#math-and-meta

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wind spade
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I can delete tools and then leave server ez

fierce ruin
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I restarted 2 days ago and I'm already tier 6

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My first run took me like 2 weeks to get to t6

summer field
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Does the game have any good "new" features for you?

wind spade
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more lag and more salty mods

summer field
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more salty mods isn't a feature, we hit peak saltyness more than a year ago.

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saltyness? saltiness? ๐Ÿค”

wind spade
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must have missed that

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and saltiness

fierce ruin
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I discovered 8x1 foundations were added lmao

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My next run is gonna be modded

fierce ruin
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Just realized that the xeno-basher basically means alien-basher

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Didn't Kno they put xeno as a reference to the prefix just thought it was a cool name lol

summer field
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But technically, you're the alien.

fierce ruin
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tru

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when u guys make hmfs do u put all of your modular frame production in one place or spread it out among the different manufacturers

fierce ruin
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@wind spade crystal computer yay/nay?

eager moth
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Crystal and quickwire computers are both good, I think crystal is slightly more efficient but I'd pick whichever resource you have more of

patent bough
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Hm. About to have 100GW of power with 8 fuel rods per minute. What on Earth will I do with all that capacity...

glossy patrol
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is there a reason to keep making steel beams after unloking the alternate recipe for encased?

empty hemlock
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i think train tracks use steel beams

glossy patrol
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and the alt reinforced plate is nice

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you use more iron plates, but only 24 screws

patent bough
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There's like one other alt recipe that uses steel beams I forget

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But you'll literally never need more than 1 or 2 steel beam constructors

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Oh, alt beacon uses steel beams

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And alt nuclear fuel rod needs beacons

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Combining the recipes, 1 steel beam constructor is enough for 25 nuclear fuel rods a minute (well and you know all the other parts)

sand garnet
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Alt beacon kinda sucks though

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@glossy patrol you are better off using the 'stitched iron plates' alt recipe for reinforced iron plates

patent bough
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Fair; it saves a lot of iron but costs other resources you may value more. Anyhow point being that's the only possible practical use of steel beams besides storing them for railroad construction material

sand garnet
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Yes i personally dont even make any right now. I only set it up if i run out of a supply of steel beams

glossy patrol
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@sand garnet im using that alt because I do not have the stitched one yet. I do however have iron wire and the iron + copper iron bar

patent bough
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Oh I forgot alt steel

wind spade
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@fierce ruin crystal computer > caterium computer > normal computer

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alt beacon is super bad

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it uses rare resources instead of just iron

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@glossy patrol yes, SIPs are better than the RIP alt, that's why I recommend getting them asap (ideally in tier 1)

patent bough
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Looks like it uses slightly less total resources but more power, and yes more rare resources. Though whether the rarity matters depends how much else you could be doing with those materials instead....

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(Hid the iron wire / iron ingot columns because those are always on)

wind spade
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20.7 oil per beacon is a bit too much imo

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since oil is usually the bottleneck in lategame factories

patent bough
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That's for 10 beacons but yeah

wind spade
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ah, ok

patent bough
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It's also a more convoluted setup

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I may have made the mistake of building alt beacons into my nuclear setup. Oh well.

glossy patrol
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@wind spade but the alt RIP is still better than standard RIP

wind spade
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sure, but there's no point in taking it, if you're gonna upgrade to SIP anyway

glossy patrol
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true, I gotta explore a bit more then

patent bough
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I wish the hard drive research just let you pick from all currently available alt recipes instead of just 3 random ones

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Especially by tier 7 there are just so many junk recipes and having to reload 20 times to get one is annoying

sand garnet
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Why didnt you keep researching throughout your gameplay

wind spade
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that's why you should get the recipes when you get to that tier

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I usually get SIP, Iron Wire and Iron Alloy while still at T1

patent bough
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I mean I did research a lot but unless I save/reloaded I kept getting crap recipes until I literally got almost every recipe. (Of course after I got what I wanted I later got everything and a spare hard drive).

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I just don't usually go looking for drives as much early. Uh also I have no sense of direction so using the online drive map doesn't help me unless I unlock my own map.

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I do usually get SIP early and that's pretty much the best low tier recipe

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And iron wire. The ingot alloy isn't usable until 3/4 though how would you get it at tier 1?

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Requires foundry.

wind spade
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yeah but somehow the alt is available at T1

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so I get it in T1 ๐Ÿ™‚

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not every time tho

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only if I have 3 drives at the begining

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if I only have two, I skip it for the moment

glacial hemlock
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And alts can't be hand crafted, thats the point

rough furnace
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ok, so that is official, I always wondered I was missing something

sand garnet
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I mean, it's been official ever since it was mentioned in patch notes like.. months ago

rich tusk
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^

fierce ruin
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Is overclocking coal generators less efficient than building more?

sand garnet
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yes.

wind spade
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no

summer field
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maybe

wind spade
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it has the same efficiency

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you don't lose power

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though 250% overclocked gen produces only around 200% of electricity

sand garnet
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so it's less efficient per coal

wind spade
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nope

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you still get 270 MW from each coal

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no matter how you overclock/underclock

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or rather 270 MJ

sand garnet
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remembers he doesnt understand math in this game and realizes math-and-meta is not the right place lol

wind spade
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edit: 270 rather than 50

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it's the same math as in real life

sand garnet
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i suck at math in real life too

wind spade
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the fuel item has energy (e.g. coal piece has 220 MJ) and generators just transfer that energy from the coal piece to your power network

summer field
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I have yet to see evidence of the existence of math in real life.

wind spade
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overclocking generators just change the speed of the extraction

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normal gen can do max 50 MJ / sec

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250% overclocked can do around 100 MJ / sec

rigid knoll
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yeah, the simplest way to think about it is that the overclock percent on a power generator is a lie. "250%" really means more like 200%

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normally yes, but on power generators it's a lie and it's less

fierce ruin
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so should i overclock or build more

rigid knoll
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it doesn't matter; it's a question of whether building another generator and belting to it or 3 power shards is more expensive to you

glacial hemlock
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It doesn't matter anymore if you could find 100 Doggos to constantly spit out purple slugs for you.

fierce ruin
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but it isnt inefficient?

glossy patrol
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woo! I got the alt for plates

wind spade
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@fierce ruin basically you don't lose anything by overclocking generators

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but you also don't gain anything

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so the only variables you should decide upon are:

  • available space
  • available materials
  • available power shards
  • if you want larger or smaller setup
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@tidal ember what do you mean by that?

fierce ruin
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Can someone who built a full scale factory tell me, if the red marked area is sufficient? (thought about going about 50 wall-'blocks' high)

wind spade
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separated factories are much better than one big factory btw

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also, sufficient for what?

cedar mica
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@wind spade Think I might have crashed the Consumption tool on my end. I click on power as one of the things

wind spade
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happens sometimes if you have a lot of stuff there

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unfortunatelly that's the limitation of the simplex lib I'm using

cedar mica
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How do I reset the data?

wind spade
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either you can reset the whole site (e.g. by opening in anonymous window, saving, loading the save in normal window and clicking "edit") or I can modify your save to remove just the consumption part

fierce ruin
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Sufficient for one full production. With enough supply to have the last material production with one factory at 100% supplied ๐Ÿ˜„
and each material crafted at least once

wind spade
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you don't need like 70% of the materials ๐Ÿ˜„

fierce ruin
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Guess I'll just have to try out

wind spade
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I mean, it's hard to tell

fierce ruin
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Reverse-calculate all requirements per stock factories

wind spade
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first, that map has no scale, so I have no idea how big that is

fierce ruin
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The scale, we can fix... brb

wind spade
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second, your build style may make stuff 2x larger or 2x smaller than others build style

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third, "full production" is super vague definition

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and if you want to calculate requirements, you can do that using some of the tools online

fierce ruin
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I can't let the game show distance to a beacon, can I?

wind spade
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see pinned messages

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I beleive it shows distance in the compass, but I'm not sure

fierce ruin
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Only view distance. also there are no pinned messages in here

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anyway... one foundation is 8x8 meters square...

summer field
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Mythbusters rated that myth: Not Plausible.

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There are in fact, pins.

wind spade
fierce ruin
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The main platform is 124x124 platforms

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Ah seems like it needed to load for some time

wind spade
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so yeah, as I said, it's hard to estimate how much space you will need

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that's why it's usually better to build smaller dedicated factories, which you can always expand

vagrant kernel
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What i did was i set up a main refinery area for each material, then piped that to one large area where all of my actual production was done

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Lmao the no pipe emote

summer field
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What are you talking about? There are no pipes.

wind spade
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I usually just put final products to storage

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and don't have any central production

fierce ruin
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Im going to use trains to ship the crystal oscillators to places I need them (mainly computers)

summer field
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There's no such thing as overkill.

wind spade
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they are only needed for computers tho

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unless you count alternate nuclear fuel rod

fierce ruin
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I'll just make a small prod site for now and then make this later maybe

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For now everything I'm doing is temporary

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Set up temp production sites, everything messy, but then stack up on items and then build everything neat and proper

glossy patrol
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so ultimately screws are pretty much obsolete?

wind spade
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yeah

glossy patrol
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then all I need for that is the alt for quickwire computer

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and I take you can unlock the alt as soon as you can make the object?

wind spade
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alts are only limited by the tier you are currently in (with some exceptions)

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for more info, refer to wiki (page Hard Drive)

glossy patrol
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for example I have researched caterium ore

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but not quickwire yet

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can I still unlock the quirwire computer?

wind spade
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not sure about that. We weren't able to figure that out yet. But usually you can

glossy patrol
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does it also make iron rods more or less obsolete for production of materials?

wind spade
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other than beacon production, yes

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also I beleive belt poles require iron rods

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and maybe a few other buildings

glossy patrol
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with materials I meant computers motors and mod frames

wind spade
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you don't need iron rods for any of those? except for mod frames

glossy patrol
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nope, you have alt mod frames that use steel pipes

glossy patrol
wind spade
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which one?

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the leftmost is the only one decent from these

glossy patrol
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the screw one right? hehe

wind spade
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if you have crystal computer unlocked, I'd reroll

glossy patrol
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I do not have the crystal computer

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but I did find a pure quarts node just exploring

glossy patrol
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oh and its not just 1 node, 2 nodes right next to each other

rigid knoll
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caterium wire so hilariously bad of an idea

rich tusk
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Why?

glossy patrol
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becayse caterium already has its own wire, plus you have iron wire and iron isnt exactly a rare recourse

rigid knoll
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I mean, it doesn't have to be inherently terrible, but the numbers on it right now just make it a joke - it's not less raw materials than baseline copper wire, and caterium is one of the rarer resources, certainly far rarer than copper

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and it particularly looks silly given that the caterium alternate you're actually using is basically the exact opposite, using copper in quickwire

glossy patrol
rigid knoll
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tbh I'd probably take the circuit board one first, unless you have quartz set up and don't have caterium

glossy patrol
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I have a double pure node of quarts not far off

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and a single caterium

tawdry pebble
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You want the circuit board receipe as well but computer is best choice of the 3 currently

glossy patrol
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plus I havelike 4 more hard drives to analyse

rigid knoll
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(until you've sent the final-for-now space elevator you don't have much use for cat besides computers, and the cat one is faster and less hassle)

tawdry pebble
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RNG love it or hate it, i never did any rerolling hard drive scanning during my play through

fierce ruin
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If you guys were making, let's say a eib factory, for example, would your "input" to the factory be iron ore, coal ore, and concrete, steel ingots and concrete, or steel pipes and concrete? Or anything else?

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Personally my inputs would be iron ore and coal ore

tawdry pebble
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There is no one answer to your question it all depends how you want you world to be, lots of smaller satelite factorys or 1 big factory

fierce ruin
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@tawdry pebble I like satelite factores

tawdry pebble
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Then you answered your own question. Me personally all of my 3 mid-large (not mega) factorys i brought in all raw materials and built towards end tier product.

fierce ruin
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Wait so which should I do if I like satellite factories lol

tawdry pebble
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Do all refining and pre processing at smaller out posts, one stop iron and coal to make steel ingots then belt to another to make pipes---another factory take limstone and make concrete then belt both to make EIB at 4th factory

glossy patrol
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for the alt circuit board

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do I need the plastic quickwire or the rubber one?

tawdry pebble
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rubber and regular copper wire FYI rubber is most effiecnet use of oil, 1 oil = 1 rubber

wind spade
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@fierce ruin find coal and iron node and build eib factory there. Best way for satellite factories

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(imho)

shy mason
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the more iron, copper (for iron ingot recipe) and limestone near your coal nodes, the easier it is to make heavy modular frames in that factory there.

rich canyon
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How does one put a negative exponent into a phone calculator?

empty hemlock
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there should be a ^ or a x^y button

wind spade
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perfect question for math and meta lol

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x^(-1) usually.

rich canyon
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I couldn't find the answer on Google so this was the second best place.

wind spade
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SaTiSfAcToRy UnReLaTeD BoOoO @mwoderator

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xD

rich canyon
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I can't seem to find any ^ or x^y buttons on my phone calculator, even when i tilt it sideways.

wind spade
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if you screenshot the whole thing maybe I can help more

rich canyon
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no idea why it is vertical.

wind spade
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I mean

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screenshot the calculator in your phone

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lol ๐Ÿ˜„

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that one is a photo btw ๐Ÿ˜„

rich canyon
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How do i screenshot my phone's screen?

wind spade
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usually power button + volume up /volume down button, held for a few seconds

empty hemlock
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start and power button at the same time usually

wind spade
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depends on your phone

rich canyon
wind spade
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the xY button

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2nd row, 4th column

rich canyon
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Does that turn an exponent from a possative to a negative?

empty hemlock
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it turns what ever you write into the exponent

wind spade
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nope, that should write the ^ character and you'll write the exponent

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just try it and you'll see lol

rich canyon
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Thanks guys!

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Who knew that a random videogame message board was more useful then google.

glossy patrol
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so what is more efficient for power, crude oil or coal?

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the coal is a normal node but the crude oil is 2 pures close together

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I am working towards conveyor 5 and miner 3

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correction, I have unlocked them

wind spade
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every fuel type is 100% efficient

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but if you substract the energy needed to produce that fuel, then coal is more efficient than fuel

glossy patrol
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then I might aswell seek out uranium

glossy patrol
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or try find a pure coal node, as coal does not produce waste like nuclear does

dim thicket
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@glossy patrol
Oil produces far more power than coal, in terms of how many MJ you get per miner/pump.

However, oil wastes a higher percentage of that energy than coal does.

rigid knoll
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the thing is that efficiency number is basically 100% irrelevant

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what matters is how much material in makes to create the generators, how much hassle that setup is, and what resource it uses and how much you get from it

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"how much you get from it" should be the "total power" column there, but the ratio of that to the supposed raw power is entirely irrelevant

glossy patrol
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so earlier I did find a pure coal node

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with a mk3 miner I can make it a pure coal power plant

summer field
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Do it.

wind spade
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@rigid knoll not really. The materials and time you put into building it are only one-time payment. But if you use less efficient resource, you'll have your production lowered all the time

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basically, the table answers the question:
"If I have resources to make enough power from anything, what should I choose?"

rigid knoll
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that particular percentage is completely meaningless, except that a low number makes your power graphs harder to read

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coal could require a special miner that costs 450 MW, and the coal generator could provide 500 MW; the energy efficiency would be ~10%, but it would in fact be /better/ than the current setup where it's a few MW and 50

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the "total power" number is the useful one, the percentage one is just "how much of your power graph is your factory vs your power supply"

glossy patrol
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but said miner can fuel multiple generators which makes the 10% power loss even lower

rigid knoll
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yeah, pretend the numbers are whatever it takes to be the same as it is now ๐Ÿ˜›

wind spade
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yeah and I don't want to waste power just to get power

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so I rather stick with coal and then upgrade to nuclear

rigid knoll
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you should be

wind spade
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I rather spend more time building my power setup, but then actually have 95% of the power generated available, rather than building a worse setup (fuel) and then only have 80% of the power available

empty hemlock
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i mean, really depends entirely on how close you are to oil, how close you are to coal, how lazy you are and how much steel you want ยฏ\_(ใƒ„)_/ยฏ

rigid knoll
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yeah, the relevant reasons to pick oil vs coal are things like "I have tons of spare coal and no spare oil", and "oil requires HMFs and motors, and I'm still putting all those in the space elevator"

wind spade
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sure, that's what I mentioned this:

basically, the table answers the question:
"If I have resources to make enough power from anything, what should I choose?"

rigid knoll
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or "oil requires intermediate processing, meaning a bunch more effort than coal"

wind spade
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ofc if I have one impure coal node and 10 pure oil nodes, I'll go with oil

rigid knoll
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yes, and the most highlighted reason you give as a thing to think about is 90% meaningless

wind spade
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but then it's useless to doubt if oil is more efficient than coal

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if you are limited to one fuel type, then you shouldn't ask which power should you choose, because you don't have a choice.
In any other case, you can use the table to compare between your available power sources.
I don't see a reason why the table would be useless

rigid knoll
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efficiency isn't a thing when there aren't multiple ways to use the same resource for power that you need to compare, and even then it's the net power numbers you computed that you'd want to use

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the last column of the table is useless, the second to last column is the one you want

wind spade
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not really.

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if I need 2000 MW, I don't want to build oil, where I would need to build around 2500 MW, when I can build coal, where I would only need to build around 2100 MW

rigid knoll
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10 oil barrels/min gives you 102 MW via fuel, or you can spend 10 coal/min for 43 MW; that's the tradeoff

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and the fact that those are the numbers you should use rather than the in-game numbers on the coal/fuel generators is important

wind spade
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but I'm not looking to answer the question "I have 10 items, which one is the best fuel". Because then the answer is obvious. I'm answering the question "I'm powering my whole base with one fuel type, which one is the best fuel"

rigid knoll
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(or maybe actually you want a slightly different chart if that's 10 fuel/min rather than 10 oil/min)

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the point is that if building 2500 MW is easier than building 2100 MW, because it requires half as much raw resources and thus half as much walking around the map, then maybe you /should/

wind spade
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that's one-time payment

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which is irrelevant in long scheme of things

rigid knoll
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you aren't losing anything by paying 400 supposed MW into power production

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the one-time payment or like fps cost or something is the /only/ thing that matters

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outside of the opportunity cost of using this as ingredients for production

wind spade
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I'm saving resources I can use otherwise

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because I don't waste 1/5 of produced oil just to keep the oil/fuel/power production going

rigid knoll
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if one oil barrel was worth the same as one coal, you are losing resources this way

wind spade
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outside of the scope of that table, oil is also the most likely bottleneck in any bigger factory, so not using it for power makes sense

rigid knoll
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yeah, that's totally valid, I'm just nitpicking as to why this metric isn't the relevant one

wind spade
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it's relevant

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if you care about not wasting resources

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it's like using screws + plates recipe for reinforced plates instead of stitched iron plates alternate

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you get the same result with both ways, but with the first one, you use more resources

rigid knoll
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yes, but you're still using more resources on coal generators

wind spade
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that's again irrelevant, since I'm caring about items per minute

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not items in general

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which you should as well

rigid knoll
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I mean, ongoing resources/min via coal generators

wind spade
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you can't compare coal/min with fuel/min tho

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that's two different resources

rigid knoll
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in order to produce 2 GW for your actual factory, you need ~460 coal/min, or ~320 oil barrels/min

wind spade
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that ^^ is irrelevant metric

rigid knoll
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and if we were pretending that oil is equivalent to coal (which I agree it's not), oil -> fuel -> power would be better, just because the baseline number is larger

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that is the only relevant ongoing-cost metric

wind spade
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the word you're looking for is "easier"

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not "better"

rigid knoll
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I fail to see how you can possibly say it's better to use more resources to produce power, if those resources are equivalent

wind spade
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but they aren't

rigid knoll
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the fact that they aren't means that if coal is >~70% as valuable as oil you should build oil generators, and if it's less you should build coal

wind spade
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there's 2.4 times more coal than oil on the map

rigid knoll
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the fact that they agree that doesn't change that the relevant metric is 320 vs 460, not .81 vs .95

wind spade
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you can't compare having X pieces of one fuel to having X pieces of another fuel

rigid knoll
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(and you'd also need to decide what you're building, which is even more up in the air)

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that's the whole point of your chart

wind spade
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the only thing that my chart is for is the last column

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the previous columns are just to show where I got the numbers from

rigid knoll
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the last column is "how much of a lie is the power number on the generator"

wind spade
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nope, you get exactly the number on your generator

rigid knoll
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you "get" that much, but some of it is used up, and thus is effectively a lie

wind spade
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not really. There are other ways to get the fuel resources

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e.g. wood coal

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also you can underclock the hell out of your production line and get way more "efficiency"

fierce ruin
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is oil power worth it if i have all the tiers unlocked or should i just go straight to nuclear

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or do a combo?

wind spade
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if you have everything unlocked, then nuclear is way better than oil

fierce ruin
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ok thx

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i rushed all the tiers so im prolly gonna get a permanent aluminum setup and then rebuild with all new conveyors in a different spot to make a mall

fierce ruin
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is 15h for rushing all tiers bad?

shy mason
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not really, if you spend your time getting 1-2 machines for each item you can get that easily.

onyx plaza
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Satisfactory is not a game that you rush, you play it for the fun of it

shy mason
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I think it took me 10 hours to get to trains.

fierce ruin
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@onyx plaza i rushed to get to the fun

onyx plaza
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Well if you want a metric to go by, I've done all tiers unlocked in 6 hours, and i wasn't rushing, just being efficient

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Im sure people have done sub 4 and probably less in party play

fierce ruin
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@wind spade so for aluminum im doing it on the east side of the map. i should make a factory outputting alclad aluminum sheets and another one outputting heat sinks or should i go all the way to baterries, rcus, and turbo motors in that location?

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or should i do it on the west where i have slightly less mats but oil as well?

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but sulfur is far on the west

shy mason
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have an output for alclad sheets, mainly as you'll be using it for mk5 belts, there's no other use except for turbo motors, so that can be the one output your factory needs. And I really haven't found a need for making batteries.

fierce ruin
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but i want to have a storage of every item for an update

shy mason
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fair enough.

wind spade
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I usually don't chain factories

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my factories have input ingots or ores and output final product that goes directly to storage

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makes it easier to upgrade, you don't have to worry about upgrading the factories in the chain before as well

fierce ruin
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im not chaining

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oh wait

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so the answer would be go all the way in that location then?

wind spade
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I guess. But there's no wrong or right ๐Ÿ˜‰

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depends what you want to do with that ;]

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I usually only produce a lot of the mk5 belt material (I think it's the alclad, but my memory just turned off for some reason)

fierce ruin
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ye it is

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do u usually go higher/lower than this? just for reference im not tryna copy ur world lol

wind spade
#

uh, no idea. Last I played was ages ago ๐Ÿ˜„

glacial hemlock
#

5 turbomotor is ambitious. However for the other products, it is a bit low

fierce ruin
#

K thx

glossy patrol
#

Inbefore there are official speedruns

tough stirrup
#

how many per minute of items should i have (for personal use)

pulsar stratus
#

Depend on the item ^^

tough stirrup
#

tier one stuff ( concrete, rod, plate, wire and cable)

empty hemlock
#

concrete you need basically infinite of, everything else is how much you need to feed your production

shy mason
#

I would be content with a storage container holding these amounts: 2x constructors of rods, 4x plates (belts, walls ), 2x cables (power and is often building requirement of assemblers / constructors), 1x wire (3x if you still need hub upgrades and space elevator building). and a full node of concrete made into an industrial size container (you need it mostly for building the large initial cost of foundations and walls).

cedar mica
#

I normally go 1x storage bins of rods, wire and cable, then 2x of plates and 4x of concrete, for the first setup. Then upgrade as needed

rigid knoll
#

as you go up in tiers you'll need way less plates and rods than you initially do

cedar mica
#

Depends on how you build

shy mason
#

i still use plates like no other for belt layouts, then replace them with appropriate speed belts after I'm done with the mega builds.

rigid knoll
#

eh, T3 belts are cheap pretty much as soon as you get them, I just switch over entirely so that I can save hotbar space

wind spade
#

T5 belts are actually the cheapest

shy mason
#

you need iron plates for splitters / mergers and walls anyway, so it's just simpler for me to grab a thousand iron plates.

rigid knoll
#

what are these "walls" you speak of ๐Ÿ˜›

#

(without them you don't need all that many iron plates)

shy mason
#

mainly place holders for the vertical lifts so i can go from higher floors down to where i need it.

#

and i use about a hundred mergers/splitters per floor all the time, no clue how many you use.

fierce ruin
#

@wind spade the irony

#

It kind of doesn't make sense that a t2 good (smelting and then assembling is 2 steps) is the best belt in the game

glacial hemlock
#

Based on your logic, steel beam (belt mk3) is a T1 goods?

#

No metal based products in the game is usable within 1 process step.

vagrant nimbus
#

hey i was wondering if anyone had a complete list of every resourced needed to progress to the space elevator, just thought this might save me some time lol

eager moth
#

Do you mean the completed products you have to enter or the base resources required to make them? If it's the first there's a list on the wiki

sand garnet
#
Satisfactory Wiki

The Space Elevator is a large structure related to the game-end objective, "Project Assembly". It must be constructed and then be used to send resources into orbit. Each delivery unlocks 2 higher tiers of milestones.
It can be visible from all parts of the map, making it a us...

glacial hemlock
#

If it is the second, then just use greeny's calculator!

vagrant nimbus
#

Cheers brothers
Also just found out you can get lizard doggos as "pets" best patch 10/10

sand garnet
#

lol that's been in the game since launch :p

vagrant nimbus
#

I just thought they were quirky things to go oh hey that's funny at

#

AH

#

He just bought my flowers, my lil boy, wrong chat but my final message, save da world โค๏ธ gn

fierce ruin
#

@glacial hemlock it's t2 bc it's smelt then construct

#

Alcad aluminum sheet is smelt then assemble

#

So they're the same "tier" good

shy mason
#

just alot harder to get the raw resources for, then transport into the same spot to smelt together. even aluminum will need silica which is another construct / assemble step, so aluminum sheets are going to be t3 then by that logic.

glacial hemlock
#

Mk1 belt should be consider T2 then.

#

Iron plate need 2 manufacturing procecess

shy mason
#

guess coal is the only t0 product for anything useful straight from the ground.

#

only thing i can think of that would be an end product with 1 step is biomass and color cartridges, wait forgot about concrete.

void pendant
#

Hello. Im using Renewable power mod - but when placing multiple wind farms they produce less and less power

#

what is the needed distance that they provide full power?

summer field
#

No clue, we can't help you with mods, that's what the modding discord server is for.

void pendant
#

where to find it?

summer field
void pendant
#

tnx

#

seems its only about programming and not about help for mods there ๐Ÿ˜ฆ

sand garnet
#

it is

#

there's literally an 'i need help' channel lmao

void pendant
#

Yes, but its about dlls, git and 3d modeling... devs talk...

#

and no answer there

sand garnet
#

did... did you ask there?

wind spade
#

he did and he got answer after 5 minutes

#

I guess some people can't wait

fierce ruin
#

Man there's a lot required for 12 base frames a minute

wind spade
#

hm, with alternate recipes it's just 60 iron, 60 copper and 24 coal per minute

#

for 12 modular frames / min

valid cradle
#

Is satisfactory Turing complete?

#

Because factorio is

glacial hemlock
#

What turing?

valid cradle
#

You have and Gatter

#

And I have a idea for a transistor

#

That would be enough

#

The problem ist that every Produktion ist always forward

#

So you canโ€™t use the same and Gatter every time

#

It is really limited as Long as you canโ€™t stay on the same lvl of product

valid cradle
#

@tidal ember there are

#

I designed them

sand garnet
#

id love to see those

glacial hemlock
#

You all are obsessed to make computer inside a game

glossy knoll
#

Back to some math! I've been building endlessly lately

#

It's late. I struggle when its late.

#

wait I think I've found my problem

#

yeaaaaa.... it's really late

valid cradle
#

I did it

#

I build a Or gate, and Gate and Not gate

#

satisfactory is functional complete

wind spade
#

don't tell, show

valid cradle
#

i cant send pictures in this room

wind spade
#

you can

valid cradle
#

realy?

wind spade
#

literally 10 messages above a guy sent a picture thinking_helmet

valid cradle
eager spindle
#

now build a redstone computer

wind spade
#

lizard doggo computer

rigid knoll
#

I don't think any of those gates work composeably, so they don't really count

rose steeple
wind spade
#

how do you have access to SF source?

rose steeple
#

it is located in the folder SatisfactoryEarlyAccess\CommunityResources inside of the Headers.zip file

wind spade
#

that's not source code ๐Ÿ™‚

#

that's just header files

rose steeple
#

well same stuff tho

#

you get to know a lot from just headers

wind spade
#

not really. Header files are like 0 code

rose steeple
#

there is some code in the header files

wind spade
#

like what

rose steeple
spice dock
#

is there a calculator for the game already ?

#

i think i might need ine

empty hemlock
#

check the pins, there is a couple of them listed

spice dock
#

k thx

wind spade
#

only a few ๐Ÿค”

barren elm
#

How are people feeling about the announced rebalancing?

#

I guess it's necessary, given copper and screws are completely pointless in the current version

#

Some weird outliers like level 2 belts effectively being more expensive than level 3 belts too

rigid knoll
#

I think it's kinda interesting for screws, but yeah, the mk2 belts thing is silly

cedar mica
#

I think its more to fix some of the issues they made, as they put in tiers. Like belt cost and such

#

or the stupid 132 screws for rotors

#

120 works, 135 works, 132, not so much

empty hemlock
#

i hope they also change the space elevator/Tier progression a bit, atm it's a bit meh and disconnected and something more similar to factorios science vials would be better where you need to build upon your factory to produce additional products instead of completely new ones to progress

#

there is 6 belt inputs into the spelevator afterall :P

cedar mica
#

Yeah, tiers should be more expensive after the first one. Being on biofuel for an extended time, will kill a lot of peoples drive

#

If you know what you are doing, so will you have coal setup within 3-6 hours, atm

empty hemlock
#

biofuel i find to be completely fine currently. i tend to just setup 8 to 12 biogens on a foundation platform and have 3 constructors setup, 2 to turn leafs and wood into biomass and 1 to in turn convert that into biofuel, so i just need to swing by every 15 to 30 minutes to refill the gens before i switch to coal

barren elm
#

You can quite happily get coal in about an hour

#

Personally that's how I start my games, build hub, build elevator, unlock tier 3/4, grab coal, then the game actually starts

#

Can't be dealing with biomass

wind spade
#

I start with drive hunting ๐Ÿค”

barren elm
#

Yeah I usually grab a hard drive to research while unlocking all the junk

#

Then grab 2 more afterwards since I think alt steel + iron wire + stitched iron plating are things that can't really be delayed until later

#

But coal first

#

It is a little funny how much you get from wrecks though, I bet you could just craft iron plates/wire/rods and get everything else from wrecks for tier 3/4

#

I don't go drive hunting until I've got blade runners, which unfortunately requires a completed hub and tier 3

empty hemlock
#

Powerslug > first harddrive

barren elm
#

I don't really think slugs have much of a point before you get level 4 belts

empty hemlock
#

for underclocking, not for overclocking

barren elm
#

You get nothing at level 1 belts, nothing at level 2, and 13% more at level 3 belts

wind spade
#

well usually when you go drive hunting you find at least one slug on your path

empty hemlock
#

being able to underclock all your machines to your needs allows you much, much easier power management while you are still on biofuel

barren elm
#

I think there's some debate on whether you even need machines to get out of the biofuel stage optimally

#

It's certainly pretty easy and very fast to just handcraft it all with a phone resting on your space bar at least

wind spade
#

instead of afking with smth on spacebar, I rather let machines craft stuff and go drive/slug hunting

barren elm
#

Last time we spoke, you were advocating for handcrafting

#

What changed your mind?

wind spade
#

huh

barren elm
#

Yeah you brought up some speedrunner who got a space elevator up by 40min

wind spade
#

that's for a speedrun context lol

#

I was just saying that for reaching certain stage in the fastest way, handcrafting is the way to go.

#

But I assume that you want to play the save for longer, not just getting to space elevator or rushing stuff

barren elm
#

Yeah but you used that as justification for not building machines during the biomass phase, since at the time I was advocating at least building smelters since ore takes twice as long to craft as basic materials

wind spade
#

again, that was just in the context of speedrunning

barren elm
#

Though currently I just find the biomass phase unfun so, whatever gets it gone most efficiently

wind spade
#

not in the context of normal game

#

in a speedrun, you don't care about having slugs or drives

#

but in a normal game, those are essential for efficient factories

flat loom
#

Never thought people would speedrun this game

patent bough
#

only speedrun category i know of is first space elevator unlock

glossy patrol
#

which alternate recipes should I consider using for mass fabrication?

glossy patrol
#

or better question, which alts not to use?

stuck stratus
#

alt plastic is a flat waste, just about every other alt has some niche application, depending on your factory's location/inputs

glossy patrol
#

I have all recourses available

#

and every alt available

stuck stratus
#

do whatever you want then? it's your factory

glossy patrol
#

fair enough

patent bough
#

Use greeny calculator alt recipe analyzer to compare

#

I'm currently wondering how extensive upcoming balance changes next year will be and how much modification will be required to retrofit a factory....

#

Proportions change - no big deal. Locations/types of nodes change: mildly to moderately annoying to reroute input. Ingredient changes on recipes: potentially very annoying.

glacial hemlock
#

Ingredient ratio changes: Interesting outcome, and i am looking forward to it!

glossy patrol
#

its difficult to tell...

empty hemlock
#

just randomize every recipe every patch so there is lots of variety ๐Ÿ‘€

wind spade
#

randomize every recipe every time you load a new game

glossy patrol
#

so no real optimum huh...

glossy patrol
#

im just trying to think what recipes to use really...

empty hemlock
#

basically almost everyting except rubber and anything that uses screws ยฏ\_(ใƒ„)_/ยฏ

fierce ruin
#

And probably avoid steel beams as well

#

Ooh, they said some changes are going to break factories. I bet they are rebalancing ralt recipes!

barren elm
#

You do need steel beams now for trains

#

Though a single constructor really is enough for an entire game's worth of steel beams

fierce ruin
#

Exactly.

solemn wolf
#

So....2 pure and 2 normal Oil nodes can run...how many refineries ?๐Ÿค”

fierce ruin
#

At mk 3 miner?

solemn wolf
#

Sure....(they have Mk2 at present) but I can upgrade

tawdry pebble
#

depends on OC and what refinery recepie you choose

fierce ruin
#

lol, they don't use miners, my mistake

#

Okay, so that's the same as 5 normals.

solemn wolf
#

oh yeah

#

Oil pumps

#

just plain ole oil pumps lol

fierce ruin
#

20 refineries.

#

And you can carry it on a singl emk5 belt

tawdry pebble
#

12 to 24 oil refiners you can run with no power shards 12 for fuel or 24 for rubber/plastic. 240 oil/min on pures and 120/min on normal

fierce ruin
#

oh, pure is double?

tawdry pebble
#

if im not mistaken the 3 teirs are 60-120-240 with mrk 2miner/oil pump

shy mason
#

yeah pure is 2x normal and normal is 2x impure amounts, same for all nodes

solemn wolf
#

Oh boy !.... was my math off lol. I set down 8 refineries haha. No wonder they were always backed up !! I can see Im gonna have to put down some more foundations.

sand garnet
#

I really hope theyre gonna add more inbetween steps

fierce ruin
#

But no mk 2 or mk 3 oil pumps

#

Since oil is such a limiting factor for megafactories, I am betting they will add those in before update 3. Maybe.

sand garnet
#

Jace said 'no tier 8' in update 3, right? which, if true, kinda means that those things are not gonna happen

summer field
#

Maybe I need to watch it again, but I recall him saying that Update 3 would be tier 8, and dedicated servers will come once they're ready, which will possibly be before Update 3.

sand garnet
#

from how I understood it he said something along the lines of 'content, but no tier 8'

barren elm
#

No tier 8 in update 3

#

QoL updates, rebalance, features that they'll announce later

#

Sounded like significant features at least, maybe a use for mercer spheres etc

shy mason
#

wonder what portions will break that he mentioned. can see it being ratios at least. if more steps are added it'll be difficult.

#

would be a fun challenge at lesat

summer field
#

Ratios would be plenty to break stuff. Dunno if they would also change mats in recipes.

shy mason
#

would be a very different game if they made nodes "finite"

summer field
#

I doubt that would be viable, in a finite world

shy mason
#

would solve the need of a resource sink for people factories, but would make the resource collection another problem.

barren elm
#

I think finite nodes defeats the "relaxing" purpose of satisfactory

sand garnet
#

finite nodes in a world that doesnt procedurally generate doesnt sound like a great gameplay mechanic

barren elm
#

I rather hope tier 8 has some kind of infinitely repeatable feature

cedar mica
#

Only way finite nodes works, are if we can call in meteors or something like that, to give us new once

#

Still, only thing that would change, is the need to replace the miners, every now and then

sand garnet
#

Id likerepeatable features but I hink we'd need an adjustmenet for the space elevator for that

barren elm
#

Yeah it does feel a bit silly that it has inputs, yet there's never a need for them

sand garnet
#

I used them for tier 7 unlock

cedar mica
#

Only time its useful now, is tier 7 yeah

#

maybe tier 5-6, with the 500 modular frames

barren elm
#

It takes literal seconds to transfer those by hand, less time than it'd even take to build the belt

cedar mica
#

If you have it all ready to go, yes. If you are just finish making the machines, you might as well belt it it, if its nearby

analog tusk
#

its 169 turbo motors per min

coarse path
#

That would be a great accomplishment, why would you want to do that?

analog tusk
#

because i can

#

this would be one giant logistical nightmare

coarse path
#

Just getting the raw materials in one place would be quite an achievement.

barren elm
#

I sure hope as part of the QoL update that they scrap the whole "Here's 3 alt recipes, pick one" system, and just let us pick which alt recipe we want directly

#

Then again I have a feeling the rebalance may well change alt recipes to be just as efficient but using different materials, since that seems like it'd make the most sense

glossy patrol
#

So i better wait with mass production huh...

sand garnet
#

I think smelters won't change

#

so you can definitely set those up already

#

quantities required may change, but that just means you may need to add/ remove some smelters from the manifolds

wind spade
#

next update: removed smelters

sand garnet
#

removed all belts, added pipes for everything instead

wind spade
#

removed engineer. Now the machines must do all the stuff themselves

sand garnet
#

just remove handcrafting entirely. problem solved!

fierce ruin
#

Do you guys make tons of items per minute of everything? If so, why?

#

The game kind of seems pointless after you make a little bit of each item

wind spade
#

usually just to fulfill goals the person set for themselves

#

it's like factorio, the game is "pointless" after you launch a rocket, but a lot of players carry on just because they want to reach some goal

fierce ruin
#

I kind of wish that sending mats consistently to space

#

Would be a feature

barren elm
#

So there's effectively 2 ways of playing, one is to follow the milestones, and another is to sandbox it with your own goals

#

Milestones have an end, but your own goals are whatever you want them to be

#

But yeah, some factorio style repeatable tech would be nice

shy mason
#

I make it so that I use every resource available in a region to make a given project. Got the plastics/rubber and motors done for my 30 turbo motors/min factory in the blue crater.

fierce ruin
#

@shy mason is that the se of the map?

shy mason
#

yep, got enough coal and oil there for most things and building ontop of the water so there's plenty of space.

patent bough
#

My goal is to hฬคฬŸฬนaฬบฬ—rฬฌฬฑvอ€อ•eอ™อ‡ฬฎsอฬฒฬซtอ‰ฬนฬญ

analog tusk
#

i make 14 turbo motors/min

glacial hemlock
#

30 tb/min? Blue crater doesn't has enough space

analog tusk
#

you go up

#

my 14 tb/min is being built in 20x20 foundations

glacial hemlock
#

that's quite small

shy mason
#

I'm currently using three floors now for the motors, have the steel for motors, stators, and plastic/rubber refinery done now and have this much taken up. Will likely build the heatsinks and quickwire refinery higher up the hills close to the copper node where trains with quartz and bauxite are coming in.

glacial hemlock
#

i personally felt that the fungus are annoying to the base building. Unless you starts up high.

shy mason
#

base level is on the water's surface, so plenty of space. Just taking up all the concrete.

analog tusk
#

I'll post a picture of the facility once it's complete

#

Should have it done by tomorrow

sharp crow
#

okay so
it seems to me that as you add more and more radiation in the same place, the min radiation radius approaches some value. meaning that if there was some sort of infinite storage device, the entire map would not be covered in radiation as it fills up. is this true? or am i doing the math wrong?

#

cuz if it works like a square root function then any finite area would eventually be completely covered
but if it works like a logarithm function then the map wouldn't be completely covered the some finite areas would not ever be completely covered
and those two look pretty similar when you can't see the whole thing at once

sand garnet
#

technically the entire map can be covered in radiation

#

its just very slow

sharp crow
#

so it doesn't approach some value? it just keeps growing slowly? huh...

sand garnet
#

im pretty sure it does, you could check the online calculator greeny made that helps answer this question

#

check the radiation tool there

sharp crow
#

yeah, i already have that formula, i'm trying to find a sort of inverse

#

oop okay i got it

#

yeah the radiation radius expands indefinitely but at some point it becomes so lows that its basically not moving

sand garnet
#

yea, it does move, just basically to a point where you can disregard it

sharp crow
#

so a sort of "neutral ground" between the current system and having an actual way to get rid of waste would be, like, an infinite-capacity storage container that only holds nuclear waste. so there's still the problem of a massive radiation radius and the fact that it is technically expanding, but there's no need to build more and more storages, and once the radius gets big enough it's basically not moving.

sand garnet
#

I think we just need a sort of recycling plant to use the waste and convert it to a harmless state or use the product in another machine

sharp crow
#

idk, that just feels sorta like cheating the system. like, nuclear produces a huge amount of power, so it seems almost "fair" that the waste should be impossible to get rid of.

#

but it seems unfair that you would have to keep building new storages at a linear rate

#

ooh! the ""infinite storage"" thing could be a fuel pool!!!

#

they have those at reactors!

#

its a pool full of water, to insulate the radiation, that they fill up with depleted rods

#

perhaps there could be, like, a post-calculation reduction in radiation for things in the pool? idk that seems too good tho

#

maybe im just hallucinating tho
this can probably be done with a ton of industrial storage floating way above the map lol

flat loom
#

or under

sharp crow
wind spade
#

the issue with that is that 1 nuclear waste may emit 20 radiation, but two waste doesn't emit 40 radiation

#

well, they do, but it doesn't increase the size 2x

sharp crow
#

two waste do emit 40 radiation, and trust me it doesn't increase the size 2x

#

well, at first it sorta does, but once you've got a lot of waste doubling the waste amount won't even come close to doubling the radius

rich tusk
#

No. It doesnโ€™t.

#

It grows exponentially when you start storing the waste. This have been confirmed multiple times over already.

sharp crow
#

the radiation grows exponentially (until it's limit) but the radius doesn't

empty hemlock
#

logarithmically, not exponentially

wind spade
#

^

empty hemlock
#

10 times as much doubles radius

wind spade
#

as a rough estimation, yeah

sharp crow
#

here's the graph of the minimum radius, which is kinda useful cuz you can pretty much model a cluster of storages as one big storage, so you can approximate how big you want the radius to get.
https://www.desmos.com/calculator/84zvkgke2f

wind spade
#

it basically calculates that

sharp crow
#

that's the one that shows the radiation as you get closer, and mine is like a switched around version of that

cold isle
#

who's at school now

wind spade
cedar mica
#

Whats the most steel you can make with 1 impure, mk2 miner?

wind spade
#

0, you also need coal ๐Ÿค”

cedar mica
#

I meant 1 impure coal

wind spade
#

then you need iron ๐Ÿค”

#

๐Ÿ˜„

cedar mica
#

The challenge is to use impure first, so have plenty of iron, but only 1 impure coal on the map

#

also 1 impure sulfur

wind spade
shy mason
#

can also throw in power shards to 2.5x that if you have belts that can keep up.

lime scarab
#

2x2x2 is 8 quick maths

sharp crow
#

are there any maps that show the out of bounds border?

sand garnet
#

Not that i know of

#

Just gotta go out and find out manually

dusk widget
#

I am up to the point where I can nearly automate computers and there is so much stuff to figure out now. My factory is spread out all over the place. How do people make theirs so neat?

sharp crow
#

speaking of computers, is satisfactory turing-complete?

wind spade
#

hm, idk

sharp crow
#

im thinking like
splitters and mergers, mostly
idk if programmable splitters could be used effectively
perhaps involving all 64 of their slots, and some of those machines that craft stuff to change what type?
i tried thinking about it in terms of bits and i think it drove me insane so i stopped

#

but it's possible to build any sort of logic gate out of NOT gates and (non-exclusive) OR gates
if one is item and zero is no item then non-exclusive or gates are just mergers
but idk how to make a not gate or an XOR gate

rigid knoll
#

hmm, can you do prioritization with smart splitters? the wiki article isn't 100% clear how it works and I haven't used them

#

(ie, output to left if possible, but if it's blocked go center)

weary ravine
#

No

#

If an output is blocked the belt gets backed up and nothing moves

summer field
#

They're Smart splitters, because they make you do all the work for them.

rigid knoll
#

so having two outputs on the same item is useless?

weary ravine
#

It'll split the item between the two like a normal splitter (IIRC)

rigid knoll
#

if it does that and the description in the wiki is accurate (ie, it always checks each output in a specific order) you could hack up priority by adding a loop of a different material

#

and given priority (and infinite containers, of course) I think you can build NOT

#

and OR is just a merger

barren elm
#

How do people make theirs so neat?
Well you get a feel for exactly how much you need to accomplish your goals, and that makes it far easier to build pretty layouts because you're not planning around future expansions

cloud lichen
#

Say, just a quick question. Enriched steel ingot Vs alt steel ingot?

weary ravine
#

Pick whatever you got more off

#

Coal or Iron

#

Or find more and unlock both

tawdry pebble
#

I prefeer alt steel ingot granted not the best but sulfur is a bit harder to come by.

patent bough
#

compacted coal is not worth it for anything last i checked.

#

alt steel ingot is objectively the best steel recipe

rigid knoll
#

I think at least "I have no other use for sulfur, and it's closer than the next coal node"

#

which at least isn't implausible given how little you need sulfur for anything other than personal use

patent bough
#

except...you need coal AND sulfur for compacted coal, and overall more resources total.

#

anyhow sulfur is part of alt uranium which greatly increases your maximum power capacity by stretching out uranium much further.

rigid knoll
#

yeah, it's less efficient than just another coal/iron node, but if you have no other use it's better than just not using it

cedar mica
#

Compact coal can stretch your steel, with the right recipe

barren elm
#

Is uranium even worth factoring in? Like strictly speaking uranium plants seem more of a meme building than anything

patent bough
#

Fuel rods with alt recipes are the most efficient power source.

cedar mica
#

You need a lot of oil, for end game stuff, so you want the nuclear power, if you build big

barren elm
#

Efficient in what way? Logistically they're less efficient than coal, setup cost they're less efficient, and the obvious downside of the byproduct

patent bough
#

efficient as in production cost as a percentage of maximum power capacity

#

coal is #2.

#

also the byproduct is minimal and there's ridiculous amounts of space in the world to store waste.

barren elm
#

True but it's absolutely a downside

rigid knoll
#

@patent bough that number is a completely irrelevant one

patent bough
#

how so - if you're spending power to make fuel you're not getting that energy that goes into fuel production

rigid knoll
#

it's still the most efficient by ~any real metric other than maybe "how much effort it takes"

#

(and "runs out of space eventually, and thus requires a tiny amount of ongoing effort")

#

spending power to make fuel means you should count the total power produced as less, correct

cedar mica
#

100,000 Industrail storage containers, full of nuclear waste, only sends radiation 100 foundation. So its a long time before it becomes an issue, if you stuff it in a corner of the map

rigid knoll
#

but spending 10GW to produce 15GW from a single node of coal would still be better than actual current coal spending 12MW to produce 100 MW or whatever

barren elm
#

Honestly I hope they revisit power in this rebalance, because at no point regardless of factory size have I ever seen a reason to not use coal

rigid knoll
#

the metric that matters is power produced per raw items per minute

#

which with the actual recipes and generators in game is always a little bit up in the air because you're comparing coal vs oil vs "a whole bunch of stuff including uranium"

patent bough
#

...Unless you want to use those materials for something else. Uranium has no use except power. Coal has lots of other uses.

rigid knoll
#

and oil is rarer than coal

cedar mica
#

13-14GW to produce 28 fuel rods, which is max amount from 1 mk3 miner, with alt recipes. Thats enough to power 140 nuclear reactors, for 350GW of power

barren elm
#

Pretty sure the engine will break before you utilize every bit of coal in the entire map

#

And by "utilze" I mean actually put the power to use, not just build 800 generators

rigid knoll
#

yeah, with the numbers that exist in game nuclear is the best unless you absolutely need absolutely all the caterium or oil or whatever for the rest of your factory, and are somehow otherwise powering it on coal or something

cedar mica
#

All the coal on the map, would be 128,25GW worth of power

rigid knoll
#

if you pretend all the resources are equal (which they obviously aren't), it's something like 10x as much power per item mined as coal or something

#

and I forget if that's the alt recipes or not, which together are around 1.7x as much, for the cost of including crystal and sulfur

#

(and this is including the cost of mining coal vs the cost of mining all that plus constructors, though you could play silly games like "make 100x the constructors running at 1%, which costs like 10% of the power or something")

cedar mica
#

Lets not forget that the trains are very power hungry also

patent bough
rigid knoll
#

I'm assuming zero power on transport there, but it's not going to change the numbers a ton

cedar mica
#

120MW per locomotive, 50MW per station and 50MW when a wagon unloads/loads

patent bough
#

trains are worth the convenience for long trips, especially since you can hop into one that's still on autopilot now.

tawdry pebble
#

Yes trains are power hungry but by that point of end game power should not be a problem weather fuel or nuclear

rigid knoll
#

yeah, adding even 1GW on transport moves it from ~97 GW to ~96 GW for ~2000 items/min

#

aka "no difference"

cedar mica
#

Each wagon holds 32 slots, so a 2 minute round trip, is 16 slots a minute

#

20 stations alone, is 1GW

#

8.3 locomotives is 1GW

#

20 wagons loading, is 1GW

#

And so on

shy mason
#

I've only hit 6GW max, all my factories get backed up product wise and shut down as I'm building the next product. Pretty sure i would hit 20GW if there was a sink for final products.

cedar mica
#

If you want to see your real power draw, just trip the power and all machines will draw full power, during the reset

#

The after a few sec, idle machines will power down

wind spade
#

@barren elm yeah, waste is a downside, but all the advantages of nuclear power just outweight that

glossy knoll
#

Coal king ๐Ÿ‘‘ ๐Ÿ˜…

analog tusk
#

turbofuel for life

glossy knoll
#

@analog tusk how much power?

sand garnet
#

The correct answer is: "never enough"

wind spade
#

Nuclear > coal > compacted coal > turbofuel > fuel

sand garnet
#

Biomass?

wind spade
#

well, talking about automated power ๐Ÿ˜„

barren elm
#

Never tried but can you put biomass in a fuel power plant?

#

Also yeah fuel plants could really do with being buffed up to 250mw

wind spade
#

you can put biofuel in fuel plant

glossy knoll
barren elm
#

Out of shear curioustiy why build them all in one place, instead of building them near the coal nodes that are supplying them?

#

Or is it just roleplay value?

wind spade
#

then he couldn't share such a magnificent creation ๐Ÿ˜„

fluid ether
#

looking at this picture makes my pc fearsweat.

rigid knoll
#

technically compacted coal gives you a tiny bit more power per node than regular coal, if sulfur==coal, but it's small and totally not worth the effort

#

and turbofuel vs fuel trades over half the oil for less coal+sulfur, and generally costs less power to produce as well, but it's still spending significant amounts of oil on power, which is generally worse than spending coal on it

glossy knoll
#

@barren elm I almost did power nodes like that but I didn't want them to be floating in the sky, so I'm floating them in the void!

#

@rigid knoll yes but to produce compacted coal you need to spend power, in addition you are dealing with double the raw resources.. and sulfur is very spread out, not worth it imo

rigid knoll
#

@glossy knoll you get more power than you spent, so it's worth it on a strict numbers perspective, but yeah, it's too much hassle shipping the resources around for like a 10% boost

#

if you were dead set on an oil-powered factory for some reason, it's more worth it for fuel->turbofuel, but that's even more shipping resources, and oil is more valuable than coal or sulfur

glossy knoll
#

@rigid knoll how? if I go to generate the same amount of power I am in coal (60300MW) is takes 13400 Coal

#

The same amount with Compacted coal uses 6030/min which is 6030 Coal + 6030 Sulfur and uses 5025MW of power to produce compacted coal

#

thats the simple way of calculating it, not very accurate

#

ehhh you have merit, if you punch in 6532.5 compacted coal it will generate 60300 + 5025MW for not much more ore but yes a giant pain in the ass

fierce ruin
analog tusk
#

@glossy knoll 7GW

#

210 turbofuel/min

#

also just looking at resource output of the world, by far your biggest limiting factor is oil

#

i would say just go nuclear if youre using like 10+GW

#

well 13+GW*

#

geothermal accounts for 3.4 GW of that 13

glossy knoll
#

@analog tusk in my case I couldn't use any oil except for supercomputers

analog tusk
#

yeah

#

any most oil is used for rubber for rubber circuit boards

#

this new facility i just built has 47 oil refineries, 25 of which are for rubber

#

rouchly 60% of the rubber is used for just making circuit boards

glossy knoll
#

yeah refineries take a lot of room, especially 326x Oil Refineries ๐Ÿ˜„

minor wing
#

Just want to clarify something. Pure Iron Node MK.2 Miner 240 ore a min MK3 Conveyor that would be 8 smelters right?

summer field
#

240 / 30 = 8, sounds about right.

#

Smelter Mk1, at least.

rigid knoll
#

@glossy knoll first, it doesn't take 5k, it takes 3k plus mining, and if you include mining on compacted you need to include it on coal as well (which you probably should)

#

and yeah, you need to increase the amount you generate a bit for each if you want all of the 60.3GW available for the actual-factory

#

but taking that into account, compacted coal is still like ~~10%~~5% better or something, for extra hassle of shipping things around and hooking up a bunch of assemblers, and for 60 GW the ~6k it needs is probably more than the sulfur that exists on the map

wind spade
rigid knoll
#

(it's (60300-558.0)/13400 = 4.45 MW per item for coal and (60300-3517.0)/(6030*2)=4.7 for compacted, using mk1 miners on pure nodes; less efficient miners/nodes make compacted tiny bits better)

minor wing
#

I just want to make sure I am not missing something with the Splitters and conveyer speeds. The MK3 belt down the middle is to ensure you get the max 240 a minute from the miner to smelters. The MK1 belt at each splitter is to make sure each smelter only gets it's max of 30 a min. So 8 Smelters. I am not missing how the splitters and belts work right?

rigid knoll
#

@minor wing the mk1 belts would just be because they're cheaper

wind spade
#

my table assumes 250% overclocked mk3 miner on a normal node, with 100% non-overclocked rest of machines

minor wing
#

@rigid knoll so the slower belt from a splitter won't change how much gets split?\

wind spade
#

@minor wing you can build everything from mk3 belts and it will still work ๐Ÿ™‚

rigid knoll
#

it will, but MK1 belts are 60, so you'll still wind up filling up the smelter inventories and then being limited by the 30 items/min the smelter can handle

#

you /could/ do some shenanigans to avoid filling up those inventories by doing mk3 -> splitter -> mk1 -> splitter -> 2x smelters, but I would not recommend going to that sort of effort

glossy knoll
#

^

wind spade
#

that would probably not work as intended anyway due to splitter magic

minor wing
#

So in some cases the extra effort isn't worth it just 8 smelters to 1 pure node

wind spade
#

well, maybe with the new update and splitters having internal storage it works differently, but still, there's no need for exact splitting in this game

glossy knoll
#

whats the need for exact splitting in factorio?

rigid knoll
#

yeah, just slap down 8 smelters with a daisy chain of splitters

glossy knoll
#

I assume thats where you need it

rigid knoll
#

there isn't any need in factorio either

wind spade
#

not really

glossy knoll
#

ah ok

wind spade
#

usually people just use exact splitting with the word "balancers", which are quite useful in factorio (but useless in satisfactory)

#

because 1->8 exact split is a "1 to 8 balancer"

rigid knoll
#

re power, using 250% mk3 on a normal node makes 4.53 vs 4.28, ie now closer to 6% better for compacted, ie still not remotely worth the effort, but technically better if effort and transport are free

minor wing
#

Just grabbed this game so making sure I have my head wrapped around some of the basics as I am about to blow up my factory and start making it look better and more efficient

wind spade
#

I'd say on your first playthrough you should just have fun and learn the game as you progress. Making perfect base from the begining is hard even if you put a lot of effort in planning

minor wing
#

I have been learning the game and the higher phases now everything is a mess and I just need to "fix it"

rigid knoll
#

the main difference here vs factorio is that belts are relatively speaking really slow, so you're less likely to have one or two belts and need to split it to 5 different tasks that you want to run roughly equally

wind spade
#

imo like 95% of people that plan from the begining just scrap their base later anyway (either because they messed up or because they got a better idea). And if someone tells me that they have the perfect base planned from begining, I usually find mistakes in their builds anyway

minor wing
#

Oh yea I am in the blow it up process lol

fierce ruin
wind spade
#

@rigid knoll that as well, but I'd say even more important difference is that in Factorio, resources run out, so there's no guarantee of even input, so it makes sense to balance the inputs

#

@minor wing I'd suggest either building a new base somewhere else (just a few meters away works as well) or moving hub to a new location or restarting. Don't remove everything just to build from scratch, you'll most likely find yourself without resources and without base that can produce the resources ๐Ÿ˜„

minor wing
#

Yea I am moving it over a bit and going to slowly scrap it as I build back up

wind spade
#

cool ๐Ÿ™‚ also, if you haven't already, I'd suggest looking for some hdds to get some nice alternate recipes to boost your production a lot

minor wing
#

no clue what a hdds is

summer field
#

Harddrives?

fierce ruin
#

@wind spade do u know where the slug is there?

wind spade
#

@minor wing you can find drop pods all over the map, which can give you hard drives. Then you can scan them in MAM to get a choice from several alternate recipes

#

they usually improve the raw resources : final product ratio

minor wing
#

Yea didn't know that

#

I am guessing one of the interactive maps points them out

wind spade
#

some combinations can do up to 80% savings of raw materials

#

for example for heavy modular frames

#

so you can essentially make 5 times more HMFs with the same resources

minor wing
#

Interesting I will need to go explore a bit

fierce ruin
#

nvm i remember now

glossy knoll
#

Its a great game, I'm up to almost 700 hours i think

wind spade
#

@fierce ruin sorry, no clue

#

my knowledge is mostly theoretical ๐Ÿ˜„

#

with a whooping 30 hours of total SF playtime

fierce ruin
#

gotta get a doggo farm

vestal turret
#

I think you can add your coding time for the calculator too haha ๐Ÿ˜

wind spade
#

then we are at ~600 hours imo

fierce ruin
#

could u imagine greeny + some dude with nutty in game hours mp?

glossy knoll
#

Matrix.

wind spade
#

with my ocd he would quit in first 20 mins

fierce ruin
#

im real bad

#

my power lines have to be straight

#

not just the poles

#

but the lines too

wind spade
#

I've once rebuilt a friend's setup just because it wasn't looking the same as my setup on the other end of the factory

#

most of the crazy stuff I do applies to our Factorio playthroughs tho. I'm not sure how is he able to still play with me lol

fierce ruin
#

every machine

#

one tile

#

thank god i didnt do it

wind spade
minor wing
#

I could take a picture of my first base and send you all into a spiral of depression

barren elm
#

Seal it off so you never have to see it again and pretend the products are appearing magically

#

Not that it really matters in the end, but why power pole mk1s? Mk2s are so easy to unlock, and having 3 extra connections makes a massive difference since 1-2 are taken up by connections to other power poles

fierce ruin
#

noob to ratios with splitters here, i'm trying to evenly get coal from two splitters to four foundries and i'm having trouble

barren elm
#

Just build a line if splitters, assuming you have mk2 or above belts

fierce ruin
#

yes i have mk2 so one splitter to one foundry?

barren elm
#

Yep, in a line, like the above screenshot

#

It'll behave just as good as any balancer does, take up less space, but takes 30 or so seconds to fill up during the initial run

fierce ruin
#

ah thank you i've never understood the ratios

rigid knoll
#

@barren elm I only ever use mk1s because that's what the power line one autobuilds

#

(watch there be something simple like shift click while on any power pole to build power lines)

shy mason
#

Why did Raging beaver call me out? I don't have too many hours in this game... yet.... probably only 300.

dusk widget
#

I think I will screenshot my existing base and see how you all feel about it

sharp crow
#

the only reason i stay sane is knowing that im going to dismantle my base soon
if someone said "make a base and stick with it for 3 weeks" i would spend more than the three weeks just planning and stuff lol

wind spade
#

that's easy

#

issue is "make a base and stick with it to the end of your playthrough"

fierce ruin
#

@shy mason idk if ur joking

shy mason
#

I'm joking with your comment "could u imagine greeny + some dude with nutty in game hours mp?" and using a specific adjective made me think you refering to me for a sec.

fierce ruin
#

i thought u were serious for a sec

wind spade
#

Lol

fierce ruin
#

is alt concrete worth?

shy mason
#

if you have quartz/silica nearby, it saves you on number of machines.

#

not really worth it to bring them together unless you have HMF production and maxed out your limestone useage already, the two qtz nodes in the spider cave come to mind.

glad cradle
#

How do you merge 8 into 6

rancid lark
#

depends a lot on how full the 8 incoming are and what belts you have available to use

#

but in general take 6 of the 8 incoming into 6 mergers. then split the remaining incoming 2 into 6 (2 splitters) and merge each of those into the first 6 mergers

wind spade
#

if possible, just merge into one and then 6 splitters

glacial hemlock
#

If you are limited by your technology, or throughput, just build 8 and 8 machines then, you won't have to worry about spliting! Since both numbers are so close

wind spade
#

yeah, exactly. There's no need for balancing in this game

#

just underclock the 8 machines to 75% or merge all into one and then split into 6

glacial hemlock
#

The best application would be screw-beginners-RIP, where i usually set up 1-1-1 for plate-rod-screw then combine it into a reinforced iron plate. Pretty neat imo

merry quartz
#

Is there released data for the speeds of constructor, assembler and manufacturer mk2? (I know the supposed speeds for smelter and foundry mk2 for when they release.) Just saying 'cause I want to future proof.

sand garnet
#

nope

wind spade
#

there is no data and also we are not sure if those will even exist

#

nothing has been confirmed yet

sand garnet
#

and even if they did exist, they just announced they're doing an entire re-balancing patch in january

#

so all our current data will be obsolete anyway

barren elm
#

All games have unused assets in the code, it's not worth planning around

#

With that said, I think there's strong evidence that either sommersloop or mercer spheres will be used for mk2 versions of things

#

Probably sommersloops since mercer spheres apparently have some teleportation mechanic attached, but again, none of it is released so it's all guesswork

#

With that said, I really can't see what mk2 versions of things could do that power shards don't already do

wind spade
#

to be useful, mk2 should have one of these:

  • lower power consumption than equivalent amount of mk1s
  • recipes only locked to mk2s, that can't be crafted in mk1s
  • some other bonus like production (factorio-like)
cedar mica
#

Its simple, just change the code, so mk2 can do baseline 200%, with 500% at max OC

#

Less machines needed

wind spade
#

speed isn't the issue. Power is

#

if the mk2 will do 200% speed at 400% power, then mk1s are still better

cedar mica
#

Maybe it can take a lesson from the alts. Less material needed, for same result.

wind spade
#

that's basically my 3rd suggestion from the list above ๐Ÿ™‚

cedar mica
#

If they really want the MK2 to be special, they can make the alts only work on them

wind spade
#

depending on where mk2s would be in tech tree, I will probably dislike this

fierce ruin
fierce ruin
#

lol

glossy knoll
#

Whatโ€™s that got to do with belt speed?

fierce ruin
#

i need 1 place to get 370 and 1 place to get the remainder, im outputting 300 from 2 coal miners

#

so i need to do it

wind spade
#

@cedar mica alts are super powerful in early game as well and limiting them to later tech would hurt early game

fierce ruin
#

could u imagine... SCREWS

sand garnet
#

also kinda defeats the purpose if you split it into 2 belts only to merge it back into 1

cedar mica
#

I'm just saying, it would be a way to make MK2 stand out

glossy knoll
#

Yeah Iโ€™m hesitant to agree that works

sand garnet
#

mk2 should be similar to how power generation tools improve along the tiers

fierce ruin
#

why doesnt it work? its a 2x2 balancer

cedar mica
#

I would not mind if hard drives where gone and mk2 had them already, when you unlocked it

sand garnet
#

better output, higher buildcost

#

space-saving tech, basically

fierce ruin
#

i dont need space i need power

barren elm
#

Space saving would be a bit lame

fierce ruin
#

and i aint doing oil im going straight to nuclear

barren elm
#

Like there's already infinite map space

sand garnet
#

you arent balancing anything beaver

barren elm
#

Saving space is a planning failure

fierce ruin
#

how??

#

oh wait im dumb

cedar mica
#

More machines = Less frames, in the long run

fierce ruin
#

hooked it up wrong

sand garnet
#

lol yeah

fierce ruin
#

lol thx for seeing that

#

theyre crossing dw

wind spade
#

G E T O U T

summer field
#

Thanks, I hate it.

fierce ruin
#

im ocd and it doesnt bother me lmao

#

when i have mk5 belts ill take a video of me deconstructing it and making a manifold hows that greeny?

#

deal?

wind spade
#

Rek, can we update the title of this channel with "Images of clipping belts or discussion about them results in a permanent ban?"?

summer field
#

I figured that was implied.

fierce ruin
#

i mean it is math

#

balancers are math

wind spade
#

clipping belts aren't tho

#

you can do balancers without clipping

fierce ruin
#

fine ill fix it

summer field
#

inb4 posting something that's even worse.

wind spade
#

ready your bammer I guess

fierce ruin
#

game crashed

#

no cap

wind spade
#

good

fierce ruin
#

it was already fixed tho

wind spade
#

game knows what's best for you ๐Ÿค”

fierce ruin
#

how can i have my sins forgiven

fierce ruin
#

lol

#

if i need 20.5 coal generators and i want to make 20 should i overclock the last one to 150%

wind spade
#

you need more overclocking to achieve 150% power production

fierce ruin
#

so should i just do 22 then

wind spade
#

experimentally increased the OC value, 170% is first value, where you need less than 1 gen

fierce ruin
#

ill just do 22 so that the internal storage can help with spikes

#

thx

wind spade
#

yes, you can overbuild a little, shouldn't matter much with gens. You just need to keep that in mind that your max power production isn't sustainable for longer periods

fierce ruin
#

yep

fierce ruin
#

How much oil can be extracted with full OC on the map? The ones you can get to anyhow

#

ive heard around 10,800 but i cant verify that at all

wind spade
#

9750 iirc

fierce ruin
#

Now to split that with 2 factory sections

#

gl w/ fps

#

its better but not max oil on the map better

#

Trains + walls with med setting do wonders for fps!

#

idk i havent done a megabase since may

#

I'm mining out 15 iron with mk3 atm.

#

working my way thru tech now on this save

#

when this is done im gonna go to automation empire and then when the next update hits back to this but with mods

#

@fierce ruin it would probably be wise to turn the oil into rubber/plastic on site

#

imo

#

less lag in 1 area

#

Maybe. But I have 4875 for rubber and the same for plastic to make. I was going to bring it all to one zone. Then take the processed to two diffrent areas

#

Some of my factorys are "off the map" past the edge of land

wind spade
#

walls only help with fps if the lag is from GPU, if the lag is from CPU, then it won't help you

fierce ruin
#

can 1 train car support a max oc miner

#

it isnt that far

wind spade
#

depends on length of the track

fierce ruin
#

its like 80-100 foundations

wind spade
#

you want to use the 2nd table, that displays how often a train needs to arrive to keep up with a given belt speed and item stack size

fierce ruin
#

It will be many trains.from diffrent zones. Atm I run 6 diffrent 3 car trains

#

so every 4 mins

#

im good then i think

#

Ish. Some do multi stops do to some nods are impure

#

But I love that trains can pass through each other and run on the same rails. Makes life easy

#

satisfactory team: develop a whole circuit/logic system for trains: nah
let them run through each other: eyyy

wind spade
#

I usually recommend not using trains with multiple stops. Rather bring the nodes together and use one train ๐Ÿ™‚

fierce ruin
#

Some nodes are linked. But there slow enough with short track it can make 3 stops before droped off with out being filled

gleaming otter
#

@wind spade I'm going for one train, nine stops in a circle with trucks on sort of.. manmade tracks aka walls and foundations bringing resources into the station and the final factory in the center of the map

wind spade
#

I'd do 9 trains in your case, each one between center of the map and one station

gleaming otter
#

I started a new game recently so I'm just now about to finish the second space elevator delivery

#

I haven't played since just after satisfactory experimental build was released so I haven't actually used trains yet but I'm going to play with it a bit

wind spade
#

the issue with circle tracks is that if the train breaks, it stops everything. Also the track length isn't optimal, train has to do a lot of work before he delivers. Throughput of that is much smaller than dedicated trains per stop

gleaming otter
#

What do you mean breaks

wind spade
#

trains are still a bit buggy

#

and also, future proof - when we get collisions and signals

gleaming otter
#

already planning for that part

#

Though I do sort of like restarting with a fresh world now and again. Maybe I'm the odd man out on that one

#

I'm planning to have outposts with one car on the train bringing fuel in the other cars bringing mats to the center factory

wind spade
#

yeah that's why I usually prefer belts over trucks ๐Ÿ˜„