#math-and-meta

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fierce ruin
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if I will have already line for something else

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every used alt means savings

wind spade
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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

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and again, not true. Alt beacon for example increases resource costs

fierce ruin
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I said, almost every

wind spade
fierce ruin
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plastic was the ridiculous one if I remember

wind spade
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plastic is bad, but alt beacon, alt motors, rubber cable, alt screws and caterium wire are bad as well

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and in most cases, quickwire computer and quickwire circuit board can be also added to the list

fierce ruin
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I totally disagree but its abaut aproach for game a lot... for me putting another mk3 miner on another invisible node is silly.

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about*

wind spade
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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

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I don't need to save on iron, I have tons of that

fierce ruin
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thats what I mean

wind spade
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well then you need to agree that those are useless as well, since they increase oil or caterium costs

fierce ruin
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no, they cut costs in general, and give ability to swap resources. Also save my real time by not clicking so many buildings

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right now there is so many resources on map that any comparisions rare/common are strange

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i will sooner go down to 2fps than use quater of it

wind spade
glacial hemlock
wind spade
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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

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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

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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

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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)

fierce ruin
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You have

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and again, sometimes they swap products for ones that you will be already doing for something else.

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to ones*

wind spade
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you are definitely already doing stators and rotors. Alt motors just add another resource

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it's just not worth

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and "you have" <- idk what you mean by that

fierce ruin
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that propably will be used on turbomotors

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that you have those resources and such a mining ration

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not everyone

wind spade
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I'm not talking about a concrete save

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I haven't played the game since February

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I'm just saying, that I've never seen people complaining about iron

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but oil is always a limitation

fierce ruin
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sure... if there is like 15 fake nodes

wind spade
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because it's rarer resource, so you either have to go futher to get it or just use good recipes (not alt motors)

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fake nodes??? what?

fierce ruin
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invisible / in air

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I dont think they should be there

wind spade
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I'm not counting these

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I'm only counting legit nodes

fierce ruin
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but well I have to admit that I will look a little closer at some of them after this conversation ๐Ÿ˜ƒ But still, flexibility for me is always welcome .

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but some dev didnt put big red flashing warning on edit option, so Iv lost all my setups ๐Ÿ˜ƒ

glacial hemlock
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I use alt motors in alt turbomotors. The crystal oscillators is going to be in the chain anyway.

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Progress 60%. Too tired and going to sleep.

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Turbo motor.... just 3/min already killed me

wind spade
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@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

glacial hemlock
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true.

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at the end you might want to have a combo of crystal coms and quick coms.

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If you are in a state such that reloading autosave 15mins ago will kill you, you are really putting effort into it.

hollow needle
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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

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i suppose in the endgame you'll mostly use nuclear power so there's probably no reason to export fuel

fierce ruin
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this alt rec is a myster, i think they made a typo

hollow needle
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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

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could be neat if it gave 1:1 or better in terms of oil, like an extra processing step to make more efficient plastic

fierce ruin
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most of alt rec switches plastic for rubber

hollow needle
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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

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err wire/rubber alt

fierce ruin
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when making a factory and you need to send copper down two lines 15/min and 13/min. how do you split that apart?

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send all you have and dont care - it will balance

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ocd wont let that happen

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no, seriously

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this is not factorio

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ok

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manifold + overflow works nice

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ill try my best

fallow lily
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You're dealing with pretty low amounts here, so a single conveyor belt with splitters to the machines would work fine.

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Otherwise, just split it 1:2 and try not to worry about the excess.

wild plover
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lol and here i thought that 4500 iron pm was ok

patent bough
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fuel is never good except for jetpack

fierce ruin
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you can make supercomputers with only caterium and oil which is fun

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or just normal computers if you don't want to waste caterium to make cable

coarse path
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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 .

surreal elk
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@fierce ruin remember that manifold only works if you have enough input, as I'm currently learning

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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?

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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

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mmm, it only needs a mk4 belt, and it's shorter than the other one... conveyors it is

wind spade
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@coarse path you need to calculate the whole thing from the recipe values, so
[machines needed] = [ipm required] / ([recipe output amount] * 60 / [recipe time])

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that's not including overclocking

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but I won't suggest reinventing a wheel, when there are already calculators that do that for you

coarse path
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@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.

wind spade
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I assume you were using consumption tool

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it can suggest multiple ways, if that is the best way to make that item from the resources you provided

coarse path
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Makes sense.

wind spade
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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

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for normal calcualations, there is still the production tool

coarse path
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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.

wind spade
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if you just need that, enter like 10k of every other resource

coarse path
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And that is why you are the expert! I wouldn't have thought of that!

wind spade
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and from one node, you can only get 28 rods/min fyi

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@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

coarse path
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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.

wind spade
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yeah, you never need more than one node to power your base

coarse path
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Which is what I am planning whenever I get around to it.

wind spade
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yeah, I've just seen some guys that went nuts and built nuclear power for 84/rods min

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and they were like "I'll definitely need that"

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I mean, unless you do it just to use all the uranium nodes, you practically can't even use that much power

coarse path
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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.

glacial hemlock
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My factory runs at 120fps.

wind spade
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is your factory just an empty space? thinking_helmet

coarse path
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I don't think I got 120fps even when I first started.

glacial hemlock
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My factory produces 3 tbm/min, 1sc/min, 10 com/min, 5hmf and 5motor/min, 10eib/min and pretty much nothing else.

surreal elk
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Meanwhile 5 turbo motors a minute gets me 15-20 fps

glacial hemlock
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Reduce the number of belts. This also means main bus system is not fps friendly.

surreal elk
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Main bus? What main bus?

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I only run conveyors across the entire map

glacial hemlock
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Then goodbye fps

fierce ruin
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buses and manifolds all the way

pseudo jay
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What do you mean? Am I not supposed to buffer 20 isc worth of items on conveyors? /s

willow igloo
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I hear the key to success is to bus screws

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/s

fierce ruin
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screw screws

willow igloo
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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

fierce ruin
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lol, it can be simple if you set up up in such a way, that is why manifold makes life easier

willow igloo
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I'm a fan of bus design from Factorio, though I dislike the fact that you can't set priorities on splitters and mergers

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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

wind spade
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bus design isn't the right design for Satisfactory

robust vessel
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^^^

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the bus is a great tool in factorio, but it's essentially useless in satisfactory, unless you're engaging in a purely aesthetic exercise

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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 ๐Ÿ˜…

wind spade
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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
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and lastly - belt throughput in Factorio is way higher than in Satisfactory, so it you can power a lot of machines from one belt

robust vessel
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centralized factories ftw, decentralized factories are too easy ๐Ÿ˜„

wind spade
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but they are also the best way to make stuff in SF

robust vessel
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"best"

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read "most simple"

wind spade
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well, don't need bus for decentralized factories

robust vessel
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true

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nor for centralized factories

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unless you want to call a plate of spaghetti a bus

willow igloo
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In a perfect factory game, you bring all of your raw materials to one spot and build everything there

wind spade
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that's not true for satisfactory though. Not all factory games are the same

glacial hemlock
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I heard that a industrial container is a priority splitter, but i am going to verify it

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Train stations and truck stations, are priority splitters by nature.

wind spade
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@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

robust vessel
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@willow igloo that's what I do

willow igloo
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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

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something that would be far too complicated to do in Factorio, but totally doable in Satisfactory thanks to going up and down

robust vessel
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I just use lots of manifolds, recombining excess from one manifold back into the feed of the next manifold

wind spade
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^

willow igloo
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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

robust vessel
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yeah that defs won't work

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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.

wind spade
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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
glacial hemlock
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Module +1. If modules are designed properly, minimum belt length could be maintained

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Sort of the factorio old school 5 wire assembler + 1 circuit board.

wind spade
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now it's 3->2

glacial hemlock
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No, it is 5->1

wind spade
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at least last few years ๐Ÿ˜„

glacial hemlock
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I refer to expensive mode

wind spade
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ah

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who plays expensive mode ๐Ÿค”

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B+A+Py or Seablock is already expensive mode

glacial hemlock
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Some nerds

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No seablock, too hellish. I played A+B only

robust vessel
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Vanilla ftw

wind spade
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too easy ๐Ÿค”

glacial hemlock
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333spm, but then i started a new game with bob, then another new game for bobangel

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It is good that in satisfactory, all nodes are Infinite

wind spade
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There is infinite resource mod in factorio

glacial hemlock
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True. Also the angel mod included it as an optional.

radiant ermine
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@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)

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why is Dyno giving me a no pipe reaction? ๐Ÿค”

wind spade
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you can just belt the resources to the central storage tho

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because he is just a stupid bot

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he has respect from me: pipe

radiant ermine
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but if you're already doing that, doesn't it become easier to just make everything centralized?

wind spade
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no, since you need to bring in multiple belts instead of making the things onsite and just bring a belt with resulting item

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well, depends on definition of "easier" ๐Ÿ˜„

radiant ermine
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๐Ÿ˜„ true

polar sleet
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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.

wind spade
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also it saves you a lot of headache calculating the remaining items on a bus

polar sleet
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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.

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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.

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problem is that the logistics network i planned uses trains. and they don't play nice with each other

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I mean I could ignore the buggy cars going down wrong tracks and just have them do what ever... but that looks so weird

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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.

umbral crater
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oof is this every case? i was planning to use the same main station for my base

polar sleet
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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.

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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.

umbral crater
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will it goto it if theres no train at main?

polar sleet
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also the is that weird bug where the train AI striaght breaks

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yes it'll still travel to it. but if there is a train there when it arrives, it skips the station

umbral crater
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oof

polar sleet
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a minor bug, except if you left a train dock at the station (aka 1 or less stops on it's timetable)

umbral crater
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The trains carry power right?

polar sleet
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rails carry power

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the other bug though... oof

umbral crater
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dope i gonna make a heavy frame plant big far away and dont wanna do long wires XD

polar sleet
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i set two trains with different functional routes. they shared a station. the secound train sat there and did nothing...

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I'll have to try again to see if it's a one time bug though

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because honestly, i can't understand how they could code the AI to not share stations

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pathfinding shouldn't care about that

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unless you intentionally add it

umbral crater
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it could just not be implemented yet. It probably sees train occupying but doesnt have an added area to stop beforehand

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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

polar sleet
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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.

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BUT

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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.

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the bug in question is strangely nuanced, and obscure.

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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.

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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

glacial hemlock
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I have finally connected all the belts leading to turbomotor. Now it is time to wake up the beast!superexcited

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Omg, my factory fps dropped to 40. zzzz But knewing it is automated finally, I can now rest in peace.

light meteor
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Is there a video that explains the caculator app step by step?

sand garnet
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@wind spade maybe you can give a very brief explanation on your site ^

wind spade
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what are you having trouble with

light meteor
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I have no idea what I am missing here

wind spade
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that's @pulsar stratus 's tool

light meteor
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Hmm. Okay sec

pulsar stratus
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Add an item

light meteor
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I have three of these apps open and only one I understand

pulsar stratus
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Click the brown button that say add an item

light meteor
pulsar stratus
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This in eis @wind spade tool

sand garnet
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lol

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this is comedy gold

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i send him here because he linked greeny's tool, so i tag greeny

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then he shows greeny anthor's tool, so anthor replies

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and then he shows anthor greeny's tool

light meteor
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Yeah.. at least I am learning to use 2 tools

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But you find people trying to learn funny?

pulsar stratus
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@light meteor don't take offense, just har dto help you if you switch between response

sand garnet
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pick 1 website and learn that

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because if you keep switching, people dont know which site you're talking about

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meaning they can't really do much for you here

light meteor
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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

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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

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Also I am referring to Greeny's tool here

obsidian granite
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on a "Normal" node, i'm currently supplying 10 generators with MK2 belts and MK1 miner

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I did how ever build them 1 by 1 so they could fill up to 100 and back up the belt

glacial hemlock
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@light meteor it would be 6 generators.

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Build 6 for your kick starting, then rush for Mk2 and quickly extend it to 11.

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rush for mk3 belt then further extend it to 21.

obsidian granite
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^^

light meteor
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Okay thank you that solves that question.

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Now just to learn what values go where in greeny's app

glacial hemlock
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more info at wiki - Coal generator

light meteor
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I learn by seeing things done. Visual learner.

sand garnet
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click on input to add a new input, in this case being coal

light meteor
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Or spelling it out step by step

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What tab? Production, input?

glacial hemlock
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I might review the coal generator page tomorrow to insert a tutorial section or sort of.

sand garnet
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input

light meteor
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Okay thts done what next?

sand garnet
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click buttons until you get the result you want ๐Ÿ˜„

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i gotta have dinner

light meteor
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Well I mean how do I add power plants, conveyours splitters etc?

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Or does it do that?

sand garnet
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thats not what this site is for

light meteor
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Ah okay then that explains alot

sand garnet
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its a mathematical tool

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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

wind spade
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sorry, I was away, is there any other issue that you need yo help with?

wind spade
sullen cloud
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300m is max?

kindred cape
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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...

wind spade
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conveyor splitter

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@sullen cloud no, it was test render of a data from first 300 meters

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it will render the data until it hits zero

kindred cape
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Thinking about two different materials?

wind spade
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don't merge two different materials onto one belt

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it just brings pain and headache. Use two belts

kindred cape
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It's for transportation by tractor ๐Ÿ˜‰

wind spade
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use train with two cars

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or two truck stations and two trucks

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mixed belts/trucks will always break

kindred cape
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It's so circuitous ...

sullen cloud
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Is there any radiation max range at all, greeny?

wind spade
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no there isn't

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every item irradiates theoretically the whole map

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but since it scales with distance, the values are mostly so small that it isn't detected by the player

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but I just run a test with 1000 containers full of waste. Turns out they only irradiate an area with radius about 975m

sullen cloud
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Got it. Are you using mods for the test save?

wind spade
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no save. I'm doing the math using formulas provided by devs

sullen cloud
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Finally, something new to play with

wind spade
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10k containers full of waste = irradiated area has a radius of 1150m

sullen cloud
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The industrial containers? Ie 240.000.000 of waste?

wind spade
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yeah

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1m containers = radius of 1500m

robust vessel
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that's a lot of radiation...

wind spade
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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"

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if you put all the containers in one corner of the map, you probably won't irradiate much

sand garnet
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@wind spade actually someone tested it and got to 200m

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25 foundations

wind spade
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depends on amount of items

feral dew
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@kindred cape If I can answer your question

sand garnet
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"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."

wind spade
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it can surely travel futher than 200m

feral dew
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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

sand garnet
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well how do you know? have you tried?

wind spade
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I got the formula from devs directly

sand garnet
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can we know the formula?

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or is it a dev-only thing for your tools

feral dew
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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

wind spade
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and for 3 ISCs, it gives me 200m for max radiation and then it rapidly decreasing till hitting values around 0 at 500m distance

feral dew
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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

sand garnet
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check the vid though greeny, there's like a hard line where it just cuts off

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start at 00:40

wind spade
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[radiation intensity] = ([item amount] * [item radiation decay] ) / (4 * pi * [x]^2) * e^(-0.0125 * [x])

sand garnet
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my head hurts ๐Ÿ˜ฆ

wind spade
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oh, oops, sorry. got wrong amount of items for 3 ISCs

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yeah, it seems like it's 207m for the radiation to go to 0

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however with 100 ISCs, I can easily get the number to 400+m

sand garnet
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400?

#

that's not THAT much

#

or is that just a 'bigger number for reference'

wind spade
#

100k containers of waste = 800+m meters

#

no, it's +-10m the value where radiation drops to 0

sand garnet
#

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

wind spade
#

and for 100m containers of waste, it's 1300m

sand garnet
#

lol

feral dew
#

Nuclear is such a large source of energy, it's only natural that it would have a downside

wind spade
#

I mean UE has a limit of 2m entities

#

if that was all waste containers it'll only irradiate like 1030m radius around it

robust vessel
#

what's the math on how long it would take, say, 4 nuke plants to fill up a single ISC?

sullen cloud
#

A single ISC fills in 80 hours running one nuclear plant at 100% and full energy consumption

robust vessel
#

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

wind spade
#

I hope not

#

the waste is the only downside of otherwise OP nuclear power

robust vessel
#

I mean if it's a like tier 8 or 9 thing I don't think it'd be a problem?

wispy arrow
#

I mean, there's still ways to rid of it, I think (chucking a truck full of it into the void?)

wind spade
#

@wispy arrow no, the truck won't despawn and will eat your fps in the void

wispy arrow
#

Bah, who needs fps anyways

wind spade
#

the only way to trully get rid of nuclear waste is to put it in lizard doggo's inventory and kill it

robust vessel
#

monster

#

I mean you could also save edit, if you wanted to be cheesy

wind spade
#

efficient monster

#

sure, I'm talking vanilla game ๐Ÿ˜„

#

but I don't see where is the problem with chucking a few ISCs somewhere and letting them fill slowly

robust vessel
#

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

wind spade
#

I have the golden rule of 3 ISCs per Nuclear Plant, which gives at least 300 hours of playing

wind spade
#

so guys, a new tool is almost ready... any other info that you would like to see there before I release it?

tight crag
#

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?

wind spade
#

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

tight crag
#

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?

wind spade
#

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

tight crag
#

okay, since fps is the most valuable ressource, setting up the alternate should be better than the original, right

glacial hemlock
#

True. And if you really concerned about fps, then everything should also run in 250%

wind spade
cedar mica
#

The difference between 10000 nuclear waste and 20000 nuclear waste, is just 4 foundations? 16 to 20

wind spade
#

yeah

cedar mica
#

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

wind spade
#

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

cedar mica
#

I calculated about 1000 foundation, death edge to death edge

wind spade
#

hm, but you need diagonal radius, not horizontal or vertical

cedar mica
#

And since uranium is close to middle of map, most store waste there

wind spade
#

since it's a circle

#

1 generator running at 100% capacity would produce the needed waste in 3.7e+21 years

cedar mica
#

2100 waste a minute, is max you can produce. But not sure how you manage to use 1050GW

patent bough
#

related: do we know how many hazmat filters we can produce

#

because one hazmat filter lasts a long time even with high radiation exposure

wind spade
#

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

patent bough
#

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

wind spade
#

we don't have access to counts of items on the map afaik

patent bough
#

hmmm

wind spade
#

or at least I haven't seen anybody say that he found the counts or something like that

cedar mica
#

I have pulled 2000+ mycelia from 1 cave. So thats 7.2 hours at max radation, I belive

wind spade
#

it's definitely not in any dev-provided community file, since they said they don't want to expose map data

cedar mica
#

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

wind spade
#

radiation is a perfect ball I guess

#

since 3D space

glacial hemlock
#

@patent bough an iodine filter lasts 12 seconds.

patent bough
#

12 seconds in max radiation?

#

i know it's much longer in lower levels.

cedar mica
#

I thought it was 13 secs at max

glacial hemlock
#

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

cedar mica
#

Didnt the devs say 5.4kmx5.4km?

glacial hemlock
#

@cedar mica not sure if they recently updated the time

wind spade
#

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

glacial hemlock
#

@cedar mica that is island size. The border is 1km extended beyond

wind spade
#

oh, good to know

#

and it's really only 3km upwards?

glacial hemlock
#

I mean, the border of death

wind spade
#

I've seen some screenshots of guys way up there

glacial hemlock
#

Yes, 3km in z axis

#

The higher level is if by riding a dropship slingshot

cedar mica
#

But I guess about 2km of useable height, before death

wind spade
#

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

glacial hemlock
#

14200 sounds a lot

#

Converting it to game time, means?

wind spade
#

that's 1135525 hours to fill from one 100% running power plant

cedar mica
#

If we assume the 2100 waste, its 11.4 mins to fill 1 ISC

wind spade
#

or 2703 hours if you connect all possible 420 reactors and somehow keep the power consumption at 100%

#

@cedar mica 2100 waste?

cedar mica
#

2100 waste is what the calculator says for 420 reactors

glacial hemlock
#

110days or so. Running 24 hrs.

wind spade
#

112.65 days with the accurate math

#

a.k.a. 7400*7400*3000/226.2^3*80/420/24

glacial hemlock
#

Forgot here is the math channel. hehe

wind spade
#

lol

#

I practically live here

cedar mica
#

So its not a big issue, but still an issue, in a year or so from now

wind spade
#

... if you play the game for 1 year constantly

cedar mica
#

Even a 100 foundations, can be a pain in the ass, depending on where it is

wind spade
#

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

cedar mica
#

Still, guess I'm making a sky scraper for the radio active stuff. Bigger save file, but less issue with radiator

wind spade
#

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 ๐Ÿ˜„

cedar mica
#

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

wind spade
#

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 ๐Ÿ˜„

#

#efficiency

cedar mica
#

Speaking of using the map, is trains a bigger fps drain then belts?

#

Also, do we have a way to estimate train travel time?

wind spade
#

I guess stopwatch only

patent bough
#

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

robust vessel
#

hey @wind spade what are your thoughts on the alt nobelisk and beacon recipes?

glacial hemlock
#

Alt beacon is meh. Alt nobelisk is good.

wind spade
#

@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

robust vessel
#

๐Ÿ‘

iron python
#

I wonder how much fps you could achieve when the map is fully radiated

wind spade
#

depends on the way how you irradiated the whole map

sand garnet
#

you actually made an idiotproof explanation

wind spade
#

constructed case, not sure if that is possible in the game

sand garnet
#

I love you for this lol

wind spade
#

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

sand garnet
#

so you would need to draw circles on every radioactive item on the map

wind spade
#

well but if the case I presented is possible, the middle part isn't in any circle, but still radioactive

sand garnet
#

and if their radius overlaps, start calculating based on Z-value to determine the combined radiation level?

wind spade
#

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

sand garnet
#

thats the overlap i meant

#

or do you mean that since the radius is mapwide, it will technically always overlap

wind spade
#

basically you can't do circles, you need to pick every point and calculate it for it

sand garnet
#

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

wind spade
#

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

pale jetty
#

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

sand garnet
#

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

pale jetty
#

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.

mighty vessel
#

(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...)

wind spade
#

no, terrain doesn't do anything with radiation

#

so putting waste in a cave or underground doesn't have any effect

mighty vessel
#

interesting, thanks!

sand garnet
#

the only effect it has is that caves are usually far away from any build

#

so chances are that radiation doesnt affect you

mighty vessel
#

yeah, was mostly wondering how future proof my"disposal" strategy was ๐Ÿ˜›

#

(turns out: not very)

pale jetty
#

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) ๐Ÿ˜„

#

and doing it in an accurate reality like way would be really resource heavy

mighty vessel
#

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

topaz ingot
#

If I want to build 10 nuclear power plants how many foundations do I need

mighty vessel
#

(this may be a lie)

wind spade
#

0

#

you don't really need foundations for power plants

mighty vessel
#

(see?)

pale jetty
#

the size is 38m x 43m which roughly equals to 5 foundations by 5.5 foundations

mighty vessel
#

but really I think the question asker was looking for the practical total area of 10 plants plus associated feeds...

wind spade
#
  • storage containers
mighty vessel
#

of course

topaz ingot
#

Yeah the "total size" @mighty vessel

mighty vessel
#

yeah, so, bad news... it sounds like at least 5x5m per plant, maybe a little more

topaz ingot
#

So a 50x50 platform

wind spade
#

no, that's 2500m2 and you only need 250m2

topaz ingot
#

Yeah I just realized that

robust vessel
#

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

sand garnet
#

except for the fact the walls dont contain the radiation

glacial hemlock
#

if the cave is near your base, I suppose that is NOT good.

sand garnet
#

for radiation, walls don't exist

glacial hemlock
#

Plot twist: Tier 8 - introduced lead wall

topaz ingot
#

Plot twist: Tier 8 - introduced radiation shield

sand garnet
#

plot twist: no Tier 8 at all

obtuse fractal
#

plot twist!, shhhh tina... PLOT TWIST!

glacial hemlock
#

Plot twist: {Plot twist: (There is no 'Plot twist'.)}

sleek crystal
#

plot twist:

wind spade
#

:tsiwt tolP

sleek crystal
#

plot twist: tier 8 - Jace is the AI that speaks to you

grave torrent
#

Crystal Computers or quickwire Computers alt recipe?

dreamy valley
#

Crystal computers

grave torrent
#

Thanks ๐Ÿ˜ƒ

topaz ingot
#

Excuse me but what is crystal computers

sand garnet
#

an alt recipe for computers

sullen acorn
#

an alternate recipe for computers. Requiring only Crystal Oscillators and.... curcuits

robust vessel
#

Cave is several km from main factory, but nearby nuke plant, which will be irradiated anyway

dull shard
#

Hey !
How much nuclear fuel rod/min for a 250% power plant please ? :)

wind spade
#

I'd suggest building more plants instead of overclocking one, it's a waste of shards

glacial hemlock
#

^ he is singing raps

wind spade
#

what

glacial hemlock
#

lol, try read it out fast

wind spade
#

I hate rap

#

๐Ÿ˜„

topaz ingot
#

Read what fast?

wind spade
#

"she sells sea shells at a seashore" 5 times

#

or "red lorry yellow lorry"

topaz ingot
#

Bruh

pale jetty
#

@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.

slate hawk
#

awesome thanks heaps @pale jetty - i will nerd out over this later

pale jetty
#

this is what i used for that

slate hawk
#

whoa damn awesome tool

pale jetty
#

there is also a tool to plan production lines and much more

solemn ibex
#

is there anyway to make the miners overclocked?

earnest orchid
#

the portables?

pale jetty
#

you mean for the calculator?

solemn ibex
#

yes

pale jetty
#

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 %

wooden wadi
#

What's 8รท2(2+2)?

empty hemlock
#

16

wooden wadi
#

Thanks

glacial hemlock
#

1

#

Multiplication between 2 numbers by Parentheses take precedence compared to division between 2 numbers with an operator

fierce ruin
#

This channel meta

unborn parrot
#

I think I'm gonna try plan the beacon factory for my nuclear tw plant

#

I need alot of beacons for it

glacial hemlock
#

Lol beacons.

fierce ruin
#

neat

unborn parrot
#

164/min

#

2 per rod

wind spade
#

I hope you don't use the alt beacon lol

unborn parrot
#

Nope

#

No alt beacon's

#

Wait should I set up mining Infrastructure first

unborn parrot
#

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

polar sleet
#

you could wait for them to make switches work reliably. then each line would only need 1-2 tracks

robust vessel
#

I'ma find a way to use alt screws with alt beacons just to trigger greeny ๐Ÿ˜„

wind spade
#

I'm not really triggered by that lol

#

I'll just watch you struggle

#

and laugh

glacial hemlock
#

use alt plastics

polar sleet
#

why alt beacons? default recipe uses more iron and less of things in demand. unless that's the point

crisp pelican
#

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

wind spade
#

@crisp pelican the spreadsheet looks interesting but confusing a bit

#

I wasn't able to find the "best alternate recipes to use" list

crisp pelican
#

The recipe evaluation is on the recipe tab

wind spade
#

@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

crisp pelican
#

Column AA

#

I could move it over to the left but I need to redo some vlookups first

wind spade
#

so, the "rarity" column?

crisp pelican
#

Yes

#

Lower is better

wind spade
#

and what does the number mean? higher = better or worse?

#

ah, ok

#

I'm wondering how is RIP alt better than SIP

crisp pelican
#

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

wind spade
#

crystal computer is always better if you have resources for it

crisp pelican
#

RIP is 56 vs 24 for SIP

wind spade
#

RIP alt vs SIP

crisp pelican
#

Yeah, may have to check on that

wind spade
#

SIP take less resources when combined with iron wire

crisp pelican
#

Using iron wire and alt screws

wind spade
#

even then it's still better to use SIPs

crisp pelican
#

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.

wind spade
#

ah, you mean the ingot->screw recipe. That shouldn't change anything, it's the same ratio

crisp pelican
#

Something must be up with the calculations

#

Ah, got it. I'm not converting half of the calculation to a per item basis

wind spade
#

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

crisp pelican
#

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

wind spade
#

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

crisp pelican
#

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

wind spade
#

you can't really do it. You still need to factor in the nodes that are around the player

robust vessel
#

you could theoretically do it for entire map utilization could you not, @wind spade ?

wind spade
#

sure but that assumes you tapped all nodes

#

which you didn't

glacial hemlock
#

there should be an achievement for tapping all nodes, and another achievement for actually using all capacity of nodes at more than 100%

sullen cloud
#

There already is one. FPS < 5

sullen cloud
#

I have 120 nodes tapped, 2k machines. Approx 500 of these running at the moment. 5 to 8 FPS

tacit valley
#

@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

wind spade
#

it will use it only if it's advantageous for the build

tacit valley
#

Isn't alt encased industrial beam usefull anyway ?

glacial hemlock
#

is encased industrial beam being used in alternative fuel rod anyway?

tacit valley
#

Hmmm maybe not alt, didnt read well, but i dont have it yet

molten surge
#

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

glacial hemlock
#

There is another alt for steel, find it.

tacit valley
#

Enriched steel ingot replace half the coal for sumfur, other alt saves iron

#

Your choice

dim flume
#

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

wind spade
#

modular factories, every one accepting ores or ingots and making final product

#

every factory is scalable, with enough space to expand if needed

sullen cloud
#

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 thinking_helmet

dim flume
#

ok thanks, modular factories, now im assuming each one would need a single miner of input? or can one be used for multiple factories

molten surge
#

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

wind spade
#

@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

sand garnet
#

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

wind spade
#

Small steps to better factory ;)

sand garnet
#

โค

robust vessel
#

Iron wire and stitched plates are bae

wary robin
#

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?

cedar mica
#

Impure is 150, normal 300 and pure 600, fully overclocked

azure timber
#

@wary robin on the official wiki is an clear view of what you need

cedar mica
#

Divide by 60, then multiply by 3, for easy math

crisp pelican
#

@wind spade thatโ€™s what the resources tab is for: entering the nodes nearby and/or in use

dim flume
#

@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 thicket
#

@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

dim flume
#

yeah I'm trying to figure out how to do just that

dim thicket
#

That's the fun of the game lel

dim flume
#

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

dim thicket
#

Honestly get as little input from others as possible, discovering for yourself is the fun

dim flume
#

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.

dim thicket
#

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.

dim flume
#

gotcha

#

what constitutes an end game item, are wires, and calbe? or something like modular frame

dim thicket
#

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

dim flume
#

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

dim thicket
#

Yeah I think that's an incoming feature. Devs are quiet about upcoming features right now

dim flume
#

works for me, im all for a game that gets updates. no rush xD

#

always more factory to grow

dim thicket
#

Yay!

dim flume
#

just trying to not get frustrated in the early game and to keep going

wind spade
#

@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

dim thicket
#

I'm fine with that! Just means keeping things expandable

#

Oh, or finding lots of hard drives early

wind spade
#

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

dim thicket
#

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

wind spade
#

Yeah, while with my approach, you don't need tk do anything like that. Just copy the module when you are low on X

glacial hemlock
#

@dim flume current end game item is turbo motor. Good luck!

sand garnet
#

moening people

#

which circuit board recipe should I go with?

wind spade
#

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

sand garnet
#

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

wind spade
#

you'll probably need QW for SCs and HSCs

sand garnet
#

HSC?

wind spade
#

high speed connector

sand garnet
#

ah yeah

wind spade
#

anyway, rubber + wire still uses the least amount of raw resources

sand garnet
#

I mean, I am making 1800 per min quickwire

wind spade
#

so unless you are super low on iron, you should pick the rubber + wire alt

sand garnet
#

just on this single setup, not counting my other one

#

I could probably double the quickwire amount

wind spade
#

I mean yes, you can use the QW alt, but you probably have way more iron than QW ๐Ÿ˜„

sand garnet
#

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

junior musk
#

i need to do that

#

but i dont want to....

sand garnet
#

dismantling my old main base area in the grass fields took me 30/40h

fierce ruin
#

How much iron ore per min can be extracted map wide

wind spade
#

64260

#

per minute

fierce ruin
#

is that with mk2 or 3 miner?

wind spade
#

mk3 miner, mk5 belts, max overclocking

fierce ruin
#

With max over clocking? Mk3 miner on a pure node max over clock will extract more then a mk5 belt can handle.

wind spade
#

yeah, that's included in the calculation

fierce ruin
#

Ahh perfict.

#

I have a LOT of convayors to run ๐Ÿ˜„

wind spade
#

trains

fierce ruin
#

to slow :3

wind spade
#

you don't care about speed, but about throughput

fierce ruin
#

mk5 belt is faster then the train :P
Honestly i have 1 train to run come copper. and thats it. there to slow lol

wind spade
#

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

sand garnet
#

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?

wind spade
#

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

fierce ruin
#

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

wind spade
#

then you need either more trains or bigger trains lol

vernal birch
#

(input/output ipm) * trip length / 3200 = the amount of wagons you need to sustain it

glacial hemlock
#

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

glacial hemlock
#

I have added some notes on coal and fuel generators wiki page, hopefully that would cut down some FAQs

sand garnet
#

@vernal birch where does 3200 come from?

vernal birch
#

ohh, 32 inventory spaces in a wagon * 100 stack size

sand garnet
#

but stacksize differs per item

vernal birch
#

well change that number accordingly, eg 32 * stack size of the item

sand garnet
#

so maybe change that value by (32 * stacksize)

#

yeah

#

thanks for clarifying ๐Ÿ˜ƒ

vernal birch
#

no problem

junior musk
#

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...

wind spade
#

it works

#

you probably don't have all the required stuff

junior musk
#

Oh right, forgot limestone, derp

wind spade
#

or picked alternate recipes

junior musk
#

ah, also had iron ingots chosen instead of ore

#

๐Ÿ˜…

wind spade
#

well that shouldn't be a problem

junior musk
#

it wss actually, once i selected ore it spit a result

#

having ingots it didn't

wind spade
#

hm. that's weird tho

junior musk
#

I had no alt. recipes selected for reference

wind spade
#

unless you have like "Iron ingot" picked as one of the production goals

junior musk
#

no it was an input

wind spade
#

hm. Can you share me the tool in the state, where it didn't give back response when ingot was selected?

junior musk
#

sure, but when i put it back on ingots it works, let me see if i can reproduce

wind spade
#

lol. did you add the limestone after you changed ingots to ore? ๐Ÿ˜„

junior musk
#

no before

#

changing iron ingot to ore was last thing i did

wind spade
#

that's weird

junior musk
#

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

wind spade
#

no problem. happy to help

#

and fyi I don't put WIP tools there ๐Ÿ˜„

junior musk
#

๐Ÿ‘Œ

#

unsure if you're aware but still using the old silica icon

wind spade
#

oh. I thought I changed that

#

thx for pointing it out

#

I'll change it asap

junior musk
#

๐Ÿ˜„

#

man consumption calculator is so handy

wind spade
#

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

junior musk
#

ah nice

wind spade
#

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

#

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

sullen cloud
#

I want to test something to maybe contribute something. Can you post the same screenshot being in the 100% radiation zone?

wind spade
#

it's already uploaded to the tool, you can test it yourself

#

and feel free to DM me or write here if you want to contribute something ๐Ÿ˜‰

#

@sullen cloud

sullen cloud
#

ok, gonna test it later

wind spade
#

@sullen cloud I'm super hyped for what you wanted to contribute lol

sullen cloud
#

I have some ideas from a more practical point of view. Because, mathematically your job is always perfect. But donโ€™t expect too much for now ๐Ÿ˜‚

wind spade
#

I'd like to see how I can improve on a practical point of view

unborn parrot
#

I can't wait till tier 8 comes out

#

Mark 2 manufacturing

#

Mark 2 smelting

#

It will literally half the nuclear mega factory

junior musk
#

anything that saves me from building 120 smelters and splitters and mergers would be a godsend tbh

dim thicket
#

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

glacial hemlock
#

Who knows? Lets wait until the summer break is over.

#

@unborn parrot i heard that mk2 smelters only saves you 25% time...

wheat sleet
#

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

sage copper
#

1+1

wind spade
#

@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

wheat sleet
#

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

wind spade
#

ipm = m/min

wheat sleet
#

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?

wind spade
wheat sleet
#

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

wind spade
#

what's that?

wheat sleet
#

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

wind spade
#

how are lifts frustrating to use? I find them pretty useful tbh

wheat sleet
#

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

wind spade
#

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

wheat sleet
#

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

fierce ruin
#

@wind spade are you sure about that speed?

wind spade
#

items have a gap of 1m between them on the belt

#

so items per minute should equal meters per minute

fierce ruin
#

but mk5 is about as fast as explorer ~100kmh

wind spade
#

how did you measured that?

fierce ruin
#

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.

glacial hemlock
#

@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

last plinth
#

I just wish you could have a reverse lift that drops items vertically from a height.

wind spade
#

you can build lifts from up to down

robust vessel
#

^

green crescent
#

or start building from a conveyor pole that has a belt connected in the proper direction, or from a machine's input

earnest orchid
green crescent
#

Hmm shouldn't the part about conveyor pole or wall include "with no belt connected" or something

earnest orchid
#

๐Ÿค”

green crescent
#

because if a belt is connected then it depends on the belt's direction

earnest orchid
#

Yeah I will add it in now

#

Done

glacial hemlock
#

I even mentioned it in wiki just wonder why people don't read that

#

Funny

wind spade
#

tbh I don't read wiki much

#

but that may be just because it doesn't have the content that I need ๐Ÿ˜„

glacial hemlock
#

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 ๐Ÿ˜„

wind spade
#

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

glacial hemlock
#

I would like to, for example, compare with the Minecraft wiki. It is so well-maintained

wind spade
#

I don't know how much should opinionated things go to wiki tho

#

that's maybe discussion for wiki chanel tho @glacial hemlock

calm lake
#

(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

green crescent
#

a bmp file? jacelul

earnest orchid
#

made in paint

green crescent
#

paint can save in jpeg

calm lake
#

i'm a complete trash when i have to use computers xD

green crescent
#

I don't think bmp has been the default for saving in it for awhile either

earnest orchid
#

cause my brain is fired I have no idea what i am looking at

wind spade
#

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 ๐Ÿ˜„

calm lake
wind spade
#

I don't like circular builds. They are hard to calculate

calm lake
wind spade
#

and mostly not even needed.

calm lake
#

Not so hard, you're just limited by the conveyor's speed

green crescent
#

might as well just have a bus

wind spade
#

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

calm lake
#

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

wind spade
#

I like to know how many items are available

#

not doing the math all time

calm lake
#

works pretty fine just sometimes you need to add additionnal layers for some items consumed in mass for exemple screws..

wind spade
#

you shouldn't have wires and screws on "bus" anyway

green crescent
#

I know how many items are available, I have a sheet that keeps track of it

calm lake
#

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

wind spade
#

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

green crescent
#

if I add more HMF I add that to my sheet, and see that my excess MF is low, so I increase that

wind spade
#

yeah and with modular factories, I just have to copy the HMF production

#

and not worry about anything else

calm lake
#

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

green crescent
#

how is that less complicated? in either case you're gonna add about the same number of buildings

wind spade
#

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)

calm lake
#

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

green crescent
#

well then my sheet goes from say 4 excess to -3, so I know I need at least one more MF assembler

calm lake
#

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

wind spade
#

@green crescent well I only produce stuff to storage, so I don't want to increase MF production unless I have to

calm lake
#

(sorry but it's really hard for me to explain this in another language)

wind spade
#

@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

green crescent
#

which is fine, but bus is also fine, just hard to track with your calculator ๐Ÿ˜›

#

so I use a sheet instead

wind spade
#

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

last plinth
#

@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. ๐Ÿค“

green crescent
#

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

wind spade
#

@green crescent who says I don't have that?

glacial hemlock
#

A lot of buffer often could offset the actual throughput issue. Or do they? (Vsauce music)

junior musk
#

what does a greeny factory look like?

empty hemlock
#

like nothing cause greeny doesn't actually play the game :^)

junior musk
#

oh fug :DDDD

wind spade
#

yeah my factory has I think steel automated

#

I don't know if I touched oil yet

vernal birch
#

Still beats me... i just got iron ore automated ๐Ÿ˜‚

glacial hemlock
#

I have automated turbomotor, but I don't think I have seriously 'played' the game yetsimon_smile

unborn parrot
#

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

wind spade
#

1304 GW

wise badge
#

ะตัั‚ัŒ ั€ัƒััะบะธะต?

wind spade
#

English server

#

@unborn parrot
84 nuclear fuel rods/min
5043.8 turbofuel/min
645 compacted coal/min
17660 coal/min

unborn parrot
#

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

wind spade
#

@robust blade numbers for 1 stator, best 4 combinations in terms of total consumption

robust blade
#

yeah iron wire bad?

wind spade
#

no, iron wire is the best wire

robust blade
#

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

wind spade
#

copper goes to alclad sheets and quickwire, rest goes to iron alloy

robust blade
#

oh neat alt rotor and normal stator are the same thing. totally going to combine the two into one sub-bus

fierce ruin
#

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

unborn parrot
#

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

glacial hemlock
#

I try to setup uranium chain today, 50% progress would do.

#

Maybe 1 rods/min

tight phoenix
#

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 :)

robust vessel
#

Petition to rename this channel "Greeny's Cathedral of Crunch"

glacial hemlock
#

Lol...

oblique perch
sullen cloud
#

Todayโ€™s surprise prayer: screw screws

wind spade
#

Wtf lol

cedar mica
#

If I want to setup 25K power, to get nuclear and such going, whats my best bet?

tight phoenix
#

what do you mean?

cedar mica
#

I was thinking turbo fuel, but not sure its the best option

tight phoenix
#

ah no, go nuclear, it will get you more power for the same work

cedar mica
#

I need 15K power, just to kickstart the nuclear

#

then 10k buffer for building mats

tight phoenix
#

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?

cedar mica
#

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

tight phoenix
#

ok this will give you about 350k power!

#

for about 150 nuclear power plants

cedar mica
#

My current power plant is 3K, so I need an inbetween step

tight phoenix
#

yeah, just do 2.4 fuel rods a minute to start

sullen cloud
#

build everything, without running machines. after finishing start to run the show in several steps. then there will be now need for kickstarting power

tight phoenix
#

^ good idea too

#

but you might not have all the materials yet

cedar mica
#

That might work, if I build bins to store mats, before hand

tight phoenix
#

maybe the production machines you can, but the 150 power plants might be too much to build right now

sullen cloud
#

you will need some hours to build, run automated production of required items for building in the meantime

tight phoenix
#

but I still think you're planning too big too soon, but you play however you want :)

cedar mica
#

No matter what you do, you need power. So I can ether add in steps or do 1 large step

sullen cloud
#

rule no.1 in Satisfactory: you do think too small

tight phoenix
#

true

sullen cloud
#

how much power do you now have? have u already automized the production of all required materials?

cedar mica
#

Just 1 pure coal node being used atm, but not fully. Have the building mats, with temp production

sullen cloud
cedar mica
#

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

sullen cloud
#

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

cedar mica
#

375 turbo fuel and 780 coal, gives me 16GW to play with. Meaning I can kickstart the entire production at once, I think

sullen cloud
#

sure, you can do that. But it's not necessary. enjoy ๐Ÿ˜ƒ

tight phoenix
#

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

cedar mica
#

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

tight phoenix
#

where do you plan to store nuclear waste?

cedar mica
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The north sea has a lot of space

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Death box to closest land is about 100 foundations. So will take some time for the radiation to hit anything

tight phoenix
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how many hours of storage are you planning it for?

cedar mica
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700000000 is 92.3 foundations and is 486111 days worth. So 29166 ISC and I'm good forever