#math-and-meta

1 messages ยท Page 435 of 1

stark lichen
#

i mean the byproduct. we need the ability to prioritize power buildings

upbeat tide
#

If you mean shoving it into coal gens, its incredibly bad, 2.4 sec timer

stark lichen
#

steel screw is actually pretty great for bootstrapping

#

it's nice that just one constructor can supply the assembler or manufacturer

upbeat tide
#

Steel screw is awesome

#

I have 3 steel screw constructors feeding all the screws I need for a heavy modular chain

#

Alt heavy mod tho

cursive raft
#

has anybody figured out how to make the fuel generator 100% or near 100 efficient? at most, i seem to only be able to push 10-15 flow rate into it once it fills up and at best ive seen 40%ish effeciency

#

with and without slugs

#

got a full storage connected to 1 generator just for testing. even put a pump on the line just to see if that helps increase the flow or not. dont seem to matter.

wind spade
#

generators automatically scale based on your power consumption

cursive raft
#

so no manual way to force it to max ?

#

im not a math guy so i wouldnt know how to plan for flow with this kind of scaling

wind spade
#

you don't even need them to produce more, since you have no machines that would use that extra power

cursive raft
#

im just trying to work out maxizing the 300 flow rate of the pipes

#

how many generators i could put to utilize the full pressure

tough eagle
#

Itll always be a variable rate. The only time this is a problem is when using byproducts for power

wind spade
#

8 gens per 3 water extractors, using two pipes

cursive raft
#

im doing oil

#

via refineries

#

got 3 refineries pushing 99.6

wind spade
#

one does 15/min m3 at max power

cursive raft
#

so close to 300 rate into the storage

wind spade
#

so 20 gens

#

they won't work on 100% unless you can use 100% of their generated power

cursive raft
#

is 15 a max for sure?

wind spade
#

yeah, 600 MJ for 1m3 of fuel, generator does 150 MW, so 4 secs per 1m3 or 15m3 per minute

cursive raft
#

ok yea so that i can work with

#

that helps me plan a bit better

#

i just couldnt figure out how to confirm that visually in game.

wind spade
#

I think generators have somewhere written how much they use

cursive raft
#

so long as i can assure close to 300 input into the lines, that would be good enough for 16 for sure then with a little extra

#

now i just gotta play with the refineries to see what i can come up with on that part of the test.

#

i got 3 using 300 input and producing almost 100 output

#

well, 100 input per and producing 100 out

glacial hemlock
#

Hook it to tons of hypertube entrance. They constantly drain power

wraith glacier
#

How do I load balance 5 constructors that need to put out total 90 plates and they produce 20. Into 3 assemblers my brain is broken atm

wind spade
#
--S--S--S--S--S
  |  |  |  |  |
  C  C  C  C  C
  |  |  |  |  |
  M--M--M--M--M
  |
  S--S--S
  |  |  |
  A  A  A
wraith glacier
#

Thanks but that looks like over flow

wind spade
#

yeah, that's a manifold ๐Ÿ™‚ better in almost every way than load balancing

wraith glacier
#

Well I guess it's reinforces plates the first machine won't build fast enough that the last won't feed

#

Thanks I'll give it a go

wind spade
#

if you calculated the numbers correctly, it will work eventually

#

just takes a bit of time to fill the first machines

frosty swift
#

anyone know a good 1->5 balanced splitter?

glacial hemlock
#

Manifold.

frosty swift
#

other than the manifold of course

glacial hemlock
#

Else, split into 6, feedback the 1.

storm ingot
#

The trouble with the six feedback into one is that it actually slows down your input because you have 1/6 cycling back into the line if the line is max capacity

frosty swift
#

True, but I think I can work with that. Thanks

storm ingot
#

Well, example is say a mk 2 cause number works easily. The 120 splits into 20 each. Meaning 20 cycles back into that 120. As result, with a 120 input, your output is capped at 100.

So if you want ot maintain the full input or avoid having to use a higher mk intermediatary, one extra splitter, and three mergers after the initial 1-3 split.

#

this will cycle the surplus in and level out at a 120 input 120 output as the cycle acts as a ballast.

wind spade
#

the issue with balancers is that they are worse than manifolds in almost every way

storm ingot
#

the one time a value of splitters is worth is if you are short on supply for whatever reason so don't want the last one under producing to keep a part of a line from running short, but even then stuff will eventually balance, even if a midpoint assembler backs up because of that line being backlogged

mossy olive
#

how many coal generators can i get on a Pure Coal with Mk2 miner and mk3belt?

graceful loom
#

so does anyone have a spreadsheet of alternate recipes? (ie for experimental not current)

covert tendon
#

240รท15 @mossy olive

mossy olive
#

ty

covert tendon
#

@graceful loom

swift panther
#

Lol greeny

wind spade
#

what's so funny about me

#

I know I'm super funny, thanks ๐Ÿ˜Š

gilded trench
#

question, is it worth doing a miner->10smelters->container -> workstations?

#

i thought id try so that i have stations pumping plates, pipes, screws etc all into containers, and from there to different stations

#

instead of minmaxing 2 constructors into 3 constructors into assembler for each part etc?

swift panther
#

Just your two comments about manifolds and balancers. Made me laugh lol

fallow lily
#

Balancers have their uses...it's just not in factory construction.

quick gorge
#

Sooo a mk6 belt must be at least 1200 i/m since a Mk3 miner on a pure node clocked at 250% is 1200 i/m

fallow lily
#

For working with trains, I see balancing input and output between various freight platforms being useful.

glacial hemlock
#

@quick gorge CS won't give you 1200, perhaps 1170 from my guess

fallow lily
#

And it'll probably be another year.

quick gorge
#

laughs in mk7

fallow lily
#

Three for Mk7.

glacial hemlock
#

@gilded trench buffers buffer, but won't do anything good for your factory

fallow lily
#

Mostly because machines already buffer.

glacial hemlock
#

Compared to factorio, SF machines do have lots of buffer.

fallow lily
#

And if you make efforts to balance your factories, the existence of buffers doesn't matter much.

quick gorge
#

I'm going to put my programmable splitter idea in the modding discord cuz if CSS ain't ganna give us complex things the modding people might.

fallow lily
#

Byproducts and resources that need to be sunk/fed back aren't complex?

glacial hemlock
#

Great! Once i am done in vanilla, i would like to try mods too for more complex production

quick gorge
rancid lark
#

@quick gorge there's already a mod for that

quick gorge
#

Does it include all that functionality?

rancid lark
#

Priority and ratios, ya

quick gorge
#

Annnnnd the regulator?

glacial hemlock
#

Sorting, no?

gilded trench
#

idk, i think the buffers would help organizing the factory or something

glacial hemlock
#

Buffer do helps if parts of your factory is designed to be not running continuously.

rancid lark
#

Not the type of item functionality

quick gorge
#

The cult is displeased

rancid lark
#

You could do it with the ratio merger though I would think

#

Better discussion on the missing discord though

quick gorge
#

Well I posted it on there anyway.

willow igloo
#

Rate my strategy, bus format. I've been using a stack conveyor bus, about 8 stacks high as that is 5 wall segments per floor, bus continues to higher floors when a floor gets too big. My strategy has been to build a factory line perpendicular to the bus to either consume my current belt tier of ingredients or output a belt of output, building on both sides of a merge line when applicable. My strategy has been to not plan a huge starting smelting factory but to play a game of "fix the limiting resource" and only consider a factory needing to be "fixed" when I go to my hub and look in the storage bins. If I can grab at least 2 full stacks of items for building purposes I consider it good since I'm making more than I'm using for personal building.

#

Since a belt on the bus can go both directions from the point it is put on the bus I figure if I need to add more smelting later that I can run it back toward the start of the base and feed old machines as well as new

#

Side note, as I get alternate recipes, I can demolish the factory line for X product and replace it with a new production line connecting to different ingredients since the bus has all of my items on it already

sand garnet
#

Bus is agenerally bad idea in this game

willow igloo
#

I was originally going to make a separate factory for each product but I didn't space them well and wound up having conveyor spaghetti

#

Another though was to make individual factories that do more than just a single step and input raw in one side and finished higher tier items on the other

steady lily
#

@quick gorge in the caterium mam tree there is a programmable splutter at the bottom

quick gorge
#

. . .

willow igloo
#

What I really want is a priority splitter. Can you do that in a programmable where you want it to go one way first, then the next and finally 3rd?

steady lily
#

Yes, it wonโ€™t be exact but it will be 99% effective

#

Splitter-99% one way, 1% the other way, and put another on of those after

quick gorge
#

I want a not shit programmable splitter.

steady lily
#

That solves the problem you just stated

willow igloo
#

Interesting, but when the 99% direction is full it would then go fully to the 1% side I assume?

steady lily
#

Yes

willow igloo
#

Awesome. Still would prefer a straight up priority system but that works

#

Will also help on my factory lines, usually everything balances slowly via the overflow method, but being able to take a certain percentage off at each stop would be amazing

steady lily
#

If you start thinking about the numbers you might like it better, every 100 you lose 1 that goes into the overflow area

quick gorge
#

I'm still stating I want a programmable splitter.

oblique hollow
#

Oh yeah overflow. Im also for Programmable splitters with more functions

quick gorge
#

more functions, more like any... it's just a shitty filter.
I'm very aggressive towards the shite we have now

willow igloo
#

@quick gorge there's a reason why this is early access. Remember back when too many belts would bring your fps into the single digits? Before they could add cool things like nuclear radiation calculations and trains into the game they had to make their belts and machines function optimally.

#

Same reason we didn't gt pipes till recently, gotta make the rest of the game work and build atop a good foundation

#

We might even get factorio style logistics bots later or a helicopter, but first they have to make sure each building block for their finished game functions correctly. Better splitter might be incoming

quick gorge
#

Yes I know, but I'm British and the only way we know how to get things to change is be persistent and complain about things until they change.

I also find it more funny then anything with creative ways I can say I don't like something.

strange hawk
#

@oblique hollow You have really pretty handwriting

oblique hollow
#

Thank you

#

I tried to go write this with technical lettering but then i got lazy

quick gorge
#

10/10 not a doctor

oblique hollow
#

Technical lettering is the process of forming letters, numerals, and other characters in technical drawing. It is used to describe, or provide detailed specifications for, an object. With the goals of legibility and uniformity, styles are standardized and lettering ability has...

strange hawk
#

I once learned that ages ago for technical drawings

#

Hated it so much

oblique hollow
#

Ive learned this 4 years ago

#

Thankfully the computer does most of that now

strange hawk
#

True

#

Yes I know, but I'm British and the only way we know how to get things to change is be persistent and complain about things until they change.

I also find it more funny then anything with creative ways I can say I don't like something.
@quick gorge I i laughed way harder than I shouldve

quick gorge
#

SEE!
THIS IS WHY IS DO THIS
Hold on let me get another

grizzled ember
#

if the max flow on the pipe is 300mยณ/min, the maximum amount of water extractor i can i have on the same pipe is 2? considering 120m3/min

oblique hollow
#

2.5

#

3 on 2 pipes works well

#

For 180 per pipe

grizzled ember
#

so the 600mยณ/min max flow on the water extractor is completly usless?

oblique hollow
#

Yes

strange hawk
#

For nowโ„ข

dry mason
#

ok another maths question how is the effectiveness percentage calculated is it against all machines or only ones running? and/or connected?

shy mason
#

it's the machine you have open, it essentially is (time building)/(total time) it's been powered since loading. So it's more a measure of how well you have been feeding it the resource inputs on time

dry mason
#

ahh ok, that helps a lot. can fine tune things better.

willow igloo
#

As product backs up that percentage will go down sadly.

tough eagle
#

Those percentages bug out on me a lot. I just make sure nothing is stalled from not receiving inputs occassionally

#

And if it's stalled, time to follow the line and see what I screwed up

#

The worst is when you upgrade a setup and realize hours later that it's been running at half efficiency or worse because of some tiny detail like a 1m section of belt didnt get upgraded

oblique hollow
#

When you got closely packed mergers and splitters and a belt inbetween is a Mk 1hehe

tough eagle
#

This has only happen to me once but I had the belt INSIDE the splitter not upgrade and didnt discover it for hours. I was building splitters directly on a line, which I do a lot. I dismantled the splitter and sure enough, there was a short piece of a mk1 belt there

oblique hollow
#

Oh yea that

strange hawk
#

You can stop with that hehe

unborn ermine
limpid hamlet
#

Will a oil pump at 200% be worth it since the 300m3 limit of pipes?

shy mason
#

not until they bust out tier 2 pipes in latter versions

limpid hamlet
#

Meh

tough eagle
#

It's worth overclocking oil nodes up to 300, they can all use some level of overclock

summer kite
#

i've only been upgrading my generators so far

#

too scared to mess up production

tough eagle
#

Why generators? That's the one place with minimal benefit. It just saves some space

wind spade
#

@summer kite that's just waste of shards

summer kite
#

oh ;-;

#

i'm new to satisfactory i didn't know, thought it would help while i get stuff organized and figured i'd find more slug boys

#

i only put them in the ones that were on the hub

wind spade
#

for machines, if you overclock them, you use way more power than if you built more of them

sand garnet
#

greeny knows.

wind spade
#

for generators, it just increases power production and item requirements by the same amount, so it's the same as building multiple

summer kite
#

should i just build more gens then connect them all

#

and speed up like my assemblers

wind spade
#

usually I recommend using shards only for miners, as those are limited by nodes, so if you're short on resources, you don't have to go search for far nodes

summer kite
#

i've been pretty lucky with nodes but they are all normal quality

#

i guess i'll do that then

#

and my assemblers since i need alot of stuff for my shuttle now

wind spade
#

example:
2 smelters at 100% eat 8 MW
1 smelter at 200% eats 12.1 MW

summer kite
#

oooo

wind spade
#

2 assemblers at 100% would eat 30 MW
1 assembler at 200% would eat 45.4 MW

#

so it's not worth overclocking assembler, unless you run out of space

#

it's usually better to build more

summer kite
#

hm okay

fallow lily
#

Refineries are so power hungry.

summer kite
#

i dont think i have those yet

#

i'm working on finishing my first shuttle teir

fallow lily
#

And hmm.

#

Manufacturers are power hungry, too.

#

Will have to think about any recipes that move production from an assembler to a manufacturer.

shy mason
#

so motors and flexible structural space elevator parts

fallow lily
#

Automated wiring alt.

#

That one seems a bit meh anyway.

carmine hazel
#

has anyone figured out the math on aluminum yet

steady lily
#

You can do this yourself by backtracking from the material you need

gilded quarry
#

All of the space elevator alts are bad except flexible frame. And that one is slightly more productive in terms of raw ore but requires twice as much space AND it requires more complicated inputs. So even that one is kinda meh.

#

The automated wiring alt is horrendous

#

considering it doesn't even save you power/resources/space, and all it does is require a massive production chain increase

turbid cape
#

pls all attachment group supports foundations

strange hawk
#

@gilded quarry so what are you saying?

#

Alt recipes are not there to make the game easier, they are there to give you an alternate way to do things

summer field
#

Except for the ones that make the game easier.

strange hawk
#

Just quoting CSS

gilded quarry
#

@strange hawk Yeah there are quite a few alts that are downright good, zero downsides

strange hawk
#

excuse me ๐Ÿ™‚

gilded quarry
strange hawk
#

Im waiting for greeny to update his website

#

Loved that alt recipe analyser

gilded quarry
#

I personally like that some of the recipes are downright good. I think it makes finding hard drives more "worth it" and they feel like tech upgrades. If they truly were all just trade-offs, then I wouldn't even bother hunting for them

#

And yes, his tool will be MUUUUUCH better than my spreadsheet, I hope, but I was impatient ๐Ÿ˜›

strange hawk
#

The trade off ones can be good if you dont have certain materials close by

gilded quarry
#

Yes. Some of them are nice just because they exchange one resource for another. Some of them are just utterly horrible though, that you would only use in some random crazy edge case but otherwise is just bad

strange hawk
#

What i liked about greenys one was that you saw the ratios

upbeat tide
#

Started to do my calculations for alu... this isnt gonna be simple

carmine hazel
#

@upbeat tide not even a little

#

just the fact that you're putting out 360 scrap/m per machine, and then foundries take 240/m you so 3:2 refinery:fountry ratios on mk5 belts and it takes 3:1 boxite/water=>alumina scrap

#

I'm thinking and I hope I messed up the math here:

(18) water pumps (plus the 60/m/unit water return from alumina=>scrap refineries)
(27) refineries for water/boxite=>alumina
(9) refineries for alumina=>scraps
(18) foundries for silica/scraps => alum ingots (over 6 mk5 belts!)
upbeat tide
#

Either way right now my max petro coke production is 300/min, gonna have to factor that in. Gonna have to tap another oil source for more

#

And bauxite isnt close to me, grasslands so lots of logistics before things even kick off

carmine hazel
#

did you start at the new location? I ran a train to the boxite and then picked up those 3 nodes + quartz nearby and ran another station at the next oil, 2 norms, pure and impure are plenty for petro coke

scarlet marsh
#

seem to have a hard time balancing liquids in oil refining and al production

carmine hazel
#

I made a second plant and trashed the primary for heavy oil residue, I might ship it back on a second train

#

but I've got coupons!

upbeat tide
#

Nope, started in south grasslands. Did red forest before, so one at a time

carmine hazel
#

ah, well for a single player you there's plenty of coke off one oil node

upbeat tide
#

Only tapping 900m3 of oil atm

scarlet marsh
#

6 mk 5 belts of Al lol

#

thats ridiculous

carmine hazel
#

it will be, trying to figure out spacing/verticality design now.

#

currently starving 5 machines off one belt

#

bauxite via 2 train cars is not my bottleneck, that's for sure.

#

100m of water for EACH machine is a bit ridiculous, it would be nice to be able to put water back (60m return from scrap refinery) into the lake somehow, otherwise I'm tempted to bottle the water and shred it so it never blocks production

scarlet marsh
#

yeah that is the problem i am having

#

too much excess water

carmine hazel
#

I'm not using the plastic, so I could.

scarlet marsh
#

there is a wet concrete recipe

#

that you can use too

gleaming ermine
#

Wait, how is excess water a problem?

carmine hazel
#

that's neat, also not making that here

scarlet marsh
#

to burn water

#

excess water blocks flow

gleaming ermine
#

Is water an unwanted product of something?

carmine hazel
#

you need water to produce an item that has a byproduct of water, so they need a way to only run pumps when the water is low, instead the water out is blocking production

scarlet marsh
#

yes, aluminum

cedar mica
#

If you have a train setup, send the excess water into it, then loop it back into the source

scarlet marsh
#

same issue you have with heavy oil residue

#

you need to dispose of the heavy oil somehow

carmine hazel
#

heavy oil residue you can just thow to coke and toss it easily

scarlet marsh
#

or it blocks flow

gleaming ermine
#

What's the water input and unwanted output?

#

I have a bad idea

scarlet marsh
#

its like 7:2 or something

#

ratio i think

cedar mica
#

Reduce water equal to excess and loop it back in. Saves a bit of power as well

gleaming ermine
#

That

carmine hazel
#

Refinery1) 70m bauxite+100m water =alumina
Refinery2) alumina+coke = 60m water and scrap

scarlet marsh
#

yeah you can reduce water and underclock your refining

carmine hazel
#

yeah once I figure out how much one refinery can make scrap It shouldn't be an issue once it's running

scarlet marsh
#

you just need to not max out your water production

gleaming ermine
#

That's what I'm thinking as well

scarlet marsh
#

but honestly

#

i think the easiest way

cedar mica
#

Put a fluid buffer on the water output, run the numbers, reduce water pumps by how much water you get excess, then join the fluid buffer to the input line

scarlet marsh
#

is just to dispose of the water by bottling or wet concrete

carmine hazel
#

bottle and scrap bottled water, wait until fox news hears of it

scarlet marsh
#

yeah if you have a closed system tho

#

not sure how that works out

#

guess you just have to be underclocked on water the whole time

cedar mica
#

If you are unsure, add buffers, so you can keep an eye on things

scarlet marsh
#

or hook up more water initially to get it started

#

then reduce supply

cedar mica
#

No need to add more water, it just takes a little longer for the system to start up, as the excess water havent been added in yet

scarlet marsh
#

you sure?

#

your excess water production would be lower than needed

cedar mica
#

Water works like belts, you just need to give it enough, even if you give it 50/m and it wants 80/m

carmine hazel
#

if it can catch up then it's not going to continually go

#

it must be exact to be non-blocking

cedar mica
#

Count excess water as an water extractor, simple as that

scarlet marsh
#

yeah itll work, just underclocked i guess

#

you cant get it up to 100% that way

carmine hazel
#

they're going to need a way to do this with water like we have with splitter/mergers

#

where you can prioritize a line

cedar mica
#

It dont need to get to 100%, right away. If the excess water is 20%, then the machine will run at 80%, till the first excess water joins, then slowly get to 100% from there

scarlet marsh
#

the excess water output will not be enough - unless the input is enough

cedar mica
#

If excess water is 60m3 and you need 300m3, just add 240m3 from the water exctractors. Rest will work it self out

carmine hazel
#

@cedar mica have you done it that way....let's see the POC

cedar mica
#

Have just done it with 1 aluminum refinery. It works, as the extractors fills the refinery, even if it dont give enough m3 per minute. Like a belt, 240/m will still make a 300/m machine work, it just not 100% efficent, till the byproduct joins the mix

harsh fractal
#

Use unpowered pumps to make sure the input water doesnโ€™t flow into the output pipe that is fed back to input side

grizzled ember
#

how much fuel does the fuel generator consumes? at full consuption

upbeat tide
#

15/min

#

For normal fuel

#

A 300m3 max fuel line can support 13 fuel gens comfy

grizzled ember
#

it should support 20 gens max, no?

#

if i do manage to take 300 m3/min

upbeat tide
#

Err I was told 13 by greeny, Im not ingame to verify numbers

#

Well, here is the math

Unless the MJ for fuel has changed, its 750

#

So,

60*[power output]


MJ of consumed fuel item

#

60*150= 9000


750

= 12

boreal cloak
#

Anyone know the equation for power usage on miners? Can't seem to find it on the wiki.

upbeat tide
#

Multiply the base power by the percentage

boreal cloak
#

or just power usage overall, not sure if they are the same

#

oh, duh. Thanks

upbeat tide
#

For example if its 5MW, arbitrary figure * 250% = 12.5

#

At least I think it works that way

boreal cloak
#

Actually, its not.

#

Lemme see if the equation is in the source files

#

Cuz 250% on a mk1 is 21.7MW

upbeat tide
#

Base?

boreal cloak
#

5

upbeat tide
#

Hmm let me see

boreal cloak
#

50% is 1.6MW

#

so must be exponential

upbeat tide
#

Yea theres more to it than straight up percentage * base

boreal cloak
#

thought so

upbeat tide
#

It seems

#

In straight up %, 5*450%=21.5

#

I think it tallys up all the tiers

#

Err nvm that doesnt quite add up

boreal cloak
#

I'ma throw the values on a graph and see if it cant pull an equation out of it

#

wait

#

someone mentioned this
(power usage) = (initial power usage) ร— (clock speed% / 100%)1.6

#

lemme test that

#

nope not close

#

hmmm idk

wind spade
#

[power usage] = [base power usage] * ([clock speed / 100] ^ 1.6)

#

@boreal cloak @upbeat tide

#

also @upbeat tide fuel energy value is 600 MJ

upbeat tide
#

Then wiki is wrong then on fuel, ofc ty though

wind spade
#

(at least if talking about EX)

#

if you want to check them

upbeat tide
#

Gonna have to bm that, normal wiki isnt halpfuk ๐Ÿ™‚

wind spade
#

wiki keeps it's data to EA version

#

with sometimes adding EX data somewhere in the article with EX notice

upbeat tide
#

Yea no notice for fuel gens except they use liquid ๐Ÿ™‚

boreal cloak
#

its close to 1.6

#

1.60407132367 precisely

#

Need precise for my calculator

wind spade
#

it's exactly 1.6

boreal cloak
#

really? numbers dont seem to make it 1.6, but I might just be dumb

wind spade
#

ingame numbers are most likely rounded to some amount of decimal places ๐Ÿ™‚

#

but in game data it shows 1.6

boreal cloak
#

Im doing the calculation and rounding it, so ima just use what my calculator gave me

#

but thanks for the help!

wind spade
#

well, if you want exact values, then I'd suggest using 1.6, as that's the value which game uses

#

(for power generators, it's 1/1.3)

boreal cloak
#

For 1.6 it gives me under the correct value further away than using my number

wind spade
#

but the ingame value is rounded

boreal cloak
#

it is

wind spade
#

but it still uses the non-rounded value for calculations

boreal cloak
#

correct

wind spade
#

so why not use 1.6

boreal cloak
#

I'll do a check to see which is more accurate in game, then use the more accurate one

wind spade
#

you can't check it against the displayed values though

boreal cloak
#

?

wind spade
#

because they are rounded

boreal cloak
#

true :/

#

I mean im rounding mine either way so it doesnt make much of a difference which one I use

wind spade
#

I mean, having the 1.6 value in game files should be probably enough proof for you, right?

#

mPowerConsumptionExponent is 1.6

#

(for any producing building, I just picked manufacturer)

boreal cloak
#

and the numbers seem to be rounding to 1.6, guess youre right

#

the rounded values must of messed up the calculation

wind spade
#

yeah I always calculate with non-rounded values and round them in the final step only

boreal cloak
#

well I am using numbers off wiki so they are automatically rounded

wind spade
boreal cloak
#

bruh, I looked for that for like 15 minutes

#

before I decided to try to calculate it

upbeat tide
#

Decided to play with numbers and what a mk5 belt can support. Aperantly if I did it right, a mk5 belt full of compacted coal could supply 109 coal gens

boreal cloak
#

nice

wind spade
#

compacted coal has 630 MJ, so it burns after 8.4 seconds, or 7.14 compacted coal per minute in one gen. 780 compacted coal/min therefore makes 109.2 generators, so yeah, you're correct

#

you could do 110 easily, as you won't use 100% of the power most likely

upbeat tide
#

Was just building some tables for myself, really shows how bad coke is as fuel

scarlet stag
#

Wowee

#

That's a lot of numbers I don't understand

wind spade
#

coke is bad, but it's a nice boost to your power if you use it

#

since it's essentially free power coming from your oil processing

upbeat tide
#

780/min of coke can only do 31.2 gens in comparison

scarlet stag
#

All I know is put the coal in the generator and live

upbeat tide
#

This isnt FrostPunk ๐Ÿ˜‚

scarlet stag
#

That is all I need to survive

fallow lily
#

Hey, coke is better than residual fuel. Especially if you're next to water.

glacial hemlock
#

Saw your discussion regarding liquid loopback like alu scrap production. Lets say the feedback is 20%. So why not build 5 machines, 4 to handle fresh water and 1 machine for recycled water, then setup a priority system for the scrap output from the 1 machine.

robust vessel
#

So is there any consensus on which oil processing is best? Should I turn my oil into poly resin and then turn the poly resin into plastic and rubber? or turn the oil directly into plastic / rubber?

left kernel
#

How do I tell how much a coal generator needs? It shows water consumption rate but not the resource side of things

wind spade
#

15 coal / min

#

on max load

left kernel
#

and I presume overclocking levels would be (22.5/min | 30/min | 37.5/min)?

wind spade
#

nope

#

it's not linear

#

20.5/min | 25.6/min | 30.4/min

#

though there's no reason to overclock generators, just build more of them

left kernel
#

I see...

robust vessel
#

hmm looks like the poly -> plastic saves about .12 oil / plastic, but includes an extra step and requires water, so that's pretty no-brainer, I guess

pine quest
#

Hello! I'm setting up 4 MK2 miners on pure iron nodes, giving 960 iron via MK3 conveyors. This is fed into 4x8 smelters and my intentions is to make that into 20 modular frames per minute. I'm using the casted screw alt.recipie for some sleeker production.

My question is, what's a good way to divide up the iron? I can't find a source online that has the updated recipes from 0.3 and I can't plan without it. Does someone have a good source of info or just the recepies from memory? Specifically, iron plates, iron rods, reinforced iron plate and modular frame?

wind spade
#

otherwise tools are still in the development

pine quest
#

Great, thanks!

boreal cloak
#

oh im made a factory that did that.

#

Lemme load it up and I can tell you

#

im currently using the three base normal nodes by spawn on Map 1. So the three together power 12 smelters, which go into 12 constructers half plate half rod, the rods splits between screws and the frames. The plates and screws feed into 6 assemblers making reinforced iron plates, that feed into 10 assemblers making modular frames

#

They make 20 frames/min

#

I have buffers in between so I have excess.

#

Plates have 1 shard per smelter and one per constructor.
Rods are 2 shards per constructor none for smelter, Screws have 1 per constructor.
Assemblers for both R.I. plates and Mod Frames have no shards.
All together thats 24 power shards.

#
  • 4 for the miners depending on if you are using normal nodes with t2 otherwise you have to OC it depending on how much iron you mine
gilded trench
#

question is, if i oc a constructor to 72 screws, and another for 36 iron plates, why does the assembler (oc to produce 6 per minute) overflow with screws and not getting enough iron plates to make reinf plates?

boreal cloak
#

if its overclocked to produce 6 per minute thats what 120%?

#

30 * 1.2 is 36 so it should

#

you might not be getting enough ingots to the plates?

gilded trench
#

oh no i have 16 smelters for not even close enough constructors to use it

boreal cloak
#

And you checked to make sure everything is getting the input necessary right?

#

sounds like either a bottleneck somewhere, or its not actually oc and just glitched

glacial hemlock
#

Manifold is the answer to everything

boreal cloak
#

^

gilded trench
#

checked everything, its all smelting properly, nothing clogged up and still

#

what is manifold?

wind spade
#

not overclocking as well ๐Ÿ™‚

#
--S--S--S--S--S
  |  |  |  |  |
  X  X  X  X  X
glacial hemlock
#

TTTTTTTTTT

wind spade
#

mine is neater ๐Ÿ™‚

gilded trench
#

but im doing that since greeny told me to do it

#

but ocd kicked in and i needed two less constructor, so i oc-d ๐Ÿ˜„

#

maybe i didnt wait long enough to see everything to normalize

boreal cloak
#

could be, wont go to full efficiency until it fills

gilded trench
#

i have 16 smelters going into 16 constructors, thats way too much iron

boreal cloak
#

thats not enough

gilded trench
#

screws take 12,5 per min

boreal cloak
#

its never enough

gilded trench
#

8 of those take 12,5 each for screws

#

even if every constructor takes 30 is still equal to production

glacial hemlock
#

Everything below 100turbo motors/min is not enough.

gilded trench
#

and only thing that takes that much is iron plates, thats only one constructor making that, rest is 12.5 or 15 per minute

willow igloo
#

Later you'll find alternate recipes to use less iron ore to make ingots and less ingots to make your other products. Purified copper ingot for instance uses water as an ingredient but will produce 2.5 copper ingot for each copper ore. Some alternate recipes are meh, but others like cast iron screws are amazing for saving resources

glacial hemlock
#

Screw-related recipes save time, but uses slightly more iron per recipe

robust vessel
#

anyone know off-hand what the burn rate for turbofuel is?

sullen cloud
#

4.5/min

upbeat tide
#

Turbo is nuts, a 300m3 supply can keep 66 gens happy

dawn lark
#

100 turbo motors / min owo?!

elfin spoke
#

Which is better, Alternate: Heavy Flexible Frame or Alternate: Heavy Encased Frame?

pale jetty
#

the encased one

#

since you don't need oil for that and no screws

dawn lark
#

I prefer encased, but might need to try looking into flexible

pale jetty
#

especially nice with Alternate: Encased Industrial Pipe

elfin spoke
#

That's already the setup I was using so nice I guess

#

And what about the new pure ressources?

fossil raptor
#

im having a problem with oil production, i cant find a way to make 165 plastic / minute without making fuel that i cant use or heavy oil residue

shy mason
#

Water ponds deep enough for the extractor are hard to find and the 300m3/m limit of pipes limits how far you can take them to where you need them, as well as extra electric costs for a refiner compared to a smelter and any pumps you need to lift the liquids

#

If its late game and you have a nice set up on coast or few lakes not already full of extractors for power generators, go for it.

sand garnet
#

@fossil raptor fuel you can't use?

fossil raptor
#

i dont have fuel generators yet

sand garnet
#

then just temporarily make a bunch of fluid storage tanks

#

and every once in a while, flush them to keep production going

#

until you have enough materials to unlock fuel gens and actually fix the problem properly

fossil raptor
#

ill guess ill fix the problem properly then i guess

#

cause i just need to wait for my heavy modular frames to be done

#

or nvrmind

#

i need 100 computers

#

i guess ill just hand craft those for now

#

or make a temporary computer production

tough eagle
#

Just make a temporary setup converting it to coke and sink that. It's an alternative that at least gives you something back (coupons) until you get where you want

fossil raptor
#

thanks for the help, atleast i dont need to keep flushing my fluid buffers every 10 minutes for 1 hour

covert tendon
#

theres a computer recipe that only requires a assembler*

storm ingot
#

You can try verifying a pipe bubbler overflow. Unconfirmed by myself, but others testing apparently have pipes drain from top down.

So if you have two pipes vertically junctioned off one with a X, but more demand than capacity, top pipe apparently run reduced capacity and bottom stays full

fallow lily
#

Pipe physics are weird.

covert tendon
#

i think they need to explain it better

storm ingot
#

If this is true, then can split a pipe vertically off at highest point and put into something to consume it. Would keep your main line at max capacity with this overflow consuming it to be made into awesome

fading ember
#

How much fuel rods use nuclear generator?

sand garnet
#

it used to be 1 per 5 min

#

so 0.2 per min

#

not sure if that's the case in update 3 though

fierce ruin
#

still 1 per 5 min

sand garnet
#

thanks for confirming

fierce ruin
#

with one uranium node you can sustain 157 nuclear powerplants + 1 at 50% underclock

#

though using alternate recipes

carmine thicket
#

Holy crap lol

shy mason
#

Now can we use all that power with the sink now

covert tendon
#

supercharged sink

thorn tusk
#

100 sinks

#

At the end of a BUS

wind spade
#

No bus plz

storm ingot
#

magnificentfolds the way to go. And who uses buff. eww. Shun the skybase :-p

thorn tusk
#

Why no bus greeny

wind spade
#

because dedicated factories ftw

#

with bus you'll struggle to count how many items are there on each belt

shy mason
#

And only way you can control it is setting the feed to mk1 belt and 60 items per belt

thorn tusk
#

Bus is very useful if it has more than enough input

wind spade
#

then you're overproducing, which isn't useful

#

it's better to just build a factory where the nodes are, make final product and ship that into a storage

thorn tusk
#

Well you can also balance buses

#

Just like split systems

wind spade
#

or you can just not do any of that useless extra work and build the factory based on a fixed input

thorn tusk
#

It could be more compact

#

I see no reason why not to use a central storage where you can extract items you need for anywhere in the base

fierce ruin
#

would be so much extra work when you can build dedicated factorys

thorn tusk
#

Maybe

wind spade
#

central storage isn't bus

#

I said dedicated factories + central storage

thorn tusk
#

Well im gonna do whatever works when I get to that stage

#

I don't have either so I can't really give any arguments about benefits and negatives

fierce ruin
#

i build a bus with my first base. at around supercomputers/turbomtors it got so big and confusing with so many belts that i just deletet the whole stuff and build evrything new

thorn tusk
#

I'll see when I need to get a new base set up because this starter base in the jungle ain't gonna do

fierce ruin
#

currently im planning out refinery areas for each ore and my beaches are getting covered with foundations ๐Ÿ˜„

thorn tusk
#

Im just waiting for my friend to start the server again

#

He no online

unborn ermine
#

Im about to start aluminum and I love the fact that doing the math with the 3 nodes in the swamp just works.
The 3 nodes max capacity with mk3 miners can support 18 alu refineries, 6 scrap refineries, and 9 foundries for ingots. (on mk4 belts though)
Thanks coupon shop for the parts to start! ๐Ÿ˜›

#

Theres figuring the waste out but, meh

last fable
#

let's quickly define a bus before going into the argument: bus in computer science terms means a shared medium that every participant can use to send to every other participant so I doubt that's what you had in mind

wind spade
#

bus in satisfactory isn't defined by computer science terms tho

oblique hollow
#

Bus is just the "transmission (of data) between multiple partners using a common medium"

unborn ermine
#

I use the short bus. hehe

oblique hollow
#

so thats accurate to me

unborn ermine
#

I send bits and bobs on mini busses around.

wind spade
#

since bus in SF is one-directional only

oblique hollow
#

i send them on factory carts

#

Pipe Bus thinking_helmet

last fable
#

so basically when you say bus you mean a giant manifold that has a big merger to start it off?

wind spade
#

theoretically bus can be defined like a manifold that's splitting to manifolds ๐Ÿ˜„ yeah

#

but I'd add that bus is multiple belts going in pararell

#

with different items

oblique hollow
#

technically a bus here is just a parallel transmission of multiple things on "one" line, not one belt

wind spade
#

almost

oblique hollow
#

just one-directional, of course

wind spade
#

the issue is, that the "data bus", "address bus" and "control bus" are single direction only

#

unless you make a loop

#

which if you do, you deserve bammer

oblique hollow
#

i dont lรถรถp

gilded quarry
#

Satisfactory busses don't quite work as well as factorio busses do.

clear citrus
#

Math and "meta"? What constitutes the "meta" in this game? Only thing I can think of is plastic with fuel byproduct vs fuel with plastic byproduct

wind spade
#

meta = playstyle considered most efficient or subjectively best

clear citrus
#

Yes I know what the word is, how it applies here is what's got me off

wind spade
#

that includes building style, ratios, alternate recipe choices

clear citrus
#

...why did the bot put that there

wind spade
#

because he can

unreal echo
#

math check- you need 200 heavy modular frames to make 100 ACUS, yes?

gleaming ermine
#

15x automated wiring
10x circuit board
2x heavy modular frame
2x computer
...makes...
2x adaptive control unit

#

@unreal echo

#

1:1 ratio

unreal echo
#

thank you so much

gleaming ermine
#

According to the wiki (may not be updated to experimental)

unreal echo
#

burden off my shoulders and power plant, ihad enough HMFs from my last teardown to break through the Tier 7+ milestine

gleaming ermine
#

Nice

tall stratus
#

Or just let your Manufacturers work at 20% and go explore for more resources

ebon lynx
#

Anyone know if there is a way to make satisfactory calculator work with input instead of desired output?

Like if I want to see how much steel beams I can make from 3 normal coal and 1 pure iron nodes

sand garnet
#

for experimental? or early access version?

glacial hemlock
#

@clear citrus the plastic production can be far more complicated than you think.

clear citrus
#

set up oil, make plastic, run byproduct to make fuel, use fuel for power, if you don't burn fuel fast enough occasionally drain system.
set up oil, make fuel run byproduct to make plastic, send overflow to sink so it doesn't back up.

glacial hemlock
#

There is a way to set up plastic such that the only byproduct is empty canister ๐Ÿ˜„

upbeat tide
#

Oil:

Plastic โ€”|__ petro coke
Rubber -|

#

Use coke in coal gens, alt steel, alu, etc

#

Or get the heavy turbo alt works wonders too

glacial hemlock
#

No excess coke and resin at all.

upbeat tide
#

My current oil build with all its parts

6x normal oil nodes feeding 3 full pipes, 900m3 total crude

10 plastic
10 rubber
5 fuel
5 coke
5 residual plastic

I consume all 300/min coke in a steel alt

I currently consume 175 plastic/min

90 rubber/ min

Feed 13 fuel gens, 200/min fuel production

#

Fuel is gonna be turned into turbo soon and another 8 refineries are gonna be needed for that. Make enough turbo for 32 gens

glacial hemlock
#

You could overclock your oil node.

upbeat tide
#

Already is

#

Normal does 150m3 at 250%

#

Two nodes needed to fill one pipe

glacial hemlock
#

Oh, thats a impure node

unborn ermine
#

Pretty much the same setup at my area (south of dune desert).
Although I'm setting up turbofuel production with one of the 300mยณ lines using the heavy alt recipe.

#

You can sneak a couple water extractors by the geo-gens @upbeat tide and cheese some water based recipes if you havent already ๐Ÿ˜‰

#

If thats the same area, there is the same node setup to the west so I could be wrong.

upbeat tide
#

Mine is in the far southeast corner

unborn ermine
#

Oh the blue spider den area.

stark lichen
#

I see people send coke to sinks but rarely hear that they burn it in coal gens

upbeat tide
#

I call it the pond with giant mushroom trees but yea spiders too

#

Because it sucks in coal gens, 25/min

stark lichen
#

it should cover most of the cost of making plastic with the vanilla recipe, though

unborn ermine
#

So, just for giggles I found out you can bootstrap a production line of compact coal and pump 3 nodes at max cap in this area using a Geo-gen to start ๐Ÿ˜„

The short of it.
2 sulphur nodes to the south and the one nearby pure coal node can supply 18 assemblers making compact coal (two for 7 coal gens) and 30 extra coal for 2 more gens.
This provides enough power for the assemblers and the 3 oil nodes nearby at 250% OC

stark lichen
#

Good place to make turbofuel

unborn ermine
#

Keeping in mind too, that would be before aluminum.

#

iirc you have 40MW to spare jacelul

#

The things you do when you are setting up powerlines for geo gens ๐Ÿ˜›

upbeat tide
#

Alu is why im gonna stick with normal turbo for now, unless I find an alt that bypasses coke needs

#

Speaking of geysers, any of yours work? I get N/A when trying to use em

cedar mica
#

Coke and Coal, should be switchable with the right alt

upbeat tide
#

Koo

unborn ermine
#

Right now by the south dune desert nodes, setting up a platform under my refineries for fuel gens.
You can guess I was super happy I can fit the gens AND cover up the ~~ugly ~~ non-factory-compliant landscape parts you cant remove ๐Ÿ˜„

clear citrus
#

are the alts to make iron's things out of steel actually worth it?

upbeat tide
#

Solid steel?

#

Very useful

clear citrus
#

Idk if solid steel is a thing I haven't heard of yet but I mean like rods and screws

upbeat tide
#

Err which one are you talking about then?

#

Solid steel is a alt that uses 40 iron ingots and 40 coal ore and makes 60 steel

clear citrus
#

the recipes to take steel ingots and make screws and rods

upbeat tide
#

Aah I use steel screws ocassionally when I am using the bolted plates, bolted frames recipies

unborn ermine
#

Hmm, I like the steel recipes BUT I still have to refactor my base to work for aluminum processes/expansion.

#

Rods for example would be a great way to branch off of an existing line of beams that arent being used at the same rates as pre oil/after trains are setup

#

I messed up my logic there a bit. jacelul
Remembering wrong recipes off hand

#

Its defo a way to provide, especially if you go hard on steel production late game.

#

ie no more reason to have iron ingot lines

upbeat tide
#

Its also the hest ratio for steel. Seeing as a beam constructor sucks up 60/min, one solid steel will keep that happy

glacial hemlock
#

I will leave the best spot in the north for nuclear instead.

green ravine
#

Altho it has some excess in screws and ingots, I'm not sure if there's a reasonable way to save that without going bigger, which is not something i want to do atm as i just unlocked steel. haven't actually gotten to mk3 belts

glacial hemlock
#

I am quite against overexpansion before obtaining MK3 belts.

#

And you will get alt recipes anyway, so all these massive factory is gonna be tear down later on

green ravine
#

I wouldn't say this is massive. If i went massive i would go for 60 reinforced plates output. 60 modular frame

upbeat tide
#

If I did the math right, with alt recipies you could get 10 mod frames a min off 240 iron ingots a min

green ravine
#

ye, but atm I would have to underclock each assembler bc base is 140 screws / min, which i can't do at this time

#

Im a derp, I messed my last msg up. I meant was, I would be making 10 mod frames a min, but i have to underclock it / can't give it the full 140 bc im stuck with 120 belts

shy mason
#

Yeah the bolted plates and frames are great recipes once you can meet the screw throughput

#

Decreases alot on the number of machines you need, especially with steel screws

tight lintel
#

Man, waaay to many screws to make 2 manufacturers of adaptive controle unit, holy shit

stuck stratus
#

that's an incentive to find alts for the frames and computers

#

actually wait it's only 304/m for 2 ACU/m, if i'm doing my math right

tight lintel
#

Tbh havent.relly botherd with it hhe, and my production is so intertwined now its a big job to just alter stuff at.thisnpoint

#

Its sround 800 i think

blazing yew
#

Screw recipe from Steel Beams is nice.

#

Easy to get 480 pm with mk4 belts

tight lintel
#

Thing is i dident know.when i made the production line hhe

stuck stratus
#

erm 1* each HMF and computer to 2 ACU manu

tight lintel
#

The sinner is modular frames and hardend plates

#

I haven the both from the same output so i kinda screwd myself, no pun intended hhe

drifting jay
#

Iโ€™m a steel screw convert. Was wary because steel production is more intensive than straight iron ingots, but having low density inputs to high density outputs you can have on site is incredible

#

My computer manufacturer has one constructor at the head supplying all the screws it needs. Itโ€™s glorious

paper mauve
#

steel screws are amazing

#

also 1 less constructor

#

wait no it's not

#

I still love them lol

boreal cloak
#

if you have the ability to make steel at the place you are doing it, steel screws are 100% worth it

glacial hemlock
#

It only hurts if you have hit your coal limit

iron notch
#

is the satisfactory calculator updated for planning?

stuck stratus
#

not anthor or greeny's, there was one linked here a few hours ago

sand garnet
#

I yhink that one doesnt do byproducts?

stuck stratus
#

it doesn't, stated limitation in the about page, but it works for everything non-oil at least

full raptor
#

Is there a 'best' way to split a single line of resources into x machines?

fallow lily
#

Chaining splitters.

#

Thatโ€™s generally what people do.

#

So build a line of machines, splitters feeding into each, and running a single belt through the splitters.

glacial hemlock
#

Manifold. Or ๐Ÿ‡ฒ ๐Ÿ‡ฆ ๐Ÿ‡ณ ๐Ÿ‡ฎ ๐Ÿ‡ซ ๐Ÿ‡ด ๐Ÿ‡ฑ ๐Ÿ‡ฉ

full raptor
#

okay cool just making sure. that's what I'm doing

somber otter
#

i spent ages balancing lanes... new belts mean i have to rip everything apart

sand garnet
#

thats why manifolds are superior

#

upgraded belts = extend the manifold

upbeat tide
#

Someone should probably pin a manifold example

#

Source โ€” S โ€” S โ€” S โ€” S
| | | |
A A A A
| | | |
M - M - M - M โ€” exit

#

S= splitter
A= foundary, constructor, etc
M = merger

For those who need more info

sand garnet
#

Source โ€” S โ€” S โ€” S โ€” S
| | | |
A A A A
| | | |
M - M - M - M โ€” exit
| | | |
A A A A
| | | |
Source โ€” S โ€” S โ€” S โ€” S

For double manifold

upbeat tide
#

I also prefer this way for constructors

               M - M - M - M - exit
               |       |       |       | 
              C      C     C      C
               |       |       |       |

Source โ€” S โ€” S โ€” S โ€” S
| | | |
C C C C
| | | |
M - M - M - M - exit

#

I use that for steel alot, also same items, just merge the two halves if its the same product

fierce ruin
#

I don't like this kind, the materials are not evenly distributed

stuck stratus
#

unless you're consuming more than supplying, they'll even out in time

fierce ruin
#

I certainly use more splitter, but each C have the same amount of material input

#

I try to consume the same amount i produce

stuck stratus
#

balancers let all machines start working sooner, sure, but manifolds are expandable

fallow lily
#

Space efficiency and simplicity are my main reasons for using manifolds.

stuck stratus
#

the only case i could justify a balancer would be for nuclear, since fuel rods are crafted so very slowly

full raptor
#

I noticed that with manifold, once the crafting machines reach maximum inputs, it evens out well

#

so there is ramp time before it works

upbeat tide
#

How are mats not evenly distributed? Lets say they are all crete constructors and you are supplying enough for all?

fierce ruin
#

I see

upbeat tide
#

Even a mixed setup like steel pipes and beams works well with a split manifold like that, despite different usage rates.

I put beams on one side and pipes on other

sand garnet
#

steel rotors got buffed, hype!

elfin spoke
#

All of the changes seem so cool

#

Especially the refinery one

untold crown
#

refinery taking 20MW less power is quite a big release on the power grid

full raptor
#

Does the satisfactory map locate feature work ?

#

nothing happens when I click locate me

sand garnet
#

load your save in the top left

full raptor
#

you're the man. ty

glacial hemlock
#

Great, now the updates come, time to re-evaluate all the alts.

#

My recycle-recycled plastic production is broken now

#

Imo the greatest mid-game alt is the diluted fuel. I am curious how the ratios are going to change.

sand garnet
#

I saw a list that said diluted fuel sucked before today's update

shy mason
#

good thing i just now got to my refinery in my second restart, though the bolted plat is going to mess up my HMF factory i just built up

oblique hollow
#

thankfully none of those changes affect my Graphs, im in the clear for now

glacial hemlock
#

Diluted fuel is only bad in terms of power consumption. In all other aspects, it is quite good

sand garnet
#

you speak heresy, you can only look at numbers ๐Ÿ˜›

#

context doesnt matter ๐Ÿ˜›

quick gorge
#

Refinery 50mw to 30mw yeeeฤ›รฉeet

gusty cape
#

So do you guys think that a closed loop pipe system would work best for fuel generators? does each pipe section try and level out the amount being pumped into it? Also how would you add more flow to it? I have eight refineries pumping turbo fuel into some 60 fuel generators. My flow rate will not go above 140

glacial hemlock
#

Make sure your gens are running at their full rate

gusty cape
#

they are not, the furthest ones away are struggling to keep up hence adding in a closed loop system

#

making 262 m^3

#

hmm, thats 58.3 generators.

oblique hollow
#

use a buffer to reset the flow rate

gusty cape
#

so I need more turbofuel

oblique hollow
#

since they will always try to output at 300, but they need to be filled fast enough

gusty cape
#

I have bladders in line before the generators

oblique hollow
#

bladders

#

before every gen?

gusty cape
#

no god no

oblique hollow
#

add an unpowered pump at the tank exit

#

since buildings behave oddly

#

and generate a ridiculous opposite pressure ( at least coal gens do)

swift grail
#

ok so it takes 30/m oil to make rubber so 300/30 is 10 refineries right?... so why does the system conk out at doing 4 and slow its flow rate

stuck stratus
#

check the pipe feeding in, probably needs a pump

swift grail
#

hm?

stuck stratus
#

if you're producing 300/m oil, and can consume that 300/m oil, the pipeline itself is the issue

shy mason
#

how much higher is your refineries compared to the initial extractors?

stuck stratus
#

which means you need at least 1 pipeline pump between the extractor and the refineries, maybe more

swift grail
#

i got fed up and slapped 15 pumps in a row to see if ti does anything... nothing its 300/m up the first refinery, fill it up ands like ok my job here is done and stops flowing

untold crown
#

pumps are only needed when you exceed a vertical lift of more than 10 meters from your oil exctractor or 20 meters from a previous pump

swift grail
#

i know i just wanted to see

untold crown
#

are you sure you provide 300 oil?

swift grail
#

yes 400% sure

untold crown
#

how long has it been running?

#

maybe the buffers inside the refinerys need to fill up

swift grail
#

its been about 3 hours

tight phoenix
#

@swift grail have you installed the latest update from 2 hours ago?

#

because now rubber recipe produces 2x more heavy oil residue (and plastic 2x less)

unborn ermine
#

So. They swapped the heavy oil outputs for rubber/plastic from oil.
This means my coke output is fine buuuut, the line that makes turbo now has an excess of resin(plastic for the 130/min resin instead)

#

Thank god I made a overflow ๐Ÿ˜‚

tight phoenix
#

@unborn ermine also, all the recipes that use heavy oil and resin run twice faster now

swift grail
#

@tight phoenix no, but that doesn't really effect the initial problem

unborn ermine
#

Yeah its gunna be fun finding out what and how much to fix

swift grail
#

actually this just means i need more refineries lol

tight phoenix
#

@unborn ermine well, most things should work fine or better, the only necessary fix might be to handle the double output from the refineries that make use of the rubber's heavy oil residue byproduct, and maybe check for pipe bottlenecks

unborn ermine
#

Actually this isnt too-too bad, I can maybe keep my butt safe by swapping some of the refineries from heavy oil alts(now 40mยณ/min) to plastic. The 10 refineries jumped 100mยณ/min up

#

Welp, easiest route is to have 6 plastic and 6 heavy now, 2 more refineries instead to get an even 300mยณ

#

Looking at other recipes might make it easier. Yay math \o/

#

The second evil, using polymer and having to deal with 650/min flow ๐Ÿ‘€

oblique hollow
#

ive recently decided to use the resin to make plastic and turn half of it into canisters, fill them and sink them

unborn ermine
#

I might just say screw it and expand my turbo production to match jacelul
400mยณ/min is literally just not merging my two refinery lines. Just need more compact coal.

#

Would just have to deal with excess heavy at that point

sand garnet
#

@oblique hollow why sink them? Why not jetpack fuel?

unborn ermine
#

Basically sinking them when a crate is full

oblique hollow
#

oh i am storing them, but once my storage is full the rest get sinked

unborn ermine
#

๐Ÿ˜‰

oblique hollow
#

which is why ive finally found a proper use for the CIGOS

unborn ermine
#

Thats the only way I can kinda keep my system in check, sink lines jacelul

oblique hollow
#

the only thing im concerend about is that my packaging refinery could pull too much excess fuel, but its not really doing that so all is fine

#

its actually matching the output of my 2 fuel refs

tight phoenix
#

the two alt recipes that only produce heavy oil residue and polymer resin just got so much better

errant garden
#

@untold crown you don't need to put a pump every twenty meters provided it isn't verticle

untold crown
#

as i said, vertical lift, not horizontal

fallow lily
#

Hmm. So residual fuel and petroleum coke run twice as fast now?

#

120/minute for coke and 40/minute for residual fuel?

glacial hemlock
#

Diluted fuel has become much more useful

#

I am going to put 67% of water in all the oil barrels! Hehehe

fallow lily
#

Math time. For 120 heavy oil residue/minute.

Coke - 360/minute. 1080 MW of coal generators. 14.4 coal generators. Needs 5.4 water extractors. Round up to 6. 120 MW of extractors, plus 90 MW for the refineries.

870 MW net, 80.6% efficient.

#

Residual fuel: 80/minute. 800 MW of power. Needs two refineries and 60 MW.

740 MW net, 92.5% efficient.

glacial hemlock
#

120 dilutes into 240fuel/min then become 200turbofuel/min

fallow lily
#

Big boost to fuel here.

#

Iโ€™m not doing the math for turbofuel, so I donโ€™t really care.

unborn ermine
#

Complaining DOES work snootsnoot

oblique hollow
#

the QA site is proof enough jacelul

fallow lily
#

So thereโ€™s no good reason to use coke for power.

#

Less efficient and needs water.

full raptor
#

Is there a way to prioritize the output of a splitter?

fallow lily
#

No.

full raptor
#

okay

stuck stratus
#

you can use maths to kiiinda make a priority splitter, but it's ugly

oblique hollow
#

i mean.....

#

sort of

full raptor
#

well chain splitters and all that jazz yea

#

but was more interested in if smart splitters do it when i get there

oblique hollow
#

my smart splitter setup does some funky priority stuff soo

#

the smarties alone dont do priority, however you can incorporate them into a circuit that has 2 ouputs: 1 priority output and an overflow that receives items once the other side is full

full raptor
#

I see. Interesting

outer skiff
#

Did anyone run the math on overclocking power buildings?

#

is it diminishing returns per unit of fuel?

unborn ermine
#

As I keep hearing, its bad in general, but I cant remember the exact reasons. ๐Ÿ˜›

fallow lily
#

Overclocking generators does not change their efficiency, just their peak output.

shy mason
#

if you spend three shards to oc, you get twice the power with twice the resource usage rate per machine

#

you get the same effect just by making another machine of the same type

unborn ermine
#

Ok I'm happy with this balance patch so far, cleaned the oil area up a metric F-ton. (even though I had to rework it for the 5th time ๐Ÿ˜‚ )

quick gorge
#

Balancing yay

unborn ermine
#

The fun part is going back to my older buildings to remake factories, was planning that out earlier.
Only an hour or so wasted jacelul

rancid lark
#

ya, the front end of my oil processing to fuel/turbo fuel was unaffected and it simplified the remaining oil processing quite a bit that I was working on next. good balance change imo

raven salmon
#

@shy mason not true anymore, now if you use 3 shards on a nuke plant u get 6250MW instead of around 5000 before up3

#

but rods only last around 78secs afaik

viscid raft
#

You really shouldnt powershard your powerplants

#

Have we redone the math for maximum reactors since U3 rebalance?

unborn ermine
#

I had a funky ratio setup for extra heavy oil output using diluted fuel, with the change, my little split for extra is set for "perfect" ratios ๐Ÿ˜„

viscid raft
#

Im getting 1800 ore, into 1800 pellets, into 450 cells, into 27 NFR, per minute

honest willow
#

with the alternates you can get 1400 cells and 84 nuclear fuel rods per minute

viscid raft
#

on update 3?

honest willow
#

which is 420 reactors blaze it

#

yea

viscid raft
#

ahhh, i wasnt looking in my manufact recipe for cells, mybad

mortal gust
#

Umm.. Where did all good math and meta sites go?

#

I don't get the pinned ones to work as i want?

untold crown
#

update 3 changed so much that they are still updating

mortal gust
#

Ah

#

I remember someone who kinda looked like this..

proven sphinx
#

is there any calculations on how long a train uses to load/unload?

viscid raft
#

pellets at 1800 per minute into alt cells at 20 per minute is 90 facts, making 17.5 cells. or 1575 cells per minute.

#

no?

unborn ermine
#

I saved a chart greeny kept posting I unfortunately lost the meaning behind it, other than trains @proven sphinx

proven sphinx
#

Thank you!

unborn ermine
#

noted That is for that ๐Ÿ˜„

honest willow
#

you're right

shy mason
#

that's essentially the time it takes for the belts to empty out the train car, and any trip times more than the time posted will have the train be the bottleneck instead of loading/unloading belts speeds

honest willow
#

and then 94.5 fuel rods per minute which allows for 472.5 reactors and 1,181.25 GW of power

viscid raft
#

1575 / 25 per minute makes an even 63 manufacts making 1.5 NFR per minute needing 189 powershards for a total of 94.5 NFR per minute, x5 for 472 reactors.

#

need to do a prime factorization on 472 so i can make balanced shapes...

rancid lark
#

ouch, 59

viscid raft
#

fucking... 59 is prime...

#

grrrr

honest willow
#

now calculate the net power you get from all the nuclear

viscid raft
#

468 gives most opportunities for clean shapes. could have 3 sites of cubes of 12x13 reactors near their uranium nodes.

#

problem 2 is water

#

trains into water towers is the best way to be energy conservative

#

i have a trickledown system i like

fierce ruin
#

how much water you got pumping?

viscid raft
#

right now, not much. designing systems first before i set up a water train hub

#

but 300/minute at full load is going to suck

#

thankfully you can get away with less at less efficency

fierce ruin
#

where you buidling the reactors? hopefully near water im assuming

#

over the water is best idea. have pumps under neath with only a little bit of sorting to go directly into reactors

viscid raft
#

youd think...

fierce ruin
#

true

#

i cant really imagine THAT MUCH water

viscid raft
#

but uh.... when you need 5 pumps per 2 reactors... at 420 reactors (my old, possibly current plan)

#

...you need pumps all over the map bringing water to water towers above the reactors to trickle the water down

#

one sec and ill attach an image to illustrate the problem

fierce ruin
#

i forgot about the power for the pumps goddamn.....

viscid raft
#

yeah, 4mw per 20m

#

reactors are 14m tall

fierce ruin
#

figure out the water first. thats clearly you're biggest issue

viscid raft
#

"The Great Mandala: Project Peach Trees, a Nuclear Treehouse for Modern Monkeys"

fierce ruin
#

pump water to the top in bulk, sort it out up there (somehow) then triickle down. thats gonna be a nightmare though so good luck

viscid raft
#

trains are litterally easier and cheaper than pumps

sand garnet
#

let gravity do all the work

#

sounds like a legitimate strategy

viscid raft
#

at 28 lines per tower, 4mw per 20m is easily 98 pumps per line, totally 2744 pumps per tower totaling 10976MW of power, per tower, feeding just water

#

across 35 towers is enough to offset most the gains from using nuclear power

fierce ruin
#

its times like these im greatful to god on earth that splitters and mergers dont need power

viscid raft
#

yes

fierce ruin
#

you're scaring the children @viscid raft

fierce ruin
#

a rain collection system would work so well rn

fierce ruin
#

nice

viscid raft
#

RAIN COLLECTION. AUGH. I WISH.

fierce ruin
#

Rain storage on trains? YES

#

Water*

viscid raft
#

I used to spend 600 fuel per hour building these concrete monoliths that are an affront against god. I used to have a train bring me a cart from one side of the map to the other, just for jetpack fuel. So zoomtubes are ๐Ÿ…ฐ๏ธ ๐Ÿ†— with me. #thankthedevs

fierce ruin
#

hypertubes are the one thing i can mathematically understand in update 3 lmao

#

everythiing else is WAY too confusing for me

#

like physics, air resistance, gaining speed in certain directions, thats my jam

viscid raft
#

water is the biggest ouf. if it was 100 for a reactor i would be A-OK, then 5 pumps could run 6 reactors.

rancid lark
#

likely there might be a balance change for nuclear in the future too

viscid raft
#

oh probably

#

alternatively, if freight cars could haul 600/1200 water, that would solve a lot of my current problem.

honest willow
#

i imagine they are balanced around mk2/3 pipe stuff

viscid raft
#

hopefully

rancid lark
#

they can haul 3200 packaged water, not sure why they can't haul similar fluid water ๐Ÿ™‚

viscid raft
#

cause oil pumps imply 600 per minute pipes

#

thats likely a balance thing

#

i would like to see mk1/mk2 freight cars, and packaged water stack size reduced.

fierce ruin
#

I wanna see improved pipes that can hold more water

viscid raft
#

mk1 freight cars could carry a regular bin or fluid buffer, mk2 freight cars would carry an industrial bin or buffer

fierce ruin
#

plus maybe even a mk2 pump to push this increased amount of water

viscid raft
#

improved pipes would have to be "bigger" because speed should be set based on the amound of pumps in the line or number of pumping sources like refineries.

#

but for now they are just reskined conveyours

fierce ruin
#

Improved pipesss with more storage, improved pumps able to push more, and improved water extractors that produce more water

#

definitely bigger pipes

viscid raft
#

my guess is that pipes here works how underground belts worked in factorio, they were technically chests that only output on the other side when they were full, and chest size depended on their length.

fierce ruin
#

I think they should try a different method for that

#

trying to worry a bit more about the pipes inbetween the entrance and exit

unborn ermine
#

Did you check the math out for packaged water @viscid raft ? They said they increased rates for pack/unpack. Its 120mยณ/min for unpack now

fierce ruin
#

Factorio had no third dimension to worry about. Satisfactory had to add a pumping system for the whole vertiical partt of pipes

viscid raft
#

thats still 5 unpackers per 2 reactors at 30mw each.
5x210x30 is 31,500MW

unborn ermine
#

30MW*

#

๐Ÿ˜‰

viscid raft
#

gravity is the answer

fierce ruin
#

Thatโ€™s still a lot of power needed

#

Gravity is better idea

unborn ermine
#

Yeah at that, pumps still do the work, at the needed cost.

viscid raft
#

this is my trickle track, it carries water down the tower adjacent to the reactor leafs that need it

#

gravity does all the work, and i only have to run a couple trains to fill a 8400 buffer of water. then, each reactor has its own 300 buffer

#

if you have seen me ask for trainstations to have the edge of the platform trimmed, this is why, this "deadspace" could be used for buffers or fluid pipes

#

if you have seen me ask for freight stations and carts to be able to buffer more that 500, this is why. Because it means i need weird numbers of stations to feed reactors. for my setup multiples of 300 are important. at 600 i could use 3 and a half stations per tower, meaning my current setup of 9 is cut down by 3 platforms which i could use as empty platforms for engines, making my trains faster and shorter.

#

Each tree (currently) needs 8400 water, where each of the four leaf stacks holds 7 reactors for 2100 water at 300 each.

#

Eventually i will build a central water station where trains bring water to a central buffer that will feed the massive 20-cart trains, which will run as often as possible.

Before anyone asks, in previous pictures this section of my map was default orange, yes i used the interactive map tool to paint everything white because i was spending so much time in the area that the orange was driving me crazy, now everything is clean... and sterile... and calm... in my swamp ๐Ÿ˜›

#

That's all i have time for right now, but if you would like to question my sanity or ask for tips on how you can undertake something similarly self-punishing, be my guest and throw me a message.

covert tendon
#

is oil easier to math now

scarlet marsh
#

does anyone the rate of coal consumption in coal power plants?

#

*know

summer field
#

Says so right in the machine, 4 seconds per coal, at max consumption, so at most, 15 per minute.

scarlet marsh
#

oh really

#

i didnt think it said so

sand garnet
#

it does

paper mauve
#

It shows how long it takes the coal to burn at max consumption which is 4 seconds. To convert that to coal per minute, 60 seconds in a minute, so 60 / 4 = 15 coal burned per minute at max consumption.

fallow lily
#

] Nemoricus: Math time. For 120 heavy oil residue/minute.

Coke - 360/minute. 1080 MW of coal generators. 14.4 coal generators. Needs 5.4 water extractors. Round up to 6. 120 MW of extractors, plus 90 MW for the refineries.

870 MW net, 80.6% efficient.
[12:59 PM] Nemoricus: Residual fuel: 80/minute. 800 MW of power. Needs two refineries and 60 MW.

740 MW net, 92.5% efficient.

#

@wind spade

outer skiff
#

Ah

#

But you end up with more overall power tho for coke

wind spade
#

first thing - I don't like the rounding up, since that's a bit unfair

#

the 6th generator won't run at full speed

outer skiff
#

For coal, 24 gens need 9 pumps exactly

fallow lily
#

Okay, I see where I got one thing crossed. Coke is still more net power.

outer skiff
#

Yah

fallow lily
#

Significantly so. It's just less efficient for input megawatts to output, but who cares?

wind spade
#

that's why I calculate with MJ and not MW

#

the efficiency is a good thing to care about if you're making the product from scratch

outer skiff
#

Thing is tho, fuel gens dont need water,which frees up water for other stuff

fallow lily
#

You're never short of water.

wind spade
#

@outer skiff not like water is limited lol

fallow lily
#

So that's not a consideration.

outer skiff
#

Well space and added complexity

fallow lily
#

Now that's more fair.

frosty portal
#

If you hate working with water like me, then its worth it run the HOR into Fuel

steep gazelle
#

it does cut effeciency by cutting into your output mw or mj

wind spade
#

also there's a big plus for coke - you can sink it, preventing HOR to overflow and shut down your production

fallow lily
#

But just about all of the oil patches are next to water.

outer skiff
#

You are more geogrqphically tied with coal gens

fallow lily
#

So needing water isn't exactly a big deal.

unreal echo
#

quick question- about how fast do trains load/unload?

fallow lily
#

25 seconds to load, 25 to unload.

outer skiff
#

True

unreal echo
#

thank you!

wind spade
#

@frosty portal so instead of working with water, you work with another liquid (being the same hassle, actually even more because you need to sort out overflow protection)

#

I don't see that being an advantage

#

@fallow lily don't they load/unload instantly and the animation is just that long?

#

or they changed it?

outer skiff
#

Well you could just void the hor?

fallow lily
#

Does it matter? The train won't move until it's done.

wind spade
#

ah, because before the train loaded/unloaded instantly and then immediatelly left the station

outer skiff
#

Saves energy in turning it into coke

wind spade
#

I guess they changed it

#

@outer skiff you can't void liquids afaik

outer skiff
#

Oh

fallow lily
#

I mean, I could be wrong, but people talk about trains taking 25 seconds at each end for the station animation.

steep gazelle
#

you can flush the pipe network thats about it

outer skiff
#

I thought hor wasnt liquid when it came out..

fallow lily
#

It's liquid.

outer skiff
#

That is actually an issue

frosty portal
#

You need alot of Tanks, and to flush them manually, so its hardly an "automatic" option

fallow lily
#

And if you're not flushing, you have to package the liquid before you can sink it.

outer skiff
#

It could be resolved if you could set certain generators to run always or run as baseline power

#

yah

frosty portal
#

wait, you can set certain generators to not always be on?

outer skiff
#

Nope

fallow lily
#

You can't. That's the point.

frosty portal
#

ohh, your saying if that was in the game

outer skiff
#

But if you could set those kinds of priorities it would allow for more flexability in the power systems

#

That said

fallow lily
#

The fact that coke beats fuel for power means I'm not going to worry about how to sink it.

#

(I don't know about turbofuel, and I need to find two alts before I can use it, so I haven't bothered to run numbers on that.)

outer skiff
#

I think they will implement some sort of fix for that tho

fallow lily
#

It's weird that coke is about 20% more power than fuel, though.

#

That's a pretty big difference.

outer skiff
#

Its either an oversight, or a reward for dealing with the added complexity of coal gens.

frosty portal
#

Which Fuel does the Jetpack require?

fallow lily
#

Fuel fuel.

outer skiff
#

Oil based fuel

fallow lily
#

Devs, disambiguation please.

outer skiff
#

Just called fuel

frosty portal
#

Anyone else bothered by the way the inventory at max size, is 2 squares short of being a full line?

outer skiff
#

Nope

gleaming rain
#

what's considered the best overflow splitter at the moment, I have access to standard and smart splitters, but im looking for an overflow design that ONLY sends to overflow if full

paper mauve
outer skiff
#

O.o

oblique hollow
#

oh yes, the CIGO

#

Greenys train overflow is also good, but i guess mine is the most compact one

untold crown
#

error gets smaller if you add more splitter merger pairs. nice thing about this one is that you can stack it

oblique hollow
#

Howerver that design is bigger

untold crown
#

yeah

#

but when you need 28 of them i preferred this one

oblique hollow
gleaming rain
#

this is also an option but it has an error overflow of 1.04166666%
@untold crown that's what i've been doing, albeit with a slightly larger percent, ~1% is acceptable to me considering how small it is though

untold crown
#

yeah i made mine a bit overkill with only 0.1302083333%

gleaming rain
#

damn 2 foundation is amazing small

untold crown
#

@oblique hollow do you get the full mk4 belt throughput though?

oblique hollow
#

mk 3 on overflow, and mk whatever on normal output. i do believe if you use mk 5 and 4, you get mk4 Overflow output

#

thats the only downside i know off

untold crown
#

ah ok

oblique hollow
#

The Overflow is one Mk slower than the input

untold crown
#

since you need the mkX-1 belt on the input

oblique hollow
#

actually MkX-1 on the plastic output of the smart splitter

#

all else is MK X

untold crown
#

yeah i see

oblique hollow
hexed jungle
#

can someone ELI5 how that actually works?

oblique hollow
#

Smart Splitter wants to go left, middle then right. Plastic says "no" and it goes right(or left) until full

#

More technical: the plastic forces the smart splitter to skip a side

hexed jungle
#

Ah, it skips a side, thats the part I wasn't getting

#

danke

oblique hollow
#

bitte schon very much

foggy mica
#

does anyone have the new values on the alternate recipe Oil -> Heavy Oil Residue + Polymer Resin

harsh fractal
#

Does it have to be plastic or just anything that blocks the flow?

glacial hemlock
#

Anything

outer skiff
#

The ye oldy solution is to have a lot of buffer and empty it manually

oblique hollow
#

Uh if you guys meant the CIGO, you can choose anything as the cycling material. I just chose plastic because i had that at hand at the time of creating it

mortal rapids
#

does anybody have the ratio for rotors including how to split them between the constructors? Edit: I meant creating rotors and the ratio for the rods to screws.

elfin spoke
#

Does anyone have the old alternates recipes values anywhere?

untold crown
wind spade
#

it is