said before, you don't have to look for new ores except if you really lack of MFs then in this case yeah you don't have much choice but to look for new ores and add a few factories
how is that less complicated? in either case you're gonna add about the same number of buildings
yeah, but I know the module's input and output. In the case previously mentioned, the modules may have different output/input ratios (e.g. MF module outputs 5/min and I built HMF module that requires 7/min)
thing is you have for exmeple just a MFs factories in your system and the others required to make a HMF can't remember but lets say EIB and concrete
instead of building new factories for MFs, EIBs and concrete wich require many ores, you rely on your saturated storage that always stop working (so your ores become inactivees at some point) and juste add buildings
well then my sheet goes from say 4 excess to -3, so I know I need at least one more MF assembler
so you don't have to run all around the map looking for ores since you'll just exploit more the ones you already have (unless of course if you wanna build like 200 HMF per minute)
on something like 65 hours the ores used to build MFs have stopped being exploited at like 25% or 50% of my playtime because the storage was saturated, so you don't even need additionnal factories for MFs
@green crescent well I only produce stuff to storage, so I don't want to increase MF production unless I have to
(sorry but it's really hard for me to explain this in another language)
@calm lake well since I'm producing the same amount of things in the end, I have the same amount of nodes tapped
I just don't use bus, but instead modular factories
which is fine, but bus is also fine, just hard to track with your calculator ๐
so I use a sheet instead
the disadvantage of the bus is that you need to track all the items all the time. While with modular builds, it's simple. low on HMFs? build 1 more HMF module
@earnest orchid Thank you. I actually had no idea you could go down with them. I'm thinking about redoing my production and going vertical for compactness, and now I have hours of Maikeru blogs to sift through to get smart about it. ๐ค
the advantage is I have all my raw materials available to all my lines, so when I add new miners that is available to all my lines
@green crescent who says I don't have that?
A lot of buffer often could offset the actual throughput issue. Or do they? (Vsauce music)
what does a greeny factory look like?
like nothing cause greeny doesn't actually play the game :^)
oh fug :DDDD
Still beats me... i just got iron ore automated ๐
I have automated turbomotor, but I don't think I have seriously 'played' the game yet
I wonder what the most power the most power you can make in total
Using nuclear,turbo fuel but no biomass cos that just messes it up
1304 GW
ะตััั ััััะบะธะต?
English server
@unborn parrot
84 nuclear fuel rods/min
5043.8 turbofuel/min
645 compacted coal/min
17660 coal/min
Ah okay
Technically that isn't it
If we suddenly go insane
We can chop down every damn tree in the world
And make it into biofuel
And feed it into fuel generators
But that would be insane
1 petawatt
Lol
@robust blade numbers for 1 stator, best 4 combinations in terms of total consumption
yeah iron wire bad?
no, iron wire is the best wire
oh ok. i think i knew this already. all copper and caterium poured into more quickwire, and don't use that shit for anything else
copper goes to alclad sheets and quickwire, rest goes to iron alloy
oh neat alt rotor and normal stator are the same thing. totally going to combine the two into one sub-bus
Im trying a diffrent factory setup. Going by tier all mk5 belts...
And doing my productions in a single long line per item. So there like rows
Floor is refinerys+ smelters, 2nd floor constructors, 3rd belts + storage buffers, 4th then assemblers, 5th manfuctors. Input/outputs are all on one side (west). Did i miss anything?
Power is remote location. Reactors. Keeping them far away lol
But i fear the mk5 speed limits may be an issue at some point. Thoughts?
why every floor have its building? Instead of production tier?
beacons requires only iron, but can be done only in manuf.
Seemed to make since at the time lol
So each floor row produces one item. And so on. The constructor floor i think atm is 13 rows
Some rows have more then others. I have to keep in mind the mk5 speed limit minus 13 at the last point do to game issues
input will have to be huge
Thats not an issue lol
Except belt speed limits
But i may split the smeltes and furnces. Outputs to have more mk5 base lines for feeding
When I set up my mega factory infrastructure
Should I move iron for my beacons directly to the factory or to the general import hub
2.4 is what I did, not that hard
scale up the end of the chain, then you can take your time to improve the beginning of the chain away from radioactivity :)
Petition to rename this channel "Greeny's Cathedral of Crunch"
Lol...

Todayโs surprise prayer: screw screws
Wtf lol
If I want to setup 25K power, to get nuclear and such going, whats my best bet?
what do you mean?
I was thinking turbo fuel, but not sure its the best option
ah no, go nuclear, it will get you more power for the same work
I just did it yesterday for about 30k
now I have 30k nuclear, 4750 fuel, and about 1500 coal
why do you need so much to kickstart it?
28 fuel rods a minute, is 13687MW + trains and buffer for not precice rations. Then other build mats on top, which I guess can be turned off, once I kick start nuclear
My current power plant is 3K, so I need an inbetween step
yeah, just do 2.4 fuel rods a minute to start
build everything, without running machines. after finishing start to run the show in several steps. then there will be now need for kickstarting power
That might work, if I build bins to store mats, before hand
maybe the production machines you can, but the 150 power plants might be too much to build right now
you will need some hours to build, run automated production of required items for building in the meantime
but I still think you're planning too big too soon, but you play however you want :)
No matter what you do, you need power. So I can ether add in steps or do 1 large step
rule no.1 in Satisfactory: you do think too small
true
how much power do you now have? have u already automized the production of all required materials?
Just 1 pure coal node being used atm, but not fully. Have the building mats, with temp production
I built this with a power consumption of 5 GW max during the whole construction time https://www.reddit.com/r/SatisfactoryGame/comments/cln0rn/the_ridiculous_1_million_mwhs_1_terrawatt_nuclear/
299 votes and 49 comments so far on Reddit
Think I will do 375 turbo fuel, easy with whats close to base. Should give me enough to start production, as long as I control things
Well, in the end it depends on the size of and consumption of your existing productions. but I reckon you can setup your build with a max of 2 GW until you start to produce fuel rods
375 turbo fuel and 780 coal, gives me 16GW to play with. Meaning I can kickstart the entire production at once, I think
sure, you can do that. But it's not necessary. enjoy ๐
yeah I think you can, I thought you had way lass than that!
right now I only use 15% of my 35GW, I have no idea what I could do from that point
It worked out to 1 normal coal, 1 normal sulfur and 2 normal oil, which I have easy access to.
Plus the pure coal already in use
where do you plan to store nuclear waste?
The north sea has a lot of space
Death box to closest land is about 100 foundations. So will take some time for the radiation to hit anything
how many hours of storage are you planning it for?
700000000 is 92.3 foundations and is 486111 days worth. So 29166 ISC and I'm good forever