#math-and-meta
1 messages Β· Page 428 of 1
I found out accidentally when I was going uphill on one of my track with 10 wagons and 1 loco, it loses speed and started going backward (cos of the gravity) halfway up the hill
I only managed to keep the speed going with 3-4 loco
I noticed no difference in acceleration
But that incline issue is something I didn't test, seen that a few times
However the track I built to test train speed/acceleration was up a hillside, and no amount of locos or cargo cars made a difference
The idea of "I added more locos and now my train scaled this steep track" seems to be a common trend though, think I'll give that one a try next time I play
To be fair, I didn't test it in level track, so maybe, just maybe, there's a cap in acceleration, just like how there's a cap in speed, and if so, it wouldn't matter how many locos you add for level tracks.
on the wiki it says something like 1 lok for every 2 wagons, to get them uphill, otherwise u risk the train stalling
But most people just make massive lines up in the sky
thats a bad idea
dont make your lines in the sky
make them glitched under the ground
that way you dont have to deal with incline
you can make it all straight
also it doesnt ruin the landscape
that sounds like a good way of getting your factory ruined when they finally fix that and implement proper train collision
that wont be happening for a while
but if it does
then it means theres a huge update
and Ill probably have to redo my factory anyway
what about making the train lines actually follow the terrain and feeling nautral?
I want the terrain to feel natural, yes
not be crisscrossed by track
a copule of bridges here and there with some smooth curves would look super nice
and not like you need 5000 tracks at one place anyway
also, not criscrossed by track, but flying skyrail completely fine?
I tried following terrain with trains once
There's 2 major issues I noticed, firstly you can't drive over the tracks with an explorer, I have no idea why because they look scaleable, which is incredibly annoying
Secondly, all the corners you're forced to use end up massively affecting the train's max speed
I meant not exactly following terrain, but having the track go in a more natural way
so you can have bridges here and there
and ofc trying to have as smooth curves as possible
Yeah that'd be better, I think if I were to do it again I'd have the tracks built slightly above the terrain, as though it were a monorail
explorer getting stuck in the train tracks is one of the most infuriating things indeed
after a while, i just stopped using explorer and use a personal train instead
I just did math comparing power requirements of iron ingot w/o alt and with alt for no reason (or rather @spice holly asked in #old-questions-and-help ), so here it is for those interested π
interestingly enough, most worth it is when you have mk3s on impure nodes OCed, then it's almost the same power requirement
I could try underclocking the foundries to the rate, that would save even more power
I expected the power diff to be less as well with lower impurity
since the power diff in foundry vs smelter is offset by the amount of miners you need
this is the difference in power increase with or without underclocking
if you are interested in all the vaules, here's the spreadsheet https://docs.google.com/spreadsheets/d/1ChMpld-HMJ0-y6ITT_308tcoArAGZXQgsYeGVvrw97o/edit?usp=sharing
if you truly want to save power, just build 100x the buildings at 1% power... yeah, that's not happening π
im pretty sure that takes more power
it takes way less power
ok
just did the math, 100 machines at 1% underclock eat 6.3% of power compared to 1 machine at 100% OC
It's good to know that the power difference isnt actually that big
I might use it maybe
yeah people often look just at smelters vs foundries, but forget you also save 1/3 of power from miners
anyone have a accurate website for calculating everyting?
check pins, I have one there for example π
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
thanks π
@rough sun did you hear about update 0.3?
i have no idea what will be on it
but i have a feeling that trains may be patched
I hope they don't try to patch trains, it'll probably be really glitchy
but trains need improvement
trains and roundabouts are glitchy already lol
Trains driving through trains is pretty unacceptable, so...
If they add collision I hope they add in some kind of AI / switching system (like Factorio) otherwise they are going to jam up like crazy
To add.. I do hope they add collision, because it is pretty silly right now
but baby steps π
I'm fine with collision if they also add signals, otherwise its going to be chaos.
Or the simple solution, keep the trains on different tracks
oh, let's use 1 separate track for each train. what a great solution, why didn't I think of that before?
Signals are another source that will slow trains down, so seperate tracks is faster
but we shouldnt be forced to play that way
In that case, they should make stackable holders for the tracks, like with the belts
we should just get a functional train setup to work with
and make our own decision based on what we prefer then
First we need to figure out what happens when trains hit each other
Then how efficent the signal is, in terms of stopping the trains in the correct spot and such
It really depends on how the devs are going to implement train collision and its pathing system obv.
Currently signals are placed automatically in junctions
Signals in factorio is placed manually so it might be different just from that
I think of trains sharing tracks, like mixing belts. You can, but you must do it correctly
At least with current system
Trains fight over switches and stations, so it need to be setup correct
Mixing belts works, only as long as there is no jam with the smart splitter. Same with trains sharing the same track. It works till 2 trains want to control the same switch
So if collisions get added then does that mean theyβll eventually catch on fire and blow up???
unlikely
They just stop
no other part of this game is like that
Becouse thereβs no collision
they'll probably just stop yeah, or maybe the locomotive has a damage model like other vehicles which may need replacing if you smash it into too many things
but I dont think they'll actually explode etc
@spice holly having 1 train per track isn't really stupid, why would you say so?
Do other vehicles even have a damage model
they take damage yes
I've never managed to damage a vehicle and critters don't damage vehicles
spiders attack your vehicles
Because trains in satisfactory move insane volumes of items
1 track per train also means you need 1 train station per train
since you can't share stations, if you're on different tracks
Yeah, and?
Just have one station at each end
How is that different than setup with multiple trains on same track?
obviously it's very different
i can have >1 trains bringing iron plates into 1 station
now i cant, i need 1 for each train
No, you just build bigger train
and if you have 10 trains, that means you have 10 train tracks wide in your base
One track with larger train *
then you need to centralised your 1 item production in an area in a way
Transfer stations
cos if lets say you have iron plates factory all the way on the west of your base and east of your base, it wouldnt be efficient
lmao sure trf stations with each train having 1 track
Yeah, it's legit
I've been recommending it a lot. No traffic jams, reliable train schedule, reliable throughput
that's pretty dumb
you're saying it's legit on the basis of you, making decentralized factories
From efficiency and reliability point of view, it makes perfect sense
what about people with centralized factories
That works as well
it will, maybe, if you have build your bases flying in the sky
nope
what is the reason it wouldn't work if you have base on the ground lol?
you literally take the same setup as you currently have but instead of a junction, you build transfer station
Train 1 goes through the red forrest, collecting bauxite. Then take it to a transfer station above a cliff. Train that collects quartz, next to red forrest, collects the stuff from transfer station on the way back... Or something like that
Also, trains cant share stations, so if 1 train is offloading, the next train will just pass through...
Also, trains cant share stations, so if 1 train is offloading, the next train will just pass through...
they can actually, they will wait for the previous train to finish. Unless there's nothing to load/drop then they will go right after the previous train finish
still, it's perfectly legit alternative to multiple trains per track, yes it's a bit different approach
but you shouldn't call it dumb or stupid
yeah single train tracks are just as valid as steel screws.
how dare you compare single train track to those horrific screws
I saw an opportunity so I took it lol
okay, fair point, I was perhaps too harsh on calling it stupid
When did they make that patch? Only 1 train can use a station at the time, last I checked
The incoming train didnt wait, it just went to next stop
@sand garnet i curse you to never be able to use elevators or trains again'
I'll stick to jetpacks
honestly screws are bad
best screw alt is iron screw
??
modular frames use reincofed
using alt recipes fixes all that
and reinforced
use stitched iron plates instead
true
im well aware
in fact, screws and steel beams are completely phased out
and the steel screw comgines them both
making it enitrely 100% usless
hey greeny whats your favorite alt?
iron wire
then you can use copper for aluminum and iron alloy?
and quickwire, yeah
right i forgot about that
it just combines all the parameters of a good alternate recipe
once update .3 comes out, imma probably do a world eater factory
that way i can work with the new mechanics
hm. i wonder if sam ore will finally get a use
- uses less materials
- uses more common materials
- produces more than normal recipe
- doesn't increase production line complexity
- product is used in a lot of places (so savings stack)
- is available from T1 π
how about crystal computers
I tend to not use iron wire, before I start doing quickwire alt
Its a shame to have all that copper, just sitting there
There is a colossal overabundance of iron and copper though
I'm pretty sure your PC will melt before you manage to utilize all the iron on the map, so it's not really that terrible to just forget copper exists
Early game you have 1 or more copper right next to you. Why expand to grab more iron, when using the copper will free up what you use for iron wire.
At least till you start messing with quickwire
I use the copper for iron ingots
Yeah, from when you have foundrys. Right around the time you can do quickwire...
imo, copper should be prioritized as follows: 1) Alclad Aluminum Sheets, 2) Alt Quickwire, 3) Alt Iron Ingot. No copper should be used to make wire directly, if you want to maximize resources.
early game you have no choice though
what are you going to do before you get the foundry?
make iron wire from iron ingots normally, just not make iron ingots from copper π€
@zenith solar if you use maximal possible amount of copper for alclad sheets and quickwire, you are still left with over 50% of available copper for iron ingots, so it's not an issue
How much fuel does a fuel generator consume a minute?
@wind spade but you dont need the copper for anything else early game so why not just use the node while you have it and dont need it for anything else
you can switch to alt iron ingots when you unlock the foundry, but ignoring copper before that sounds silly
well if I don't need all iron available nearby, it's better to make wire from iron because you make more from less (and faster)
Anyone?
@smoky bison anyone what?
oh, sorry, missed the message
I've got a tool for calculating that
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
thank you
The game tells you in a roundabout way how much fuel per minute a generator uses (it tells you how many seconds it takes to consume 1 fuel)
But you have to divide 60 by that to get the per minute rate. Easier to look it up on the tool.
Especially since the consumption rate is some arbitrary fraction that isn't easy to remember
also, that's max consumption/production rate, it gets scaled if you don't use all the available power
hm, that makes me think of a challenge: at any scale, consume exactly 100% of all power being produced. (i suppose it's much easier on smaller scales)
the consumption rates generally don't add up neatly though.
and underclocking has limited precision
Would be pretty easy because you only "produce" exactly enough power as required by your active machines
The only exception being geothermal, that are always on
you are technically correct which is the most annoying form of correct
what i meant was 100% of all power capacity
it would be trivial at the lower end. Biomass produced 20Mw = build 4 Miner Mk1s and you've done it.
Could make smaller sub grids and keep things running while you work out your latest generator's load, would need a lot of coal/ fuel shuffling though
hello guys, I'm working on a new setup for my stitched iron plate factory, but I'm not sure what's the best solution. I have conveyor Mk3, and I'm trying to produce 135 stitched iron plates/min, so 18 assembler, taking in 270 iron plate/min (which is fine) and 1350 wire/min (it's here I struggle). So I need 5 full capacity MK3 conveyor of wire (5*270 = 1350)
I first tried to put 1 conveyor into 3 assembler (3*75 = 225), but then what should I do with the extra 45 ?
I can't merge them into another MK3 conveyor, cause it would be over the 270 capacity
is using mk4 belts out of the question if capacity is the problem?
I don't have MK4 belts yet
personally I would say progress before trying to go semi overkill, but to each their own I guess
but that would not solve the problem, right ? because mk4 belt capacity is 480, which could provide wires to 6,4 assemblers
ok got it, nevermind π
because then I would need 32 assemblers => 1 mk4 of iron plate, and 5 mk4 of wires
thank you for the help!
im sorry I couldnt be more helpful in your actual situation π
oh wait no, I'm stupid
that was not my actual problem
the issue I'm facing is how to split/merge the belts
270/3 is 90. So 3 of those is 15 left overs x3, then add 2 more from a 2nd row, to get 75. Then keep doing that till you have filled all machines
Just split your wire on 6 belts, Caarrl - 225 each which perfectly feeds 3 assemblers.
Personally I would use the manafold system, where you have one long belt of splitters. Then inject/merge in extra belts as needed
I usually dont even do the math most of the time and just split things into each other until it works out
45x5 = 225, so perfect with the default wire recipe
With iron wire, you might as well just overclock to 75 wire a machine
You can also underclock the assemblers, to match the iron wire 67.5 a minute, then just add a few more assemblers
I am late to the party but there is an easy way to do it for the wire and ony need 2 mrk 5 belts, sure they are a ways away but just upgrade belts as you can mk3-> mk4-> mk5 cap is 780/min
Have 2 sets of 10 constructors making 675 wire each (67.5*10 ) at 100% then feed that line into 2 sets of 9 assemblers manifold style.
This also depends on your floor plan for equipment.
@ionic dirge make wire 1:1 and underclock accordingly
Thanks everyone, I think I'll go for the underclocking for now, as it seems much easier that splitting and getting the extra back in the line. When I'll unlock the mk 5 belts, I'll probably do what herorein said π
Even with mk5 it's still easier to make wire 1:1
the hardest part is trying to underclock it 1 by 1. If only we have some kind of way to underclock multiple machines at the same time.
if you are at nuclear, you can pretty much not underclock them at all and still be fine π
not underclocking kinda bugs me when im trying to calculate my input/output using the calculator website
well you can underclock them in calculator but not ingame
true though, you don't rly have to, if you don't care about power, since it's gonna get bottlenecked with the next machine anyway
no, i mean, i usually load my save in the interactive map thingy, and check in the production tab for my overall input/output
I see
that's actually also one of my wish for the power status in-game
I wish they would tell me what my factory's peak power at, instead of just the current consumption
since you don't really design your power grid based on average consumption
I just build by surplus model since it only draws when using. Though the power savings can be nice. Power I do a system of independent power plants per manufacturing location which makes it much easier to regulate. Multiple smaller grids vs one big one.
@storm ingot I think it's exactly the opposite. One big network is way easier to manage than a lot of small ones
Never had anything shut down.... also not bad cause can see the lights. Plus the plant has the output figured becore hand for a 100% operation
expansion and interruption is why I do it that way is all. Plus it looks neat!
And then you upgrade your production in the subfactory and you need to upgrade power grid accordingly
And you can't use surplus from other grids
Oh, I dont subfactory, that is partly why...
Ie, I have a factory making concrete or frames, that is not tied into a factory that uses them. Example is say reinforced plants of mine only take in the raw resources.
Well I'm talking about power, not items
Yes, but what that means is the power doesnt change once started up.
Unless you upgrade the factory
That is what I was saying... I dont :x
Or overclock stuff
gasp? Overclocking? you monster
So you build factories for 780/min from start?
Nope, why would I need to?
See what I am saying is all sub componentry in my factories are processed internal.
Because then I don't know how you handle upgrades between belt/miner tiers and miner overclocking
So a computer plant only takes in raw resources, with sub componentry made in that line.
I get that, but what if you need more computers
If something use computers, that plant has its own computers made in house.
You need to upgrade the computer factory and the power as well
That is what I am saying, I dont. I do not have screenshots handy at moment to show though.
Part of it though is I build the buildings for the next tier while the factory is outputting for current tier.
So you are stuck still with the factory you built at the start for e.g. reinforced plates, because you don't upgrade?
Dont need to. The intial reinforced plates goes to storage. I use that supply when I need plates to build stuff.
If something needs reinforced plates, I build them within the line for what uses them
Havent had to. Never had consumption during contruction exceed what builds on the line
Still it's weird. There are so many factprs that eat your power
Like trains,jump pads, etc
By splitting your network, you need to work much harder tto power your stuff
yeah, but cause each one in an independent system, I can determine peak draw and proactively have the plants in place. Not that much harder, since less running around to upgrade or fit in/space constraints etc.
Now infrastructure, that is its own grid too. So trains for example.
Much harder because you build your power production multiple times
Instead of just one big setup for everything
Not sure if my question belongs here, because it handles some meta stuff , eg max effiency, or do I just post it in the 'questions' topic, well, anyways the questions is:
I want to add overflow protection on all my subfactories. So as an example I'll take the production of modularframes.
I am inputting 60 plates / min and taking out 60 plates / minute to craft the frames. So no problem there. But I gave myself the challenge to make sure the factory never stops, so IF the modular frames ever overproduce and come to a standstill , the plates would come to a hold , how can I catch these plates and send them to the 'main bus' ?
In short, I want the line to use everything it needs and add an 'overflow' protection. Which doesn't work with splitters cause they take out either 33% or 50% , so then my 60 / 60 ratio is wrong.
Well, it has to be built anyways, this way less conveyors running around.
Can't imagine building tons of waste storage facilities bcs every part runs from it's own nuclear plant
As well as fuel rods production for each part
SWA, what you can also do is underclock if it seems that way. I have used storage as an intermediatary within a production line to buffer as well
@regal trail since there's no infinite storage, your factory will eventually stop, so your challenge is impossible
Well, nuke plants can build them in same location, just power lines running separate. Or will just power a few buildings vs whole grid. I keep old coal and oil in place in the old town
If you want a factory that never stops, then you want to underproduce everything so nothing jams, and aim for something high tier like HMFs or supercomputers, because as pointed out above you'll have to delete your storages manually to keep them from filling
Or just download the 2billion storage container mod
Also you can do what we were debating with subdivided production method I use. Only shuts down the one building. Something leaves, it all starts up. I do love watching screws zoom about
Uhhh, screws π€’
I'm well under way to produce 10 heavy modulars / min
not sure if that's anything big, but feels like an achievement already :p
only 60ish hours into the game tho, had to learn everything at first and pretty much demolished my entire factory twice already
Shouldn't do that imo, if this is your first run then just leave your old factories there as a memorial because you might want to see the absolute mess you created someday
Had to fetch over 750 limestone for it cause I found this alternate recipe
Still on mk2 miners btw :p
Anything is big if it is a new achievement for you!
As for screws, I just like watching them move about...
At this point I just make screws for the sake of making screws, sort of how steel beams were useless until trains were introduced. π
I have a constructor making screws to just have a random storage container of them, lost somewhere in a dark corner collecting dust
I can hear greeny's eye twitching a few countries away from here
You need a few stacks of screws, that you pickup from crash sites, to make equipment
technically you can play the whole game without crafting any screw (both manually and in machines)
Yep, just need to explore a few crash sites, so you can get screws for the gun and a few other equipments
Then again, rotors before space elevator is sent, need screws
well I beleive you can get enough rotors/screws for rotors from crash sites
There is no rotors in crash sites, me and my friends have been running all over the last few months, with no hand craft challenge.
Then again, 1100 screws for the 50 rotors, is not that hard to track down
hmmm, really? I beleive I've found some in forest start
but then again, I haven't played for months, so I may be wrong
We also thought that rotors was to be found, but none spotted yet
anyone know the exact ratio for biomass compared to biofuel?
it's all good now, i forgot to delete my message. thank you tho @snow maple
sure
Well, true you can never need screws, but that requires heavy metagame hunting for wrecks to get alternate recipes.
In honesty, the alt recipes is one aspect I dont like so much because depending on how you build, might not be any reasonable way to integrate
It requires like 3 hard drives
It's not like this is some meta min-maxing secret, the recipes without screws are like 50% more efficient than the ones that require them
it's just a nice reward for exploring
I dont see how that's a bad thing
if you dont want it, you can still build a viable factory with screws etc
https://questions.satisfactorygame.com/32845/109693-conclusive-belt-speed-results-inside-serious-issue leaving this here because this issue seems to affect the #math-and-meta community a lot
Alright there's quite a massive problem with how splitters affect belt speeds in the current EX build. ... normal IPM This really needs to be fixed.
this is only on ex, though, right?
@sand garnet did you test if it also have the same effect on lower speed belts? like say, a mk1 belt
So I'm doing a playthrough where I put only assemblers and manufactures, in a central location. But I'm wondering if I should make an exception for wire, as calcuation shows I need around 46x 780 belts of wire.
Then again, adding 550 or so constructors to the central area, is also not a small task
yeah would shuttle in parts that are made from wire into your central hub, I'm assuming circuit boards, cables, and rotors / stators; unless you make a separate floor for wires constructors alone.
I cant shuttle in parts, if they need assembler or manufacture, as that is part of the design/challenge.
I'm already making Quickwire in central area, as the alt needs assembler. Which currently is the single largest number of machines for 1 thing, at 280 or so assemblers, at central location
Make wire where you need it, ship iron around instead, takes less belts
forgot to post here: update on my belt speed bug:
it doesnt happen with low tier belts implying the game struggles to calculate high amounts of items using splitters properly
use all output sides of splitters and feed them into a merger after the splitter to keep as many items flowing through your manifold
might have to do with game ticks then? maybe?
probably yea
I would also make wire locally
belt in the iron ingots instead
it happens on other games as well, a bug where game ticks also affects certain speeds in the game.
25% drop in items transfered is pretty bad
and it will only get worse for late game if we get faster belts
@sand garnet how does the internal splitter buffer look like?
do some items end up there?
well in ideal case they should be empty π
https://questions.satisfactorygame.com/32845/109693-conclusive-belt-speed-results-inside-serious-issue I added images of how I did the setups
Alright there's quite a massive problem with how splitters affect belt speeds in the current EX build ... utilized. This really needs to be fixed.
so you can test it yourself
did I tell you when I last opened SF? π
May? July? Something around that
if I don't count testing my mod stuff
idk, they said that splitter has some buffer and I assume it can be opened and checked as inventory
you cant actually open it
hm
its just internal game stuff
but im assuming you can check by dismantling the splitter
you can also test the ipm throughput on the 2nd container
so just run the setup and have the 2nd container open and do a diff between frame counts
but all of this is also related to your FPS I assume
thats what I have in the screenshots
so unless you have 60 fps all the time, it may produce different results
in the screenshots from the link I have the receiving container UI open
I'm on a train wifi
and then in premiere pro I set it to the first frame where the item count reaches 500
and then skip ahead exactly 1 minute in the timeline and check item count again
images load with a rate of 0.00001% per second
subtract 500 from that count to find items transferred in that minute
I did 500 to prevent any initial startup of the transfer to mess with the total transferrate
yeah, but also fps of video and game and recording is relevant. unless you have 60 fps on all three, it may not be accurate
not trying to bust your testing. just pointing out possible mistakes
damn, some weird issue with my screen
so yeah you can actually check the internal buffer
if it's full it holds 9 items
image says 2 iron plates, 2 cable and 9 iron ingots in this splitter
so that 9 ingots is the buffer
I just connected the splitter to the receiving container, will let it fill up to 500 items
yeah, 9 items probably won't make it only 70% of advertised speed
and then I'll check the buffer again
just to make sure transfer rate has been stabilized
but if it fills up, there's probably some issue with splitter
every time I press F on it, it shows 9
now I'll put a merger on the belt after this splitter
and connect all 3 outputs to that merger
first splitter in the line closest to starter container hovers around 7 items in buffer
rest of the splitters and mergers hover between 8 and 9 items in buffer
been mashing F to see frequent updates on the buffer size
honestly, I think tickrate is more of a factor for this
but having more than 1 flowing belt from a splitter output solves this issue
using 2 or 3 out of 3 for actually transfering items ( blocked output due to items doesnt count) allows for a pretty much 100% transfer rate
might be 1 or 2% less than no splitters or mergers on the line
nope
also low tier belts dont have this issue
game can calculate stuff easily at those speeds
hi
Hi
is it normal to get 60 frames per second on a 2.5 ghtz processor? i have 4 cores and 8 cpus, technically i should not be able to play this but i am doing fine so far, will my computer blow up ?
It won't blowup lol
Same here gunmaker, my laptop is shit for games normally and I run this game pretty fine, just my fan is maxed out on 100% non stop
Errr
Hello, im trying to get the alternative recipe for heat sinks and ive reloaded like 50 times and cant get it, do i need to have researched some other ones first before I can get the heat sink one?
just unlock all recipes along the way
save-scumming isnt nearly as effective as it was early on
I just save scum for the first few hard drives, to get things rolling faster
first few drives are always a very select few though
so its like.. get 3 drives and you get pretty much guaranteed the stuff you need
Wiki list 5, but I feel there is more then 5 in tier 1-2
there are , but the odds of getting the useful ones is what matters
Thanks guys
@cedar mica there are 6 alts + 2 inventory bonus iirc for T1
So 8 options, meaning you might need more then 3 drives, depending on your luck
theres a few important ones and a few less important
and since you get 3 options every time
it's very likely you'll get what you need at least
You need 2 recipes
If you get 3 drives, you should be fine
Even more with rerolling
Why would you use the second output of a freight platform ?
to get more items out of the station in a shorter amount of time?
So it's just about speed ?
it's about throughput
instead of having only 780 items per minute on 1 mk5 belt
you now have 1560 items per minute because of 2 mk5 belts
Oh okay, I'm trying to figure out a sorting system
if you only have item in a freight station, you dont need it
What do you mean ?
if you mix items in a container, you need a sorter
if you only have 1 item per freight station it doesnt matter
no need to sort if there's only 1 item coming out
Oh right
I guess my factory is too small, that's why I'm mixing everything in one wagon
yeah that's generally seen as a bad idea
So the best would be one container by item ?
yup
Alright thanks for the enlightment
have fun
There are some higher tier alts which has no dependency from others, but there are only 5 alts milestones you can unlock at T1/2
Damn I played this since early access n Tom and greeny have be at it non stop in here lol, way to go guys
and I'm not even being paid for this
if I had this attitude for work, I would be manager at google already
π
As a player i would say it is almost Impossible to reach T7 without greeny's help
Well they should hire ya lol
There is plenty of people on the modder side, that would be a boon to the dev team, but dont think there budget allows it
hey guys someone has any idea where i could find this?
after release around april mai i think i found a tool which showed how many of each item you produced over the lifetime of your save and also how many you handcrafted
was searching to no avail :/
I dont know of any such tool existing at that time or even now
The map from #faq-old may have some info if you load your save there
https://satisfactory-calculator.com/ ? already went through it couldnt find it
Satisfactory helper to calculate your production needs.
It has some statistics on the map page
yeah like stored items etc but thats not what i was looking for^^
You can't get that info from your save iirc
this is from anthor's map
Lol I need to upgrade my powergrid it seems
got about 13.5GW and my max production would be 20GW
@violet sail is this the info you want
Yeah you cannot have what was produced since beginning in save
booooo π
@sand garnet yeah i saw the production tap^^ but not what i was searching for but thanks anyways π
(as anthor said i was looking for all time produced items and im pretty sure it was another side not with an interactive map)
yeah I honestly dont think it exists
im pretty sure i found something like this..
cant be i dreamed about it memory is to vivid XD might have been factorio though
there's no information in the save file about produced amount, so it's impossible that such a tool exists (and gives correct results)
makes sense
maybe I should write something that just tells you random numbers π
XD well i just wanted to know how bonkas i went with handcrafting in my new save for update 3^^
yeah that's not in the save file as well
save file is basically only the current information
so where stuff is, how much stuff is there and where players are
As true satisfactory gamers, we will fix our whole factories
i need help in more ways then one. https://imgur.com/a/1UyHJXI
pretty sure that's not satisfactory related
sorry if this is noobish but maybe its been discussed before, whats the max nuclear fuel rod output using all available uranium nodes?
Wiki page says 84 a minute
roughly how many reactors would that be?
woah, alright safe to say im not concderned about power being limited...
no one is getting power limited unless you have bunch of jump pads...
you're limited by oil for that I think?
You need 1680/m oil, for the TW project
honestly that doesnt sound like a lot
Thats will the correct combo of alts, to reduce oil
ahh so the limit is something else?
But you also use 4471/m quartz
Its High-Speed Connector and Crystal Oscillator recipe, that changes the main usage of those 2
With standard recipe 2240/m oil and 2480/m quartz
Then HSC reduces oil and increases quartz, while CO reduces quartz and increase oil
hm so what would actually be the limiting factor? how much total quartz and oil is avail?
for 84 nuclear fuel rods per minute? it's the uranium.
having a factory that uses the terrawat of power is another question/issue they were talking about.
oh, the reason i was wondering about cap and mat usage was because i use a lot of oc'd machines, someone told me i might run into a mat issue in late game but not concerned unless devs change ratios
honestly late game i run more into storage issues as I have no where to store the hundred turbo motors, super computers, heavy modular frames I make every minute to keep the machines running all the time. Or at least nothing I need to spend it on quick enough to justify the super factories besides the pride of having such a large installation.
yeah, i find myself deleting bins, just put in the infinate storage bin for that reason but its expensive and trying to automate my way to it, saves me power for now i guess
my next question then would be whats the mat that would dry up first? oil?
Oil and Quartz is the 2 current map limits, you will hit first
Then Caterium and Bauxite
wow, I'm not even close to hitting any limits. Shows how much I have to grow.
nuclear right now for me is "why on earth would I ever need that much power. I'm already producing triple what I use and I'm just doing coal and oil"
well, when you oc everything to save time like i do and run 22 manufacturers constantly, gets to be a bit demanding on oil, and building 30 fuel generators per oil node gets to be repetitive
@sand garnet the limit for max nuclear is uranium
thanks
though even if you build from every resource and make every end game product, you'll probably use only around 1/3 to 1/2 of the provided power
unless you go super hard with trains and jumppads, you are fine with just 1 uranium node instead of all 3
Yeah, there is a limit on uranium, but if you build 420 nuclear reactors and need more, you are probably playing at 1fps
*you have 1k trains on the map
1k train would do it
good to know, and yeah youre probably right i would run out of computer well before i run into power
so overclocking shouldnt be an issue
nope, unless you are one of the "I don't want to do nuclear power because we don't have a way to get rid of the waste boo boo"
If you use all resources on the map, you probably doing around 300k power draw + transport method
assuming you are only overclocking miners, yeah
So even if you overclock, you are safe. Just get a doggo farm, to keep going
and using decent alts
i plan on eventually putting my waste in a unlimited modded bin
dont hate me for not playing the vanill game
(was a joke)
i spawn in containers of shards... i know im a hack
hey, it's singleplayer game with no global leaderboards
only one you are cheating on is yourself
It saves some work. Like my current projected 649 smelters for iron. 325 is so much easier to work with
im a glutton for punishment hence not worrying about power consumption, but farming doggos or slugs is just work and i cant cause i wont
yeah for sure, sounds like a job for area hactions
Just have doggos next to storage bins and pet them each time you grab something. It quickly stacks up, also more healing items
im weak sauce and fall off the map like its my job
doggos wont stand a chance unless i play on god mode
Area Action is nice, but uses custom building spawning, so it just add lags in the long run. 70fps normal, 25fps building or dismanteling
Because they are spawned in differently, the game cant fully deal with it. No issue for a few things, but if you copy 60 factory floors, you will notice
more so than if you had built them free form?
i use it for placing every machine keeps lines neat
I have built skyscrapers the vanilla way, no lag on build or dismantle
But this is not the place to discus mods
yeah i guess i digress
underclock to 50% on all macines and save 33% power usage π
no need for nuclear π
underclock all machines to 1%
oh gawd!
I did try 25%, but it was just so damn slow
having to build x4 machines is a bit to much
wonder what the power saving is at 1%
the above calculation was done a few months ago now, and I can't remember the details
IIRC you gain the most for the first 50% of underclock
Iβm kinda a glutton for punishment, and at the point in my game Iβm looking for the challenge of more power
Is there really a point for saving power, once you have estabilished a power plant?
yes, you can use less items for power and more for other products
Speaking of, I really wish the calculator site, would allow for more then 1 alt choice, per list. Doing some computers with Quickwire, would reduce Quartz need, but cant get total amount, with current setup
If I'm pushing the map limit, I might require some computers to be made with Quickwire, to make use of the last oil. But I cant say make 30 computers using Quickwire and 60 using Crystal Osillators
Would require multiple lists, instead of just 1
that's something that's probably more suitable for consumption tool
since the calculator doesn't know the ratio you want to split in
or just make two tabs and see the total tab for it
I guess
How accurate is the power save on the calculator? Downclocking to 10%, only seems to cut power usage to 1/3
53k to 16k
should be accurate
Guess most of the power save then, is eaten by the extra machines
yeah you need to account for the fact htat you need 10x mlore machines
What you're discussing in terms of overclocking though is trading more machines for less coal plants
If you're actually concerned about entity limits, then that's not a good trade
I guess yeah
I'm mostly basing my math around theoretical limits of the map
and ignoring object limits
as we still don't have clear enough statement about what counts as how many objects, we can't really do math with them π¦
I did wonder what the object limit is. I have played multiple games with them . But satisfactory doesnβt seem to have one ?
it has
there's uObject limit a little over 2M
though some things count as multiple uObjects
we are not really sure what's the logic behind it
yeah a decent amount of people
they even had to do some optimizations so that things count as less uObjects
but people are still hitting it
mostly people that build giant foundation platforms or using tons of walls to encase their factories to improve GPU performance
It's big but a single machine doesn't equal 1 object
I don't know the specifics on that though
what additional information would that provide you that is not already provided by the many "satisfactory calculators" we already have?
If it works for you, I would go ahead and do it. I just know that I'm more of a picture type of person vs a numbers person. That said I do you spreadsheets to calculate machine(s) required vs using the calculators that are available.
removed because direct file share lol
+1 for Excel. I started with a calculator but I wanted to use the exact resource nodes I had nearby and wound up with split recipes to take advantage of what was available. I then added a little table with all of the components inputs and outputs and some formulas to make sure the totals matched up.
I have a tool that allows you set what you want to use
so you can set you have 2 iron nodes and 1 copper node
You can set the purity too? I thought I saw everything but maybe I missed your tool
you set the direct amount
in consumption tool
so if you have e.g. pure iron node, you put 120/240 in there
or whatever
you know that these nubmers are on wiki?
I just found your calculator Greeny. It does exactly what I was doing in Excel. I hadn't seen it before. I'll probably stick to doing it myself for the fun of it but good to know it's out there for when I get lazy at some point!
well nobody really forces you to do anything π
@brittle veldt don't delete messages plz, now it looks like we are talking to ourselves π
Sorry, not sorry
any particular reason for deleting?
People don't like to leave a trace they talked for some reason. Some people are just paranoid. Correct me if I'm wrong
Or to remove topics that they no longer want to acknowledge/recognise.
I like leaving a trace. Sometimes I need to recall something and if you delete it you cannot search it
On the UObject matter, from my experience with building systems in UE4, things like foundations/walls require the actual models and the invisible hotboxes to place other structures snapped to them and those hitboxes also count as UObjects(I think), and this can bump the UObject count per structure up to like 8 or more UObjects
Yeah I figured a lot of the uobjects are probably the invisible snappable parts of machines, including stuff like power attachment and belts etc
I don't think it'd really affect how people build factories, but I sure would like to see what the uobject count of each entity is
Finally figured out how to divide 3 60p/m belts to 4 45/m foundry inputs
@sand garnet
1st half splits 2 belts into 4 50% belts, and splits the third belt into 4 25% belts.
2nd half merges 1 50% belt and 1 25% belt into 1 75% belt.
Bottom handles all the iron, top handles all the coal.
Is that... a balancer?
@sterile ibex why not just use manifold (overflow method)?
because right now it's easily upgradeable later to MK2 belts and overclock modules
w/o needing to redo the entire design
uhhh... you don't need to redo anything when using manifold
what is manifold
also, don't overclock buildings, you are wasting power
-S-S-S-S-S-S-
| | | | | |
M M M M M M
S = splitter
M = machine
Oh, that
Because the best belt I can make atm is MK2
And that will choke efficiency the moment I add more than 120 input / minute.
I mean, technically I already have that right now.
Each belt provides via splitters as much as efficiency it can provide.
only the foundry one isn't exactly like that because the demanded input is... weird.
well if you have 3 belts going into 4 machines, just split 1 machine from each belt and then merge the rest for 4th machine
no need to do any crazy stuff like on that screenshot
But I will probably do that in my second run later after U3 hits.
also #protip: you can underclock machines, so you'll have 1:1 ratio rather than 3:4
With regards to future proofing, it's generally not worth designing factory parts around mk2 belts, because you get mk3 belts relatively early, and mk2 belts are just not very good
But do whatever you find fun, if you wanna make balancers then make balancers, it's just this channel is more for minmaxing so a lot of the replies are going to be assuming you want the same out of your factory
mk2 belts are harder to make than mk3 belts from what i remember lol
manifolds are simpler to set up and save a lot on space for sure, but it is fun to figure out balancers π
steel vs reinforced iron plates
it may be fun, but here in #math-and-meta we don't care about fun π
what's fun?
Fun is slug amusement parks.
once you beat the game
redo the your factory with mk 6(or whatever the max tier is) conveyor belts
and mk 3 miners
How do you "beat" a sand box game?
by unlocking all the tiers
Thats when the game turns into a full sand box, not when its beat...
by beating the game I mean you are able to do whatever you want
like rebuilding your factory with max level components
Beat usualy means there is nothing left to do...
oops
I build a factory in a way that doesnt require rebuilding
Does it help my computer if I put my factory behind walls?
only gpu
So, it would increase the FPS ?
Yeah, won't fix ram or cpu :p
it could even decrease fps if cpu is the issue
Thanks π
I refuse to rebuild my factory even if it should.
But I'll plug in better optimised sections for sure.
I mean you could download area actions
And make it much more easy
@hasty pelican hiding your factory with walls will help the gpu, which is the only reason my laptop can even handle it
My GPU and CPU handle this game fine solo. When I'm hosting a multiplayer session, I start getting performance issues and walls help me there a lot despite not being GPU limited.
If walls are helping, then you're being limited by your GPU
MP is pretty janky at the moment though so I wouldn't be surprised if the system requirements are higher, since it seems to be filled with a lot of bizarre bugs
If your CPU can't handle your factory, use fewer belts
I have a 1080 and it doesnt seem to be maxing it. I tried turning down settings anyways and it didnt seem to do anything but walls did. MP acts really weird for me sometimes. The same area will have slowdown and then be fine a few min later with no changes
Big boy
Skybase π
uhh it says its from 1 node, so how do i do this
make sure you get the right purity node
Try using this in addition to that app
https://www.satisgraphtory.com/
Is there some kind of map where all slugs are on?
see pinned posts
ah thanks sorry for being stupid lol
np, you are not the only one. Literally everyone asks before checking pinned posts π
Or, before trying to google first. But it is fine...
It is gonna changed again in update3 so not much point
Can't see slug positions changing in update 3
They said it's reviewing game balance, probably the only map changes may or may not be node quality/position
Oh and the new area they showed off
Q: is it worth using the wheeled vehicles instead of conveyors for long range transport. (before i get trains of course)
vehicles as long as you have enough to keep up with demand and have a clear path, and that wasnt a math question
no but it is meta
yeah, it was, but also #old-questions-and-help its a 50/50 where you ask it
fair point
im used to seeing mainly maths get asked here. have you actually read my guide?
vehicles are pretty bad, trains ftw
yeah trains are way better
I'd say trains > belts > vehicles
I always use belts in the start as its more predictable then the vehicles as you never know if they are going to crash
@earnest orchid I don't know if it's by Design or something bugged in experimental but I have occasional belts splits/mergers where the physics breaks and I have to completely delete and reinstall them to get product flowing again
There's never a reason to use wheeled vehicles for reasons outside of fun
At the end of the day, vehicles consume fuel, belts don't, so belts win
I've yet to even see a compelling reason to use trains, even though I use them a lot myself (because who doesn't like trains really)
There's some performance related arguments for vehicles, can't really speak to those though, I imagine vehicles have less performance impact when they're in low attention mode, but obviously a lot more while they're near due to physics calculations and all that
That's actually an interesting point
I've never actually done the math in my head, but at first thought a train isn't necessarily going to increase throughput will it?
depends if you run as many conveyors as outputs and if the train can keep its outputs filled the same rate/faster than you can pull out
right but would that increase anything?
not if you run enough conveyors to match the amount of outputs on the train station
like would having 2 belts loading the trains and 2 unloading the train be more efficient than just running two belts all the way to where they need to go
I still prefer conveyor belt master race, but then again I cant use trains cause I only do mp since I started playing again
2 belts running all the way would technically be more efficient since no power usage, both would have the same through put unless the distance is so large that the frieght containers completely fill and are on hold before next pick up
yes
but thats a weird edge case that wouldnt really matter
game ruined π’
they are nice if you are moving a crap ton of stuff since you can just place 1 line, but it requires more space on both ends, but can be worth if say you need to run like 4+ conveyor lines from the same rough area you could do 2 freight platforms and just 1 track instead of doing 4 conveyor lines across
don't try to defend them they're dead to me now π’
nah they're still super cool. I can't wait for update 3. I'm gonna make a whole big train base and I'm gonna post it to reddit and get an upvote. Maybe even.... two
The only time I'd be like "Yeah it's probably worth building a train", is if you're going for some oil heavy megafactory to route all the really sparse oil deposits back to your main factory
And even that isn't really a good reason because you could easily just build an independent factory around the oil nodes and make whatever you want on site, before belting it to your base
Correct. Logistics is about shipping minimum quantity of items within shortest possible route
For showcase, it may be the other way round...
stupid question, anyone have a single clue as to how i would do a 2 to 1.5 balancer
hi guys new here, could someone explain the math behind the spilting and etc? not sure if this is the right channel to post it
split a mk2 belt to get two 60 per minute belts, then split one of those into two 30pm belts, then merge a 30 with the other 60 and send the other 30 into like.... a container or something. If that's what you mean π€
@silver sedge could you elaborate on "math behind splitting"?
@neon yew what do you mean by that?
@silver sedge it just splits into two/three sides
Did any of you calcualate the gravity of the planet? .-.
Its probably whatever the standard UE4 gravity is
Yea
@slow citrus yeah like the numbers, idk what it means.
would it just mean spilting from the the node into 2/3 evenly or
@silver sedge more or less
there are ways you can kinda control uneven splits
like if you split a mk3 belt 3 ways, but use two mk1 belts on the outputs, it'll split 60/60/150
(I think...)
in theory that should work yes.
Provided that the input rate is fast enough.
iirc there were some issues with this
I won't rely on that
exact splits aren't needed in this game anyway
Hi i found out that Satisfactory is Turing complete and i would like to discuss my ideas and I think this is the best place to do so
I made a reddit post about the topic to explain my idea
satisfactory is not Turing complete if you need mods for completness
Not my cup of tea but if it makes you happy then enjoy
It is my cup of tea, but I'm not understanding how you accomplished the NOT gate @valid cradle. Can you clarify?
@dim thicket its basically a transistor with one always on input
As long as the other input is zero the smelter will fill up and the overflow will make the output one
If the input is one ( iron ore ) both lines are used to produce rotors and there is no overflow and the output is zero
OH you're using the smart splitter to always push until overflow, I think I understand
The only problem are the amount of rotors you produce and how to remove them like heat in a normal computer
Clever way to do it, I've always been stuck on how to properly do a NOT gate
You could always turn them into turbomotors, combining them into a lot less space
But that's even more work
Can also bring everything into a central garbage, and delete it every once in a while
Atm I have a storage container in every not gate but I think in a larger computer I will let them flow away like heat and store them elsewhere
If there is a way to exchange resources In the next update it will be so much easier to build this gates and to make them a lot faster
bloody hell, that reddit post
one of those ones that really makes you question if it is a troll or not
you mean the satisfactory computer one?
My spelling or what is the problem? @tawny chasm
so this alternate plastic recipe that takes 8 rubber and 5 fuel...
seems quite.... bad
am I missing something with this?
it's the only alternate recipe that is literally useless
you won't find anything that is advantageous
and you can beleive me when I say that we tried hard to find anything useful on that recipe
Yeah I'm sitting doing the math and I'm like "uhhh.... two refineries to fill a mk 1 belt instead of three?"
π
that's actually funny
I'm gonna use it π
the only semi-advantageous point we had was busted when they removed alts from handcrafting
(super rare situation when you need a few plastic but only have rubber and fuel, so you handcraft the plastic using alt recipe)
but now you can't handcraft alternate recipes anymore, so even this is no longer true
using alt plastic is highly discouraged as it's really like if you went from america to canada through europe for no reason
@valid cradle the spelling doesn't help but i'm not going to hold that against you, hah - maybe i just misunderstood the post
it just doesn't seem quite right to me
and your reference to power shards makes no sense
I guess the alt plastic recipe was added as a way to correct a mistake if a player had overproduced rubber and fuel, and wanted to convert those to plastic
But that... really isn't how the game works, but it's the best I got
It's a fantastic recipe that's doing its best leave it alone π‘
@tawny chasm Power shards are just a way to balance the Not gate and reduce the time to switch between states. They arenβt important to to make it work
If you want I can try to explain the different possibilities to use the gates as memory or to calculate numbers
@valid cradle that makes zero sense to me, powershards just control the power consumption and operating speed of the machine
unless you're talking about a mod that uses them todo other things?
You are right itβs all about the operating speed
i thiiiiink i might get what you're trying to do, in that a belt with items in it acts as say low voltage/zero, and an empty belt as high voltage/one
If you didnβt use power shards the Constructor wouldnβt be fast enough to use all iron ore and if you switch to zero the output line wonβt switch until all iron ore is used
I always thought about items on the belt is one but in fact it doesnβt make a different
that kind of thing, but still, lag, lol, it doesn't quite work out for me
yeah that would be more intuitive,but it doesn't matter which way around it is
i just happened to type it out that way
Really ? Maybe you can send me some screenshots I can help to fix
Look at my screenshots from the post if you dident already
People who are running the 125/min super computers, what alts are they using? They can't be using all alts, there's not enough oil on the map for that.
π€·ββοΈ No idea.
If they're using all alts except crystal osils the total oil needed is exactly the amount that's on the map, 9750
@warm wren this is what the setup looks like https://satisfactory.greeny.dev/consumption?preview=1NkfXAGDBH
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
@wind spade I know I already asked this in the questions channel. but I'll ask you directly since you wrote it
When using the satisfactory calculator's production planner, is there a way to easily remove an item from the list that you're already producing somewhere else?
The build I'm going for says I need to make 2.5 super computers a minute and so it includes all the materials I need for that, but I'm already producing that so I don't need to include all the caterium it says it needs for instance
Can I just do something to remove it? Or do I have to manually math it out for now?
yes, you can open the "input" section and put stuff in there that you already are producing
oh, I just checked your question in #old-questions-and-help @slow citrus and you are talking about another tool
I don't think it's possible in that tool
@wind spade That only shows 50~ a minute, somebody was talking about running 125/min
huh, then you found a bug in the site π
aparently it doesn't share alternate recipes correctly π¦
alright, now it works: https://satisfactory.greeny.dev/consumption?preview=8rA5Ii9znQ
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
@warm wren there's the 125 SC per minute setup
As suspected π€ Not using alt crystal osils, only way to get the oil down to the exact 9750
crystal oscillator alternate isn't really great
I tend to agree, but only because of the limitation of oil on the map. If we had mk2/3 oil pumps then perhaps
limitation of the map is a limitation of the game and therefore it's relevant for the math π
True true
if we had mk50 miners and belts, then we wouldn't do any max items per minute math, as the number is virtually unlimited π
I just think it's amusing that caterium is supposed to be the rare thing... and yet there's more of it than oil currently due to mk3 mining machines that can go up to full mk5 belt speed and beyond π€
caterium isn't rare
By comparison
mostly due to the alternate quickwire recipe
you can just triple your caterium with that
does anyone know how radiation radius is calculated? I was wondering if storing the waste at the top of my power tower would be a terrible idea or maybe feasible
greeny's website has a calculator for it
coupon
is radiation range a sphere or a cylander?
sphere
sweet, I can store billions of waste at the projected height without having any problems on the ground
I think I'm reading that right...
keep in mind that if you count in foundations, they're 4m tall but 8m wide
@mellow zinc technically it's a sphere, but the calculation is kinda different from what you may think
if you are interested I can share the whole thingy how it works
but usually you can just check my tool for your setup
If you stack the containers, that has the waste, do the radius stay the same?
each item emits radiation all over the map
if the radiation reaches a certain intensity, then you start getting damage
up to a certain intensity, where you take max possible damage and increasing intensity doesn't change it
Lets say I make 1 tower that is 10 containers and 1 that 200 containers tall. Since they stack vertically, the radiation radius, should not be that different, no?
there's no radius, but technically the range in which you start getting damage increases
So the range increase, regardless of how you pile the containers?
again, not so easy to say. Each item emits radiation all over the map
the radiation intensity depends on the distance from the item to the player
Guess a test would be needed, to see if there is any difference
just some math I guess
but I still don't get what two cases you are comparing
in your case, you want to stack them vertically, but compared to what?
200 in a tower vs 200 in as small space as possible
As that is what most do, when they find a cave to stuff it in
containers, full of waste. Just to get some numbers to work with
Calculator has that at 387.7m, for 0.2 dmg. But it dont say anything about how the containers are layed out
calculator assumes everything is in one place
So the blackhole version?
idk what you mean by that π
Everything in 1 spot, aka everything in a single stack...
yeah
So if you put that into normal containers, it would be less deadly, as its more spread out?
yeah
So I guess the tower idea, depends on how many containers you can put on top of each other, before the radiation dont get worse
After all, the waste should be out of the players range, at some point, as you go up
Yeah, but you dont need rad suit, for the entire map
there's just a range of intensity that does damage
so no matter where you put your stuff, it contributes a bit towards the cap where you start taking damage
for long distances the contribution is pretty small tho
So even if you fill 1 corner of the map, with a container tower, to store the waste in. The dmg radius will keep spreading, aldo the waste technicly never gets closer to you?
I mean, the tower only grows in height, so the waste never gets closer to you
calculating with the tower is something I didn't do yet, as it's hard to do
but technically if you had infinite storage in one place, you could fill it to a point, where it covers the whole map with damage-dealing radiation
Thats a strange mechanic. As you would think that if you kept adding in height, the radius should stop growing, at some point
@cedar mica here is how it works https://cdn.discordapp.com/attachments/558648985980633088/605773255877460035/Radiation_Formula.pdf
The 125/min super computer set up uses all the oil on the map π€ What do you power it with? You need at least some oil for nuclear power?
It would take half the coal on the map, but its doable
12000/m coal gives 54000MW, which is enough, depending on trains
So they're not making heavy frames? Or at least not making many of them. Would need the coal for the steel.
we're talking about hypothetical situation where user wants to max supercomputers
I see π€
@wind spade that's actually what I suspected, instead of generating a sphere around every radiation source and calculating how many the player intersects you just need to check player's distance to each of them. Idunno, Ive been told I have a strange approach to programming.
@mellow zinc well technically it's the same thing. Checking distance between player and items is checking whether the player is in a sphere or not :)
With this resource sink, I'm so happy that we might finally have a concrete way of comparing factory outputs that doesn't involve deleting stacks of supercomputers from a storage bin and seeing how fast it fills back up
the distance check is mutual so whether starts from player or starts from the waste the iteration is the same. But i doubt that drawing a sphere is necessary... maybe just some Pythagorean calculations based on 3d coordinates
I am looking forward to the item deleter though.
the formula for the surface of a sphere is the same as a 3D Pythagorean triangle where the hypotenuse is the radius of the sphere. for a distance check though you don't need to perform the final square root if all you are doing is comparing
well if you want to check if a point is inside a sphere, you just measure the distance from the point to the center of the sphere and compare it with a radius
so those two things are essentially the same (spheres and distances)
I was talking about fuel efficiency in another discord server and there was an argument "I don't like the space consumption of nuclear", so I decided to give it a try and see how much space does specific setup take
I'm assuming 250% overclocked miners (mk3) on normal purity nodes
all building counts are taken from my tool and rounded up to nearest whole number
I'm not accounting for belts, but I assume the % increase of space due to belts is roughly the same for all setups, so it shouldn't change order much
I'm calculating it for 10 000 MW max production
coal
4 miners (3.7), each 112 m2 => 448 m2
200 coal generators, each 250m2 => 50000 m2
total => 50 448 m2
fuel
5 oil pumps (4.3), each 112 m2 => 560 m2
22 oil refineries (21.3), each 320 m2 => 7 040 m2
67 fuel generators (66.6), each 400m2 => 26 667 m2
total => 34 267 m2
nuclear (with alts)
(alts used: iron ingot, iron wire, steel ingot, stitched iron plate, circuit board, quickwire, silica, electromagnetic control rod, uranium cell, nuclear fuel rod)
8 miners and 1 oil pump, each 112 m2 => 896 m2
7 manufacturers, each 342 m2 => 2 394 m2
6 assemblers, each 250 m2 => 1 500 m2
11 constructors, each 80m2 => 880 m2
1 oil refinery => 320 m2
3 foundries, each 72 m2 => 216 m2
2 smelters, each 54 m2 => 108 m2
4 nuclear plants, each 1634 m2 => 6 536 m2
total => 12 850 m2
(I realised halfway through this calculation that I forgot HSC alt, but whatev).
(also, this doesn't include storage space for waste, but if we go by 5 ISC per nuclear plant, which gives you 400 hours if running at full speed, you have 50 m2 each => 1 000 m2 extra, which is not much)
(also, each of the miner is used just around 1% of capacity π )
i mean you also gotta take all the belts and splitters/ mergers into account for their space requirements right?
So Nuclear is better in all ways, except it will slow down your game after 500+ hours, as you cant stop production of nuclear waste, if you use power
well you can always build a bigger storage
but you need to burn the power somehow
500 hours of running nuclear plants is gigantic amount of power that needs to be used
I meant more in the you hit Uobject limit faster, with Nuclear power
I think that ISC counts as one (or a few) uObject
Dont each stack count as an object, even inside a bin?
Even if it does, thats 49 objects per ISC. So just 42.857 ISC, to hit the limit that way
Thats one big ass warehouse
it's just a small number anyway, you'd have way more from your base
Yeah, its most likely not storage that will make you hit the limit, but all the foundations and walls
yeah exactly. I mean I was thinking that nuclear would be smaller, but I didn't expect it to be this small compared to other setups
it turns out that the generators (coal or fuel) take a lot of space that people usually don't consider
A nuclear reactor is the same footprint as 2-3 generators
Its always "but nuclear waste cant be deleted"...
1 nuclear power plant = 4 fuel gens = 6.5 coal gens
(space consumption)
if you check the message above, there are the exact numbers
I'm not considering 3D space, just 2D footprint tho
but I'd say that's fine as most people build 2D anyway
Yeah, not many build 20+ floor buildings
yeah nuclear waste can't be deleted, but just a few ISCs per plant will make your save go on hundreds of hours
Well technically he's not wrong, because nuclear power's space requirement grows passively due to the user needing to manually extend storages
So given enough time it will eventually become the least space efficient way of powering your factory by virtue of how it works
I bet coal gets nerfed, or oil/nuclear gets buffed in u3 because of this, since from a minmax or "because I want to" perspective why would anyone bother with nuclear or oil power?
I suspect this will become an even bigger issue in u3 since I imagine supercomputers will be worth the most in the scrapper
And, well, coal has the least interference with supercomputer production
Can't you just toss the waste off the map
no you can't, how would you do it
items don't fall down @whole ermine
@barren elm well given enough time means "given 5k+ hours of gameplay", so practically irrelevant
if you die with radioactive waste in your inventory, does your death box emit radiation?
yeah it does
nope, you don't have much ways of getting rid of waste
only vanilla-friendly way of deleting waste so far is filling lizard doggo's inventory with waste and killing it
i like it
but it's limited by lizard doggo's count
put it in a vehicle and drive it off the edge of the map?
just dont have anything of importance in your personal inventory
Nope doesnt work
@eager quest the vehicle won't despawn and will eat your fps
and the items in the vehicle still radiate
can you destroy vehicles with explosives?
What exactly does damage vehicles, anyways?
Mean tweets at Jace.
Probably
I think spiders damage vehicles
what about falling off cliffs?
could be tested with some cheat mod where player is invulnerable
I drove off a cliff, died, but the vehicle showed on the map when I respawned.
True, I reloaded the save before I got back to the vehicle
@wind spade I was wondering if you might know based on the wiki for coal production non compacted what the .8 would equal as an underclocked value ?
See I was thinking that if you just take it in simple terms 100% is a whole 1/m and that's only .8 then it should be only 80% I'm not the math wizard it's just what I was thinking
@paper yacht 80% overclock on what? coal generator? if yes, then it's 80% of production
@wind spade actually I was just trying to do an underclock of 80% I guess one normal mode turn coal production with 10 call generators per normal mode Mk2 then shunting the .8 to a smaller project.
coal generators have the same efficiency as their overclock %
I guess after all this time I've never really understood even though the compacted Colburn slower what's the point of putting that stuff in if currently until update 3 that it flows freely
Heard some discussion about possibly the nodes limiting and if that's the case the slower burning compacted coal that burns better would make sense
Hopefully I'm not confusing the crap out of you cuz I'm still trying to figure it out without making my head hurt even worse than it's already pounding
there's no point of underclocking power generators
