#math-and-meta
1 messages · Page 432 of 1
Right, it's a minor saving, but worth taking if steel production is limited
yeah, seems worth it.
Alaska Mike thanks for the help!
OK guys, got a new question, trying to ratio out advanced smelting
got 24 foundries producing 50 ea, got 6 belts of 200 going into 3 containers
only have mk3 belts (270), how do I get 4 full belts, plus a partial belt?
Split 6 belts of 200 into 2 each for 12 belts of 100. Combine 3 of the 100 belts into 1 belt of 300. You will have 30 excess x 4 so combined that makes a 120 belt. If you have a 3rd belt off of each split from your 6 200s and combine those 6 extra belts into 1 ( 3 into 1 x2 and combine those 2 belts into 1 output at mark 2 belt.
If someone knows, how many oil generators can a 300m2 pipe sustain with turbofuel? Normal fuel is that 2.66666?
2.6666 sustained by 1 refinery
So from your original 6, 2 belts goes off to fill your 270s and 1 goes to feed the excess 120. @supple zealot
300m3*
@willow igloo problem being that 270+120 doesnt equal 400
was trying to use the big storage containers to act as semi balancers, but thats apparently not what they do lol
would be soooooo nice, if they prioritized an output instead of prioritizing the opposite lane (for whatever reason)
interesting. thank you
With the 120 output getting bottlenecked, the other 2 belts splitting off from your 6 200s will take more than just a third seeing that the 3rd output is blocked
i can take the top 2 belts, split them into the bottom 4, then combine them
Has anyone come up with any clever ways to deal with crude oil no longer having purity? 120m3/min per node @100% feels low.
Meaning more, trains, trucks etc. Any success stories on consolidating and making it work?
oil nodes still have purity
Just set them up, no purity.
Is it just not labeled now?
Correct they are not labelled. You can only tell once the pump is down
Hello all. I'm trying to figure out how much fuel the fuel generators burn in update3. Does it show somewhere in the GUI and I'm just missing it?
nope, but you can calculate it from fuel's energy value
Thanks! Sorry to be a pain. How can I find the energy value? Do I need to package it first?
no problem
the energy value isn't shown ingame, you can see it e.g. on my site https://update3.satisfactory.greeny.dev/
the calculation then goes as follows:
❤️ that's perfect thanks!
so what is the maximum refinery count per pure oil node now?
120 i think. 300 at 250%
thats a lot of refineries for 1 pure oil node, are you sure?
sorry. never mind.
are you talking about extractors?
yah
also, DoN't OvErClOcK rEfInErIeS
yeah im talking refineries, cause i have 40 fuel genes to get online with the new method. so i need to know a maximum count per pure oil node that i can run
i need 16 refineries just for my fuel production
thats a lot of space to use up, but i guess it is what it is
i had 4 before for the same production
for 40 fuel genes. that is 600m3
You can fit 5 fuel refineries on a full pipe, and overclock one pure node to fill a pipe, so you'll need 3 pure nodes and one other node of any quality to build the 16 refineries you need to fuel your 40 generators.
why did they nerf oil production capacities per node so much?
i dont like the requirements just for fuel, the setup for coal is way easier and less time consuming, and considering you only need 2 coal generators to match a fuel gen and have no waste, well its a better trade off
they basically made fuel pointless for production needs
yeah
oil for other needs thats fine, but powerwise nah its just not worth it
turbofuel is kinda better but then why not use the compacted coal in coal gens instead
Fuel no longer obsoletes coal entirely by instantly raising your power cap by several hundred percent.
Even in Update 2, I didn't feel it was worthwhile to use oil for power.
You need far more oil products than coal products.
lol im going back to caol for my power needs, fuel is just worthless now
@fallow lily well yes, i could run 66 fuel generators off one node really easy which is quite some power until you get to nuclear
And that remains true. What's interesting now is that you can produce fuel as a byproduct of plastic/rubber production.
The balance point they seem to be aiming for is that power is much more expensive, requiring deeper sacrifices in terms of where easy to reach resources go
The tricky part is avoiding stalling one or the other. I mean, you could just sink it, but come on, where's the fun in taking the easy way out?
Though I suppose keeping other parts of the factory running into a sink accomplishes much the same result in a more roundabout fashion.
at the moment i sink the products for oil
you can make rubber out of it but that is not good
Fuel just doesn't feel worth it for power anymore.
it was easy to get lots of it pre U3, now its really a hassle and not worth it at all compared to coal
Probably better off to make compacted coal for power now, yeah?
Anyone know the minimum tube length to get max speed?
pre U3 you needed tons of power to keep the fuel produciton compared to coal. Now it seems more balanced
yeah, especially given that liquid freight stations don't seem to hold liquid properly right now, thinking its just better overall to use oil just for oil products, and to make said products locally if at all possible
@wind spade I'm going to explore setting up my fuel to be based on Heavy Turbo Fuel alt recipe, based on numbers it's seeming like that's the best way to balance out high Fuel based power without halting production. It's theory for now.
Pure oil at 100% was reduced from 240 to 120, if I'm not mistaken. That makes a huge difference.
yup, which to me suggests that the best way for power is coal->geo->uranium
if you want to make oil products in any sort of bulk you can't just burn it off for power
One pure oil at 250% takes 5 refineries and supports 13.333 generators aka 2000 power. Vs 1,260 off a pure coal at 100%.
Typo, 1200 off pure coal.
Wouldn't compacted coal completely flip favour around for coal, though? Not like you use sulfur for much else
It increases turbofuel more than coal % wise, so not sure.
But the loss of the coal may not be worth it
I think what they're trying to get us to do is progress from coal to coal & fuel to fuel & nuclear
potentially real late game just nuclear
well each coal generator uses 7.15 compacted coal a minute versus 15 coal/min, so I dunno, I think you can completely skip fuel
just go coal->compacted coal->compacted+geo->nuclear
I need to redo my power sources table lol
so we can have some nice math for these discussions
yeah I was thinking on how badly having to use assemblers to make compacted affects to viability of compacted
since you need a lot of assemblers for this
anyone know the consumption rate of fuel generators
15 per the conversation above
oh thanks is that the same of oil as well?
Is there a good place to find guides to building in U3, want to maximize efficiency of my early base
Mid map, aka the grassy hills is pretty dense for pure nodes
Oil is super close, and with the location its great for sprawling out
whats the best way to go from 120 caterium ore to the smelters which do 45 -> 15. I hate that I need 2.66666667 smelters to saturate 120
is there some way where I don't end up with some dumb third
overclock to 150% (180/min) use 4 smelters
you can just build the 4 smelters for now, and let them be under fed, underclock them if you're feeling frisky
any one have ratios and stuff for update 3?
I think I’m just frustrated at the crappy build ratios that are default
I guess that’s where some of the games difficulty lies though
well if you scale up most crappy ratios will dissappear
And if you got got mk5 belts, most problem will get resolved automatically
what is the best way to split 5 forgery's making steel to make pipes and beams? or would it be better to find more coal and iron and make a whole new factory dedicated to one thing
To package and unpackage water, I would normally use 110MW. With 50% underclock, I would need 73.2MW (4x 18.6MW). Any math on how to reduce it further? At least it cant be used for coal, with that number
@urban drum manifolds is the answer to everything, the life, and the universe.
@cedar mica you can use 100machines working at 1% each
Does anyone know the coal ore/min consumption for 1 coal generator ? (the water consumption is 45 m³/min but I didn't find the coal ore/min consumption in the Coal Generator menu)
well each coal generator uses 7.15 compacted coal a minute versus 15 coal/min, so I dunno, I think you can completely skip fuel
@fervent cobalt
@fervent cobalt Depends how much power is being used. You can see the burn time of the coal in the coal generator overview. I believe it is like 5.4s per coal, so that would be 11.11 coal per minute. IF the coal generator is working on full load. If it works on like 50%, the burn time for 1 coal is longer, so the generator will be using less coal per minute
@sage current 11 was in ea, in exp it's 15/min
So burn time per coal would be 4s per coal then under full load, not a garanteed 15/min if the generator is not running on full load
if someone asks about coal consumption I always assume worst case scenario (full load)
don't forget to include water cost
45 water/min last i checked for 1 coal generator
Out of 75MW, at least 7.5MW is used back as water extraction, and at most 2.5MW used for miner. So 65MW of net energy
@mystic cliff @sage current @humble stratus Thx for the answer 🙂 I didn't notice the burn time in the menu !
@fervent cobalt Your welcome
coal consumption at 100% is 100/9 per minute on early access and 15 per minute on experimental
Just did the math on my current setup and after subtracting the power for miner and water extractors, I'm gaining 67 MW per coal gen with 8 of them
So about 89% effiency
if you are using impure node and T3 miner for coal, then the efficiency can go even lower.
And if you have to pump it up due to elevation, you lose efficiency too
I'm figuring a little over 3% efficiency loss per rise which I think is about 20 meters each
If I make 40m3 fuel a minute, how many fuel generators is that? I cant see the burn rate on the fuel gen
1 = 15
If i make 20 refineries and run 5 and 5 together as 1 output each (so total of 4 pipes 200m3 fuel each). Can i make 1 big pipe that goes thru 52 fuel generators and connect them at 4 places (the 4 lines out from refineries) and hope everything goes ok ?
Is it okay to chain together splitters/ mergers as long as the input per minute is less than or equal to the output per minute? Instead of balancing. Is my thinking correct here?
well it will be like 1 big pipe in a square connected to all my gens. But there would be 4 outputs connected to that 1 big pipe in each corner
still working on placing enough generators but it looks like this now. So each side will have 13 generators
though 5 refineries should be able to fuel 13 gens alone. So i guess i could just keep them all seperate
Is there a formula to work out crude oil to refine plastic then burn off the heavy residue? My oil generators keep backing up and my plastic production shuts down
you should have separate plastic production as well
or just make petroleum coke from HOR and burn that in coal gens and void the rest
For every refinery producing plastic at 100%, you can produce 200 MW.
Wait, that would be true if they output heavy oil.
Heavy oil residue is different.
133.33 MW
If I did my math right, converting residue to fuel seems to be a net loss.
With Residual Fuel.
Residual fuel, is just normal fuel
It’s the name of the recipe.
one of my new favourites to be screwed by @wind spade
How many coal generators can i power with one water extractor?
@sullen cloud what? 😄
one of my favourites to be the new most shitty alt
@cerulean wasp 2.6 at normal clock
Has anyone determined the most efficient and streamline approach to alt resources? I know you can pick and choose but when it comes to current experimental endgame, is there like a master guide on what recipes to use and forms of transportation that maximize the entire map’s efficiency?
@haughty quail the new alts after balance are more like alternatives rather than being the meta recipes that you need to use. So it's not that easy to say. There are a few good recipes, but most of them are on the same level as normal recipes
My goal is to produce one central gigafactory that pulls in intermediate goods and refines them to the final products from all around the map
I suppose there must be a recipe for each item that not only streamlines production (less steps needed) but also saves resources, unless you can only pick one or the other (steps involved vs resources saved)
There are definitely some superior recipes still. Like the steel ingot alt that requires iron ingots instead of iron ore and less of it.
But overall it's likely going to depend on what resources you have nearby for optimal recipes
Essentially if you factor in every resource node on the map and assume you maximize their outputs, what chain of recipes will be the end all be all?
Just like before, you need a goal and then a calculator will eventually work again that tells you the optimal chain.
Rubber concrete is pretty terrible, though.
I think iron wire is still worse
I mean, I might have a reason to use iron wire, but I’m never going to have spare rubber.
I know the calculator comes with the option to determine inputs. I suppose if you maximize every resource node you can skew your outputs to certain items, or have a more even distribution of final products, correct?
wait, what did they do to the iron wire alt?
5 ingots to 9 wire.
Right. There is no single optimal chain because it depends on how you want to split the final products
compared to 1 ingot to 2 wire if using normal recipe
what if using iron alloy as well?
4 ore -> 5 ingots -> 9 wire (with iron alloy and iron wire)
VS
4 ore -> 4 ingots -> 8 wire (no alts)
I can see iron wire being useful for onsite wire production if there’s no nearby copper source.
Wire and cables.
As far as alternate recipes so far, I've been enjoying using iron screws, the one that goes straight from ingots to screws
not really a fan of using rods to screws
is there a list yet of alt recipes before & after update 3?
That and the alt steel ingot recipe with iron ingots are the main 2 I'm using so far
I haven't gotten alt steel yet, but I made a new singleplayer game - had a 4 man game going, but we got to t7 and most of them quit due to repeat DCs requiring restarts and such, and a 4 player game gets spaghetti as hell, even if I tried keeping things organized
@pastel flax
before: https://satisfactory.greeny.dev/items
after: https://update3.satisfactory.greeny.dev/
what is the ratio of water extractor for coal generators?
3:8
thanks 😄
Freight platform loads/unloads at 1200 units per minute. Correct?
seems the least wasteful ratio of water to coal is 2/5?
then set the extractors at 112.8 m3
wasteful of what? pipe space?
extra energy used to pump water
guess you could use 3 at 100m3, but the pipes can only support 6.666 coal plants
how much power do the extractors draw at that percentage
if its really that, its 90,1% efficient
any other ratios that would be better?
the 3 to 8 is with an error of 0,1% just about the same
iirc there was 3->8 ratio
3 to 8 is 90% efficient
split pipes?
cant do more than 6.66 plants with 300 limit of pipes
2 pipes
if you mean power
then just underclock everything to 1%
and you'll get least wasteful setup
power usage of the extractor needs to be known then
without that you cant calculate efficiency
I'll have to start my game and take a look
ill see if i can test it myself real quick
the energy to work ratio gets better the lower you clock so maybe 3x90 feeding 6 is better overall
at 90 one draw 12.6 MW
thats pretty low
so minimal difference
hmmm, i should calculate fuel....
and less water space used for the extractors by using 2
are the coal plants using 15 coal per minute at full load now?
or is my math off?
but then we rarely get to that point due to fluctuations anyway
even 80% load can often results in spikes over capacity
so maybe a water tank buffer and use 3 to 7
can't remember the capacity of the small and large tank
so how fast would the small one drain if were only able to support 6.66 plants?
but they need pumps to fill
oh right
6,66 * 45 is almost 300
the top of them wouldn't fill without a mump
wish we had alarms and circuits like Factorio
ok so the current best efficiency i can get out of my fuel gens is 83,3%
at 604,8 MW out of 6 Gens
all the water-boosted ingot production looks amazing though
will that actually be efficient
Your exchanging power for increase throughput on the ore or copper sheets for example. IMO those recipes are more intended once nuke power is established.
aluminium procution procdues water - for this you need an usage afterwards
not necessarily just feed the water back to the earlier stage of AL production less work on the water pump then
Yeah once you get going the water can be scaled back to 40/m to make up the difference
That's way more compact than the copper variant.
Copper is 15 and 10, so the water is almost trivial, but the footprint is 16 refineries just for a single 240 ore line.
which would be extremely power hungry
using the refinery for all this packing/unpacking/ingots is overkill. hopefully they come out with some smaller machines that work with liquids for the simpler stuff
how much coal per minute are coal plants using now on experimental?
A Coal burner at 100% capacity burns through 1 coal every 4 seconds.
So 15 p/m
Waterpump ratio is 3:8 generators
So 8 generators can live of 1x 120 item p/m belt (Mk.2)
I guess we finally found the need for nuclear power. To power all the refinerys, for packing and unpacking water 😛
Each refinery packs 30m3 water and unpacks 60m3. So thats 330MW per water extractor. Thats 82.5 inline pumps worth
So unless you water is 410 walls below your base or on the other side of the map (1 inline pump per 9 full length pipe), pumps are better
how is the alternate better ?
Steel pipes are cheaper to make
96 steel ingots for the beams and 42 steel ingots for the pipes
the pipe output is doubled I see that now
You need 50% more assemblers with the pipe alt, but its a lot less steel
how much coal does a coal generator consumes? if it dependes on energy consuption assume the worst case where production = cosuption
@grizzled ember 15/min
ty
would you guys use the oscillator alt now?
and it seems the default reinforced iron plate recipe is more efficient than iron wire stiched iron plate?
I will be using the alt crystal osc on EX for my super computer project all just to save on quartz. Yeah i am paying for it in oil but the need for oil has dropped a lot since EA
heck, the default is slightly more efficient than the bolted iron plate?
stitched iron plate is the best by a small bit, i calculated it takes 55 iron to make 5.6 ref plates the others are all more expensive
The ratios i got were this is in plates to iron ingots
stitched 9.8
bolted 12
default 12.1
its (18.75 *1.5) 30-20 in EX
messed up the plates
ah you know, i just read my results backwards, the smaller number is better
stitched will take more assemblers, though, hmmm
not sure if anyone has already calculated this, but if you're trying to maximize power output from crude oil -> turbofuel, using the alt recipe that gives heavy oil + resin is actually all around better than the regular fuel + resin recipe. you get more resin, which means more plastic and/or rubber and you also get more power, even factoring in all of the refineries and water extractors
thats while using the basic recipe for turbofuel and not the heavy oil recipe
meaning you have an extra step of converting the heavy oil to fuel first
oy @wind spade , what machine is wet concrete made in
if it involves a liquid, its probably either a refinery or a generator
If it involves liquids, it's in the refinery, almost certainly.
lol
Honestly, this game probably could use another building or two that deals with liquids.
Just for some variety.
refinery, 👌 I see
id like it if there was just a filling plant that you could use to fill and empty canisters faster and for less strain on electricity.
100 MW just for packaging and unpackaging is a bit much, sure.
pumping 120/min of water out of a lake or something costs 20mw but just putting that water into some water bottles costs 50mw?
actually its not even that, packaging water runs at 30/min meaning youd need 200 mw just to fill up some water jugs
and then emptying is 60/min so thats another 100 mw
i havent tested the liquid carrying trains much but it really seems like it has to be all around a way better choice
Mmm...people seem to think that pipes are better than the trains.
@unborn epoch so what you’re saying is ?
Preferably, you just bring resources to the fluid source and don't move fluids any distance at all.
well yeah, of course, its clear that that's what the goal is with liquids in general
I find it an unsatisfying approach.
@blazing yew what im saying is right now, packaging and unpackaging any of the liquids in the game at the moment is prohibitively expensive
If there's only one good option, then there's not much of a choice to be made.
Deciding whether to pipe fluids elsewhere, ship by train, or package it should be meaningful.
yeah
i get that pipes should be the easiest, immediate choice
its just intuitive that way
They should also be the worst option for long distance transportation.
also true
Ease of use is enough of a virtue.
the way i see it is that pipes should be close, easy, simple, etc. packaging should be kind of the intermediate choice for either small enough quantities or not super long distances, maybe across your base or up a cliff or something
and then trains should be like the final option for moving a lot of liquid any distance you want, but require you to have a lot of liquid buffer and infrastructure in place
Packaging seems like it would be mostly useful for fueling vehicles. Or saving on vertical transportation costs if their current excessive power demands are reined in.
yeah of course, but for those uses its even worse
packaging fuel is 20/min
biofuel is 15/min, and turbofuel is 10/min
Is there much in the way of alternatives?
10 minutes at 50mw just to package 100 units of turbofuel
I wonder if you can run a vehicle off petroleum coke.
if you can run a vehicle off of coal, you probably can
I don't know if either works, so that doesn't help. :)
Still, packaged turbofuel should be nice for increasing the interval between refuelings for the player's vehicle.
yeah i get the idea that its the densest fuel you can stick in a gas tank
but really, 300 MJ just to pour it into a canister?
If enemies continuing respawning like they have, I may not bother.
Solid biofuel is good enough.
it doesnt help that liquid biofuel is a ripoff on its own right now
In what way?
running a single refinery converting solid biofuel to liquid biofuel
for a minute
gives you a gain in MJ of 1050 per minute
or 17.5 per second
thats without packaging it
because in that minute you put in 90 solid biofuel at 450 MJ for an input of 40500 MJ
powering the refinery for that minute costs 3000 MJ
powering the water extractor costs 450 MJ
and the output you get is 60 units of liquid biofuel, at 750 MJ, or... 45,000 MJ total
its a net positive but its so small that you would probably gain more just by underclocking to 50% and building a second refinery
actually it's just about equal
Heh.
2x 50% underclocked refineries costs 33 MW between them
There's not even a fuel density benefit.
so a savings of... 17 MW
In fact, it's a net loss of density.
i guess the optimal way of making use of liquid biofuel would just to underclock one to 1% and just let it drip feed
A full stack of packaged liquid biofuel is 75,000 MJ. A full stack of solid biofuel is 90,000 MJ.
and thats when its packaged, right?
i didnt even factor packaging into the calculation haha
Of course. There's no real reason to use biofuel for any other purpose.
you can run biofuel into fuel generators now
you can run a lot into fuel generators now really
Yeah, but why bother? You can't fully automate it.
You should make a post on the feedback site, if you haven't already.
i guess nobody has mentioned it on there yet, the only biofuel post there is about solid biofuel not feeling rewarding enough

Really? I felt solid biofuel was fine.
same
oh, i guess its about handcrafting solid biofuel
which is fair i guess but handcrafting across the board got nerfs
and 10 ticks to craft 8 is a bit slower than if crafting 1 at a time took 1 tick
Heh. I try not to handcraft when I can manage it.
Just build some machines and let them do the work for me.
how many refineries making fuel for a 120 oil node?
2, one making fuel consumes 60 crude/min
how many generators will that support? would it be 8?
that should be 80 fuel/min, which would power 5.33 generators if im remembering right
hmm, im trying to figure it out but cant.....so if i overclock it to 300, how many refineries and how many generators can i run? lol sorry
300 would be 5 refineries, making 200 fuel/min powering 13.33 fuel generators
nice, ty
also outputting 150 resin/min
when you factor in the power cost of running the fuel refineries and the resin refineries, you actually get more power in the end just by running that crude oil straight into fuel generators
the downside (upside?) is you dont get any plastic or rubber that way 
wait....generators run on oil!?
they run on oil, heavy oil, liquid biofuel, fuel, and turbofuel nvm its just the ones that actually say fuel
my life has changed, ty so much lol
:)
if i want straight power using oil is better than fuel, right?
using the MJ value of crude oil from the item info site, it should power 10.67 fuel generators, making 1600 MW
the fuel would power 13.33 generators to make 2000 MW but would cost 250 MW more to run the refineries to get the fuel in the first place, and then 250 MW more to turn the resin into plastic or 375 MW to turn the resin into rubber (not including water
so even the cheapest option there only gives you 1500 MW of power to actually power other things
unless i dump the extra stuff in a sink lol
that is not a bad idea considering resin is worth 50 points each
uh oh
so i just tested it to double check and you cant burn oil even though it has an MJ value
in a fuel generator
so, scratch what i just said
i need to test and see if they actually run on heavy oil too
yeah heavy oil doesnt work either
i guess the MJ value they have is just for vehicles
If you put the first 50 space plates in the space elevator and have 2 friends all in the Send deliver screen and each individually seal send then you will unlock all the tiers at once.
So instead of wasting power to make power double your coal gens and call it a day
well with oil now youre always outputting fuel even when you're just going for plastic or rubber
Sip some Ficsit coffee ..... thank me later
free power is free power ☕
True
how long does nuclear fuel rod burn in nuclear power plant?
https://discordapp.com/channels/370472939054956546/553550313533997057/679414128778936380
Using this beast
So lets go big and use
7 mk5 belts in makes 156 refineries to output 13 belts of ingots,
That's also 3,120 water/m
(That's 10.4 pipes full.)
156 refineries runcost is 7,800 MW alone
5,460 in, 10,140 out. This bonus of 4,680 iron ingots/m
Oh yeah boi
No idea how I'm going to lay that out with 1 belt supplying 22.something but that is for future me to figure out
Guess I could have 7 lanes of 11 on each side of them, after 22 you get 0.2857142857, combine the 7 lanes and you get 1.9999.. aka 2 more refiners after the 154
Im going to need to make more power for this beast
O greeny. I found one of my saves had 2 industrial containers full of screws.
is any of the spawns better for rushing tiers than others?
I think northern forest is great up to coal
@earnest orchid burn it in a sink
Is it possible to produce plastic if i dont use fule or heavy oil?
Or everytime my pipes get full of oil and stop workinf?
There's several ways to do it. You can burn heavy oil to power your factory, though that takes careful planning to avoid stalling. You can turn package fuel and feed it to a sink, or turn heavy oil residue into petroleum coke and either burn that or feed it to a sink.
But you must deal with the byproduct in one way or another.
There is no way to get waste free oil.
It's a good way to figure out what to do with byproducts.
But there is absolutely no way to avoid dealing them.
I have just unlocked jetpack and gasmask. The filters are easy. But i am still figuring how to make packed fuel. Hmm. Consider i need to take away canisters with me, and that costs another 3 plastics....but 3 residue make 2 fuels which requires 6 plastics to pack it. And the additional 3 required plastics will produce additional 2 fuels in the end.. hmmm???😂
Ok i will just flush away all the extra fuels.
I'm so happy, I got both the diluted fuel alt and the heavy turbo alt
So now I can devote to making turbo directly, letting it power eveything. But them have a thing on the side that packages and coverts the heavy residue for jetpack use
I am wondering .. I got 200m³ of fuel .. that provides fuel for 13.3333 fuel generators , i can just overlock 1 of the gens 33% right?
just build 14
you probably won't be using all the energy
and if you want the exact amount, it's better to underclock one to 33% rather
so you don't waste shards
also, it's not 33% exactly. Underclocking and overclocking isn't linear
I can't build 14
why not?
My setup has 800m³ fuel available.. from 20 refineries... im making a + shape and the closest i get to Max effeciency is 13 om each side
Then think of the extras as a battery
exactly, as long as you don't overbuild too much, you can always round up the amount of gens needed
In an ideal world, you'd build your power supply around your average power usage rather than maximum, which due to how machines are constantly turning on and off in Satisfactory, would often require a lot more generators (double?) than the resource supply would usually allow, with the extras serving as a buffer
There's also no punishment for overbuilding generators (other than having to memorise your "real" power output) so there's that too
in ideal world, your machines are constantly running 🙂
Because your power output display shows the sum total of all generator outputs rather than the sustainable output
The two are different?
Yes
Never saw that to be the case.
If I have 10 coal generators, fed by just a single water extractor, then my power display is going to say 750 even though my sustainable power output is ~200
But that’s probably because I build powerplants to be able to run at full tilt.
In theory. Pipe physics are new and wonky.
Do coal generators still consume 45m3/min water with Compacted Coal?
Does the radar Still exist in the game?
if you mean radar tower, then yes
Yup
Haven't unlocked it then
It is however more useless sense it's not unlocked as easily lol. To me, map and radar end up pointless because it's kinda too late in research path
I hear ya
I really don't see the point in the radar tower.... not like it's a more advanced object scanner that shows you were items are.
Basically how the online maps mark slugs, drop pods, blablabla
I might actually see a point in making them for things that aren't just "let's make this building look cool"
Great views
We need some way to analyze what machines are doing and what generators are producing. For every single one of them.
It's annoying when power shuts down and you don't know who did it
Better resource scanners would be nice though.
Along with permanent resource markers on the map
Beacons
All have the same icon
And can’t be toggled by resource.
Meh seems like a you problem
Personally I don't see much point in the radar other then to make things look cool
Filling in the map is about the only reason right now.
Jetpack
@quick gorge well the devs can't say "we won't add ingame map because there's online map that's better" 🙂 for pple that don't use online maps, it's a nice addition
Obviously
bruh my head scratchin trying to work out a iron factory...
I mean sure but the issue is they don't serve much propose regardless
I think they are trying to push exploration as a key part of the game
because the map looks amazing and they want us to explore it 😉
I’d be happy with more than three resource sites per ping
Yeah...that makes it less useful because you don't want to scan the area you already know what is there and thus less sense of exploring...
But if they integrated what thr online maps do into the radar I and likely a lot more won't need the maps as much (sorry map people)
I don't think they want their map to be as interactive as Anthor's is
The map isn't useless, it's just too late in research to be really useful
It’s pretty bare bones.
Yup, helps show where you are on the interactive online maps ;)
Well not the exact same as anthors
Different way of doing it.
So resources in the range of the radar, Maybe not how pure the ore patch is
Not what kind of slug, just there's a slug there
Blablabla
Well I wish we could see buildings on in-game map
I just want to be able to want to use the radar for some thing...
Agreed
I don't care how they make it worth it, be it integrate some of the online maps or something different.
Just give me a reason to put power into a radar tower ;__;
I feel they must have a plan. Even if it's vague or related to story content
If it was story then sure..
Need better coms link to get plot
"Please put radars on top of these mountains for better courage"
Blablabla alt motives funtime
I guess time will tell at this point
Map is important for getting hard drives. Just get it ASAP, else you will rely on relative direction of ores a lot.
In an ideal world, you'd build your power supply around your average power usage rather than maximum, which due to how machines are constantly turning on and off in Satisfactory, would often require a lot more generators (double?) than the resource supply would usually allow, with the extras serving as a buffer
@barren elm well, i build so that my generators are still sustainable at 100% load even if they are not needed at 100% ... but if i get you guys correctly 2 generators underclocked to 50 % is the same as 1 gen at 100 % ? but 1 gen at 200% is not the same as 2 ?
Packed fuel, filters, i am finally ready for drive hunting.
Temporary computer and HMF at 0.5/min is also setup
don't forget the coffee cup
Not underclocked, there's never a reason to underclock generators
@proven sphinx 2 gens underclocked to 50% aren't the same as 1 gen at 100%
this is my setup ... i should be able to run 53.333333 gens , but i have 52 gens on there
thats why im asking about clocking
but 1200m³/min crude oil cannot provide power for that many
you won't use all the power anyway
Is that a challenge?
lol, im pretty sure our factory will use 3x that
what I mean is you won't use 100% of the power you are able to generate constantly
you'll either be under it and therefore you can have more gens or you'll overshoot and you'll need to build more gens anyway
My ore to ingot section is going to be using 7800MW Alone so
but i will if im peaking run my gens dry and blow a fuse
in that case it won't matter if you have 52 or 56 gens
because you need more in both cases
im just asking cause it would be cool to tweek the system ty use what its giving at 100%
cool? yes. Useful? no
I just dont like that approach. I'd rather build exact and know the real capacity. I wouldnt mind on one setup but I usually wind up with several power gen setups and that false capacity is additive
the extra gens help you to overcome sudden peaks
what would y'all recommend automating first?
Iron ingots...
Iron ore
@tough eagle while that's true, I build more power when I'm using 80% of available power, so the false capacity si never reached
so u gotta painfully travel to make conveyors back to main factory roger
Memes aside, reinforced iron plates is a good thing to get going
It's also more painful to restart if you ever trip that way
Iron plates first, mk1 belts to base.
Then reinforced iron and upgrade them al to mk2
i guess i need to redo my entire factory
Story of everyone's life here mate <3
Or just move...
Leave what you have in decay and just go somewhere else
or restart game
Reinstall Windows
kk
500% an outlet for the toilet
anyone know the burn rate for fluid turbo fuel?
how much fuel does fuel generator consume?
the math is now done, big thanks
Hey quick question cause I can't test it myself right now, lets say I have 2 mk3 miners on pure nodes, one is overclocked to 200 and the other to 163, the 200% one cant output because the max belt is 780, but do they both cost the same power to run, or is the 200% one more expensive because it has a higher potential use of power?
miners (or any other builidngs) use power only if they are running
so if your miner can't run nonstop, it will use less power
ah yeah I guess that makes sense, it'll consume a higher power in bursts, but should come out to around the same I guess.
the underclocked one will use less power
That is always true, I could use 2 slightly underclocked 480s, but that also means I basically am giving up throughput. Anyways that was just something I thought about, but yeah I was just being dumb.
the optimal thing would be to underclock them to the same value, i.e. 390 each
Which steel recipe seems to be the best? Currently using the Iron ingots one but I just unlocked the coke and compacted ones.
I like the ingot one
I'm pretty sure it's the most steel/iron, even without the washing iron recipie
Actually, here are the steel recipe ratios
Regular 1 iron per steel
Coke 0.75
Solid 0.666...
Compacted 0.6
So compacted is best iron:steel it just has the lowest throughput at 37.5/m
can anybody tell me what's the maximal consumption of a fuel generator on experimental?
i dont find numbers anywhere...
Depends on the fuel
where did you get this info from?
cause i dont see any info in the fuel generator...
refinery
I see the Greeny production calculator is down while they sort out the new recipes for Update 3 - is there another working calculator that I can use for the experimental branch?
@muted imp where there? the only times i see is the 6sec at the Fuel, but this is production time, isnt it?
and where's this info from? i just dont see any source in the game for this information...
it's data mined by greeny
kk
no info in the game atm
was afraid about this...
How many coal plants can a single mk1 miner on a normal coal node supply?
Whatever the miner does divided by 15 capped by your best belt
Because each plant eats 4/min? Haven't played this game in some time now. Forgot how to math
Therefore divided by 15 i mean. 60sec/15 =4
Just wanna get the math straight
A coal plant eats 15 coal/min at 100 efficiency, so a normal node can provide for 4
Okay then. Thanks. Imma slug the s*** out of that mk1 then
@tall stratus Water is more of an issue though, a coal generator uses 45m3 water, a water extractor provides 120m3 but a pipe can have a maximum throughput of 300m3 so for >5 coal gens you need to set it up in a specific way
I ran 8 plants on just 2 water extractors. Never had an issue with water yet.
But if you have any tips, I'd love to know em all 🙂
Cause you weren‘t using 100% of that power so it used less resources
Ahaa
Use 3 pumps fed into 2 pipes for 8 plants
The numbers aren‘t 10% correct but it should be close enough for this 0urpose
100%
The red x and fluid buffer are disconneted water buffers i use to jumpstart the system should it shut off because of overdraw
Good luck learning, you will need it later 🙂
One more thing
I assume not, but gotta ask... Has anyone confirmed if the Sink eats uranium waste?
It doesn‘t
A generator at 200% doesn't seem to draw exactly 200% of the resources
Almost, but not exactly. Is this something that is worth using?
Hm, like I said earlier to me it seems you are not using 100% of your available power so the generator underproduces. Personaly i would rather build another generator than overclock it though
I don‘t get why it would use LESS than double at 200%, can‘t test myself rn though
A lot of things dont scale linearly
Generator overclocking is weird.
Which is why you dont do it
Well, You've gotta try right 😉
There's just no point. Consumption remains the same per MW.
But the power curve is weird.
The other way around, appearently
generator OCed to 250% produced roughly 200% power
And consumes fuel at about 200% the base rate, right?
well that depends on your power drain, but yeah 😄
What about overclocking water extractors. That ok?
Assuming the generator is running at capacity.
they produce 250% of water when overclocked to 250%, but also eat 430% power, so not worth either
Don't overclock water extractors unless you're really desperate. It's wasting power
In any case, that's why overclocking generators is kinda pointless.
don't overclock anything, unless you really need to
There's nothing to be gained except space efficiency.
You're gonna use like a whole coal generator or more just for 1 extractor lol
Heh ok. Just a bit used to the old way of playing this game.
Only thing worth overclocking are miners
Overclock everything and build 50 fuel generators
legit reasons to overclock:
- need more ore (miners)
- need more water (not enough space in water)
- need to temporary boost some production and have no space around
- you have nuclear and don't care about power anymore, but your FPS is dropping like crazy
Haha ok. Not just for saving space then? A regular constructor at 200% does use 200% of the power and produce 200% of the resources right? That's just 2 Constructors combined into one in my eyes
Space is near infinite. Build x, y, z. Give yourself room
But travel time inside the base 😦
Make your power plants elsewhere to save a bit of FPS and no point in bringing coal or water so far unless your building your base on top for them for some reason
Also travel pipes
Yeah 🤦♂️ Forgot that's a thing now. Old habits die hard
A constructor at 200% uses more than 200% power.
Producers overclock linearly but power consumption increases greatly.
Ok, is that a new thing aswell? It wasn't that way before nuclear power came out right?
It's always been like that
You sure? Never really had any power issues until now. overclocked almost everything back then
Unless you were playing prerelease and it was different then
@tall stratus nope, constructor uses more power as well
I stopped playing right before the train patch.
Hm, had no idea 😮 I guess I've always just went overboard with power before. Easier times when you didn't need water
Does water extractor output change depending on depth or something?
No
Does water change based on distance travelled in pipes then?
You might need booster pumps, to keep flowrate up
Trying to pump a bit then
@tall stratus Also no. There seems to be no horizontal limit to fluid flow. It's only slowed by raising elevation. So build your coal gens at water level, or build some pumps
I have a super long water pipe. Extractor sends at 300m3 at the start, at the buffer at the end, it was down to 150m3, with full pipes. Adding a pump mid way, got it back to 300m3
Can i build pipes with splitters consecutively or should they be treated like belts?
Has anyone done the math on how much better compacted coal is for U3?
Pipes, then junction. Works better
Never mind, the schematic is not visible anymore
so this is not the way
yeah, the last ones seem to die out in flow, just like belts
max what?
Maximum flow rate
And the water consumption of a coal generator?
45?
Yes
12 coal gens, thats 540
300 / 45 =?
aha 🤦♂️ ok i get it....
gosh
can i make a junction in the beginning and connect in the middle?
take half the extractors and run their pipe parallel to the main line until at the middle
Then join. Should work...
Ooor: let it flow in from the other end
Thats even safer
If i make a loop then?
i tried that earlier, the empty pipe didnt take any water at all
3
Are they all connected to that one pipe too?
Good, now
Output of 3 extractors?
360 🤦♂️ i need more ofc
this is me on wiskey in the middle of the night... Yeah sorry. I just feel a bit slow rn
Thanks a lot for pushing it through the wall of retardness
You should do a side calculation: take the number of generators you have and multiply that by 45
That gets you the total water need
And then take that number and divide by 120 and get the total number of extractors i need yeah
🎉 youre getting through the whiskey haze
Finally. Slow and steady. gotta go sleep now tho. pedagogic talkin to ya! 😄 Thanks loads
Alright, see ya
@tall stratus A quick peak at what my power plant looks like
OMG!!! I love doing Aluminum Ingot with Smelter!
Yeah i get it, i run the same but stacked on top. and split in 3 basically. Just needed to remember how to math and now I do kinda better.
Yeah I have it mirrored
If I have 2 pure iron nodes with 2 Mk1 Miners and 2 Smelters on Mk1 belts I am producing 60 iron ingots/min, with this I can operate 2 Constructors for Iron Plates at 100% efficiency each right?
Four in total. Two per node.
Iron plates are like 15 ingots
So 120 ore, with 2x 60 belts
Yep, 120/m ore is 4 smelters and 4 constructors, for 80/m iron plates
@fierce ruin Are those pipes being fed from both ends?
Do you have splitters?
Yes
@quartz cosmos Its a double layer pipe, so stacked. Both lines are being fed by a total of 3 water gens
https://www.reddit.com/r/SatisfactoryGame/comments/f6kova/my_indepth_analysis_of_the_new_update_3_alternate/? Hey all. Just finished a massive analysis of each alternate recipe in the game. Let me know your thoughts!
I have researched them if thats what you mean
@fierce ruin The problem is...a pipe is limited to 300m³ a minute flow.
Each Coal generator consumes 45m³ a minute at max capacity.
So 1 line of pipe can only support 6.6 generators (Let's round it down to 6).
1 pipe can support more if its fed from different positions along the pipe
@quartz cosmos 3 generators linked into 2 pipes (all connected and hooked up perfectly) and works, cant show you atm cause im at the other side of the map fixing my fuel xD
I see so I need 4 Smelters for 1 Mk1 miner on a pure iron node, then I combine 2x Smelters into one Mk1 belt for 60 ingots per/min per belt
are there any good blueprints for a basic steel production
so the efficiency on coal gens is is essentially 6/max flow pipe?
5,333 or so
because my 5 has been very stable but I guess I must be losing efficiency
ah, that's fine then I like to cycle under every time, gives a more stable power production
I'd rather have 5 at 100 than 6 at ~80%
which I'm sure is better if you're like math but I don't so no
hm.
5,333 or so
@oblique hollow where did this figure come from
A... Slight miscalculation
quick, everyone look the other way
🤫
Yeah definitely 6 coal gens per pipe, with 3 pumps underclock a little bit each.
@spark locust that's probably because you aren't using 100% of the generated power, so they scale down
True
So, to use coal or compacted coal if you're trying to skip fuel generators completely?
Fuel isnt that bad
It's going to be really tricky to skip them completely you'll have to be shutting down large parts of your factory or having really slow throughput
I dunno, compacted coal allows you to run twice as many coal gens per node
Yea but depending on your starting area that's still really limited. In the dune desert there's only 1 pure sulfur and water is pretty limited
If you run 7 coal gens off of one pipe, then the coal gens have a maximum of 71.4MW each
I didn't start in the dune desert
Well how much sulfur do you have around haha
You gotta do some math to see how many plants you'll be able to support
a pretty significant amount, i'd have to check but I know there's 5 nodes relatively close by
I'm trying to split 15 reinforced iron plates 5 ways evenly, and would like help.
Go for it then @sharp thistle but remember you need sulfur for nuclear now
@magic flint You can find balancers online, but manifold method does work fine
15 is odd. Thats a hard one
well, yeh, the goal is to just get to nuclear with coal
A worthy challenge
well, i'd just rather use oil for oil producys tbh
Fuel can be a byproduct
..... I think
Yes, indirectly through the heavy oil residue
in the meantime you can dump your residue from plastics and rubber into coke if you can't use your fuel for generators yet
Send all coke into Awesome SINK.
Or use it for power
@magic flint You still here? I am assuming you are putting the 15 onto one conveyor and then need to go into the five?
Anywhoo, if that is what you needed...
...........15
............S
........5 5 5
.......MMM<S
........S S S.. ^
....2 2 2 2 2 2
So split from one to three, then a merger, then into six and route one of of those six into a triple split and then into the three mergers.... though not ideal I I guess as it would pulse in to each row or not insert smoothly causing a "blip", though over a duration would stay even.
but is only way since the factor of 5 in there means no matter what it would have a non whole split to it, so the blip is effectively the decimal variable
Factorio and SF splitting both utilize feedback loop to divide with non-multiple numbers
i just did the math for alcald alu sheets. to produce 1200 pieces per minute you need now nearly 12000 power. thats so sick
But why you need 1200 ppm? Lol
It is not like you can bulid the mk5 conveyor belts that fast.
took 1200 ppm for turbomotor production. to be futureproof. but i lowered to 21 ppm turbomotor wich needs "only" 750 ppm alcald sheets. still a very big setup
any 1 on nuclear power yet ?
this times 6 will give me 750 alcald sheet per minute. now i just need a space for building
@compact steppe yeah nuclear is gay
yeh it really is 300m3 dont even run two nuclear plant`s
i ripped of the powerplants from my production and put it on the beach on the swamp area so that i can maintain the water for 60 powerplants.
yeah looks like am gunna have to do the same
i basicly fill one powerplant with 3 water extraktors to maintain the 300 m³/min without overclocking
seems bs to me but hey what do i know am no dev 😄
but to set this all up and to finetune it it took me nearly 8 days
wtf
also because i had to renew the whole production for the powerplant
yeah i gotta do the same
this whole area is now radioactiv
nah i need nuclear
well i was considering about to switch back to coal and fuel power and just unhook parts of my base from the powernetwork so i just can screw nuclear
but a nice thing is to have it there is that i just build my waste containers above the powerplant so i can have thousand of containers with waste where i will never walk again 😄
you will need shit ton of coal plants if you have 60 nuclear
yeah ill sort my today i hope if not always tomz to finish it 😄
i would just produce about 30 GW of power with fuel and coal, my base is build in packages for each endproduct and then i will just hook up the lines i need and unhook the rest from the powergrid
am ganna stick with nuclear for now if that fail`s then maybe ill go coal
and by the way, keep one or two plants seperate from the rest so if something goes wrong and your powergrind goes down so you can kickstart the whole plant with this one or two plants
yeah just tried that with what i got now and it dint work
if you still have enough fuel rods you will just need 5 bio mass burners to kickstart one plant, luckly i overstock things like a maniac and i got 20 bins full of fuel rods befor the update 😄
oh yeah i got a shit ton of em like 25 industrial storage full
heres to train sim 😄 lul
do you think industrial fluid buffers will help with water of nah?
to feed em
i dont know about the buffers in anyway. i have the feeling that buffers destroy the fluid rate
hmmm ok ill give it ago and let you know
i wasnt able to hold the 300m³ with buffers but without them i got it to work
i use the small buffers for the uranium pellet production for the acid fluid so that the production doesnt stop because i cant use the byproduct acid fluid
hmmm
i dont know if it's good but after the uranium pellets got to 100% production i underclocked the refinerys for the acid fluid to match the numbers with the byproduct again
nice ill give it ago
i hope that the map borders will all get a big ocean so we can have enough water 😄
am going to the east side of the map where all the water is to start my nuclear off hope there thats enough water there :d
there is more than enough, but for all the alternite recipes to get tons of resources you need water, and thats where i think its not enough on the map :S
The north, east and west edge is water IIRC
irc?
If i remembered correctly
yeah its BIG here thats where i am now
i hate water and i love water
🤣
i just dont understand the system, two pumps together, the pipes go the same height, one pump brings me the full 120m³ the other one only 40m³
@fierce ruin how many water extractor`s do you have for 1 nuclear 3 ?
or have you power shard them ?
ok i see you got 3 shards in 1
i have 3 extractros per plant
i didnt overclocked them
i needed the 360m³ of water to get the consistent 300m³ flowrate
i cant place the water extractor in deep water wtf is going on!!!!!
great game LUL
i think the dev's just forgot to make that chunks watery 😄
wow they really need to sort that out asap or i am rage quitting 🤣
now you know why i said i wantet to switch back to fuel and coal power 😄
yeah i understand now but am ganna need 10k coal plants to run my base at 75mph
yeah would have to disconnect parts of the base you dont need
but i need it all
yeah i know 😄
when my base is idle it still consumes 20 GW of power 😄 just from trains and stuff
not realy. ore only gives 1 point or something
nah you want super computers and motors running in to the sink
But if i have some spare nodes i other side
nope coz when you get in the billions there not ganna get you what you want!.
well i put450 super computers in and only got 177 coupons but i was in the millions
if you can put supercomputers, turbomotors or heavy frames in the sink
i let a full sink of each stuff into the sink and i dont need tickets for the next future 😄
I think i need like a bit more hours to get it working
make a temporary setup of the highest tier stuff you can make and through it in the sink
help ! I have an amount of Fuel at 50% in A, 100% in B but it doesn't come to the edge of the cliff (in C I'm at 0%), can you help me plz ?
uh no its ok sry it just fell in the tank sry its ok
@torpid rose try to reverse your electric pump, it maybe the bad direction 🙂
also check that your head lift in the pump isn't over 20
if it is, you will need an additional pump
I just unlocked recycled plastic. Not sure if this will pair with normal plastic recipe very well, considered the final product is packaged fuel.
has anyone worked out how the hell pumps work
even with that diagram I feel like I'm punching in a dream
@zealous jackal trial and error is the best method to figure it out, i think i understand it now but its a littel bit magic in my opinion to if it works or not 😄
Does producing plastic from polymer residue create more plastic with the same amount of oil than making it from crude oil?
you just need more power to maintain all those additional infrastructures though.
coal
portable satisfactory executable: you don't need epic launcher or admin rights!
for when your mom won't let you play at home
there is another solution, get rid of mom...
not advised but works
ok can someone confirm this for ful gen 100% =150MW @ 15m3 ; 150% =225MW @ 20,5m3 ; 200% =300MW @ 25,6m3 ; 250% =375MW @ 30,4m3
😮
@hazy fossil producing plastic with original recipe and recycle plastic with original rubber produce 1.047 plastic out of 1 crude oil. If you use the recycled rubber instead, cross couple with recycled plastic, and heavy oil recipe to produce the fuel, you can get 1.055 plastic per crude oil. Original plastic alone, makes 0.67 plastic per crude oil plus some heavy oil
I am not sure if this will be the highest conversion ratio, waiting for a super powerful calculator to analyses the recipe(s) choices. The dev really makes oil processing interesting now.
is there something like Pipes MK.2? I got a oil extractor which produces 600m^3 (overclocked ofc), but the pipes can only transport 300m^3/min. any solution for this waste of ressources?
so basically... we've to waste them for now but they're probably coming one day?
Some day™
probably in a month or 2. their main focus is fixing bugs and balancing things out.
@viral fog nope, overclocking isn't linear

@wind spade have you already got a list of items' points when putting them into the sink?
not yet. I got some responses for other questions, but list of item point value wasn't there. Though there are some nice spreadsheets out there
I'm always preferring reliable sources 🙂
The wiki’s list seems good.
yeah, thanks. still wondering where they got the information from
Have all the new alternate recipes been documented?
Yes check this out https://www.reddit.com/r/SatisfactoryGame/comments/f6kova/my_indepth_analysis_of_the_new_update_3_alternate/
the info was probably datamined
Its basically impossible to read on my phone, ill check it when i get back home
the info isn't datamined
there's no way to datamine the coupon values
it was collected by hand
Im trying to calculate the maximum points per minute from a resource sink if all nodes on the map are being tapped with overclocked miners and crafting the highest value items possible
Im assuming oil would run out first, even if pipes could extract 600 cubic meters of oil from the overclocked wells
So that would mean nuclear power would need to not require oil
Is producing polymer resin directly the best method to make the most plastic and rubber out of oil?
you can only get 300m3 per minute from each oil node
Yea
Im assuming coffeestain will add a method to get full over clock value from oil wells
Well probably get more powerful pipes in the future or extra pipe outlets on the wells
What is the maximum production potential for turbo motors if all nodes on the map are being tapped and overclocked (and assuming you can get full value from overclocked oil wells)?
there a way to get repeating decimals set into machines?
need to produce 25/min iron rods, but at 100% the machine makes 15/min
need to run at 166.667%
get two machines
I doubt it but that should be close enough
trying to get no excess either
two machines, one at 67% underclock
though i guess i could also just feed the extra 5/min into the ticket machine
@modest kestrel isn't there a bug where you spawn as a new player every time you join a world without launching through epic?
anyone have the water / coal plant ratio?
3->8
3-8 but 2 pipes
Or one pipe like this
Have you tried when it's under max power draw?
yes, it should work
Ok I've never tried that method
Didn't they add the ability to set the number of items/per minute to any machine output? Not just the overclock percent?
Yep
@worn moat then just set the output number instead.
tried, still acting funky
worked it out though
realized rotors need rods anyway, 20/min so another constructor at 100% + the 5 excess meets the 20/min need
what's you all's opinion on the best location to build your megafactory?
In the air
You want space, and kinda central to reduce travel time of trains coming from around the map. But you also don't want to be too high up (on the central mountain) because you might reach the fog layer or upper limit of the map
I'd say don't build megafactory, but split your factories per product
And then move them around via train?
well if you want, you can move them all to central storage
or you can just store them where they are produced and use hypertubes to get them when needed
Playing with the wife, and hypercubes are currently a big pain for clients, so trying to avoid depending on them
yeah then just set up a storage container per item and transfer the final products via train there
Independent manufacturing with a central mall ftw 🙂
i went for a mega factory way. im almost central above the pink forest area. but you do need to be careful as stated above about the fog level. i have gone up pretty high and im just below it. so i cant build any higher if i want to
and it does make things more difficult to get everything up there neatly
any calculators updated for update 3 yet?
working on it 🙂 this is everything I have so far, not a caalculator, but may give useful info: https://update3.satisfactory.greeny.dev/
sweet
@torpid robin just don't go above 3km and it shld be good
is that cloud line is it?
@wind spade good work brother.
am i doing something wrong cause i just did the math and to make 400m3 fuel for 26 gens is 1250w and 26 gens only make 3900w that really really dont seem right or worth it for all that work? did i do something wrong or are my numbers off? please help
but that requires finding a drive that randomly unlocks it
there's a lot of pretty good alts that are worth, so you should be looking for drives anyway
you can also stay on coal
it's better than fuel (as it was before U3)
@wind spade turbo heavy fuel (with heavy oil recipe) to be exact.
It seems like the diluted fuel recipe produce 1 extra empty canister out of thin air.
How many coal plants can one water pump support
2.6666
I want a train for each ore,
first being bauxite cuz I have everything else relatively close to me but bax
SOO take all the ore we can extract from the planet
3 impure nodes, max extract of 300 so 900
5 normal, max 600, 3000
5 pure, max 1200, limited to 780 cuz Mk5s, soo 3900
meaning 7800 bauxite/m
each train section can move 1560 i/o
funny that's exactly 5, neat.
Now I have to find the optimal route to take the train because the only factor in this is distance, time it takes to get from factory to each node.. fun times