#math-and-meta

1 messages · Page 422 of 1

cedar mica
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If I build that much

tight phoenix
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well, you got a huge project ahead of you, good luck, I hope you won't get bored/tired!

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however, I just realized there is not enough uranium on the map for you to produce that much!

cedar mica
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Seems even a 1000 is enough for 500 hours, with 700 waste a minute

tight phoenix
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stop me if Ioh wait, I didn't take in account alt recipes sorry ^^

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wow those are efficient, with alts you need 600/m uranium for 28/m rods, without alts you would need 3150/m uranium

cedar mica
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Yeah, but you need a few extra mats

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Adds quarts and sulfur

tight phoenix
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yeah, a lot of mats in general for all the parts, especially the control rods

wind spade
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if you are looking for most efficient power source, then coal is your best bet

glacial hemlock
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I think instead of go big with nuclear at once, why not develop in stages? then you could use nuclear to power up your nuclear.

crude girder
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dude you guys see that?

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smart/prog splitters might finally be saved

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can someone test it ingame

fierce ruin
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looks like their working

crude girder
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try cable on 2 outputs

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and get a top down view

fierce ruin
crude girder
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this is beyond science

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the smart splitters are actually smart now

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huzzah

fierce ruin
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thats programable one

crude girder
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same difference

wind spade
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so they work as I thought, splitting items 1:1 to every output where the item is listed?

fierce ruin
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yes

honest helm
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what do they do now when one output is blocked/stacked up?

sand garnet
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probably only feeds to the other output until that's blocked too

honest helm
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nice

sand garnet
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keyword: 'probably'

honest helm
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last version I tested they were stuck

kindred narwhal
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best would be, if the item gets destroyed so it does not block the rest...

honest helm
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like they HAVE TO alter the exists and when one was blocked it will wait till the predefined output can take the current item

sand garnet
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when did you test @honest helm

honest helm
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multiple weeks ago

sand garnet
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because a new update for them came out otday so it could be different now

honest helm
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thats why I asked

sand garnet
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fingers crossed

honest helm
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did not want to install windows just for a hope

sand garnet
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to be fair, even with this change, I expect it to still just be an extension of the time it takes until belts get clogged and the the thing shuts down

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but at least 'it's something'

fierce ruin
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whats the real usage of smart/prog splitters? Without ability to "hide" or delete item they are useless

honest helm
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we definitly need a machine to destroy items

fierce ruin
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there is one - nice for testing outputs

honest helm
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what? what is it called?

fierce ruin
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its in mod

tight phoenix
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I only use smart splitter for my biomass/biofuel chain, which has player-controlled/limited input

honest helm
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I mean vanilla, not mods

fierce ruin
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than no

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it would be a cheat because of Nuclear waste

tight phoenix
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well obviously it must follow the same rules as what the player is allowed to manually delete

honest helm
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there is stuff you cannot delete?

fierce ruin
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Nuclear waste

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used nuc fuel

honest helm
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oh ok, not there yet, waiting for trains to work

crude girder
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@fierce ruin inventory sorting

hot cargo
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Holy crap - you can do more than one item per output on the smart splitter now?

fierce ruin
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no

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with programable yes

hot cargo
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So its a different machine - damn. That in a HDD?

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I dont think I have those, and all my HUB tiers are empty

fierce ruin
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T6

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advanced caterium electronics

sand garnet
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@hot cargo put caterium in the MAM and research it > unlock it in hub > get a lot of stuff you dont have, like the bladerunners

hot cargo
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^ did that - those are great

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I need to look again, but was pretty sure I did not have programmable spitters

obsidian granite
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You need to do the Caterium Electronics milestone, I think it's in Tier 4 or 5 (may need to scroll to the right)

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.... after the research in MAM

earnest orchid
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Greeny still no?
• Smart/Programmable Splitters should now use more than one output when there are multiple outputs with a matching rule

wind spade
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I mean, how does that help you with the issue that stuff can get backed up?

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if we are talking about mixed belts

crude girder
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At least now I can make a working inventory sorter

wind spade
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yeah, but that doesn't change the fact that inventory sorter is the only really useful usage of smart splitters

earnest orchid
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What should the splitters actually do for them to be useful?

wind spade
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I can't think of anything to make them useful. Splitters in Factorio work because belt has two sides and each side can be independent, essentially acting like two belts. Splitters in satisfactory, not so much. I mean for inventory sorting or prevention of wrong items in truck stations, they are pretty good, but other than that, they aren't good (and we also don't need them that much)

obsidian granite
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I can think of a situation

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say you want to run a single long belt, you could run a T4 belt, with 2 or 3 different items to travel that distance, and when you get to the other end use T3 or T2 belts into the machines.... (depends on ratios/requirements etc)

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You can also ship mixed items via truck or train, filter them on the output to the correct location

wind spade
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and if one item backs up, then it stops working

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still the same issue like before

sand garnet
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smart splitters can only work with perfect production amounts or when you underproduce

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as long as we dont get a trashcan in some sort of function smart splitters will never really work

fringe citrus
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i'd like if they made the smart splitters do 'go wherever programmed to before going to *' so that * direction could be overflow and never clog so long as overflow is large enough

pale jetty
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you mean making "* any" actually be anything with prioritizing any other output that was selected for a specific item

fringe citrus
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Yeah. Like choosing wire on any side gets priority and the wire would only pass thru * if the wire outputs are full. Like hoppers in minecraft. Tries to go down, if it's full it goes forward

pale jetty
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yeah that would make them actually "smart" splitters 😂

topaz ingot
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And we clearly learnt that smart splitters are actually dumb splittes yewt

dim flume
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when does it become more efficient to build another baes to make something, rather than truck something in, or use belts?

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i have oil and im needing to bring it in, or build a separate base far away. for oil products.

sullen cloud
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Imo it’s efficient to build power plants close to the nodes.

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And the blue crater‘s could be a good place to erect a factory for a couple of items. Only bauxite and sulfur are quite far away

grave basalt
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Hi how do you use the satisfactory calculator im not understanding the production planner

pulsar stratus
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@grave basalt just click the add item button

peak wedge
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I already helped him :3

pulsar stratus
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Wonderful :)

glacial hemlock
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The idea of manufacturing intermediate items locally is to reduce the overall belt length or logistics complexity

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It is like 'what if there is only one giant Starbucks on the earth' hypothesis

misty light
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How should I make a 4 to 5 line balancer? Because when looking around I don't see any 4 to 5 balancer schemes

wind spade
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manifold

misty light
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Can't

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Sadly

wind spade
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why not?

misty light
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Because I have already manifolds but theyr inputs needs to be balanced

fierce ruin
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but manifold :/

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really

misty light
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I have 5 inputs on each side so then I have 10 inputs

wind spade
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well I doubt their input needs to be balanced. You know how many items you have on the 4 original belts, so you can use those directly for the manifolds

misty light
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Then I have to rework my whole factory

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I have 8 belts but on each I have 573.75 items

wind spade
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well then use "open manifold" - manifold what you can and have the rest merged into another manifold

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--+--+--+--+--+--+--+--+--\
--+--+--+--+--+--+--+--+---+--+--+--+--+--+--+--+--+--
--+--+--+--+--+--+--+--+--/
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something like this

sullen cloud
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Isn’t there any SSS reddit post which you can link for manifolds?

wind spade
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there is one that just compares them to balancers

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I have some ideas about another post

misty light
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for that I have the inputs needed

sullen cloud
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well, next one could be about that including the splitter/ merger „inventory“

wind spade
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@misty light connect the belts to the first 4, then merge it on the other side and connect it to the last row.

misty light
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emmmm ?

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confused

wind spade
misty light
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I dont think the belts can handle it

wind spade
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why not?

misty light
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each manufacturer uses 60 silica

green crescent
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why do you need the inputs to be balanced?

wind spade
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so, one row of manufacturers needs more than one belt can handle?

misty light
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yes

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thats why I have 5 inputs on each side

wind spade
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wait what.

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now I am confused.

misty light
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I mean in total

wind spade
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so the 5 inputs in total need 4 full belts of silica in total?

misty light
wind spade
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so when you asked about 4 to 5 balancer, you actually meant 6 to 5 balancer?

misty light
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no?

wind spade
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how does 4 to 5 balancer help you with a setup where you have 6 full belts of stuff?

misty light
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I have 8 belts in total

wind spade
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and each belt has 560 items on it?

misty light
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573.75

wind spade
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then you have more silica than you need lol

misty light
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to be sure

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just to make the 4 rows full whiteout one empty space

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and easier startup

wind spade
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I suck at paint

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the boxes are manifolds of X machines

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and on the right side, there is another 7 box

misty light
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hmmmm that looks good

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btw like rest of my mega factory has bigger logistical problems wayyyy bigger thats already fully optimized somehow

sullen cloud
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time heals all wounds

glacial hemlock
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if any single number of the calculator displays more than 780, it is time to divide your manifold.

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and if you found yourself needing a balancer for a factory to work, then something might went wrong.

fierce ruin
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balancing truck stations input... so far only way im using balancers

wind spade
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I don't think that's needed as well

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since you know the input of the truck station

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so the output will be the same

fierce ruin
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more or less... if you use few stations to unload single truckc than it gets a little random - and than Im using balancers (uhh... one for whole game that is really helpfull) to spread that evenly for train wagons

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but you dont use trucks

wind spade
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you can manifold platforms as well 😄

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or use belts/trains instead of the truck

fierce ruin
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trucks+train

wind spade
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underwater trucks lol

fierce ruin
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yeah deep sea exploration

wind spade
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idk what are the rates there, but I'd just manifold the train platforms 😄

sullen cloud
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you should have watched the streams of cazanator

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He used several trucks to as a „balancer“, creative concept

fierce ruin
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nice idea

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not sure what for but nice

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run around with truck

sullen cloud
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One or several trucks in succession driving past 4 truck stations, thus unloading in every of these stations. The trucks stations feeding a trail n station.

fierce ruin
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thats how I imagined it

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at screen above I wanted to have equal amount of oil on each of 4 wagons

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2 first from left inputs are easy 600+600

sullen cloud
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wagons means freight cars?

fierce ruin
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and than truck stations, its smth like 750+300+900

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yes, sorry

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but I dont use it anway

sullen cloud
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I am not sure if balancing of freight cars really works in practice. You would also need the exact train travel time

fierce ruin
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?

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Its 1 train

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oncept wat to take it all to main refinery, but i resigned from it

sullen cloud
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Nvm, it’s too complicated to explain when typing with a smartphone 😂

fierce ruin
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concept was*

glacial hemlock
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truck stations and freight platforms are not balancer, instead they are a good overflow splitter.

ionic oracle
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how many coal generators can a normal node support?

crude girder
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take how much practical yield you can extract from that node, then divide it by 100/9

ionic oracle
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ty

glad cradle
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i need to split 240 into 180

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using ingame splitters

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actually

summer field
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4:3? pretty sure I've seen designs for that.

glad cradle
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found my own fix

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wait no

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that wont work

summer field
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I'm sure it can be made prettier, though.

fallow lily
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To clarify, do you need to split a single belt carrying 240 items per minute into two belts, one carrying 180 items per minute, the other carrying 60 items per minute?

glad cradle
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I need to take 2, 120 item conveyors (can make into 1 conveyor), and make a line of 180

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So yeah

fallow lily
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The easiest way to do that would be to split one of the 120 lines into two, and merge one into the other 120 line.

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If you have a 240 line, split it into two 120 lines, then use the above steps to get to a 180 line and a 60 line.

glad cradle
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facepalm Going into AP mathematics, and I didnt even think of that

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welp

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thanks

fallow lily
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Knowing more advanced mathematics doesn't translate directly into solving problems.

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It gives you more tools, but learning how to apply those tools is its own skill set.

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So, don't feel bad. Consider this a lesson in practical mathematics. :)

glad cradle
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ye

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I think I just get to lazy on my computer to think problems through

summer field
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That should work too. At looks a lot less spagett.

glad cradle
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yeah

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and a lot less mergers and everything

fickle thicket
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Question: is there a good tool for planning the layout - like, the actual physical layout - of a factory? Gonna be redoing my main factory a second time and I wanna make sure I plan things out well beforehand

pastel lotus
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^ no idea, would be nice though, even like a ghost thing that factorio has

fickle thicket
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I've seen some factory floorplans on the subreddit that look like they were made with some form of tool, but I can't figure out what

sullen cloud
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Best is this one

glad cradle
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Alright, this one is confusing, I need to turn, 75 ore into 45 and 30

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I think it will

fickle thicket
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What's the initial M?

finite sail
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A merger as it's fed from a splitter, and that would work

robust vessel
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so what's the math like on trains? does having multiple engines help that much? is it recommended? necessary?

fickle thicket
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All the outputs are grouped on the right-hand side

sullen acorn
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@robust vessel doesn't help on flat surface, but multiple locomotives help large trains go up-ghill

fickle thicket
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Produces all iron-only components besides modular frames from three normal iron nodes (ignoring alt. recipes)

robust vessel
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thanks @sullen acorn! I assume then that it only makes the trains faster, but single locomotives still work? does the train being full / empty make a difference?

glacial hemlock
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@robust vessel check wiki

robust vessel
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Looks like you can just add extra locomotives to the back of the train without needing to add extra empty platforms. Nice. thinking_helmet

wind spade
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yeah, you can

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you can have longer train than stations

inland ice
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Has anyone calculated the requirements for all ressources? I have a sheet at home, but I'm not sure this is right

sand garnet
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theres websites that do that for you

sullen acorn
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@robust vessel trains don't make it faster. they will always have the same top speed.
It just gives it more oomph. will get the max speed quicker.

tight phoenix
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but trains can go beyond their top speed when helped by gravity though

sullen acorn
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well yes, but that's gravity. gravity is evil black magic

marble tapir
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if i cant get the exact ratio for what im doing, is it better to produce slightly more or slightly less than what I actually need.

For example if I need to produce 168.75, and adjusting the overclock I can get 169.2 or 168?

tight phoenix
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what's the problem in producing slightly more?

marble tapir
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that's what i'm asking.

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Over produce - machines turn off every once in a while because resources have backed up

Under produce, machines turn off every once in a while because there are not enough resources for a fraction of a second.

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just wasnt sure which was more ideal.

fallow lily
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Overproduce.

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It’s better to keep machines further down the chain running.

marble tapir
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thanks

vernal birch
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what's the best way of merging 6.5 600ipm belts into 5 780 ipm belts?

glacial hemlock
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manifold.

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injected manifold, I mean

wind spade
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or just don't merge at all and make 7 manifolds 😄

vernal birch
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this is the one time i can't use manifolds only >.< it would screw with my trains

wind spade
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you can manifold train stations as well 🤔

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2 inputs, 2 outputs - ideal for manifolding high numbers

vernal birch
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my trains take exactly how much is made, so manifolds would give it an uneven load, as there is never enough time for the manifold to buffer fully

wind spade
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if one train will leave with smaller amount, it essentially gives more time for the manifold to buffer

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even here, manifolds still work

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just a first few trains will leave with smaller amounts

tight phoenix
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I'm not sure if it has been discussed there already, but for manifolds that has inputs coming in bursts (trains), having the belts between splitters at a higher speed than necessary will help spread input around more evenly

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(and especially before the splitters actually)

shut zealot
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that satisgraphtory site looks promising if it would actually work

sand garnet
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depends on what you want to do

shut zealot
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It doesn't take into account the belt feeding correctly. simple 2 mine/4 smelter setup incorrectly calculates what happens in terms of feed to smelter 3 and 4

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when cascades into incorrect flow calculation on outbound

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err which

fickle thicket
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Each miner is feeding a splitter which feeds two smelters, yes?

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Bc that worked fine for me

shut zealot
fickle thicket
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Oh it's some manifold design

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Yeah you'd want to just have each miner feed two smelters independently imo

shut zealot
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except I build vertically, not a lot of flat space if you don't just build in the sky

fickle thicket
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How is that an issue? It uses less splitters

wind spade
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it's not expandable

fickle thicket
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True

shut zealot
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There is an expansion ceiling of course but what I found after a few play throughs is that after I discovered a few different alt recipes big production lines were a pain to re-tool and so I'm going with specialized build areas with distribution

rancid lark
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hey @wind spade is there plans to add mining power used on your consumption tool? I know it's not a known amount since there's 3 types of nodes and whether the miners are overclocked or not, perhaps a range at the bottom from normal impure miners to overclocked pure miners to give an idea of the range of possible power requirements just for mining

wind spade
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consumption tool can be used in many different ways

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for example making stuff from ingots or plates

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basically the items you have in "input" can be anything

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and it's hard to calculate power requirement for an item

rancid lark
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sure, but if I input raw materials like iron ore, the items tab could show the miners required and the power requirements for normal nodes, not overclocked as default?

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no biggie, I'm sure you've been asked a lot about that, easy enough to use paper or spreadsheet

tight phoenix
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oh satisgraphtory is nice, I was just looking for something like that today! Actually what I really want to do is overlay that on the map, so I can play with placing miners on specific nodes

wind spade
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@rancid lark well I don't think you can easily estimate the amount of energy needed

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I just tried for 780 iron / min, and the difference between mk1 pure and mk3 impure overclocked is 32.5 to 337.9MW. That's a super wide range. Any estimation would be probably way off from what the person has. Not to mention the fact that it would only work for raw materials. I think it's just easier to add that by hand

rancid lark
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sounds good, thanks for the tool

crisp pelican
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@wind spade Going back to that resource valuation stuff I mentioned recently, I think I've got a rarity/demand metric that kind of works: Rarity calculated based on output standardised to iron ore multiplied by a demand % (raw item demand divided by potential supply)

solemn ibex
ocean flax
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Anyone know the reasoning behind the 780 belt speed on the mk5? Numbers seem like they would work out better with 720.

robust vessel
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we need Mk 2 oil pumps 😦

glacial hemlock
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@ocean flax if they gave you more, then why ask for less?

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@solemn ibex manifold

merry sequoia
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@ocean flax Yeah, the speed isnt fitting, but the mk 3 do ?

wind spade
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@crisp pelican yeah, but it's still kinda objective

rose stirrup
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@ocean flax what numbers?

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I mean the only thing that could theoretically be impacted by a higher than necessary belt speed is performance as more stuff has to be calculated per <timeslot(minute/hour/whatever you want)> but that would probably be negated by the fact that other things fill up faster so on average I have a hard time seeing the issue there as well

wind spade
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if you are moving X items per minute, it would be actually worse performance-wise to have slower belts

pastel hedge
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I'm not very good at math. But I was able to figure out my items/minute using trains. Not a hard problem in the grand scheme of things. But I'm proud. Turbo motors, here I come

short onyx
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Is the channel where I can get help with a Space Elevator that is probably missing due to a restart after mass dismantle?

sand garnet
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you dont have it?

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and jus tselecting it in the build menu? or does it say you already have 1

short onyx
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Nope.. The game says I already built it..

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ye

sand garnet
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i take it you used a mod for mass dismantle?

short onyx
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the save editor yes

sand garnet
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sounds like you edited out your space elevator too

short onyx
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yup 😃

sand garnet
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I'd head on over to the modding discord to see if they can do anything for you

short onyx
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oh modding.. ok

sand garnet
short onyx
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ty

sand garnet
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you may be able to build a new one using the editor? i dunno

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they should be able to help better than people can here

modern pumice
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Manifold for life balancers take up too much room

tight phoenix
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I was trying to understand what life balancers were, and then I realized you forgot a comma :)

sand garnet
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because we're all idiots in the satisfactory channel

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how long for an ISC to fill up with waste?

cedar mica
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Depends on how much waste you are giving it

sand garnet
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assume 1 nuclear plant

cedar mica
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It can hold 24000 nuclear waste

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So 80 hours I think

sand garnet
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thats long

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how much waste does a plant produce per min

cedar mica
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5 per minute

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at max load

sand garnet
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ohh alright

wind spade
sand garnet
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thanks greeny

sand garnet
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hey guys

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how many supercomputers per min can you make with the current nodes?

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any way I can check this for myself?

rancid lark
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I'd say use greeny's calculator page linked above (consumption tab) and set Oil to the max you can grab across the map (that seems to be the limiting resource)

cedar mica
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From what I can tell, so is 50 super and 50 turbo, very close to the map limit atm

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Then again, that is with some production of computers and such, for storage

rancid lark
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seems the consumption tab is messed up right now @wind spade, tried in both Chrome and Firefox and it's freezing the browser tab

cedar mica
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Working fine here, but if you put in high numbers, it can freeze up

rancid lark
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ya, had some high numbers, restarted all instances of the browser and still locks up. maybe I need to clear cookies or something that's keeping state between sessions

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nope, doesn't appear to be any cookies. is state info kept on the server @wind spade ?

wind spade
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@rancid lark it's kept in localstorage

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It isn't deleted by cookies

wind spade
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@rancid lark if you need to save your build that you have there, PM me and I'll try to help

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otherwise the best thing to do is open the tool in anonymous window, press "share" and copy the url, open the url in normal browser and press "edit", in that way, your setup will be overwritten by the "empty" setup

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the amounts shouldn't be an issue

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only the complexity of calculations

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@sand garnet max supercomputers is 125, heavily limited by oil

sand garnet
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Thanks

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Someone was lying yesterday about making 200

wind spade
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definitely

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unless they have something like pumps mk2 or cheat item spawner

sand garnet
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He claimed he was bored and the map was too small because he mined every node and made ~200 sc

wind spade
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well send him to me 😄

sand garnet
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Lol

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I asked for the save but he claimed he had already started over and blabla

wind spade
sand garnet
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He made them before trains and tier 7

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When SC was the max tier item

wind spade
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at that point, the max was like 120 or something

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didn't change much, since it was limited by oil even then

sand garnet
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Yeah thoughtvso

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Thanks for proving my assumption with facts and evidence

wind spade
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that's what we nerds do here

sand garnet
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I will postpone the alt screws gospel for another few weeks as a thank you

wind spade
unborn parrot
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I wonder if the MK2 manufacturing and smelting are either gonna decrease time or make more stuff per raw material

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It will mess up greenys site if it makes more stuff lol

wind spade
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it won't lol

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I'm prepared for everything

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well I would need to do some updates

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especially for analyzer tool

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but production and consumption tools should be fine

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but I doubt it will make more stuff from less mats

unborn parrot
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Yeah

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Otherwise we'll get like tripled max nuclear rods from MK2 machinery

pale jetty
#

They’re most likely gonna be similar to how miners are -> more throughput. According to the wiki it’s 25% faster compared to MK1 but that’s something we‘ll have to wait for 😉

sand garnet
#

i dont think we should trust the wiki on future content

pale jetty
#

True the 25% is like a speculation

#

But the amount of resources per item shouldn’t decrease

sand garnet
#

agreed

pale jetty
#

So the only thing making it worthy of an MK2 Name Extension would be increased speed

sand garnet
#

just decrease the time production takes and it's justified to build them

#

yea

iron python
#

They were 50% faster before, it's unlikely to change much if at all

wind spade
#

if it will just be faster, then it's good

#

but if they'll eat more power (e.g. if mk2 constructor equals 2 mk1s in speed, but eats more energy), then theoretically mk1s will still be better

#

higher mks of miners are better because we are limited by node count

#

practically if the power requirement isn't that much higher, I'd ignore the fact that they aren't the most efficient thing

polar sleet
#

yeah mk2 buildings tend to use power at higher ratio than shards i believe. but in exchange you get a higher cap for shards as well. but that's only useful for miners/pumps.

#

what we really need is fancy things like next stage foundries/refineries. basically a chemical processor / adv alloy foundry. so we can make fancy devices at even higher tiers.

iron python
#

Power increase on the MK2 buildings is about +120% for the +50% speed increase

glacial hemlock
#

Saving the power shard for much power consumption?

#

Mk2 smelters that consumes iron ore and coal electrode and outputs coal ore and iron ingot x2

polar sleet
#

yeah it would seem like a solution to allow you to dedicate shards to less common structures. but honestly it'd be better efficacy to increase building count instead. only real merit to MK production is improving FPS.

cedar mica
#

Or do both. Whats 250% of 150%?

#

400%?

oblique bloom
#

425

#

Or was it 375

#

Dont wanna math

#

375

#

250+125

#

Its weekend okay..my mimd is wired for games

marble tapir
#

having a smart assistant right by my PC makes me not even think about doing the most simple math. Any time I want to work something out, i just ask alexa.

summer field
#

That's how the rise of the machines begin.

sand garnet
#

headmath is more fun

glacial hemlock
#

I would rather, like to see machines that produce extra material out of thin air, with the cost of increased power consumption

sand garnet
#

tier8?

glacial hemlock
#

I mean, improved productivity.

weak relic
#

I would what we think we iol get in tier 8? What kind of new buildings? Someone know what is possible?

patent bough
#

there are some hints at future content in current content (like, what does SAM ore make? why do 2 pods ask for superposition oscillators and quantum computers, items that you can't make? are these things all related?)

#

that being said if anyone actually knows what is coming the discord rules ask us not to talk about unreleased content.

#

at least i think they do i forget

earnest orchid
#

we have no idea

surreal elk
#

There's a ton of unreleased buildings in the wiki currently

#

Hadron colliders, quantum stuff, etc.

earnest orchid
#

we have no idea

#

wiki is extremely outdated on this stuff

surreal elk
#

It's a good a guess as any

glacial hemlock
#

Wiki is not allowed to write extensive info about any unreleased items

marble tapir
#

We aren't even supposed to talk about it. Doing so is specifically "strictly not allowed." as per the #rules

oblique bloom
#

you all banned

fierce ruin
#

lol

summer field
#

This explains why it's so quiet now, thank you Izu.

marble tapir
#

trying to get quartz set up into my system, I two 300 quartz lines, and enough limestone to put all of it into Silica alt recipe factory. But I dont have anyything making crystals. I assume crystals are used less than silica. What kind of ratio should I split the raw quartz Silica:Crystals ?

glacial hemlock
#

Again, use calculators. But based on my experience of making turbo motor, you should be using equal numbers of machine for each. Note that this doesn't mean you will be consuming equal resources. Only the machine numbers are same.

#

For example, using 10 assemblers for producing silica and 10 construcors for quartz crystal

wheat nymph
#

Hello #meth-and-mate! Is underclocking nuclear power plants in any way beneficial? I am hoping it would create less radioactive waste / kWh energy produced.

#

From what I can see it does indeed work like that

empty hemlock
#

no, all powergenerators automatically clock down if you are not using their full load.

#

all you are doing with manual underclocking is setting a limit on how fast they work

wheat nymph
#

my 100% power plant creates 1 piece of waste every 300s and produces 2,500MW
a 10% power plant creates 1 piece of waste every 1,763s and produces 425 MW

#

@empty hemlock You are talking about that power gens will not use excess amounts of resources, right?

#

That's not what I am concerned about. I just want to produce as little waste as possible per MW

fallow lily
#

Using less nuclear power is the only way to do that.

empty hemlock
#

yes, you always get the exact same amount of power and waste from a single fuel rod. the speed at which that process happens is entirely decided by your power consumption. changing clockspeed of the generators does not change the consumption, it only changes the available limit

wheat nymph
#

Indeed

#

indeed indeed

#

oh well

#

the numbers do quite agree. Not sure why they gave me the wrong idea at first 🙄

#

currently I'm putting my waste into mk2 storage that I pile on top of each other + conveyor lifts and bob's your auntie. The sky is the limit!
Is this a bad idea once it fills up?

#

I don't have a solid feeling for how much the radioactive radiation scales

#

There's people who look for super far away caves and put their stuff in there and while I think that's cute, I don't see anything wrong with just building a super tall storage thing. Or is there?

empty hemlock
#

takes about 80 hours to fill a single mk2 container at 100%, so depending on how much power you use a couple of MK2 containers will hold you out for a couple hundred hours

wheat nymph
#

ok

#

2 times the waste results in how many times radius of the radiation sphere?

#

inverse square law? cos that would be swell

wind spade
#

@wheat nymph no matter how you underclock or overclock generators, you'll still get the same amount of waste. You can check that using my power tool

#

and the formula for calculating radiation is really complex, so I'd suggest using the radiation tool instead

wheat nymph
#

radiation tool, hu, I'll go check that out

glacial hemlock
#

There are at least 2 useful tools for calculating radiation, one is greeny's the other being interactive map

#

@wheat nymph you should use all 2500MW before you come to such conclusion.

wheat nymph
#

?

#

Why? I trust the numbers the game gives me

glacial hemlock
#

You have the capacity. But power generator actually only generate as much as how much being consumed. So if your power plant stats is 100/100/2500 MW, then it is actually only generates 100MW

#

Also, 4.6 times of item quantity doubles the radiation range, just in case if you wonder

#

@wheat nymph nothing shields radiation damage, other than distance. Walls or caves doesn't matter. And further more, it is possible to have the entire map being contaminated by radiation, given large quantity of radioactive items

fierce ruin
#

@glacial hemlock in theory it is possible, in reality Im struggling to have more nuclear waste to cover bigger area with radiation :)

glacial hemlock
#

Lol

#

Try fill the 7.4km x 7.4km x 3km box

fierce ruin
#

one full ISC for ~10 foundations looks nice

#

in a grid

#

still need a lot

#

I build a train with like a 30 locomotives just to go round and use power - not very effective :(

#

than I thout OC manufacturers would be great

#

beacon recipe looks nice

#

but still only 1k for a iron node

#

not sure how its running when low on materials

wheat nymph
#

@glacial hemlock what conclusions are you referring to? I haven't made a single one in regards to radiation. I merely asked if it was following the inverse square law like it would do IRL. I guess I abbreviated my question a lot and that caused the confusion.

glacial hemlock
#

my 100% power plant creates 1 piece of waste every 300s and produces 2,500MW
a 10% power plant creates 1 piece of waste every 1,763s and produces 425 MW

wheat nymph
#

Yeah that is taken directly out of the game UI

glacial hemlock
#

Oh, nvm, i guess you already guessed it right

wheat nymph
#

No guess involved, just read it off the screen 😃

glacial hemlock
#

2500MW is the capacity, not power generated

wheat nymph
#

Of course

#

To be more precise: Power generated at full load

#

I was hoping driving the plant less aggressive would allow it to make better use of the fuel rods, yielding more power for the same waste

#

Not that this would make too much sense IRL but whatevs 😄

wind spade
#

if you overclock/underclock a power generator, the only thing you are changing is the limit of power it can produce

#

everything else stays the same

wheat nymph
#

Yeah

#

I would really like to be able to overclock and underclock trains

#

Or an entire train network

#

Throw more volts onto those rails

#

Have the choo go faster

#

Where is the suggestion bot when I need it

pale jetty
#

if that would be possible, i'd do another power grid just for trains 😂

shrewd yacht
#

sheesh... my 26 machine manifold takes 27 minutes to work at full capacity

#

is there a calculator for mergers and belt speeds needed?

crude girder
#

you can drop that fill-up time to a few minutes if you hand fill them

shrewd yacht
#

I connected them up as I built the splitters so it was not so bad

#

built a double row of 26 refineries at 50% to fill a mk5 belt with plastic

cursive umbra
#

has anyone done breakeven calculations for distance on where belt/train/truck is best?

wind spade
#

define "best"

#

theoretically, belt is always best, since it doesn't eat any fuel or power

fierce ruin
#

@fierce ruin When doing math be mindfull of belt speed limits

#

@fierce ruin?

#

yes?

#

@fierce ruin yes? what math?

#

ealer you said "but still only 1k for a iron node" so i thoguht you ment mining from 1 node to 1K a min. no belt is that fast.

#

it was about 1000MW i think

#

Oh ok

#

yes

#

do you run power poles all over or feed from the stations to the mining nodes?

#

train stations? I dont have much of them - but generally I would choose to use them as a power connector

#

cool. I was thinking its a better idea.

#

i also want to pull from EVERY iron node on the map.... but not sure how i want to do it.

#

there is a nice concept of powerbox

#

a place where you can cut off power to factories

#

why would you do that? all of mine are powered up 24/7

#

to stop all production and save on FPS

#

you dont need to that any mroe with the LOC changes

#

what is your production buildings count?

#

further away u are the slower the distant FPS to make closer FPS better

#

over 1900

#

But its spread out not compacted close. to take advantage of the new LOC feature

#

and you dont see difference when its running or stopped?

#

not at all.

#

not since the latests updates and the LOC + Distance changes.

#

I can be on other side of map, and I have an impact of my production

#

did you change the LOC settings?

#

no...

#

LOC.. line of?

#

new game - 150fps / my save 20 to 40

#

deleting all belts helps a lot :)

#

@fierce ruin 21fps normal - 34 after cutting power

#

not bad

#

I still have no idea bout tht LOC

#

how to change it and what it is?

#

culling?

summer field
#

Locomotive?

#

Location?

fierce ruin
#

idk

summer field
#

Localization?

#

🤷

peak wedge
#

Lo-Colgate max white

shrewd yacht
#

trains feel like a waste up to 2km imo

#

They slow down so much before each stop and waste time. And the loading and unloading is also taking up time

peak wedge
#

That's why you automate them

shrewd yacht
#

uhm?

#

duh!

peak wedge
#

Autopilot

shrewd yacht
#

and that is when it is slow

#

compared to me driving and braking before a station it is so slow with AI for some reason

peak wedge
#

? put more wagon on it

shrewd yacht
#

and why are these trains not producing power when braking!? 😛

peak wedge
#

They are not Tesla

shrewd yacht
#

doesn't have to be a Tesla for that

#

all electric locos today do this

peak wedge
#

Until solar panels are a thing i don't think that the train produces power from breaking.

shrewd yacht
#

don't see what solar panels have to do with that

peak wedge
#

Because Ficsit takes theyr time

fierce ruin
#

0-o

#

and about trains - generally all you need to do is to add more wagons. Personally I prefer vehicles on shorter distances.

peak wedge
#

on short distance are conveyor belts more handy

fierce ruin
#

2:03 travel time if 1 wagon is used (hard to do)

#

@peak wedge on really short

peak wedge
#

i only use conveyor belts for everything ;3

fierce ruin
#

size of production?

#

tells nothing except love for Italian kitchen :)

#

(just joking)

peak wedge
#

kappa

#

i don't have the specs

fierce ruin
#

drop a save on interactive map

#

but my point is - larger factory - less belts you will try to use

peak wedge
#

i'm laying down in VR, too lazy right now xd

fierce ruin
#

(less connections to be specific)

solemn breach
#

wait you can lay down with VR?

glacial hemlock
#

It is impossible to have a train with round tip time below 2 minutes

fierce ruin
#

why not?

#

I mean on such a low distance it wont be really useful, but why not possible?

rancid lark
#

if it's both unloading and loading that slows it down quite a bit no matter how short the run. if it's not unloading/loading then it's not really doing anything useful.

fierce ruin
#

still its 50s for load unload

#

and 2:06 is for double input

glacial hemlock
#

You could try it out, build 2 stations 400meters apart and measure the time taken

fierce ruin
#

why 400 meters?

#

but nvm - I belive you

glacial hemlock
#

There is no reason to build anymore nearer, right?

fierce ruin
#

right

red rose
#

Not sure if this is meta/math or not HOWEVER, just testing a few times in the Explorer Vehicle on a long stretch of road, long and controlled drifts is actually quicker than just driving from point A to B...... Mind you it has to be a decent road to give you time to pick up speed but each drift gets you 95-105kmh as opposed to 91-93kmh... Meta or not you decide ;p you're welcome to those who have long and wide highways

night narwhal
#

What's the best way to split a conveyer up for stitched iron plates?

I'm trying to work out the ratio of iron ore for stitched but ended up with 30:16.666667 and haven't a clue how'd I'd split my conveyers to get that sort of ratio. I have considered rounding up to 30:20 and just using a 1 to 5 splitter set up.

#

This is with iron wire unlocked.

feral dew
#

insert manifold rant here

#

In seriousness though, for that sort of production, you'll want to use a manifold, which is in essence a single long belt with a high quantity of resources on it, which has a lot of inline splitters splitting into machines.
Yes, it is efficient and easy to build, no it is not inexact. For things like wire and screws, which are needed in high quantities, underclocking is usually used to make ratios better

night narwhal
#

Ok! I've used manifolds pretty much EVERYWHERE else so I don't know why I got so fixated on a splitter. 😛

glacial hemlock
#

🇲 🇦 🇳 🇮 🇫 🇴 🇱 🇩

feral dew
#

^

glacial hemlock
#

H
H
H

#

Lol don't know how to describe it

feral dew
#

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

crude girder
#

the language of the gods...

wheat nymph
fierce ruin
#

honestly good one - I was thinking about similar thing - unlocking train buffs by using power slug (like faster acceleration / better brakes so on) +1

wheat nymph
#

yay!

unborn parrot
#

im gonna start my nuclear megafactory today

#

do i set up mining infrastructure first or the factories?

peak wedge
#

hmm, i would say factories, then you have a clean ressult at the end

unborn parrot
#

ive got 40 mk3 miners to set up

wheat nymph
#

one idea for that: Keep your conveyor belt with the uranium ore like super away from all the others

unborn parrot
#

all over the map

wheat nymph
#

I mean eventually the whole place is gonna be radiaty a bit but it's nice to jetpack where possible

unborn parrot
#

cant wait to see rads

#

ok

#

i need to build a railway for 6600 iron ore per minute

#

yay

peak wedge
#

6600 rip

wind spade
#

@wheat nymph uranium conveyor belt won't radiate much

wheat nymph
#

yes it does when you stand right next to it

glacial hemlock
wind spade
#

@wheat nymph yeah, that counts as "won't radiate much" lol

fierce ruin
#

right next to it :)

wind spade
#

unless you are literally standing on the belt or are super close, you won't take any damage

fierce ruin
#

its really nothing flummi

wind spade
#

so I don't really get the people that build the belt 600m away from the base saying "I don't want the radiated belt to be near me"

unborn parrot
#

how big a line do i need for 1800 iron ore per min

#

how many trains i mean

#

its from the grass plains to the north east desert

#

its from the grass plains to the north east desert

#

should i process my iron ore into beacons onsite to save space

#

at the factory

wind spade
#

depends on number of freight cars, belt speed and track length (meaning how long will a train take to go from one station to another)

unborn parrot
#

is it better to ship 1800 iron ore/min or 168 beacons/min

wind spade
#

for what do you need 168 beacons/min lol

fierce ruin
#

rods

#

full 3 uranium nodes

#

a "little" work with it

vernal birch
#

IO/minute * trip length in minutes / (32*stacksize) =wagons needed

glacial hemlock
#

Always ship the item with most compression possible

#

Uranium belts radiates at 13m, and 19m with 2 belts

fierce ruin
#

you need to be less than 2 meters to take rad damage seriously

unborn parrot
#

168 beacons for 84 fuel rods

unborn parrot
#

well i havent got the will to do all this right now so im gonna play csgo

fierce ruin
#

it will take some time :)

dense carbon
#

Blinking

cedar mica
#

I'm just a bit surprised, it says I'm at 9,868.504MW, when barley have any machines

#

154 machines + 18 extractors, to be exact

peak wedge
#

You was tiping in some wrong numbers?

cedar mica
#

This is reading my save file

peak wedge
#

hmm. idk then, someone else has to help, sorry

cedar mica
#

Hmm, an average of 64MW, yet only 5 of 154 machines is using more then 55MW...

#

7 manufactories, 3 oil pumps and 5 oil refinerys. Rest is sub 30MW

sand garnet
#

9.8GW seems like a reasonable thing though

#

powershards etc

wind spade
#

isn't that 9868 GW?

#

oh, ignore me

sand garnet
#

no it's a bit confusing

#

i told anthors the same lol, suggested for him to round it to a whole number so there's no .504 going on

#

it would just say 9,868GW

wind spade
#

. vs ,

#

happens even to the best of us

sand garnet
#

yea i think it's the difference between europe and the US but not sure

wind spade
#

we have space instead of , and we have , instead of .

#

so 9,868,504 in US is 9 868,504 for us

cedar mica
#

Guess its just a case of having more built, then I though. Still a bit surprised that I can use 10GW already

#

Guess I need to get that nuclear up and running sooner then I though

boreal cypress
#

US is always special ... like imperial and metric xD

tight phoenix
#

and don't forget the crazy way dates are ordered, month/day/year ...

toxic shadow
#

train stations have a constant draw power draw frieght stations maybe as well I havent tested any track length power draw tests.

tight phoenix
#

power drawn depends on what the train is doing, not the length of the track

toxic shadow
#

I knew that was not sure if there was a track draw was all so trains trains stations and hills and what not all impact power draw.

tight phoenix
#

but it's good to test it to be sure though I guess

toxic shadow
#

I put my intial build factory on all my old coal plants and only thing on my feul gens is trains and stations and freights and it has over a 1.5k draw.... factory under 1.2 k with making up to computers

tight phoenix
#

so you are saying that your train setup seems to use 300?

glacial hemlock
#

maybe it is assuming you overclocked all your machines to 250%

toxic shadow
#

no my train set up burns 2k in power with no machines and six locomotives

#

its on its own power grid so I can tell exactly how much it burns

glacial hemlock
#

It is a good indication that you should setup a nuclear power

manic kiln
#

anyone got a good layout for computer manufacturing? nothing too fancy, just something for the default 1.875/mn recipe

junior cloud
wind spade
junior cloud
#

Haha, yeah, should let greeny do it better

wind spade
#

oh, @junior cloud beat me to the punch

junior cloud
#

BTW: thanks so much greeny, that tool rocks. I failed so hard using excel.

wind spade
#

I used excel before too

manic kiln
#

satisgraphtory is pretty nice to plan out stuff too

wind spade
#

satisgraphtory is a different tool

#

it won't calculate the setup for you

manic kiln
#

thanks though

wind spade
#

it works better on smaller scales and for fine-tuning stuff

manic kiln
#

oh didn't see the visualiser thing

wind spade
#

I'd suggest clicking the link from @junior cloud first and playing with the tool

#

what I sent you is a link to finished setup

manic kiln
#

yeah saw it

#

the visualiser could use graphical icons for different machines etc but I can see how it's better

wind spade
#

I was aiming for more schematic view

#

I think that icons wouldn't look good on big setups

manic kiln
#

maybe an option to switch between icons and the current schematic block things

wind spade
#

however everybody has a different taste, so I don't say it's a bad idea. It just looks cleaner this way (for me)

manic kiln
#

depends on peoples probably
I personally like icons better than text

wind spade
#

the other issue is, that the rendering library I used can't do icons (or rather has a very limited support for them)

manic kiln
#

fair enough

wind spade
#

so the icon would replace the box and numbers would be over the icon, practically unreadable

#

if it could render the icon inside the box, I would have it there

twin salmon
#

Which of these recipes should I go for? It's my first hard drive. About to build Space Elevator.

boreal cypress
#

3

#

so you need almost no copper anymore, just for quickwire

twin salmon
#

thanks.

wind spade
#

Iron Wire is the best recipe you could've gotten

#

for next drive, look for Stitched Iron Plate

#

The Iron Alloy (the 1st recipe on your screen) is decent too

#

but you shouldn't bother with the reinforced plate recipe or any screw recipe

boreal cypress
#

just get every alt receipt as fast as possible ^^

wind spade
#

most of them

#

there are a few that can be avoided and a few that should be avoided

twin salmon
#

Are there enough drives to get all of them?

boreal cypress
#

alt plastic receipt is useless

#

there are far more harddrives than receipt

wind spade
#

there are a few more. I recently updated the wiki page with alternate recipes, you can scroll down and check section "bad recipes"

#
Satisfactory Wiki

The Hard Drive is an item resembling a heavy duty carrying case that can be found inside Crash Sites.
It currently can be researched in the M.A.M., and results in a choice of one of 3 alternate blueprints, chosen from the pool below. See Below
There are 86 Crash Sites. This m...

worn cloud
#

Is there a way to know how many hard drives you've researched ?

sand garnet
#

count them manually I think

#

its what I did lol

sand garnet
#

you guys are smart right?

twin salmon
#

I'm kinda an idiot, honestly.

sand garnet
#

can someone explain the stuff about how overclocking to 200% doesnt actually get 2x the amount of power?

#

I dont entirely get it myself

wind spade
#

in the same way as you use way more power for 1 machine @ 200% than for 2 machines @ 100%, overclocking power generators isn't linear and there is some loss

#

@sand garnet

sand garnet
#

but what about if its coal gens

wind spade
#

all gens use the same formula

sand garnet
#

is it that the power boost gets lessened due to the fact it takes more coal now?

wind spade
#

it works a bit differently

sand garnet
#

like, the coal gen produces power, so how does it not scale linear

wind spade
#

@sand garnet so, each generator has a "power limit", which is how much it can produce MW. That's the limit we see ingame.
every fuel (not the item, but anything that can burn in a generator) has "energy value". Generators just convert the energy from the fuel to power to the network. The power limit is the max they can do per second.
example:
Coal generator has 50 MW power limit. Coal has 270 MJ energy value. So at max load, coal generator "takes" 50 MJ from coal and "converts" it to 50 MW. From that, we can also calculate, that the "burn time" of coal is 5.4 seconds (270/50), however burn time isn't used anywhere, the game works with energy value and power limit.

#

that's without overclocking.

#

With overclocking, the only thing that is changed is the power limit. Overclocking a generator increases the power limit, underclocking a generator decreases the power limit. The energy value stays unchanged, so you'll still get the same amount of power from 1 piece of coal, just faster/slower

#

the power limit isn't changed lineary tho (the same way as power requirements aren't linear when it comes to overclocking production buildings)

sand garnet
#

so the guy in #old-questions-and-help says: " but the max energy that could be produced is only 85.2 mwh, although it should be 100mwh. At 150% its 68.3mhw?"

#

that 85 is significantly lower

wind spade
#

it uses a similar formula: [power limit] = [normal power limit] * [(overclock/100)^(1/1.3)]

sand garnet
#

simpler would just be powerlimit * OC percent

#

which is, seemingly, what people expect

wind spade
#

well then it wouldn't have any disadvantage 🤔

sand garnet
#

increased coal intake?

wind spade
#

if you read the thing up top again, you'll still get the same amount of power

polar sleet
#

it would be funny if the problem was the belt thruput

wind spade
#

every coal piece can provide you with 270 MW

sand garnet
#

i feel so dumb because for some reason, the explanation doesnt click in my head lol

wind spade
#

so if it would work the way you said, then 1 gen @ 200% would be exactly the same as 2 gens @ 100%

sand garnet
#

me and math are not friends :p

wind spade
#

ok, dumb example incomming:

sand garnet
#

and yes 2 gens at 100 being the same as 1 at 200 is exactly what people expect

#

it would be sacrificing slugs for space

wind spade
#

imagine you have a bottle of juice. It has 2 liters in it. You can pour it slow (0.5 liters/s) or fast (1 liter/s). In the end, you'll end up with 2 liters anyway, but it depends on how fast/slow you pour.

bottle of juice = piece of coal
pouring = using coal in gen

#

so if you need 1 liter/s (base consumption), you can either have one bottle pouring fast (1 liter/s, overclocked bottle) or two bottles slow (2x 0.5 liters/s, non-overclocked bottle)

sand garnet
#

right together its still the same

wind spade
#

yeah

#

but overclocking isn't linear

#

so you need something like 2.4 bottles or something

polar sleet
#

I'm not sure why people would bother overclocking powerplants, unless they're short on the mats to make them. That's the only time I've bothered, and even that is just a temp fix. fancy math is reserved more so for planning long term design/usage.

sand garnet
#

yeah the non-linear thing is whats confusing

wind spade
#

but you are still pouring 1 liter/s in total. So there is no increased resource intake

polar sleet
#

I get the non-linear for power consumption though.

sand garnet
#

like, it should be IMO

wind spade
#

you still eat the same amount of coal, no matter how you overclock or underclock gens

sand garnet
#

but doesnt that mean that the 200/250% is misleading?

polar sleet
#

yeah the only thing that improves power performance, is upgrading fuel types.

wind spade
#

well, if you overclock something to 250%, it doesn't always mean it works 250% better/faster

sand garnet
#

yeah and that part doesnt make sense

wind spade
#

but I agree that it may be a bit misleading if you look at it that way

sand garnet
#

if i sell something in a store

wind spade
#

it makes sense as slugs shouldn't be 100% efficient

#

there is some loss involved with slugs

sand garnet
#

it costs 1 euro, and then I say: 50% off

#

I cant then make the price 60 cents

wind spade
#

that's a bit different example, but yeah, I get what you mean

#

the % for the gen overclocking can't be taken literally

polar sleet
#

well overclocking with slugs is essentially stressing the building to increase thruput, more so than anything related to efficiency. that being said, overclocking power plants should normally cause fuel efficiency to drop, rather than create diminishing returns for output.

sand garnet
#

I wonder if they should change the OC %

wind spade
#

if you overclock production building to 250%, you don't consume 250% more power, you consume like way more %. So the issue is there as well

sand garnet
#

and if so, how

wind spade
#

I think it's fine as it is now

sand garnet
#

yeah but the logic behind it makes sense for you

#

im a dumbass lmao

polar sleet
#

yeah having the penalty be the thruput rather than effeicincy is better for power plants.

proud lichen
#

imho its not. Its misleading

sand garnet
#

^^ is the person why I asked this question btw

wind spade
#

tl;dr overclocking power gens is useless, unless you don't have resources to build more or you need a quick solution to your power issues

polar sleet
#

but i also agree that the overclock values for power plants is also misleading

wind spade
polar sleet
#

they could scrap overclocking for power plants instead, to "fix" this.

sand garnet
#

just call it 'overclock' without %

#

just give it 2 steps for powerplants without a slider

polar sleet
#

it's more of a luxury, than a needed feature.

sand garnet
#

for any other building, the slider and % makes sense

#

for power, not so much

proud lichen
#

greeny, noone asked, if it is more worth to build more gens or not and i do understand the calculations you wrote, i just want to explain, it should be better documented IN THE GAME, what you overclock, if you overclock gens

wind spade
#

yeah, for gens, the % doesn't really represent anything

#

@proud lichen no need to be agressive. I didn't read your message in the other channel and I only work with what @sand garnet said. He included a few questions of his as well

polar sleet
#

also i want to see them build a powerplant that is just a battery station.

sand garnet
#

@proud lichen having extra information is always nice and yes, the extra info WAS actually very helpful for me

proud lichen
#

i am not aggresive, your just writing around the term for like half an hour without a good solution to the problem

sand garnet
#

he was writing to me, dude

#

I only linked you here because it had info that would answer your question in there too

wind spade
#

wait, the problem is that the game didn't tell you what exactly what will happen if you overclock generator, right? how do you expect me to solve the problem?

#

I'm not a CSS dev or anything, I just do math.

sand garnet
#

while at the same time the conversation was mostly for me to understand how this stuff works

polar sleet
#

@wind spade offer a sacrifice.

#

appease the lizard doggo gods.

proud lichen
#

i dont expect you to solve the problem, but your like a phone supporter, talking for half an hour, without anything usefull to say

sand garnet
#

@trim veldt how about you dont be a dick

wind spade
#

(did you just pinged a radnom person instead of him?)

sand garnet
#

the conversation was between greeny and myself, and I just tagged you because part of that conversation would be helpful for you

wind spade
#

I like to think that the stuff I said was actually useful. I explained how the overclocking works, provided examples and answered questions. Sorry to dissapoint you. If you include your question, I'll answer it directly if I can.

sand garnet
#

it was.

#

he's just salty

wind spade
#

(I still don't know what question you asked, Joly0. I was talking to Tom with 99% of my messages)

proud lichen
#

greeny, to be specific, i want to know, why the ingame "documentation" of the gens is wrong or "misleading"

rancid lark
#

because it's early access

polar sleet
#

^

proud lichen
#

You cant point every mistake to a game being in early access

wind spade
#

I beleive that the ingame "documentation" is just a slider between 1-250%, right? I don't recall any other info about overclocking (maybe ADA gives you something?).

sand garnet
#

yea thats what he means

#

the slider and 250% thing

#

which is why i asked how that stuff works

#

because in order to try to answer a question, i try to understand the logic behind it 😛

polar sleet
#

oh i know. the slider represents effort, not results.

rancid lark
#

if I overclock my CPU to 110% it doesn't mean every program runs 10% faster, it's more complicated than that

polar sleet
#

you need to refer to ficsit pioneers manual for details (aka the internet)

proud lichen
#

your comparing apples to bananas, twotwoeleven

wind spade
#

Well not sure what ADA gives you as info, but I can see that it could be improved a bit. You can suggest that to the QA site, I think it may get a good number of upvotes.
But I also think, that not all info needs to go ingame. That's what wikis are for.

sand garnet
#

agreed

shadow prairieBOT
wind spade
#

If we take some example, let's go with Minecraft. The game itself gives you only a very limited amount of info. You are free to play it without knowing what half of the stuff does. But if you want to make any complicated redstone build or efficient farm, you need all the info the wiki can provide you (and I don't think that info should be ingame).
I know that Minecraft is a different game, but I think this example may apply to most of the games. Wikis are great sources of extra information for games

rancid lark
#

quite a few games leave discovery of the mechanics up to the user as part of the entertainment value

sand garnet
#

good example

#

overloading the ingame menus with information isnt necessarily the greatest thing to do

wind spade
#

However in the case of overclocking power generators, I think there can be a bit more info in the game, probably with ADA transmission or in the email (or as a short oneline description near the overclocking UI).

proud lichen
#

greeny, in satisfactory its "documented by a slider

#

just if the slider would be right, ther would be no need to go to the wiki

wind spade
#

as already mentioned, if you want to suggest this feature, I'd put a post on the QA site linked a few messages back.

#

well the slider is right. You overclock the building to 250%

#

but overclocking a generator to 250% doesn't mean you raise it's power limit to 250%

#

it's the same as overclocking a production building doesn't increase power consumption by 250%

#

but actually by over 400%

#

TwoToEleven actually had a good example from real life. Overclocking stuff by X% doesn't always mean that it works X% faster

proud lichen
#

still, then it should be more obv, what the oc does oc

wind spade
#

I don't think I follow. You overclock the generator. That's quite obvious

#

the effect is increased power capacity

#

but it isn't linear

proud lichen
#

i mean, which of the various values you oc

sand garnet
#

greeny and I bought agreed that OC% on a generator isnt necessarily the best idea but it still works as intended for every other building

wind spade
#

as I already said, it isn't documented exactly, but for now it's on wiki and you can put the request to QA site. I don't think I can help you more with this. I agree that it may be confusing for people that don't know about the math behind it, but I also think it may confuse people if the extra info is there. I guess some UX dev needs to do the call

sand garnet
#

yeah that indepth explanation ingame would confuse the shit out of me lol

proud lichen
#

i mean, with the math and everything its ok, but if i see, an 200% overclocked machine to produce 200% more in 1 minute, i expect a gen to do the same

wind spade
#

I see where this is coming from. However machines have the disadvantage of increased power consumption. Gens need a disadvantage as well, so they just don't scale lineary.

sand garnet
#

makes sense

proud lichen
#

it does, but still not obv enough in game

sand garnet
#

so did you post it on the QA site?

proud lichen
#

not yet

rancid lark
#

I don't see what the big deal is. If production machines consume a non-linear amount of power when they are overclocked (i.e. less efficient), power generators should also generate a non-linear amount of power as they are overclocked (also less efficient)

wind spade
#

he is ok with that, he just wants this info somewhere ingame

proud lichen
#

the deal is the generated product. For machines, you get exactly 200% more if overclocked to 200%, for gens not, although the produced product is indeed energy

rancid lark
#

the product of power generators is (power generated - power consumed). The power consumed is the non-linear part just like all production machines and will make things overall less efficient on the amount of power generated

proud lichen
#

so if machines give you 200% more of a product, a normal player expects generators to behave the same

wind spade
#

just to correct you a little, machine gives you the same amounf of products, it just works 200% faster

#

but in the end it's the same thing

proud lichen
#

yeah, i mean it gives you 200% more in the same time

rancid lark
#

the power consumption curve for normal machines isn't documented in the UI either. I assume you want the formula displayed there as well?

proud lichen
#

not exactly, i just want a better documentation of what gets overclocked

sand garnet
#

wiki then?

proud lichen
#
  • in game
wind spade
#

wait, if you change the slider, doesn't the generator show you how much power it can generate?

proud lichen
#

just a better info "Hey, this value gets overclocked by this and that vlaue by that"

rancid lark
#

I feel like we're being trolled 😃

proud lichen
#

no

#

nvm, if you dont get it, its ok

wind spade
#

if the power value changes when you overclock the building, isn't that sufficient documentaiton?

proud lichen
#

no, because as a player, you expect the values to change differently

wind spade
#

well not sure about that, I would experiment with the values and take the result as a rule.

rancid lark
#

all machines in the game use exponentially more power when you overclock them (i.e. tell them to work harder). the product of a power generator might go up internally by a linear percent of power but the amount it uses of that product to run itself will increase exponentially and so the output will be reduced

proud lichen
#

if i test machines, and i see they produce 200% more if overclocked to 200%, i expect gens to produce 200% more if overclocked to 200%

wind spade
#

well since generators aren't machines, I wouldn't assume that.

rancid lark
#

the issue is the power product and power consumption are the same, you have to cancel them out

wind spade
#

@rancid lark no, power gens use the same amount of energy, that doesn't change with overclocking

rancid lark
#

technically there's no telling what a power gen uses since all you see in the UI is the net output, right?

wind spade
#

well we got the formulas from devs, so I assume they are correct 🤔

#

and also the math fits to experimentation ingame

#

basically - no matter how are your gens overclocked/underclocked, you'll still use the same amount of fuel/min

#

(if we are talking about generating X MW)

rancid lark
#

ya, but I think you could do the math such that, for example, a fuel gen actually generates 200 MW but uses 50 MW at 100%. Overclocking increases the 50 MW just like other machines. Not sure what the amounts would be to get the math to work and don't care to do it since I'm fine with the in game info.

wind spade
#

well then you would broke the equation of fuel energy = power generated

rancid lark
#

but as we're discussing, a linear relationship of fuel energy to power generated doesn't exist when you overclock. I'm suggesting that's the power consumption of the power gen machine.

proud lichen
#

what about fuel energy stays = power generated, just the time coal burns increases so 200% oc fit 200% more power generated?

wind spade
#

@rancid lark you are mixing two things together. power generated is always the same. I assume you are talking about the power limit

proud lichen
#

i mean, it would just make more sense in terms of you oc the end product

wind spade
#

@proud lichen sure, but then we would need to make another disadvantage

rancid lark
#

guess I'll do the math later and get back to you 😃

wind spade
#

otherwise the shards would keep 100% efficiency

proud lichen
#

hiogher fuel consumed, that is the disadvantage already?

wind spade
#

again, you are not consuming more fuel

#

(assuming we are talking about powering the base)

proud lichen
#

as i said, it should be. Burn the fuel fast, produce more energy = more fuel needed

#

in same time

wind spade
#

you burn every piece of coal to 270 MW. No matter the overclocking

#

that is already 100% efficiency

#

so the disadvantage of OCing gens is that the power limit isn't increased linearly

glacial hemlock
#

@proud lichen so why not wiki? Lol

#

Wiki is the documentation. In the game there is a much simplified documentation called codex, however it won't answer your query

manic kiln
#

which recipe is the best one? I still have 5 more drives to scan

boreal cypress
#

so Satisfactory has a discord ingame feature?

sand garnet
#

@manic kiln we would help you if we could see the actual game lmao

manic kiln
#

oh shit lol

#

sorry the screenshot happened after I switched to discord for some reason

boreal cypress
#

2

manic kiln
#

kk

boreal cypress
#

no more copper for wire :D And you can use the copper for alt. quickwire recipe

manic kiln
#

I want the quickwire computer recipe :c

boreal cypress
#

you can do a trick. Save game, check for research recipe, reload game

manic kiln
#

I know but I haven't moved the game to my ssd yet so it takes forever

boreal cypress
#

Even with SSD my game loads 2min xD

manic kiln
#

epic launcher is kinda ass when it comes to moving a game's folder

boreal cypress
#

<@&387163995947270144>

#

i didnt has a problem :D first i had the game pirate and then i buyed it... no Problem with moving it to another location

knotty venture
#

!ficsitHR hardban @white folio spam

boreal cypress
#

atleast i want a thx :c

wind spade
#

@manic kiln iron wire is like the best alt recipe, the circuit board recipe is good as well

manic kiln
#

kk

boreal cypress
#

i like the quickwire circuit board more

wind spade
#

this one saves more materials and doesn't require caterium

manic kiln
#

is there really much of an advantage in using trains over trucks? cause trucks already carry more than enough stuff and they don't require rails

wind spade
#

yes. Trains are better, can have more throughput, don't require fuel and don't fall off the clifs

manic kiln
#

fair enough

#

I'll use a train for my caterium mine then

#

also just got the quickwire computer

wind spade
manic kiln
#

hey if I have a train with 2 freight car, and have it stop at a station with 2 freight platform, one loading and one unloading, could this work to both retrieve ore from my caterium mine and bring fuel/coal to power said mine?

wind spade
#

yes, but train tracks work as a power line, so you can just have the mine connected to main grid

manic kiln
#

oh nice

wind spade
#

so if you connect the station at main base and the other station to the mine, then it will connect both networks together

#

and it isn't a good idea to have separated power networks anyway

manic kiln
#

though with a setup like that couldn't you possibly have a train that carries one type of material per car and have freight platform unload the proper car based on the space between the station and the freight platform

wind spade
#

yeah, empty platform is the "spacing" building for that

manic kiln
#

that's actually really interesting 👀

eternal slate
#

how fast building (like Miner mk.1 - oc 100%) uses the energy / how many items can be produced per certain fuel (coal)?
how big hill can locomotive climb with 1 oil barrel burning in generator? 🤔

boreal cypress
#

What?

glacial hemlock
#

check wiki

mossy sky
#

I think this online calculator is broken. 4 Crystal Computers require 16 circuit boards p/min, correct?

boreal cypress
#

thats right

#

4 x 4 is 16

mossy sky
#

Cheers.

boreal cypress
#

oh per minute

glacial hemlock
#

6, 11, 25, 44. Not hard at all!

wind spade
#

@eternal slate it uses energy for the time it produces, 5 MW. 1 piece of coal will give you 270 MW.

fallow lily
#

MJ.

wind spade
#

I know but I don't want to mess up with him lol

#

not everybody knows units

glacial hemlock
#
Satisfactory Wiki

This page is intended to cover various units of measurement used in Satisfactory as well as some derived units that are useful to know.
This page is also a proposal during wiki population for a standardized set of units to use on pages. Please use the talk page to discuss the...

fallow lily
#

Saying that one piece of coal gives 270 MW is...confusing at best.

wind spade
#

beleive me, I have confused so many people by saying MJ instead of MW

#

so I just gave up on that

glacial hemlock
#

if the audience cannot differentiate between MJ and MW, they are not going to understand what you are trying to explain anyway.

wind spade
#

well nice article you linked there @glacial hemlock . However it has incorect sentence there:
`A single item of Coal last for 5.4 sec. A Miner Mk.2 on a Pure Coal Node outputs item at 240/min, or 4/sec. Multiply both together, 5.4 sec * 4/sec = 21.6

In this case, a Miner Mk.2 can supply just enough coal to 21.6 Coal Generators. The Engineer can choose to build 22 Coal Generators, with the last generator underclocked to 60% for perfect ratio.`

eternal slate
#

so if coal piece is 270 you can power up miner mk1 with 100% for 270/5 minutes?

glacial hemlock
#

just feed them with facts and number should be enough.

wind spade
#

@eternal slate seconds

#

@glacial hemlock if you underclock a power gen to 60%, you are not getting 60% of the power limit

glacial hemlock
#

You are right. It actually is more. XD

eternal slate
#

ah MW = MJ /s and coal is 270 MJ yeah thx :D

wind spade
#

you are getting 67.6% actually

fallow lily
#

There's no real point to underclocking reactors, in any case.

glacial hemlock
#

This sentence is written by me few months ago. Perhaps I am not understand too.

eternal slate
#

and miner will generate 270/5/60*{miningspeed(120)} ores for one coal 🤔

glacial hemlock
#

@wind spade thanks for pointing it out! I had rewrote that sentence.

wind spade
#

also, node purity

#

impure = 30, normal = 60, pure = 120

glacial hemlock
#

node purity for which page?

eternal slate
#

and then again if you have under clocked 50% it generates more for same amount of energy

wind spade
#

oh, that was for @eternal slate 's formula

fallow lily
#

Underclock does not make generators more efficient.

#

It just limits the maximum amount of power they can make.

wind spade
#

yeah, if you underclock it to 1%, you can have more coal mined

#

@fallow lily we are talking about a miner

fallow lily
#

Ah, different matter, then.

boreal cypress
#

Power generators are equally efficient at any overclocked rate (or underclocked), unlike normal machines

eternal slate
#

you can extract 3x more ore with same amount of energy if you set miner from 100% --> 50% 🤔

glacial hemlock
#

but why? lol

boreal cypress
#

but you need 3x coal nodes

wind spade
#

you can extract almost 10x more if you underclock miner to 1%

eternal slate
#

but that's not practical :D

wind spade
#

neither is 50% underclocking 😄

eternal slate
#

maybe

fallow lily
#

It's only practical to consider if you're extracting more than you need.

#

Which...generally isn't a thing in this game.

eternal slate
#

in the end it's not so important with miners

#

but same applies to other buildings too, right?

#

like manufacturers and refineries which use much more