#math-and-meta
1 messages · Page 424 of 1
I would also put alt Crystal Oscillator on the list, of none optimal. Yes, its less Quartz, but a lot more oil
Alt High-Speed Connector is another one, as it drastically increases your Quartz need, in exchange for a bit lower oil usage
well we have more quartz than oil
that sounds like a good trade for me
also, when combined with alt silica recipe
Sure, we have more Quartz, but when everything demand Quartz, we are still running low
I wouldn't say it's a bad recipe tho
saving 50% on caterium and 25% on oil may be useful at least for part of HSC production
Not a bad recipe, but not using it, can make a difference, when you are pushing the map limit for oil and quartz
Crystal computer, demands a lot of Quartz, after all
well you have quickwire computer as an alternative, but that one costs more oil
Guess it depend on what you want to end up with
@wind spade how can I join to the Pioneer role?
you'd have to be a pioneer or actually contribute a lot to the community
4 messages in the discord won't do that
be a decent human being, contribute to the game and the community
i mean... joshie is a pioneer, so clearly you are wrong
lol
Can't argue wiht that logic.
@silent zenith I spammed Jace's DMs until I got it was just spamming in #math-and-meta so much they gave it to me to feel important
back in my day I never got pioneer lol
well I got it like 3-4 months after SF release, which was basically when I started spamming here
Were you part of the alpha?
same
greeny is still the newest pioneer
that's because Jace is lazy
yup
someone already did it to no longer have to listen to the other pioneers telling him that vaccins don't cause autism
vaccines cause people to build balancers
atleast it would be some variety to azis guns :p
Inb4 azi appears
Well you need to be active
Yeah I was just joking xD
as you can see most pioneers have more than 10 thousand messages on this server
Crazy :S
Where can I see my message count?
99% from it is in #math-and-meta
28.5K FOR ME wtf
Tom for pioneer
no role for me now as I am waiting for trainfixes to get me back into the game.
2 + 2 = 3
@sand garnet well it's about quality vs quantity 😄
😦
Does anyone know roughly how much a day-night cycle last in Satisfactory? As in, how many minutes is daytime and how many is nightime?
between 20 and 30 minutes if they didn't change it
I'm not sure how to optimize my throughput on iron ingots right now
Iron ingots are fairly easy to optimize. Split and merge iron ore lines as needed for the amount you produce and the capacity of your belts, and place as many smelters as needed to convert that ore to ingots.
The only bit that could be complicated is how you manage the belts coming in to your factory.
It's sad to learn that It only took me 6k messages to learn that no amount of conveyor math could accurately describe the game
That early? I didn't try hard enough
Why is this channel not called Satismathtory?
because that's hard to say
Satisfactoring
I'm cool bcs I play Star RealmsYesterday at 18:23 vaccines cause people to build balancers
https://discordapp.com/channels/370472939054956546/558721941410807812/618496182024667165
I feel like this needs pinning
😆
lol
i like quickwire comp and circuit boards, difference comes to be about 10 factories over crystal if you make 1 turbo motor 1 supercomputer setup
As long as you are not reaching the node limit, any alternative can be sensible
I read yesterday someone said that alt motors ain't good, did I get it wrong? Because I analyzed it with greeny tools and it always looks better with alts
actually, it was me who said that 😄
if I compare just the with/without alts, the recipe itself saves coal for the cost of quartz
now let's compare the setups between which you'll probably choose
the first one uses lowest total amount of resources, but uses oil, which isn't good (oil is a common bottleneck)
2nd and 3rd use more coal but no quartz
4th and 5th replace some of the coal with quartz
since you most likely have more coal available than quartz, it's usually a bad idea to add alt motors
alt rotor: good or bad?
it's good unless you have issues with coal
you have the same mats for rotors and stators
simplifies your production line
If you are not using caterium for alt stator, what are you doing with it ?
AI limiters, alt HSC, alt Uranium Cell, QW computer (sometimes)
you need like 120/min quickwire just to produce enough HSCs for 1 SC/min
IIRC, the two recipes for stator use steel pipes, where one uses wires and the other quickwires, right ?
now I just need to craft all the pipes
@royal cloak you can quickly find it here: https://satisfactory.greeny.dev/items
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
but yes, only wire->quickwire changes
iron wire recipe solves the problems
yeah, I might rethink my motor factory, once again
I mean if you are not running out of quickwire, you can probably stay with what you have
I haven't started building it yet
it's not that bad if you have plenty of caterium
because the advantage it has is, that you have same output rate from 1 rotor machine as from 1 stator machine
I already need to redo my plans because of steel production
but with only rotor alt, it's a 3:2 ratio, so not bad either
turns out sulfur doesn't have much use aside from saving on coal for steel
the only decent other use it has seemed to be for uranium cell
which I'm A- not there yet, and B- won't actually need that many of
yeah, you should put most of sulfur into compacted coal
so either boosting your power or using enriched steel
okay, I feel pretty dumb, but I forget the math to this word problem: "How much Fuel Power Plants can I power with 1 oil refinery?
Unlike other buildings with the "per minute" input or output, it shows "consumed per second" and I keep messing up the combination of division and multiplication
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
This is a handy tool for that.
Yes, but I'd like to know what I was missing originally too
It should just be...divide by 60 or multiply x by y ><
@somber axle if i got the math right, as i am running turbo fuel in my fuel generators so different values, but it should be 1 fuel every 5 sec at 100% load so 20 fuel per min and each oil refinery converys 60 oil to 37.5 fuel/m so you can power something like 1.5-1.75 fuel generators at 100% From that point you can scale fuel generators to your liking.
That math is a bit off. 5 sec/fuel means 12/minute.
I tend to use sets of 10 refineries powering 31 generators.
That leaves 3 fuel/min overflow which I put in a container for jet pack use.
And I use 10 refineries because the maximum output of a normal oil node is 600, which matches up nicely.
That said, normally your actual consumption should not match your maximum output so there will be more surplus.
I'm running 2x pumps of pure oil, with 8 refineries, with 24 generators, which should scale up to 3600 MW when I'm done with the remaining generators. The remaining fuel I use to fill a truck station, and some containers for explorer and jetpack. There's also 2 pure oil pumps in the same general area sending oil on a train for processing. I used https://satisfactory.greeny.dev/power
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
not sure if the values are off there :/.
Also, I thought turbofuel wasn't available yet?
Apparently it's locked behind a harddrive.
And I was talking about pure oil nodes too. Once you unlock mk5 belts you can overclock a pump to 250% yielding 600 oil, until then you're better off sticking to 200% which would max out your belt at 480.
I'm not sure I want to overclock the pumps
Or just use two pumps.
Pumps and miners are the only things worth overclocking imo. 😛
coal power plants in the beginning
also worth overclocking until you get going
unless you can build enough from the start, then yea, pumps and miners
more or less
I mean if you have spare slugs just go with whatever, but miners and pumps are the only true throughput limiters in the game.
@somber axle values on the site are correct (for 100% power consumption)
I just started to have 2 doggos, i will like to verify if power slugs are renewable
Think I broke the map tool lol
what did you do
Tried to do 100 nuclear fuel rods a minute lol
Using alt recipe for the rods and cells
I thought you can supply like 400+ reactors at most?
I dunno wanted to see how much resources it would take
With 3 uranium nodes should be able to do a lot
Finally found that pesky 3rd node on the east side of map
1+9-4+2×4-8=SOMETHING
🙄
Maybe the map tool is wrong is stating that I need 5625 uranium ore a minute to produce 50 rods using alt recipe for rods and cells
Unless I'm doing something wrong
which "map tool"?
On 3 normal uranium nodes with mk3 miners OC'd that's what only 1800/m
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
How do I do that
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Think I did something wrong
you don't have the alts checked
I know I checked them when I did it 0.o
It must of unchecked itself lol
Ty that definitely looks alot better
Ok now time for my project of 84 rods a minute lol
Actually that might be a bit too much lol
I worship greeny
I prefer the calculator https://satisfactory-calculator.com/nl
Satisfactory helper to calculate your production needs.
it has ads 😦
Singular please
oh, I thought I've seen more of them
anyway, you may consider adding the cookie info box, if you are using google ads
not sure how the law is about this, but if your site is collecting personal data, you may want to put a warning there
I think you are obligated to do so, now
There's one
I didn't get it
Silly question im sure but is the alt recepie for the high speed connector worth it in the long run? trading quartz for iron?
Quartz is more limited than iron, so maybe not.
yeah alt HSC isn't ideal
are trains more efficient than miles of t5 conveyor when transporting halfway across the map
depends on what you mean by "efficient"
by resource cost to build - yes
by resource cost to maitain - no
by item throughput - depends on size of the train
by fps cost - usually yes
is there any way to figure out what size train i would need to be able to carry enough resource halfway across the map fast enough that there isnt any dead space in resource usage
ideally the amount of resources the train delivers should be just enough to maintain production until it returns with more
seems in terms of sheer throughput, miles of t5 is 'better'
nope, you can have multiple freight cars
its still limited by the two belt output of each freight platform
and mk5 belt is limited by 1 belt
i wasnt intending a single belt tbh
well you can't compare multiple belts with single freight platform then
if you can build multiple belts, why can't you build multiple freight platforms?
well then a legal comparison would be two belts vs freight platform
you can't do that comparsion
because you only need to build 1 track
against two belts
ye but it'll be 2 belts vs 1 track limited by the speed of 2 belts
you are comparing two things that are equal in resource throughput
you basically said "let's compare A and B, it's fair because they have the same throughput"
and then you asked "which one of this has better throughput?"
which doesn't make sense at all
and also, 1 track doesn't have to be limited by speed of 2 belts. You can have multiple freight cars on single track
You need to cmpare it to 2 belts x amount of cars
whats the max travel speed of a train?
if mk5 throughput speed > max train speed then there is a distance at which the belts would be faster even if the train can carry more at once
I think it's more about distance
ye
because at some point, the station will unload faster than the train can return from being loaded
what's "trhoughput speed"?
speed of train is irrelevant. You are always looking at throughput only
mk5 has 780 resources per minute as throughput, the speed of said throughput would be how fast the belt moves a single item across one unit of belt
with enough distance it matters, if the belt can move a single item across a very very long distance faster than a train can travel the same distance, it will be more productive to use belts
it will have dead space
??
it will take the train longer to go back and reload than it will take for the freight stations to unload
you can fill that gap by adding more freight cars
all the stations unload at the same speed at the same time
yes, but train throughput can increase with adding more stations and more freight cars
3 minutes per station according to the reddit
depends on item stack size and belt speed, check the tables
assuming ore
literally looking at that
ores at mk5 takes 3 min
if it takes a train 9 minutes to reach the reload point then theres going to be dead space of 15 minutes which equals 11,700 items via conveyor, which is four full freight cars or three full freight stations that need to be added to the track...
depending on the distance, the conveyor line will be equal to more or fewer needed additional freights and stations...
ore with 2 mk5 belts needs a train every 2 minutes
to mitigate deadspace yes
but that's assuming your belts are working at 100%
usually what you do in this case is you merge a few platforms into one belt
you'd need 9 trains running a 9min-one-way track to meet one train every 2 minutes
or 1 train, just bigger
four freight cars bigger for each conveyor line you could run
what?
the opportunity cost of one conveyor line is 4 freight cars on a 9-min-one-way track
not sure what you mean, but even then... 9 min track is probably like 2km or something like that. The amount of materials needed for conveyor belt is way higher than the amount of materials needed for one freight car and a few platforms
dont care about material cost, this is in the realm of the hypothetical
if you don't care about material costs, then this whole discussion is pointless
unless you have something other than material costs that you care about
im trying to find the train-to-belt comparison at any given distance
yeah, but to compare, you need to specify what are your priorities
you can't just say X is better than Y
which ive just done for a 9-minute-one-way
priorities may be:
- material costs
- upkeep costs
- build time
- complexity of build
- space taken by the build
- ease of build
based on what you chose, only then we can compare trains vs belts on given distance for given priority
what
my question was how to find the train size needed to equate a mk5 belt at any distance
and i just did that
your question was "are trains more efficient than t5 conveyors"
i clarified
is there any way to figure out what size train i would need to be able to carry enough resource halfway across the map fast enough that there isnt any dead space in resource usage
yeah, for that I sent you the reddit post
and it helped, for that i thank you
sorry this is how i solve problems, i need something to throw points against until i can find the exact method necessary for the goal
Good read on Reddit greeny about trains as I will be starting them soon. As for foundations, would the 8x1 ramp be considered the max incline for multi engine multi car train? Or is there a formula/rule of thumb to go by?
trial and error?
for 1:5 trains, I think 8x2 ramps are fine as well
Thanks
(is this the right place for this?) I think I may have realized something new (idk if its useful or not) but I believe that in the industrial storage containers have bottom export priority, meaning the bottom export slot always pulls out items before the top slot. So if you need something to get pulled out 100% of the time then use the bottom slot.
the priority can change randomly (e.g. on autosave, on save load, big lag, etc). Not reliable unfortunatelly
@tawdry pebble read wiki for more info.
how long do you think this biofuel will last me? i have 2 bio fuel burners not overclocked but they are at maximum demand
2 biomass burners will never be enough. But based on your consumption, this should last for slightly less than 2 hours. And by 2 hours you should have your coal power up and running.
Read wiki, coal generator for set up guide.
what is quartz for - i found it by accident btw
Search interactive map satisfactory for all resource maps
ok
I see, you sure had explored quite some area of the map, which is actually a good thing.
ye i still havent found a coal deposit that u can place a miner on tho
@manic sage spoilers, but it is for tier 4 and above items. Mostly for midgame and endgame items
ok
Coal is tier 3, you will unlock the scanner later.
ok
just so u know im on the map that has alot of biomass like the forest one idk what its called
Satisfactory Helper für die Berechnung der nötigen Produktion.
how do i translate the page its in a differant language
i did it nvm
do you have to unlock the map?
yes, map is unlocked with Quartz in the MAM
ok
anyone who has played satisfactory should know what im making
i was on the space elavator and fell
bruh the amount of factory i need to build to run ONE modular frame assembler at 100% efficiency is insane. please give tips im going insane
Alt recipes are your friend for reducing the number of machines you need.
ty
try making a computer manufacturer at 100% efficiency
That's not particularly difficult.
Heavy Modular Frames without alts is my current largest factory, by a lot.
I turned mine off and rebuilt a alt recipe one, left it in place as a monument to screws (which I no longer use if I can help it)
the amount of iron ore is reduced ridiculously.
yeah. You can also ignore iron ingot and just have like 52 iron ore per HMF
still better than 338
@wind spade where is that list of alt recipes located?
this is not a list of all recipes, it's a screenshot from my alternate recipe analyser tool
which circuit board recipe should I use? iron + plastic, iron + rubber or quickwire + plastic?
rubber
best one
both alts reduce oil costs by the same amount, but the qw one has the extra cost of quikcwire instead of iron/copper
alright I expanded my setup using that recipe
will use them for AI limiters that I need for turbomotors
oh is that something you wrote?
oh nice! i was about to ask if you published it for us plebs. very cool!
Greeny is a legend
😊
no
Yes
yesn't
sorry didnt mean that
So anyways
My theory was this the higher power level you have the less fuel rod consumption you have
Now if anyone can better explain it to the public go for it lol
So I built 400 power plants
for power, you only consume the amount of fuel proprotional to the energy you require
And I am producing only 10 rods a minute
Which I am now generating 1,000,000 mws and dont have to produce more fuel rods
so if your power plants can do 500 MW and your factory only consumes 250 MW, then each plant produces 50% of it's max capacity while also consuming only 50% of the required fuel per minute
Yes but if its spread out you seem to be using less fuel to power your base
And gaining more mws
no. You always use the same amount of fuel per minute no matter how many generators you have
and you always produce only the amount of MW you need
Once you reach the point where you are matching consumption, then surpass it, you are going to brown out once the extra rods run out, not as soon as you hook up the machines. Only real benefit is having peak power capacity for turning on all your production machines at once.
Only 10 fuel rods a minute
doesn't matter how many rods per minute you have
this view displays how much electricity can you generate at this moment
basically it only depends on amount of power plants that have fuel in them
Well its merely a theory I had hahaha but it seems like I can run that forever 😂 😂
you can run 125 GW on your 10 fuel/min
Yeah I do know that higher power usaged would have higher consumption rate but to me it seems like that the more power I generated the less the consumption rate was
consumption rate for one power plant, yes
but in total, they still consume the same amount
so building new plants doesn't decrease your fuel consumption
Well either way I won't have power issues for awhile especially when building my new facility unless my rods run out
Yeah once your consumption goes over the amount of rods you have for long enough it will cause an abrupt shutdown. The correct solution would be to increase rod production to match your max capacity - or at least to match the max sustained usage you plan on having...
It'd take a heck of a factory to use more than 125 GW though
Everyone's doing the "make a 1TW power plant" challenge but i've yet to see anyone take the consume 1TW challenge
also it would amuse me greatly if we had "recycling" recipes that melted down products into ingots
it'd be ultimately useless but greatly amusing.
I highly doubt you can even consume that much considering nodes are limited
Issue is that you would have to convert everything you could to normal recipes to quadruple everything you needed, give power shards to everything, and go for turbo motors everything else you run out of container space or belt bandwidth.
just slap 500 trains down
would work, same with jump pads
@patent bough I'm not doing the 1TW challenge lol I just wanted to have enough power to build my factory
I'm sure people have done the challenge without mods so it's more meaningful but in my way I'm using mods to create my own and produce a massive factory
😛😛
oh hey, trains and jump pads and landing pads everywhere - just turn the entire planet into an amusement park 😎
@patent bough the consume 1 TW challenge is pretty hard tbh. With normal base building (without trains), you'll get to max of around 300 GW consumed
so you either need to put down 140 000 jump pads
or over 50 000 trains (assuming stations still have consant draw)
50000 trains?
Challenge accepted!
that's how much you need in addition to a big base that consumes 300 GW 😄
Hi 🙂
👋
@pulsar stratus how would you begin modding for this game?
probably by going on the modding discord and checking the ressources by supercoder on how to mod
That might be helpful
Got it
why does everybody think that this is funny. Everybody has to write it at least once -.-
saying got it is funny????
and then deleting his own posts lol
no who wood do that
actually, you. I know #satisfactory is full of spam, but please keep this channel away from it
I like to have at least one channel where I can freely talk about the game and math without being spammed by others
oh you dont like other pepole
there is a difference between normal message on topic and spammy messages like yours
🙄
<@&387163995947270144> I think someone may need to look into the audit logs for this channel based on the chat lol
okay
@rigid sage dont be a troll and flood channels with junk my dude. plz and thanks. consider this your warning.
Ok, poll: what is the meta weapon for wildlife removal
I'm a big fan of the rifle but it burns ammo like candy.
Basher for everything except spitters, rifle for spitters
I kinda like the rifle for the big bottleflies when they're hovering at a distance because I can one shot snipe them before they start flying erratically
Snipe nest, flies hover in place, snipe flies, easy win
Just wait til they fly in a straight line towards you to hit that homerun with the basher
rebar gun for hogs and spitters of all sizes. Rifle for flies, swatter for spiders
Sure but if I spot them when at a distance...
Rebar gun sucks
I've... Never liked the rebar gun for anything.
Shoots like a wet noodle and reload takes forever
i've got fps practice with other games like halo, so it's pretty good for me to consitently juke fireballs, either with the legs or jetpack
Sometimes when I run out of ammo I start throwing nobelisks and wait for creatures to run over them
Yeah, nobelisks are good for groups, though i've died three times fighting spitters though as they hit them just as i throw
I just bash everything. Too lazy to worry about ammo. XD
Nobelisk launcher when
Its called an arm.
Haven't fought a poison spider yet, those are in the swamp right? Restarted a few games and never got to the point of exploring those regions.
Anyhow to be fair basher is the most material-efficient attack method. Not sure about time-efficient.
I've ran into poison spiders in the uranium mine caves
That's the worst because gotta run away from any radiation before putting on gas mask
So those uranium nodes, is the only way to clear them out is to have 50+ rad filters and E/mine and shuffle uranium to trash as fast as possible?
Pretty much
yeah, there's a few drop pods with a dozen of them
Or just ignore them
Protip put uranium into a vehicle then drive the vehicle if you need to hand carry it
Like you do for two alt recipes
The vehicle cabs are 100% radiation proof right now
or move your hub to the uranium site if you've gotten everything else already.
So long as you're driving you're safe. Drive right up to your hub
I mean sure
I've actually never moved my hub in any game.
Never felt the need
But this is a good use case
I've often moved my hub from start point to where i've spent all my time (10+ hours) building riddicoulus off site mega factories.
@dark badge soz
@patent bough mate i know this was like 10 hours ago but the way I remove wildlife is to drop a foundation, run away until they despawn, then come back. they wont re-appear in the world if there's construction nearby
Sometimes. Alphas seem a bit more resistant, I've seen twice now for spitters and stingers that a single foundation/pole is not enough to prevent them spawning, even if it's right next to them. Little guys dont appear again at least
The beginning of something beautiful: https://docs.google.com/document/d/1K4_5SpRWCZ1KHhiB0HZ19GCqCFwfEr9_4U_KChRKl4E/edit?usp=sharing
Let me know if you would like to assist in any way
and if someone could link that website that had examples of some of these that would be cool as well
Manifold methods are essentially always the best splitting method
The only time I split a line is if I want to use slower belts lol
equal distribution (as defined as having the same number of splitters between the source and every machine, rather than manifolding which adds 1 per machine) has 3 advantages for me, first that everything starts operating at 100% efficiency immediately rather than after all the earlier machines fill up... that can take a seriously long time if you're running a few slow machines. second, that i like the organic-looking aesthetic of it. third, splitters and mergers can have some throughput issues when running variable speed inputs and outputs (particularly, running slower than expected when the input belt is faster than the outputs) - splitting avoids all of that because each of the outputs is equal and thanks to the belt speeds available, well in excess of the possible input speeds.
long message ftw lol.
realistically, though i like branching style a lot more personally, in reality i use manifolding for one extremely simple reason: its way, way easier to add machines to
going from 5 to 6 machines in a branching system requires you to basically tear the whole input system down and do it again. with a manifold you add one splitter and your machine
going down the google doc, one to one splitting is great when it's possible, like iron ingots into plates or something, and i use double-sided splitting only for my non-nuclear power plants where there's no output product that i have to contend with
a good compromise between the immediate function of manifolds and even splittings
expandability and simplicity of construction is the main benefit of manifolds. and when properly set up (aka no resource starvation) after saturation occurs they are equally effective to any balancing setup.
and if you are impatient? well, hand-feed the machines further down the chain.
or.... while constructing, have the resources already feeding in and, while building the manifold, connect the mainline conveyors first then connect the back machines before the front.
i would say that they are equal even in resource starving setups - the slowdown will be distributed among all machines rather than concentrated in a couple completely empty ones but that's it
connecting the first machines is a good move but remember to turn on the power as you go too or else they won't take their starter stack while you're building
well, the proper solution to resource starvation is to either (a) bring more resources in or (b) underclock machines to match your supply
i've been considering the outlook of underclocking wrt to starting new games where power is in short supply
once i get that first slug i could easily just build 3 constructors for every one i normally would and use half the power in the meantime
apparently underclocked machines are overall more efficient in general but that's another story
i love to underclock
always over-build and under-clock
tfw the power supply chart is a flat line
anyhow i'll build simple balancers on some builds if i know it's a one-off im not gonna expand on
but what blows my mind is people overengineering some ridiculous balancing setups
the kind that feed back into themselves and do other nonsense
as opposed to some elegant multiples of 2 and 3
im not sure i grasp the point of balancers, what it is that they accomplish that would not be possible by other means just as well
i mean i thought that's what you were getting at when referring to equal distribution
i respect building complicated things for its own sake
to me, balancers are the things where you make a bunch of splitters feeding back into each other to execute some arcane iron ore calculus
equal splitting can possibly involve that but for me it means to make an equal branching setup where, between the source and the consuming machines, every input item passes through the same number of machines
i'll see if i can dig up a screenshot here
to illustrate myself
my definition of balancer is any splitter setup that guarantees equal distribution of resources to all output belts from one input
even a simple 1:3 split is a balancer technically
or 1:2 but i digress
definitions problem for sure then
yeah semantics suck
a balancer in my usage is a system constructed to fill some need you can't accomplish through 'normal' splitter usage
well your definition is a subset of mine so that's fair
point being: idk about that kind of balancer, but using splitters 1:3 or 1:2 is great
complex makes me think about "i' which is some shit i dont need to get involved with in the factory, at least until the particle collider is patched in
i like non-trivial though
the first time i saw a diagram for one i had to scratch my head and write out some iterations of the values over time
i feel confident that most people would not be referring to "trivial balancers" as balancers to begin with, i think, so my initial usage stands up well
i see.
non-trivial balancers seem like a needless pain to build imo, but if constructed they work at full strength fairly quickly, as soon as any of their feedback belts fill
Overrated topic. There should not be any discussion about balancer here. This channel has been infested by manifold.
I use balancers when splitting a miner's output to multiple factories. That way I ensure that if I overbuild one of them I don't resource starve the other.
That's about the only time I do it.
Pretty common when reaching Mk3 miners which lets me use part of the increased material flow for new production lines.
I like to use industrial storage containers as balancers between multiple sources of a resource ( often rubber) in my factories. Issue is that one of the outputs has higher priority, so if you put in 1 resource, it often goes out the higher priority one, so you need to make sure your resource generation is always higher than demand.
yeah, ISCs aren't useful for balancing
and you don't usually even need to balance things
Power generators and low volume production are the two areas where I can see balancing being useful.
Otherwise, it’s chasing efficiency for efficiency’s sake, which can be an interesting challenge if that’s what you like.
@potent summit @patent bough Here is the new update for you to discuss lol, I added a few things from your back and forth and also did some manifold testing
I also graphed how long it would take to fill all the constructors with the manifold method and found out its surprisingly linear
I may have to expand even further tho to confirm that because it seemed more like a quadratic of some kind than a straight line
@west trench you can use https://satisfactory.greeny.dev/machine-fill to estimate the fill time for a manifold
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
That is certainly interesting, it doesnt seem to match my findings, but I don't know if it assumes the machines are consuming resources or not
yes, it assumes machines consuming resources
I specified it to use constructors that were running for limestone so kinda specific
the result times should be slightly longer, it ignores the time it takes for an item to get to a constructor
(like if we had infinitely fast belts)
Woudnt that be equivelent to belt speed?
I mean it would ignore actual travel along the belt
yes, but you can have 120 items/min on 240 items/min belt
hmmm
Let me do a test without the machines running and see if it matches up better cause it seems excessively fast in the calculator
but maybe I have some of the inputs wrong based on my understanding
machines = number of machines in a manifold
input items per minute = how many items are incoming into the whole manifold
consumption of one machine = how much per minute does the recipe need
item stack size = stack size of the item
is input equal to belt speed essentially?
I changed it to the actual belt speed (I had it wrong) and it matches much more
for your case (making concrete from limestone), machine consumption is 45
stack size is 100
machine number is how many machines you have
looks fine
well that's because the last two machines are never full and never 100% efficient
Ah
makes sense, it can only fill so fast when the consumption rate is so high
Yea with the proper settings its only 6 seconds off from the reality, but of course its not always going to be exact with how random the splitters are
later im going to test with 17 constructors to see if its actually correct cause I am skeptical
See if the 17th ever fills
it's off probably because of the belt delay
but otherwise the estimations are pretty accurate
Actually thats weird
if you put in 17 it is given a fill value
but anything over that makes it blank
yeah
because if you put another splitter and split in half, the last machine would only get 1/2 of the items it got before
and if that value is lower than it's consumption rate
then it will never fill
yeah
Did you make it or are you just an advocate?
I was looking for a way to do it, ended up just simulating the whole thing
wow
yeah, I made it
cool
I'm still going to do some testing later on just to see for my own sake, its interesting that its technically no infinitely expandable
I put a marker on that section to state that its unfinished and probably incorrect
yeah, you can't expand manifold infinitely
well, you can but it won't be useful
you can feed more belts to it though
That is true
but you'd have to have multiple sources not just one
because its based on the speed of the conveyors not the actual production
More practically, a manifold is limited by the highest speed belt you have.
Precisely
well... you can feed 2 max speed belts into it
How would you do that?
use one belt, split it to machines and when it becomes empty, merge the other belt to it
Isn't that essentially two manifolds?
you can also split the other belt in half and merge half of it when the original belt drops below half
and yes, it's essentially a two manifolds setup
So, without merging another belt further down the line, a manifold is limited by the highest belt speed you have.
do you know if any faces have priority or if its kinda random?
no priority, just ABCABCABC
Does that start with a specific one?
not sure
How is that order affected by intermittent blockages on one or more outputs?
I think its the same but it switches to AB while that is blocked then back to ABC when unblocked but im not sure the order if its by how it was connected or just from left to right
Ill test later and see if I can figure it out
yeah it skips inputs that are blocked
@wind spade I will say that so far your calculator is accurate down to the second
Im up to 14 and it filled exactly when it said it would
guess its time to wait 25 minutes lol
it seems like the fill rate is more like a root function (ergo y = sqrt(x) )
Does it take into account a design that uses mk5 belts for the main line but then mk1 belts for the connection to each machine? That can help spread the initial flow further down the line but not sure if it changes the actual end result
If anything it might make the 100% numbers higher since the machines further down the line would be starting up earlier
the total time won't be affected much because machines take more time to fill
It will affect how long each machine takes to fill, though.
I like the mk5/mk1 mixed belt design because it while it may take longer to get all the machines filled to 100% in input it gets all of them to 100% production efficiency quicker and looks nicer too imo to see stuff moving a bit slower at some point on the belts
guess it's time to do some timings of my own and see how that works
I also usually block the output side of the line when first starting things up so that everything fills up faster
@wind spade I have concluded that your calculator has basically complete accuracy. I tested it multiple times and it seems to be exactly accurate
@rancid lark That would be intersting, let me see what happens if it effects efficiency or speed
I do like the look so far
With MK1 inputs with the constructors at 250% overclock its too slow
I think it would work better tho if it was a longer line (its only 6 atm)
if you are overclocking your machines you'll need to use mk2 belts for most recipes
With my system an MK2 works perfectly
yea
So based on the calculator and my findings, for a limestone constructor coming from one node with MK5 conveyors, 6 constructors fully overclocked is the max that you need for perfect efficiency
If you have 7 it will make it able to withstand more than is needed
If you want no overclock, then 17 is the ammount for you
now compare the power consumption of those 7 to what 17 would take 🙂
One node of what grade?
As long as it can keep up with MK5 conveyors it will work, so overclock settings, miner type, and node purity can vary
Actually hold on a second
Yikes okay, you would actually need a minimum of a miner MK3 overclocked just over 150% on a pure node for full efficiency. Otherwise you wont be filling up the MK5 conveyors because they transport 780 items per minute and the MK3 on pure at 150 is 720 items per minute
@fallow lily
hmm?
so they are off or they are good?
ya, you need an MK3 miner OCd to 167% to fully feed a MK5 belt
No, there's still an issue. You'll need more constructors to keep up with it.
my concrete plant runs off three normal nodes, mk2 miners overclocked to 225%, each one feeding six constructors at default clock. Output is merged into a single out going belt. Built to max out mk3 belts I had at the time.
understandable
@fallow lily not according to what I tested, I can let you hop on to see for yourself if you'd like
A fully saturated Mk 5 belt can support a little less than 8 constructors.
at what OC?
250%.
Let me clarify you might be confused at what I meant
For a limestone constructor coming from one source with MK5 conveyors, 6 constructors fully overclocked is the max that will eventually fill up and cause a backlog, anything over that will never fill up completely at the end of the line
That's not true.
Hrrm.
I wonder where my math went wrong.
Because yes, 7 can keep up with 780/minute at 250% overclock.
Yea it will pipe stuff in and be at 100% efficiency, but it will never totally fill
That depends on which part you're referring to as being "100% efficient".
The miner? Then yes. The constructors? No, at least one will be a bit short.
Because 7 250% constructors will consume 787.5 limestone/minute.
im saying it will be given that it say 100% efficient because it never runs out of items
but it will also never fill
You could add more on but you dont really need it
7 constructors will never fill but 6 will
so if you want a full system go with 6
If not 7 or more is fine
I'll admit, raw materials are one thing I don't try to optimize beyond "enough".
Look
All the constructors are full except the last 2 (6 and 7)
They only have just enough to run at 100% efficiency
Are they both at 100%?
it stopped im about to check hold up
I keep having to refill the storage cause im in a testing world
I expect that they'll both be in the high 90s, but not at 100%.
They are both at 95% but with no actual gaps
isnt that what I was trying to prove?
I've lost what we were discussing at this point
Okay
you were saying that 7 will keep up, which it looks like it will but it will never fill up so if you want constant flow, 7 and above is what you need
if you are okay with the slightest backup, 6 is what you want,
You were also saying that they wont be 100% efficinent, which is true they fluctuate between 93 and 98
@fallow lily
I was pointing out the fact that the constructors wouldn't all be at 100% in that situation.
Also using overclockers also uses a lot more energy so if you want less energy consumption use more constructors
yea, so you were right
It also takes up power crystals.
yea
!FicsitHR hardban @latent summit spam
Hardbanned Coronel#0548 (491771383588716547)
Probably my last update on this for a while, if anyone has any other methods let me know: https://docs.google.com/document/d/1K4_5SpRWCZ1KHhiB0HZ19GCqCFwfEr9_4U_KChRKl4E/edit
Your method 3 could be more neat by pitting both input and output at the middle left.
Your method 4 could be more neat by slightly rearranging the splitters. You know, splitters do stacks.
I kinda use the 3rd. I say kinda because I am building it up as 2nd, but then injecting more when the first belt can't keep up any longer
@glacial hemlock I see what you are saying for both, I just wanted it to be more visible what was going on as not to confuse people (also for 4 I think It looks cooler)
@robust delta Yea that is something that was recommended by someone else, I might include it.
I effectively use the 2nd method, but I restrict myself to 5x5(foundation squares) towers, and go vertical from there, so 4 constructors per floor.
you will have a hardtime dealing with some other machines. Like manufacturers or refineries
I need to post some pics tonight of how I organize my assemblers, foundries, and manufacturers for your case studies. It's similar to your case 3, double manifolding, but adds vertical lifts for output / 3rd-4th inputs to have additional manifolds that are 1 wall high / 2 click higher conveyor poles.
3 by 2 assembler pattern
The outputs that are elevated up a level with a lift to then merge into a single line
fits on a 8 by 4 foundation slab with plenty of space.
Here's how I sort the inputs, and how it meshes with output of next assembler.
which one of these is best?
iron wire is best
modular frame is decent
reinforced plate is bad, because stitched iron plate is better
@wind spade i think i may be addicted to your calculator... here's something i've been working on - https://satisfactory.greeny.dev/calculator?preview=8ADLssseaW
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Depends on your coal count sometime you might want to avoid modular frame as well
I just realized that first setup was using 10k too much coal 😂 that's what i get for crunching numbers until midnight. here's an updated one https://satisfactory.greeny.dev/calculator?preview=eM5OF9NmDm
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Okay math heads.. Heres some 3.14 for you..
I have two sides of a triangle 35 foundations each
I have worked out that at a 45 degree angle and a 9.65685m gap, an additional foundation on the end will touch.. exactly in the middle of the end foundation
when I fill ~50 foundations at the 45 degree angle, it doesn't match at the other end
.........why
the game doesn't handle decimal precision well
I've seen cases, where people built a big rectangle out of foundations (not filled, just around it) and when they got back to the beginning, the foundations didn't exactly fit
Who makes 3d space with floats instead of fixed points? Specially in a multiplayer game
Not really a math question, but does anyone have a method for conveyor escalators, using walls to keep you off the sides of the conveyor so that you can do 90/180 degree turns without stopping/getting thrown off
@regal mantle that's UE's approach, not CSS
Ive got one thats near perfect but every now and then i get on at a spot where i will just hit the wall and stop or i bounce off the wall and I hit the other edge of the conveyor
just do smooth curves and you can evade that issue altogether
Define a smooth curve
especially in this game
Cos as far as I can see on high speed conveyors it doesnt matter what curve you try to make, any adjustment in direction moves you toward the opposite side of the belt
yes it does
but afaik if the curve is smooth enough, it won't move you to the "non-moving" part
also if you are looking for player transport, I would go with straight parts, it also decreases travel times rather than if you make it curved
yeah the curves are just for vertical travel
You can place stackable conveyor poles in the corners. And you won’t be moved to the “non-moving part of the conveyor. I saw a video of someone that use this for moving arround the factory. If I find such video I will post the link
With 4 Oil Pumps at an output of 300 Oil Min i can set 60 Fuel Generators on that that's right ?
yep, 62.5 generators & 20 refineries to be precise. That's also 9375 MW of power, 8375 usable (assuming no overclocking)
For stupid question's sake. What's the most nuclear plants you could viably fuel in the game, given there are only 3 Uranium nodes? This includes making the rods and stuff.
420 plants from 84 nuclear fuel per minute
That's.... A lot of power
hey guys, wich recipe i should use for nuclear?
both alternate recipes
Oh, I know I wouldn't /need/ that much @wind spade I only asked because I already knew it gave a buttload (that is also an actual, real, unit of measurement, by the way) of power and was curious just how much we could get from it.
yeah, I'm just used to say that because there are guys that go like "my megabase will definitely require all the power"
to whom I just laugh 😄
Yeah. I'm on my cheat-it-all save at the moment, and made 2 nuclear plants. Before I did a mass destruction on it, I had started trying to build as much as I could, just to try and run out of that power. I didn't... But then I also wasn't making full proper factories
I did the math on that
if you would use all the resources on the map with 250% overclocking and processed it all into endgame products (using the best alternate recipes), you would end up with a consumption of around 250-350 GW
depends on recipe choice and end product choice
wich alternate recipe is better?

@wind spade then if you were to go with that, then you would need at least one full nuclear plant then (with alt recipes of course). That would be a massive undertaking... I can't even imagine the size the save file would be.
Though! If you made two plants then you'd future-proof your power for additional tiers & items.
@white mirage are you talking about the 1050 GW usage?
Is there a way to use the satisfactory calculator but im able to manually insert my own factory?
@wind spade yeah. If you had used all the uranium nodes with all alt recipes to produce max power. You'd only have to do one or two of those nodes to completely cover yourself (at the moment, who knows when they implement S.A.M. building)
@blazing phoenix you mean you want to see your factory on the map?
@white mirage but that defeats the point we were discussing, that is - using all the power that can be generated from all uranium nodes (1050 GW) 😄
True. Sorry.
Oh, semi-relevant to that point then, how long until the radiation covers the map with a fully active 1050 GW nuclear power plant (assuming you put the power plant as far away in a remote corner as you can)?
I can't recall the exact number, but if you put nuclear waste storage in the middle of the map, it was like 1000s of days
Hello i wanna to Produce 50 Computer per min. using Alternative recipes and a bit of overclocking. All on Pure nodes. Should i change something ?
I can't see here which alternate recipes you used
you know, the one with the iron ore and the uhh.. the other one.
maybe link him your own calculator?
Like this
Sorry there are sum more listed but there one that are needed are allsow there
change circuits to rubber + wire
computers to crystal if possible, if not, caterium computer are fine too
also don't use the alternate crystal oscillator recipe, the default one is better
and for future builds, use alternate steel ingot, not the one with compacted coal
@sand garnet Nah I meant like instead of needing an input of items/sec etc. I have 1 iron node for steel. With the max iron it can produce I want to be able to see how much I can split that into different materials. I'm very bad at explaining xD.
Okay
I dont think the calculators online can use your save like that
but in my consumption tool, you can put info about resuources you have and tell it which resources you want to make and in which ratio and it will tell you how much you can make
I can vouch for the consumption tool. Did the exact same thing. Basically 1 pure iron node to 3 normal coal nodes (I did not use the alt iron ingots but I used apt steel ingots that used iron ingots. Could have gone farther if I used alt iron ingots though)
i need to tell you something
@alpine lichen why u spamming channels
I AM SO5RRY
@alpine lichen ok, dont do it anymore then. so chill out my friend 🙂
nah - im a lover
Sounds like I need more acetone for this clean up...
whats up
@alpine lichen you just trollin for the fun of it my dude?
1+1=3
any starter people A miner MK1 + Smelter = 0.02MW
no, @honest stag the answer is window
ok
There are 10 kinds of people, one of them understand how binary works.
That is.... Rather.... Hmmm undescribable
this channel ded
You killed it with your calculator
my calculator ded too 😄
@wind spade thanks again for your calculator
why your calculator ded?
though I reken this place will get lively again in the next big content update
I always used greeny's calculator, be it turbomotors or modular frames.
Previously i had to spend a good 2 hours on paper just to figure out HMF. Wth
Shouldn't this work??
To explain... I have 18 780 lines out to the coal gens but equally I have 18 780 lines injecting to the bus and filling what is taken off it back up
Arrows to indicate whats happening
what are you trying to do lol
lol.. Uhmmmm!
essentially I have a tonne of inputs from trains (24)
and I need 18 780 lines to feed the coal gens
I setup a belt injection system
So it should be manifold system * 4
because there is basically 4 main buses that fill each other up
Like my theory is, if its 780ipm in it should be 780ipm out surely
@wind spade not even going to touch this one mate? hahaha
tbh I still don't understand 😄
if I have 780 belt, I feed machines so that it uses 780
😄
I'll try and explain it differently
So I have 18 colums of coal gens that require 780ipm to fuel... Thats the easy part
I have one bus feeding them (yes normally a bus speed is 780 and thats it)
But as I take 780ipm off the bus.. I inject 780ipm onto the bus further down
Or atleast thats how I see it, it doesn't seem like the game sees it that way
because the coal input from trains is uneven and erradic
so It load balances all of the frieght carts at the same time
also allows for bigger trains not that I want them any bigger
the station itself should even the load
huh? no each freight cart has it's own inventory and output
I'm positive if I build a traditional load balancer some how it would be enormous
I mean the platform
Yeah same thing
it has a storage, that should be enough to produce one full belt
I know what you mean, theres an element of risk to that though
you're isolating each column of coal gen to each platform
how is that an issue?
each platform is probably connected to one mine making 780/min anyway
nah 600
so theres a bunch of coal groups on the map I'm collecting
some have all pure some have all normal theres a couple mixed
yeah, thats a fair thing to say but I ran into space issues lol
you need the same amount of gens in both cases 🤔
also you could just put gens where your coal mines are 😄
yup thought of that too, it didn't fit well
like, you would need apropriate space at each mine, and I didn't want a bunch of random sky platforms
like a true pioneer? haha
waste of concrete lol 
unlimited? 
and waste of time 😄
unlike 

haha
anyway back to the math, you cant explain why 780 lines are being bottlenecks by splitters/mergers?
I sure cant
do both splitters and mergers have the internal buffer?
mergers were known to not being able to fill belt 100%, not sure if CSS changed something in recent updates
if mergers have internal buffer, then it shouldn't happen again, unless the issue is caused by something else
like with everything full and not needing 780ipm it's kind of slow motion and you can see it takes one coal from each direction
but when everything is going its a different story
it should be X where it could be anywhere between 0 and 780 plus 780 should still equal 780!
not sure about that
the issue was if there was a gap smaller than one item
and there isn't an item waiting on the other belt
it keeps the gap
and sometimes it was bugged and didn't produce full belt
then maybe I've found that bug
Short troubleshooting vid. Illisis in SF discord
errr give it a minute to get the resolution
Ok all good now.
sort of, I see whats going on but I am not sure if it can be fixed
mergers will take one item from every input to fill the output, then the splitter behind the merger will push out an item from its out put and take a item form the input causing the merger behind that one to repeat
All splitters and merger comes with a buffer of 9 items
yeah I thought that, I wonder why it doesnt work how I predicted it then
what's the best starting position in you guys opinion?
North forest, toward the dessert. Everything except bauxite and uranium, within 1000m if that. And at least 1 pure of everything in range, expect sulfur and oil
The crater lake, center of the map.
Bauxite/Sulfur is within walking distance, coal everywhere. If you have trains none will have to go far.
Quartz/Uranium/Caterium are all nearby.
@primal ferry Starting position, not best base spot. The crater lake, has zero iron, copper or limestone, anywhere near it
I guess near is relative haha. All starting locations have benefits unique to them, it could come down to subjective preference.
I only had to send out two trains to collect 15 nodes of Iron.
From one station each.
It was something grossly quick like a 2-3 minute full trip.
Starting position, means you have just landed with the crash pod and are looking for a spot to park the hub
I know, it's why I said the starting locations all have benefits unique to them.
Running down a huge cliff, to get iron, is not a benefit...
I don't think of the topography like that, you make it sound a chore.
It is, when you have zero concrete and belt resources...
One large 1 foundation-wide pillar with conveyor lifts moving everything to the train station on a cliff.
I suppose every player will run into obstacles unique to their playstyle.
Even without trains you can run the conveyors, not like that's a bottleneck.
Starting position... The place you first put the HUB, before you even have belts
No player could start a fresh game and get to the location I was speaking of when I thought he meant 'base' not starting location.
So it's irrelevant.
You'd die a million times trying to reach it with no tools to fight back and traveling on foot.
Once you establish some building materials and have a vehicle then it becomes feasible.
Mid game, you can build anywhere you like, early game not so much
I moved everything to crater lake long after I reached tier 7 so I don't suggest anyone try getting there early in the game.
It is a beautiful location though and your trains will have no issue with round-trips under four minutes.
You'd never empty a freight platform.
i still like the grasslands, it looks the best imo
They are gorgeous but I spent hundreds of hours there so crater lake is a breath of fresh air.
what spawnlocation is the best for starting up iyo?
If I inject my bias into it, the grasslands in the south.
TONS of Iron nearby, coal pretty close, limestone everywhere, copper everywhere.
When you reach Oil you are likely traveling 2000+m to get it (South-Eastern Swamp or Western Beach Island)
But just run a conveyor both ways....one to get you there and one to get back.
that sounds smart. Thanks
You're welcome, have fun 🙂
you too 🙂
I enjoyed the spot to the east of Desert spawn, it's to the west of the crater lake and below the waterfalls, so you could pipe down coal for steel and build array of coal generators after going around the gas cloud blocking you (recommend stacking conveyor shelves that have ladders on side). You had easy access to 2 pure iron nodes, 1 pure copper and 4 normal limestone nodes, and I used the natural bridge there to form a natural mall with 2 lanes of storage containers for tier upgrades. And for tiers 4-6 you could easily move west to build spots with good ratios for HMFs, cross the river for a compact coal spot with 2.5 sulfur nodes and a pure coal node, and spot for crystal computers (the northern forest spawn talked about earlier) that you can import plastic with from across the canyon, have quartz and catterium for crystal oscillators + Caterium electronics to build super computers with plenty of iron and copper already there for all the wire and quickwire you'll need. And for tier 7 the center red forest region with the 5.5 bauxite pure nodes is above the 2 pure quartz nodes and limestone for silica. To get to the silica base from desert spawn, all you need to do is go through the spider(5 small ones) tunnel south of the spot I'm talking about.
anyone got a place that has different balancers?
there are a few online, but usually you don't need them
I have 3 lines of iron ore carrying 60 each (total 180), I have 4 foundries that require 45 each, anyone know a good way to get them even?
If you have mk3 belts, combine all 3 lines, then split in half twice, 180 to 90/90 to 45/45/45/45. Or you can use a manifold which is a bit simpler.
Thanks, just remembered im close to mk3 belts so just going to run as a straight line!
yeah usually the answer to "how do I balance X" is "you don't, use manifold"
Does anyone know how many nuclear fuel rods a nuclear power plant goes through per minute?
ah thx
Is there any trick to get a "half" foundation?
What you mean half
like 1 foundation and the other 50% inside of it
so its placed half a foundation away but same alignment
Oh you mean like it’s 4 wide instead of 8?
yea
Currently no. Don’t think so.
damn 😦
alright, ty 🙂
Dyno died
F
I'll replace him
I'll add
to any post that is technically or mathematically incorrect
is this channel supposed to be in between #satisfactory and #satisfactory-experimental now?
or just a moderator misclick? 😛 I've done that more times than I'd like to admit :p
we are raising in the social ladder
soon we'll be above #announcements
and everybody will embrace our wisdom
spooky discord
@weary ravine you are ruining my dreams 😦
good
Blame it on spooky discord
Posso ligar meu pc em paz em seu carai
According to Google Translate:
"Can I turn on my PC in peace in your caraí"
Not super helpful
Translating from PT-BR... Can I turn on my pc in peace you prick!!!
trying make spiral railway with 90 degree angle. Has anyone already done this?
Instead of spiral (which is a waste of time), use lift and 2 train-transfer stations below and above the cliff.
Depends on the number of trains, that need to go up the same area. If its 1-5, then lifts and stations, if more then its more space efficient to use spiral.
Specially, if you plan the spiral so you vary the in and out point. You can get 3-4 spirals into the space of 1, if you do it right
angle what i talking about. I done it. Got a flat spiral railway. Just for fun😄
all my railways have 90 degree angle. And a test some other forms for flat lines
Have to consider the speed loss (and thus the throughput loss) when turning and climbing. Refer to the greeny's train article for allowed round trip time.
it's ok. All important items delivered by conveyor
railways just for aesthetic enjoy
isn't the alt recipe technically better?
purely looking at production rate in relation to itemcount needed
if you have the space, which recipe should you go for?
Think the game messed up, as your alt is the standards version (quartz only)
The one with limestone is best, as you spend 4 quartz to get 9 silica, instead of 6 silica
Limestone is not exactly limited, compaired to Quartz
The recipe with quartz and limestone, gives you more overall
thanks
i was confused because i thought that the quartz only recipe was the default
and i figured maybe they switched it
The game has gotten confused, because I also have this issue. But the alternate is suppose to be limestone+quartz
@sand garnet you should never look at rate per minute 😄
well 0.03125 supercomputer per second doesn't really give you enough info about the production speed 😄
I don't think we need production rates per second, they are rarely above like 2 per second
well belt speeds are maybe one example where it could work
but then it would be hard to compare production speed and belt speed
if belt speeds are in seconds and production in minutes
I don't really want my buildings to have production of 0.03125 per second
that's way harder to calculate with
than 1.875 per minute
I like my number that aren't decimal
with your attitude most of the numbers will be decimals
also I don't usually calculate by hand
I just use calculator or some of the online tools
but why not use a calculator?
that still counts as figuring out it yourself, right?
I don't think multiplying 0.03125 * 60 is easier than having 1.875
well, I still think that they made a good decision of making the numbers per minute
I never thought a number was "too big" for calculations
but most of the people don't
as long as you are satisfied with your factory, whether to calculate or not, is not important anymore.
i barely do calculations
what's your definition of 100% efficiency btw?
because I found out that people usually mean something different by that
ok, so basically an unreachable goal
it's unreachable. Because when the storage fills, your factory stops
and it's no longer 100% efficient by your definition
what if the storage is final product?
its impossible without a resource sink to consume storage

