#math-and-meta
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I restarted 2 days ago and I'm already tier 6
My first run took me like 2 weeks to get to t6
Does the game have any good "new" features for you?
more lag and more salty mods
more salty mods isn't a feature, we hit peak saltyness more than a year ago.
saltyness? saltiness? ๐ค
Just realized that the xeno-basher basically means alien-basher
Didn't Kno they put xeno as a reference to the prefix just thought it was a cool name lol
But technically, you're the alien.
tru
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
@wind spade crystal computer yay/nay?
Crystal and quickwire computers are both good, I think crystal is slightly more efficient but I'd pick whichever resource you have more of
Hm. About to have 100GW of power with 8 fuel rods per minute. What on Earth will I do with all that capacity...
is there a reason to keep making steel beams after unloking the alternate recipe for encased?
i think train tracks use steel beams
There's like one other alt recipe that uses steel beams I forget
But you'll literally never need more than 1 or 2 steel beam constructors
Oh, alt beacon uses steel beams
And alt nuclear fuel rod needs beacons
Combining the recipes, 1 steel beam constructor is enough for 25 nuclear fuel rods a minute (well and you know all the other parts)
Alt beacon kinda sucks though
@glossy patrol you are better off using the 'stitched iron plates' alt recipe for reinforced iron plates
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
Yes i personally dont even make any right now. I only set it up if i run out of a supply of steel beams
@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
Hm yep, raw resource wise alt beacon is slightly inferior. (10/min shown)
Oh I forgot alt steel
@fierce ruin crystal computer > caterium computer > normal computer
alt beacon is super bad
it uses rare resources instead of just iron
@glossy patrol yes, SIPs are better than the RIP alt, that's why I recommend getting them asap (ideally in tier 1)
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....
(Hid the iron wire / iron ingot columns because those are always on)
20.7 oil per beacon is a bit too much imo
since oil is usually the bottleneck in lategame factories
That's for 10 beacons but yeah
ah, ok
It's also a more convoluted setup
I may have made the mistake of building alt beacons into my nuclear setup. Oh well.
@wind spade but the alt RIP is still better than standard RIP
sure, but there's no point in taking it, if you're gonna upgrade to SIP anyway
true, I gotta explore a bit more then
I wish the hard drive research just let you pick from all currently available alt recipes instead of just 3 random ones
Especially by tier 7 there are just so many junk recipes and having to reload 20 times to get one is annoying
Why didnt you keep researching throughout your gameplay
that's why you should get the recipes when you get to that tier
I usually get SIP, Iron Wire and Iron Alloy while still at T1
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).
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.
I do usually get SIP early and that's pretty much the best low tier recipe
And iron wire. The ingot alloy isn't usable until 3/4 though how would you get it at tier 1?
Requires foundry.
yeah but somehow the alt is available at T1
so I get it in T1 ๐
not every time tho
only if I have 3 drives at the begining
if I only have two, I skip it for the moment
And alts can't be hand crafted, thats the point
ok, so that is official, I always wondered I was missing something
I mean, it's been official ever since it was mentioned in patch notes like.. months ago
^
Is overclocking coal generators less efficient than building more?
yes.
no
maybe
it has the same efficiency
you don't lose power
though 250% overclocked gen produces only around 200% of electricity
so it's less efficient per coal
nope
you still get 270 MW from each coal
no matter how you overclock/underclock
or rather 270 MJ
remembers he doesnt understand math in this game and realizes math-and-meta is not the right place lol
i suck at math in real life too
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
I have yet to see evidence of the existence of math in real life.
overclocking generators just change the speed of the extraction
normal gen can do max 50 MJ / sec
250% overclocked can do around 100 MJ / sec
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%
normally yes, but on power generators it's a lie and it's less
so should i overclock or build more
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
It doesn't matter anymore if you could find 100 Doggos to constantly spit out purple slugs for you.
but it isnt inefficient?
woo! I got the alt for plates
@fierce ruin basically you don't lose anything by overclocking generators
but you also don't gain anything
so the only variables you should decide upon are:
- available space
- available materials
- available power shards
- if you want larger or smaller setup
@tidal ember what do you mean by that?
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)
separated factories are much better than one big factory btw
also, sufficient for what?
@wind spade Think I might have crashed the Consumption tool on my end. I click on power as one of the things
happens sometimes if you have a lot of stuff there
unfortunatelly that's the limitation of the simplex lib I'm using
How do I reset the data?
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
Sufficient for one full production. With enough supply to have the last material production with one factory at 100% supplied ๐
and each material crafted at least once
you don't need like 70% of the materials ๐
Guess I'll just have to try out
I mean, it's hard to tell
Reverse-calculate all requirements per stock factories
first, that map has no scale, so I have no idea how big that is
The scale, we can fix... brb
second, your build style may make stuff 2x larger or 2x smaller than others build style
third, "full production" is super vague definition
and if you want to calculate requirements, you can do that using some of the tools online
I can't let the game show distance to a beacon, can I?
Only view distance. also there are no pinned messages in here
anyway... one foundation is 8x8 meters square...
doesn't seem like no pinned messages ๐ค
The main platform is 124x124 platforms
Ah seems like it needed to load for some time
Or to give a visual...
Work in progress
so yeah, as I said, it's hard to estimate how much space you will need
that's why it's usually better to build smaller dedicated factories, which you can always expand
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
Lmao the no pipe emote
What are you talking about? There are no pipes.
Is this overkill?
Im going to use trains to ship the crystal oscillators to places I need them (mainly computers)
There's no such thing as overkill.
I'll just make a small prod site for now and then make this later maybe
For now everything I'm doing is temporary
Set up temp production sites, everything messy, but then stack up on items and then build everything neat and proper
so ultimately screws are pretty much obsolete?
yeah
then all I need for that is the alt for quickwire computer
and I take you can unlock the alt as soon as you can make the object?
alts are only limited by the tier you are currently in (with some exceptions)
for more info, refer to wiki (page Hard Drive)
for example I have researched caterium ore
but not quickwire yet
can I still unlock the quirwire computer?
not sure about that. We weren't able to figure that out yet. But usually you can
does it also make iron rods more or less obsolete for production of materials?
other than beacon production, yes
also I beleive belt poles require iron rods
and maybe a few other buildings
with materials I meant computers motors and mod frames
you don't need iron rods for any of those? except for mod frames
nope, you have alt mod frames that use steel pipes
looks like a no brainer to me
the screw one right? 
if you have crystal computer unlocked, I'd reroll
I do not have the crystal computer
but I did find a pure quarts node just exploring
oh and its not just 1 node, 2 nodes right next to each other
caterium wire so hilariously bad of an idea
Why?
becayse caterium already has its own wire, plus you have iron wire and iron isnt exactly a rare recourse
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
and it particularly looks silly given that the caterium alternate you're actually using is basically the exact opposite, using copper in quickwire
woo!
tbh I'd probably take the circuit board one first, unless you have quartz set up and don't have caterium
You want the circuit board receipe as well but computer is best choice of the 3 currently
plus I havelike 4 more hard drives to analyse
(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)
RNG love it or hate it, i never did any rerolling hard drive scanning during my play through
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?
Personally my inputs would be iron ore and coal ore
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
@tawdry pebble I like satelite factores
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.
Wait so which should I do if I like satellite factories lol
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
rubber and regular copper wire FYI rubber is most effiecnet use of oil, 1 oil = 1 rubber
@fierce ruin find coal and iron node and build eib factory there. Best way for satellite factories
(imho)
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.
How does one put a negative exponent into a phone calculator?
there should be a ^ or a x^y button
I couldn't find the answer on Google so this was the second best place.
I can't seem to find any ^ or x^y buttons on my phone calculator, even when i tilt it sideways.
if you screenshot the whole thing maybe I can help more
I mean
screenshot the calculator in your phone
lol ๐
that one is a photo btw ๐
How do i screenshot my phone's screen?
usually power button + volume up /volume down button, held for a few seconds
start and power button at the same time usually
depends on your phone
Does that turn an exponent from a possative to a negative?
it turns what ever you write into the exponent
nope, that should write the ^ character and you'll write the exponent
just try it and you'll see lol
Thanks guys!
Who knew that a random videogame message board was more useful then google.
so what is more efficient for power, crude oil or coal?
the coal is a normal node but the crude oil is 2 pures close together
I am working towards conveyor 5 and miner 3
correction, I have unlocked them
every fuel type is 100% efficient
but if you substract the energy needed to produce that fuel, then coal is more efficient than fuel
this is a table from my SSS#5 blog post, it may contain the info you seek
then I might aswell seek out uranium
or try find a pure coal node, as coal does not produce waste like nuclear does
@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.
the thing is that efficiency number is basically 100% irrelevant
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
"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
so earlier I did find a pure coal node
with a mk3 miner I can make it a pure coal power plant
Do it.
@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
basically, the table answers the question:
"If I have resources to make enough power from anything, what should I choose?"
that particular percentage is completely meaningless, except that a low number makes your power graphs harder to read
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
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"
but said miner can fuel multiple generators which makes the 10% power loss even lower
yeah, pretend the numbers are whatever it takes to be the same as it is now ๐
yeah and I don't want to waste power just to get power
so I rather stick with coal and then upgrade to nuclear
you should be
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
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\_(ใ)_/ยฏ
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"
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?"
or "oil requires intermediate processing, meaning a bunch more effort than coal"
ofc if I have one impure coal node and 10 pure oil nodes, I'll go with oil
yes, and the most highlighted reason you give as a thing to think about is 90% meaningless
but then it's useless to doubt if oil is more efficient than coal
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
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
the last column of the table is useless, the second to last column is the one you want
not really.
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
10 oil barrels/min gives you 102 MW via fuel, or you can spend 10 coal/min for 43 MW; that's the tradeoff
and the fact that those are the numbers you should use rather than the in-game numbers on the coal/fuel generators is important
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"
(or maybe actually you want a slightly different chart if that's 10 fuel/min rather than 10 oil/min)
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/
you aren't losing anything by paying 400 supposed MW into power production
the one-time payment or like fps cost or something is the /only/ thing that matters
outside of the opportunity cost of using this as ingredients for production
I'm saving resources I can use otherwise
because I don't waste 1/5 of produced oil just to keep the oil/fuel/power production going
if one oil barrel was worth the same as one coal, you are losing resources this way
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
yeah, that's totally valid, I'm just nitpicking as to why this metric isn't the relevant one
it's relevant
if you care about not wasting resources
it's like using screws + plates recipe for reinforced plates instead of stitched iron plates alternate
you get the same result with both ways, but with the first one, you use more resources
yes, but you're still using more resources on coal generators
that's again irrelevant, since I'm caring about items per minute
not items in general
which you should as well
I mean, ongoing resources/min via coal generators
in order to produce 2 GW for your actual factory, you need ~460 coal/min, or ~320 oil barrels/min
that ^^ is irrelevant metric
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
that is the only relevant ongoing-cost metric
I fail to see how you can possibly say it's better to use more resources to produce power, if those resources are equivalent
but they aren't
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
there's 2.4 times more coal than oil on the map
the fact that they agree that doesn't change that the relevant metric is 320 vs 460, not .81 vs .95
you can't compare having X pieces of one fuel to having X pieces of another fuel
(and you'd also need to decide what you're building, which is even more up in the air)
that's the whole point of your chart
the only thing that my chart is for is the last column
the previous columns are just to show where I got the numbers from
the last column is "how much of a lie is the power number on the generator"
nope, you get exactly the number on your generator
you "get" that much, but some of it is used up, and thus is effectively a lie
not really. There are other ways to get the fuel resources
e.g. wood coal
also you can underclock the hell out of your production line and get way more "efficiency"
is oil power worth it if i have all the tiers unlocked or should i just go straight to nuclear
or do a combo?
if you have everything unlocked, then nuclear is way better than oil
ok thx
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
is 15h for rushing all tiers bad?
not really, if you spend your time getting 1-2 machines for each item you can get that easily.
Satisfactory is not a game that you rush, you play it for the fun of it
I think it took me 10 hours to get to trains.
@onyx plaza i rushed to get to the fun
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
Im sure people have done sub 4 and probably less in party play
@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?
or should i do it on the west where i have slightly less mats but oil as well?
but sulfur is far on the west
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.
but i want to have a storage of every item for an update
fair enough.
I usually don't chain factories
my factories have input ingots or ores and output final product that goes directly to storage
makes it easier to upgrade, you don't have to worry about upgrading the factories in the chain before as well
im not chaining
oh wait
so the answer would be go all the way in that location then?
too hi/too low?
I guess. But there's no wrong or right ๐
depends what you want to do with that ;]
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)
ye it is
do u usually go higher/lower than this? just for reference im not tryna copy ur world lol
uh, no idea. Last I played was ages ago ๐
5 turbomotor is ambitious. However for the other products, it is a bit low
K thx
Inbefore there are official speedruns
how many per minute of items should i have (for personal use)
Depend on the item ^^
tier one stuff ( concrete, rod, plate, wire and cable)
concrete you need basically infinite of, everything else is how much you need to feed your production
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).
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
as you go up in tiers you'll need way less plates and rods than you initially do
Depends on how you build
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.
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
T5 belts are actually the cheapest
you need iron plates for splitters / mergers and walls anyway, so it's just simpler for me to grab a thousand iron plates.
what are these "walls" you speak of ๐
(without them you don't need all that many iron plates)
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.
@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
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.
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
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
https://satisfactory.gamepedia.com/Space_Elevator @vagrant nimbus
If it is the second, then just use greeny's calculator!
Cheers brothers
Also just found out you can get lizard doggos as "pets" best patch 10/10
lol that's been in the game since launch :p
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 โค๏ธ gn
@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
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.
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.
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?
No clue, we can't help you with mods, that's what the modding discord server is for.
where to find it?
did... did you ask there?
Man there's a lot required for 12 base frames a minute
hm, with alternate recipes it's just 60 iron, 60 copper and 24 coal per minute
for 12 modular frames / min
What turing?
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 canโt use the same and Gatter every time
It is really limited as Long as you canโt stay on the same lvl of product
id love to see those
You all are obsessed to make computer inside a game
Back to some math! I've been building endlessly lately
It's late. I struggle when its late.
I have 96 assemblers in groups of 8. I need to work out the smelting grouping
wait I think I've found my problem
yeaaaaa.... it's really late
I did it
I build a Or gate, and Gate and Not gate
satisfactory is functional complete
don't tell, show
i cant send pictures in this room
you can
realy?
literally 10 messages above a guy sent a picture 
now build a redstone computer
lizard doggo computer
I don't think any of those gates work composeably, so they don't really count
Look at what i found lurking in SF source code ๐
how do you have access to SF source?
it is located in the folder SatisfactoryEarlyAccess\CommunityResources inside of the Headers.zip file
not really. Header files are like 0 code
there is some code in the header files
like what
Like this
check the pins, there is a couple of them listed
k thx
only a few ๐ค
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
I think it's kinda interesting for screws, but yeah, the mk2 belts thing is silly
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
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
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
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
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
I start with drive hunting ๐ค
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
Powerslug > first harddrive
I don't really think slugs have much of a point before you get level 4 belts
for underclocking, not for overclocking
You get nothing at level 1 belts, nothing at level 2, and 13% more at level 3 belts
well usually when you go drive hunting you find at least one slug on your path
being able to underclock all your machines to your needs allows you much, much easier power management while you are still on biofuel
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
instead of afking with smth on spacebar, I rather let machines craft stuff and go drive/slug hunting
huh
Yeah you brought up some speedrunner who got a space elevator up by 40min
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
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
again, that was just in the context of speedrunning
Though currently I just find the biomass phase unfun so, whatever gets it gone most efficiently
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
Never thought people would speedrun this game
only speedrun category i know of is first space elevator unlock
which alternate recipes should I consider using for mass fabrication?
or better question, which alts not to use?
alt plastic is a flat waste, just about every other alt has some niche application, depending on your factory's location/inputs
do whatever you want then? it's your factory
fair enough
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.
Ingredient ratio changes: Interesting outcome, and i am looking forward to it!
its difficult to tell...
just randomize every recipe every patch so there is lots of variety ๐
randomize every recipe every time you load a new game
so no real optimum huh...
im just trying to think what recipes to use really...
basically almost everyting except rubber and anything that uses screws ยฏ\_(ใ)_/ยฏ
And probably avoid steel beams as well
Ooh, they said some changes are going to break factories. I bet they are rebalancing ralt recipes!
You do need steel beams now for trains
Though a single constructor really is enough for an entire game's worth of steel beams
Exactly.
So....2 pure and 2 normal Oil nodes can run...how many refineries ?๐ค
At mk 3 miner?
Sure....(they have Mk2 at present) but I can upgrade
depends on OC and what refinery recepie you choose
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
oh, pure is double?
if im not mistaken the 3 teirs are 60-120-240 with mrk 2miner/oil pump
yeah pure is 2x normal and normal is 2x impure amounts, same for all nodes
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.
I really hope theyre gonna add more inbetween steps
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.
Jace said 'no tier 8' in update 3, right? which, if true, kinda means that those things are not gonna happen
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.
from how I understood it he said something along the lines of 'content, but no tier 8'
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
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
Ratios would be plenty to break stuff. Dunno if they would also change mats in recipes.
would be a very different game if they made nodes "finite"
I doubt that would be viable, in a finite world
would solve the need of a resource sink for people factories, but would make the resource collection another problem.
I think finite nodes defeats the "relaxing" purpose of satisfactory
finite nodes in a world that doesnt procedurally generate doesnt sound like a great gameplay mechanic
I rather hope tier 8 has some kind of infinitely repeatable feature
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
Id likerepeatable features but I hink we'd need an adjustmenet for the space elevator for that
Yeah it does feel a bit silly that it has inputs, yet there's never a need for them
I used them for tier 7 unlock
It takes literal seconds to transfer those by hand, less time than it'd even take to build the belt
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
https://satisfactory.greeny.dev/calculator?preview=9J755Sxiel
anyone ever think about actually doing this
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its 169 turbo motors per min
That would be a great accomplishment, why would you want to do that?
https://satisfactory.greeny.dev/calculator?preview=aeFvqeOzSe
actually i had to change it down to 166/min and added 6 nuclear fuel rods
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
because i can
this would be one giant logistical nightmare
Just getting the raw materials in one place would be quite an achievement.
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
So i better wait with mass production huh...
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
next update: removed smelters
removed all belts, added pipes for everything instead
removed engineer. Now the machines must do all the stuff themselves
just remove handcrafting entirely. problem solved!
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
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
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
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.
@shy mason is that the se of the map?
yep, got enough coal and oil there for most things and building ontop of the water so there's plenty of space.
My goal is to hฬคฬฬนaฬบฬrฬฌฬฑvออeออฬฎsอฬฒฬซtอฬนฬญ
i make 14 turbo motors/min
30 tb/min? Blue crater doesn't has enough space
that's quite small
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.
i personally felt that the fungus are annoying to the base building. Unless you starts up high.
base level is on the water's surface, so plenty of space. Just taking up all the concrete.
I'll post a picture of the facility once it's complete
Should have it done by tomorrow
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
so it doesn't approach some value? it just keeps growing slowly? huh...
im pretty sure it does, you could check the online calculator greeny made that helps answer this question
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
check the radiation tool there
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
yea, it does move, just basically to a point where you can disregard it
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.
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
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
or under
okay so i made this thing
it's not as good as the actual map one where you upload your save but its kinda cool
it shows radiation (in 2d only)
using desmos
https://www.desmos.com/calculator/hjw2ma3ww5
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
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
No. It doesnโt.
It grows exponentially when you start storing the waste. This have been confirmed multiple times over already.
the radiation grows exponentially (until it's limit) but the radius doesn't
logarithmically, not exponentially
^
10 times as much doubles radius
as a rough estimation, yeah
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
have you played around with my tool btw? https://satisfactory.greeny.dev/radiation
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
it basically calculates that
that's the one that shows the radiation as you get closer, and mine is like a switched around version of that
who's at school now
Not me, also probably #off-topic-general
Whats the most steel you can make with 1 impure, mk2 miner?
0, you also need coal ๐ค
I meant 1 impure coal
The challenge is to use impure first, so have plenty of iron, but only 1 impure coal on the map
also 1 impure sulfur
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
can also throw in power shards to 2.5x that if you have belts that can keep up.
2x2x2 is 8 quick maths
are there any maps that show the out of bounds border?
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?
speaking of computers, is satisfactory turing-complete?
hm, idk
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
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)
They're Smart splitters, because they make you do all the work for them.
so having two outputs on the same item is useless?
It'll split the item between the two like a normal splitter (IIRC)
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
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
Say, just a quick question. Enriched steel ingot Vs alt steel ingot?
I prefeer alt steel ingot granted not the best but sulfur is a bit harder to come by.
compacted coal is not worth it for anything last i checked.
alt steel ingot is objectively the best steel recipe
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
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.
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
Compact coal can stretch your steel, with the right recipe
Is uranium even worth factoring in? Like strictly speaking uranium plants seem more of a meme building than anything
Fuel rods with alt recipes are the most efficient power source.
You need a lot of oil, for end game stuff, so you want the nuclear power, if you build big
Efficient in what way? Logistically they're less efficient than coal, setup cost they're less efficient, and the obvious downside of the byproduct
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.
True but it's absolutely a downside
@patent bough that number is a completely irrelevant one
how so - if you're spending power to make fuel you're not getting that energy that goes into fuel production
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
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
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
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
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"
...Unless you want to use those materials for something else. Uranium has no use except power. Coal has lots of other uses.
and oil is rarer than coal
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
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
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
All the coal on the map, would be 128,25GW worth of power
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")
Lets not forget that the trains are very power hungry also
https://satisfactory.greeny.dev/calculator?preview=sUz1HyjFPB 100GW (8 rods/min) with decent mix of alt recipes selected, for reference
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
I'm assuming zero power on transport there, but it's not going to change the numbers a ton
120MW per locomotive, 50MW per station and 50MW when a wagon unloads/loads
trains are worth the convenience for long trips, especially since you can hop into one that's still on autopilot now.
Yes trains are power hungry but by that point of end game power should not be a problem weather fuel or nuclear
yeah, adding even 1GW on transport moves it from ~97 GW to ~96 GW for ~2000 items/min
aka "no difference"
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
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.
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
@barren elm yeah, waste is a downside, but all the advantages of nuclear power just outweight that
Coal king ๐ ๐
turbofuel for life
@analog tusk how much power?
The correct answer is: "never enough"
Nuclear > coal > compacted coal > turbofuel > fuel
Biomass?
well, talking about automated power ๐
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
you can put biofuel in fuel plant
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
1206 strong
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?
then he couldn't share such a magnificent creation ๐
looking at this picture makes my pc fearsweat.
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
@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
@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
@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
Expansion Stage Complete
@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
@analog tusk in my case I couldn't use any oil except for supercomputers
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
yeah refineries take a lot of room, especially 326x Oil Refineries ๐
Just want to clarify something. Pure Iron Node MK.2 Miner 240 ore a min MK3 Conveyor that would be 8 smelters right?
@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
see
(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)
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?
@minor wing the mk1 belts would just be because they're cheaper
my table assumes 250% overclocked mk3 miner on a normal node, with 100% non-overclocked rest of machines
@rigid knoll so the slower belt from a splitter won't change how much gets split?\
@minor wing you can build everything from mk3 belts and it will still work ๐
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
^
that would probably not work as intended anyway due to splitter magic
So in some cases the extra effort isn't worth it just 8 smelters to 1 pure node
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
whats the need for exact splitting in factorio?
yeah, just slap down 8 smelters with a daisy chain of splitters
I assume thats where you need it
there isn't any need in factorio either
not really
ah ok
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"
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
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
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
I have been learning the game and the higher phases now everything is a mess and I just need to "fix it"
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
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
Oh yea I am in the blow it up process lol
@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 ๐
Yea I am moving it over a bit and going to slowly scrap it as I build back up
cool ๐ 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
no clue what a hdds is
Harddrives?
@wind spade do u know where the slug is there?
@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
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
Interesting I will need to go explore a bit
nvm i remember now
Its a great game, I'm up to almost 700 hours i think
@fierce ruin sorry, no clue
my knowledge is mostly theoretical ๐
with a whooping 30 hours of total SF playtime
gotta get a doggo farm
I think you can add your coding time for the calculator too haha ๐
then we are at ~600 hours imo
could u imagine greeny + some dude with nutty in game hours mp?
Matrix.
with my ocd he would quit in first 20 mins
im real bad
my power lines have to be straight
not just the poles
but the lines too
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
today i was on the verge of moving this bc it was one tile off center from whats below it. but i decided not too bc itll be gone eventually
every machine
one tile
thank god i didnt do it
U N A C C E P T A B L E
I could take a picture of my first base and send you all into a spiral of depression
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
noob to ratios with splitters here, i'm trying to evenly get coal from two splitters to four foundries and i'm having trouble
Just build a line if splitters, assuming you have mk2 or above belts
yes i have mk2 so one splitter to one foundry?
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
ah thank you i've never understood the ratios
@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)
Why did Raging beaver call me out? I don't have too many hours in this game... yet.... probably only 300.
I think I will screenshot my existing base and see how you all feel about it
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
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.
i thought u were serious for a sec
Lol
is alt concrete worth?
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.
How do you merge 8 into 6
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
if possible, just merge into one and then 6 splitters
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
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
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
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.
nope
there is no data and also we are not sure if those will even exist
nothing has been confirmed yet
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
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
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)
Its simple, just change the code, so mk2 can do baseline 200%, with 500% at max OC
Less machines needed
speed isn't the issue. Power is
if the mk2 will do 200% speed at 400% power, then mk1s are still better
Maybe it can take a lesson from the alts. Less material needed, for same result.
that's basically my 3rd suggestion from the list above ๐
If they really want the MK2 to be special, they can make the alts only work on them
depending on where mk2s would be in tech tree, I will probably dislike this
when u dont have mk 5 belts yet
lol
Whatโs that got to do with belt speed?
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
@cedar mica alts are super powerful in early game as well and limiting them to later tech would hurt early game
could u imagine... SCREWS
also kinda defeats the purpose if you split it into 2 belts only to merge it back into 1
I'm just saying, it would be a way to make MK2 stand out
Yeah Iโm hesitant to agree that works
mk2 should be similar to how power generation tools improve along the tiers
why doesnt it work? its a 2x2 balancer
I would not mind if hard drives where gone and mk2 had them already, when you unlocked it
Space saving would be a bit lame
and i aint doing oil im going straight to nuclear
Like there's already infinite map space
you arent balancing anything beaver
Saving space is a planning failure
More machines = Less frames, in the long run
hooked it up wrong
lol yeah
G E T O U T
Thanks, I hate it.
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?
Rek, can we update the title of this channel with "Images of clipping belts or discussion about them results in a permanent ban?"?
I figured that was implied.
fine ill fix it
inb4 posting something that's even worse.
ready your
I guess
good
it was already fixed tho
game knows what's best for you ๐ค
lol
if i need 20.5 coal generators and i want to make 20 should i overclock the last one to 150%
you need more overclocking to achieve 150% power production
normal gen
what you want
with 150% overclock
so should i just do 22 then
experimentally increased the OC value, 170% is first value, where you need less than 1 gen
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
yep
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
9750 iirc
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
walls only help with fps if the lag is from GPU, if the lag is from CPU, then it won't help you
depends on length of the track
its like 80-100 foundations
see tables in my post https://www.reddit.com/r/SatisfactoryGame/comments/c78bo0/satisfactory_saturday_spam_6_choo_choo_train_tips/
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
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
I usually recommend not using trains with multiple stops. Rather bring the nodes together and use one train ๐
Some nodes are linked. But there slow enough with short track it can make 3 stops before droped off with out being filled
@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
I'd do 9 trains in your case, each one between center of the map and one station
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
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
What do you mean breaks
trains are still a bit buggy
and also, future proof - when we get collisions and signals
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
yeah that's why I usually prefer belts over trucks ๐