#math-and-meta
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feels dumb to package something to just unpack it right after, though
buff the normal recipe just on principle!
i actually don't care too much but it takes away from the 'packaging for transport' idea
Why you need to package Turbofuel in the first place?
nono, using diluted fuel (which is packaged) to stretch your crude
I feel like it could have a use in the future?
Inb4 diluted fuel TURBO style 
Why you need to package anything in the first place, except for storage?
if you wanted to use it in vehicles
oh and jetpack
you might be able to transfer more on trains using packaged fluids as well
i am not sure
Does turbo fuel last longer in jetpacks
Jatpacks do not use Turbo. Or someone lied to me :3
Oh
My brain thought we were talkin normal fuel for a sec
one packaged unit of fluid is 1m^3, no?
@stark lichen On one hand, Trains can move much more liquid in Packages. On the other hand, un-packing it is major PITA with how much Refineries you need.
Yes, 1 packed item is 1 m3.
The top production with Packing/Unpacking is 60 pm... For Water.
so there is a use besides diluting your fuel
In my mind any usability beyond feeding Jetpack is divided by zero with one look at production rates associated.
Sure, one Industrial Storage can store equivalent of 4800 m3 - but packing/unpacking... Is simply horrible.
it would be a late game thing if you want to stretch crude in recycled plastic/rubber loops
I would not be surprised if we get separate building for Packing/Unpacking exclusively.
@stark lichen How does it "stretch it"?
The ratios are exact already, and you cannot game them with Packing/Unpacking.
Using Heavy Oil Residue Alt + Diluted Packaged Fuel + Unpacking gives you more fuel than other paths
Why Pack it if Packing is separate step!? O_o
some people will jump through more hoops to get more out of the raw materials
Okey, finally found it.
For the record, I bloody hate mismatch between recipes names -_-
Why the hell the recipe is done Packaged form is beyond me...
This is the idea for most recipes, some go more toward one side of the triangle than others.
Im not sure if this is an EXACT parallel for this game, but the idea is there.
Yep. I completely derped on Diluted Fuel. Did not paid attention to it using Packaged liquids while going over options for Fuel Generators.
And it is or CSS being cheeky or indeed Refineries only having one input/output per type.
I was close with that triangle, benefits = time, and it would be right.
how many copper ingots per minute does the steamed copper sheet recipe take, i am working on another copper production with a pure node where half can go toward copper sheets using the normal recipe
the parts lists should really tell you how much they take per minute in the game..
Lol, why not looking at your in-game recipe browser?
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com @wintry finch and suggest it
<3 @earnest orchid
Recipe browser, is not 100% accurate. Still belive it says iron default smelts at 120/m. 250% smelter can handle 75...
Is it? Then just build a refinery then check on the recipe
@glacial hemlock the recipe browser in game does not tell you how much per minute of a material a recipe takes, it only tells you the values needed for the recipe to actually happen, and i don't often have the materials on hand to build a refinery, all my current ones are occupied
It did. Click a refinery, then select steamed copper sheet to study all ingredient ppm
. i'm talking about the one that shows up when you hit x
Ok.
Imgame clearly tells you the /minute input and output
If overclocking simply supply power to the machine and it updates, or do the math its not that hard really
Oh man... that feeling when you are about to setup a factory and the math JUST works in your favor.

This one is handy for lil' bits of math
if you have a HUGE monitor sure that one works too ๐
I personally dont, so I dislike the menu
@unborn ermine 3 tabs worth huh? Lol
@upbeat tide AHA what the hell you making the same ratio as my first attempt at motors ๐
They are different projects @dry mason
also each tab has their own situation for alts, most calculators atm dont have a nice control for production iirc
ive just been using draw.io and making my own diagrams https://i.imgur.com/bOTf9Fm.png
The grind is to heavy, two days just to build 4 heavy mod frames per min. still not complected!!
Unless its using my OLD settings to check it out, the rate of 15.12 turbos is the same as what im doing
@wintry finch if you want parts per minute use this https://update3.satisfactory.greeny.dev/ did an amazing job on it
I would love to see a calculator use tabs (similar to the draw.io and daniel2013.github.io calc)
BUT be able to change alts ON the tabs instead of a general rule for the calculator.
I might be being a tad too greedy though ๐
a website that can read multiple tabs from one client?
The URL has all the info for alts and such. (it gets HUGE)
I bet it does xD
Heres a sneak peek at a general work project using that site. ( I might delete it shortly after to manage "spam" )
damn lol thatโs crazy
so you can save the link for later? Why not just have a copy link button and not have that giant spam in the IRL?
my only problem with these different graphs and diagrams is how messy they are
iirc every alt/miner adds a bit, then all the conditionals.
I know right? @green ravine
At least this one you can "hide" production chains
Throw up turbo motors for instance and just click on the heat exchangers. BAM aluminum production hidden.
for example, the heavy oil residue -> petroleum coke could be on top, that would remove the overlap.
This one for sure is limited by design, I cant wait to see what the newer calculators will bring to the table.
Wow 15 TB. So large
Its a start, I want to get a hold on production this go around.
And heck, if they do change things up later, at least I know what im doing.
(for the most part)
Hey folks, I've been hacking on (yet another) calculator for update 3 that I'd like to share: https://www.reddit.com/r/SatisfactoryGame/comments/ffqzqi/optimize_your_factory_with_the_embetterer_early/
0 votes and 0 comments so far on Reddit
(under the covers, it's doing constraints solving via the Cassowary algorithm)
The tool lets you specify some of those constraints. E.g. target 270/min plastic production, while minimizing use of crude oil
It's still pretty early days for it, but I'd love feedback, and I hope it's useful!
Hmm, this might become a new favourite of mine. I like the fact that it's not just throwing everything in your face like satisfactory-calculator does but it's more info than greeny
Not to mention it does more on top, huh
Awesome ๐
Yeah, honestly, the UI of it all has been the largest challenge. Making things not overwhelming is a goal, and it's โฆtough
I think I stumped it ๐ requested 120 turbo motors/min, alternate recipes enabled, minimize residuals. Been frozen for over a minute now.
I really would like to avoid the nearly 20k/min of packaged fuel though >.>
doh! I need to get it to time out rather than freeze the browser ๐ on the list, heh
"Embetterer" best name ever ๐
looks like minimizing residuals w/ turbo motors is the problem ๐ฆ and it just hates turbo motors in generalโฆ
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it's a bit infeasible, lol (I mean, unless you have 150 oil wells hanging around)
btw: I'd take the optimization with a bit of a grain of salt; it can do some dumb things at times; been slowly adding more smarts
@stable bridge well mine isn't updated yet, but I have a lot of stuff ready
I like yours a lot more than the satisfactory-calculator
Been checking ever day to see if it's up
I'll definitely post info when it's up
but I'm really trying to make it as good as possible
and minmax optimisations are included ๐
though I'm using a different method than nevir
@wind spade I noticed you were using js-lp-solver - you may want to take a look at kiwi.js
It's a bit fiddly, but you can layer on different strengths for each constraint (rather than minimizing a single value and making a loss/gain func out of it)
I'm using that too, and would think a cost function is a great benefit here.
well I have a lot of the stuff already implemented (not on github), so I think it's a bit late to switch, as I'm trying to get it out as fast as possible (ideally before U3 lands on EA)
constraint + cost to specify your goal
aha yeah ๐๐ป
also it took me like forever to get the lp-solver to work correctly, so I don't really want to spend another eternity implementing different library ๐ maybe later
quasi-aside, but you two should upvote this: https://questions.satisfactorygame.com/post/5e586fd283b9d161c0824e0b ( or point me to other posts to upvote)
HAh, yeah
I'm pretty new to LP solving as well; it's a bit mind bendyโespecially Cassowary's approach
I'm using simplex
Agreed nevir. That would be nice.
anyway, I'd upvote that post, if I thought it will make any difference, but it wouldn't. The docs.json is just a dump of class properties and their values using some UE exporter. Adding new stuff to it would mean adding new properties to their codebase which is not happening
@rose egret
and fyi I asked for automated way to get resource sink points from that file (or any other way) just when update 3 hit EX, but so far it's without an answer (and I asked devs directly ๐ )
but yeah, all the data would be super nice to have, as I could display that in my item list as well
I briefly went down the path of trying to parse through all the cooked uasset classes, but blueprints make them a real challenge to reverse into something useful ๐
Are you sure it's a straight export? I got the sense they had a whitelist of properties & classes they're dumping (there's a ton of properties in the headers that I'd expect to be defined in blueprints that aren't present)
well yeah, there's some whitelisting
but from your list I think there are a few that aren't present in their codebase
or aren't relevant, because they are instance properties, not prototype properties
Ah yeah; well, I got those from their published headersโbut they also seem somewhat stale
Am I better off building one step processing factories to feed any other factory that can use the output or am I better off building raw to finished product factories for everything?
as you like
Seems like I can build my exact ratios with the 2nd idea without constantly upgrading and rebalancing from the 1st idea. All I'd have to do is feed in the raw
is refining oil straight into plastic and fuel better than the residual route
i feel my power production is based on how much plastic and rubber I use
You're correct. If you want to use both the solid and liquid components of a crude oil recipe at maximum capacity, you need to be able to feed the other into a sink when it overflows.
Diluted - recycled - recycled plastic or rubber, i would say. Absolutely no waste
DIluted is alternate recipe?
Pair your recycled plastic and rubber together, and always feed back 50% to their counterpart. The actual input is fuel which is made from diluted recipe. Cycle this with packaged water. For the resin, make into rubber or plastic of your choice. No sink required!
The awesome sink definitely fixes overflow problems
300 crude - 400 heavy - 800 fuel. Your rubber + plastic output will be summed to 800, but you can freely adjust the ratio. Resin as a bonus
Lets say i want 600 plastic and 200 rubber, i would need to build for 933 plastic and 667 rubber to include the loop back.
The net input is still 800 fuel
Set x and y as target output, x+y<800, X = 1.33x + 0.66y, Y = 1.33Y + 0.66x, where X and Y is your actual build.
Messing with that new calculator of Nevir's
https://ficsit.info/embetterer?t=plastic:400&t=rubber:400&c=r:crude-oil,min,300&or&ar
Tossed in your numbers @glacial hemlock
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New toys are fun ๐
You are correct. Products from resin are bonuses.
Man thats nuts though, 84 refineries
All hail the all-powerfull Refinery
A single nuclear can handle it. So no worries. You can build 420!
Not touching nuclear for a while yet ๐
420 nucler reactors is the current maximum under full load?
No, the figure is outdated
I think he means 1 nuke = 420 refineries
ah
You could* build 420 nuclear power plants in U2
I havent got to nuclear yet. With the U3, is the new figure higher or lower than 420? Is there already a rough estimate?
42(0) is the answer to nuclear, just remember this
(putting aside that 420 is an insane number)
In u3 i expect the number to drop due to oil nerf
Efficiencies are better on a lot of items, I'm not sure about that.
Hmm, yes, you could add water to almost anything to get more from it
Add water to iron ore, you get more iron!
it's a steam economy
actually you don't need oil for nuclear rods anymore, since ai limiters are copper + quickwire now.
the ratio of uranium -> rods haven't changed much, so the 3 normal uranium nodes is still the bottleneck to the 420 number of plants, just need more sulfuric acid now to refine it further and enough water for the extractors.
@shy mason I have nothing better to do atm, so I plugged in the numbers in the new toy... https://ficsit.info/embetterer?t=nuclear-fuel-rod:94&c=r:crude-oil,cap,0&ar
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Slightly more than 94 rods/min max
thats if im remembering that normal nodes cap at 600 correctly or not.
not the mk5 belt speed cap of 540/min?
780
node output of 600/min for nuclear nodes, and that ^
and of course the first number that popped up in my head was the old number..
found the number that changed between updates at least
lol its telling you to use bauxite to make silica
yeah noticed that, as well as calling for high speed conectors for your control rods
Correct 94.5 is the new limit for NFR, which is 472.5 nuclear generators
go big or go home
Home.
now does anyone know how many points a rod is?
Wiki
Not a good candidate to sink imo
yeah nuclear, guess the point end game is to build nuclear to power your planet wide turbo factory and sink the excess nuc rods

You build mega turbomotor factory to sink all the turbomotors
And the 'end game' contents are not yet released
if you build up all the resources into turbo motors, would you use all 470 nuc power plants at this point.
Probably not.
@shy mason barely
1181GW, it is enough for everything
Oops forget the 3.2GW. (free)
Ayy thanks @glacial hemlock / @rose egret
I plugged some values into the calculator again :P
fairly decent setup that uses water that I can actually locally source at the nodes south of the dune desert.
AND its only 50 refineries to make, 120 plastic and 420 rubber.
The catch is... its using 2 water extractors snuck by the geysers. clocked to max *
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Using the numbers for my first modest 15.12 turbo motor setup ๐
Very efficient. 
I think I have enough space for it too which is mind boggling.
Yeah it was kinda jarring for a minute ๐
Oh btw, this will mark the 6th time ive rebuilt this area... Im never satisfied it seems.
Or was it 7th now
Im losing count
I have a power question. I know that if I underclock a machine to 50% that it will only consume half as much power, but if I leave machine on 100% and it backs up until it no longer runs, will it still be drawing power during it's inactive periods? If it will only be using 100% power half the time, what is the effective difference?
less than half power iirc at 50%
If a machine is backed up or resource starved, it won't draw power.
50% clock means that it uses less than 50% power, but continuously if you have the resources for it.
If you leave it at 100%, you'll get spikes and fluctuations.
So if you have 2 machines running at 50% clock, they will use less power than one machine running at 100%?
Yes.
50% is around 1/3rd power Mk2 miner at 50% is 4MW vs 12MW
So why wouldn't you just underclock your whole factory and build it with 2 or 3 times as many machines for the same output?
space and initial parts cost
Because you have to build 2 or 3 times as many machines.
Building a factory at 100% clock is already a rather time consuming process.
Also general pc performance comes at that cost
That too.
True enough
Like. Im redoing my oil area to max out its output.
IF I decided to do the "50% trick" I would need 126 refineries ๐
That. Is. Not. Fun.
Pretty much.
I'm stuck in the early game design honestly, my first thought was to do a bus, then I decided I was gonna make a tower with each item getting its own floor but then I realized that I would have some floors much bigger than others for an asymmetrical design, then lately I've been thinking about making factories dedicated to one item with raw coming in one end and product out the other, but I feel like I should seek out my hard drives before attempting this so I don't have to rebuild those factories later
I have a hard time just building inefficient starter bases and worrying about it later
A friend and I's "factory" is a littered hellscape of conveyor noodles all over the place. how we've made anything, ever, is still a shock to me. Part of me wants to re-do it all (moving into mid tier-7 stuff) but the laziness has gotten real
Ideally I would love to just build a base floor that only supplies (for example) 1 assembler for modular frames, and if I find myself starved for more frames just build a 2nd floor that's a copy of the 1st and just add floors only as I need them. All feeding to a storage bin at my hub
So if I'm overproducing the factory just turns itself off until I take some out
The thought that nags me is that if I need modular frames for another product I would either have to build a whole separate process or somehow tap off of the other factory to supply both my hub and my higher tier factory
Is there a benefit to one of these two methods over the other for splitting a resource belt into constructors/smelters?
one is shorter, the other outputs everything to one side
so no real advantage?
Typically if you're going to produce multiple belts of product from one belt going in (base screws) you could have it feed to both sides from the middle
Alternately I'd you're going to make fewer belts of product than input (iron plate) you'd feed the belts on the outside and merging in the middle to output a more condensed belt
Good point i didn't think about that
When you get to assemblers and manufacturers you're almost always better off feeding the outside belts of input and having a merged belt of output in the middle if you're either consuming full belts of input or producing a full belt by combining on both sides
Assuming you're using the same tier of belt for inputs and outputs you'd only make the line long enough to either fill a belt or consume your inputs. Any longer doesn't help unless you're planning to upgrade the belt speed later
Fun trick for assemblers and manufacturers, use a stack of belts to carry all of your inputs and use splitters and vertical conveyors to feed your inputs. As long as you keep your stack of belts 5m away from the edge of the machine, that's enough space for a splitter and a vertical conveyor to fit between belt and machine
hmm, refining HOR to Fuel raises efficiency from 400 MJ/m3 to 600 MJ/m3, but also decreases volume 6:4, doesn't that even out such that refining residual fuel is a net loss (due to the energy use of the refineries doing residual fuel)?
how does the diluted fuel math work out? the additional refining and bottling steps seem excessive
okay the fuel power station can't burn HOR so I guess that evens out things
Diluted fuel doesnโt seem as powerful on its own, but itโs great once you get recycled rubber/plastic and/or the crude->HOR recipes
Sending all the fuel to gens would cover the extra packing and unpacking
Heavy oil residue is useless on its own.
Yes, it has the same energy content as the amount of fuel you can turn it into, but that doesn't do you much good since you can't use heavy oil residue in fuel generators.
Speaking of plastic/rubber...
Im having trouble wrapping my brain around the numbers for this calculator.
https://ficsit.info/embetterer?t=plastic:150&t=rubber:650&c=r:crude-oil,min,0&c=r:water,cap,750000&or&ar
The way it shows it, I have to kickstart the fuel unpacking, but I feel that it dosent add up for what im putting in?
It is 3x Rubber + 8 Heavy Oil alt refineries -> 150 plastic + 650 rubber
Does that seem right at all?
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I hope its just me having a hard time wrapping my head around this ๐
Weird that itโs a lot of 99% instead of just 100%
I blame the fuel recipe for the madness, most of the 99~ %s are interchangeable 98 and 99 variances.
Also the calculator is trying to make sure there is no residual products at all and work within parameters. (or at least I think its trying to ๐ )
That site does some wierd stuff. Like splitting the production equal across all machines
Splitting production equal across all machines gives lowest power usage
Im just wondering, can it even make what it wants? Or do I need to throw materials in to get it rolling? 
So instead of 2 machines at 100% and 1 at 50%, you get 3 at 84%
I had to jumpstart my diluted fuel/recycled rubber/plastic setup with empty containers and some plastic in the rubber making refineries
I also built it assuming I had the crude to HOR alt and I did not ><
First time messing with this madness, wasnt quite sure if I was seeing things right.
Thanks @harsh fractal
now to figure out the production lines/orientation.
shudder
The recycled recipes are a bit puzzling at first but make sense once you set them up
Manifold ftw
Im building by the south of Dune Desert node patch.
"abusing" the extractors by the geo gens ๐
You can fit 3 in there with the geo-gens, though I need to overclock them if I dont want to pipeline water.
At the very least it gives an idea for build "flow"
Geyser water extractors lol
Oh I think my oil plant might be near there
I piped water down from the top of the dune desert mountain with the waterfall
Im steering clear of that area, who knows what horrors may be added up there
I was building supercomputers out of the caterium up on the ridge
My end goal for this area is pretty much the same, though I have no clue what I want yet... other than my basic plan of turbo motors.
I havenโt thought that far ahead lol
Last time I did aluminum in the pink jungle and then supercomputers and turbomotors in the rocky desert
I have at least my aluminum production figured out(not built yet ofc) 105/min Heatsinks
https://ficsit.info/embetterer?t=heat-sink:105&c=r:water,min,1350&c=r:raw-quartz,cap,360&or&ar
No steamed copper sheet?
Most of what im doing is just basic bits and bobs, for a 15.12/min turbo motor, not anything super crazy yet.
Oh that one didnt have it?
I have an extractor by the swamp geo gens supplying a chunk for steamed sheets.
If I need to I can always pump more in, getting the project setup first is the "hard part"
Just getting into load balancing. Is it best to just keep splitting by 2 if the total smelters (for example) is an even number?
And by 3 if the total is div/3?
Itโs better to do a manifold (split some off directly into each machine) in most cases
I think the only time manifold doesnโt work is if you need more than your fastest belt can handle
so manifold is not overflow?
Manifolds self balance eventually as the nearer split offs fill up and then more flows to the next splitter
So overlow
For overflow handling, like excess going to tickets, so far Iโve seen a compact splitter and merger contraption that I donโt quite understand and a train dropping stuff off at one site, the continuing to a next stop where any remainder is melted into tickets
oh, I'm sorry. I'm using a new overlow buffer to do that. I'm confusing overflow (without a buffer) and manifold.
So I'm right, just wrong words.
I'm doing a manifold setup now, where the first splitter fills the first building, the second to the second, etc.
For the buffer, 4 splitters, the sides elevate to 4 mergers, while the center finally outputs to a sink. The mergers output to storage, or whatever.
But I'm wanting to dive into load balancing a bit and see how it works.
I used to do a bunch of load balancing math, splitting then merging a few back, figuring out all the fractions... then I learned manifolds and never did the fractions again lol
lol
I'll probably end up back to manifold, but I'm also into trying various techniques other people have done.
Manifolds + precise underclocking to get my factories to 100% outputs
hmm
I'm still trying to figure out why you would underclock. is it just so your building isn't waiting on supplies because its running slower?
And do you use various speed belts to help spread items at a steady rate?
It uses a bit less power when you underclock
power is: baseUsage * clockSpeed^exponent (where for most buildings exponent is 1.6)
Aside, it'd be fun to see someone game that, heh.
For example: 100 Assemblers at 1% clock speed use a total of 0.94MW; whereas 1 Assembler at 100% uses 15MW
(assuming infinite space and resources to build a factory that massiveโฆ)
hmm, thanks
Yeah underclocking you trade space for power
Underclocking of regular materials is just to save power and kinda not have too many machines start and stop
For things with extra outputs, underclocking is important to make sure you are keeping both main output and secondary output clear
For example if you have fuel generators, you donโt want the refineries making fuel to stop because their other output is clogged, which would shutdown the generatorsโ power
Aha!
I want to break my brain with a hammer after realizing that wishing to take every single ore in the world and refine it with water will result in a factory of refineries so big it cannot fit on the map itself
Even on multiple layer factories?
Hm, no but at that point, if you need the entire map on 1 layer for refineries, then oh god the rest
I dont think this game was made to be 100% efficient with all materials. If the game was a voxel based infinite generating game then you could have all the space you needed
Just make a flat map and go from there lol
Here's a perspective. Using 1/3 of the maps resources you need a 150 x 150 x 10 building just for refineries alone for limestone, copper, quartz, caterium and iron
That building takes up half of a biome
This could just be my brain broken after dealing with too much today lol
I mean if you are gonna make a world covering foundation I guess you have to use wet concrete
Otherwise why would you ever need extra limestone
Is there a general Throughput for trains? Like how many Frieght cars do i need for like, 3 pure nodes of something? I know the throughput can change based on distance.
is there a way to split 21 into 12 and 9?
@gray rock Here is a chart that shows time/belts for station throughput
@cosmic rock manifolds
^
How does that above chart change with distance? Or is it just the time to load/empty a full station container
Time for a trip? Someone explained it to me in full a few days ago.
Any longer than a specific time, you need a better belt
Ah
I still havent touched trains... aside from making a track and two stations 
I havenโt done trains since update 2
But I plan to use them for overflow melting of fancier goods
I think I have the same plan? Gunna have my oil area deliver parts and such to main factory/home.
is it me or rotors produce slower than advertised
What makes you say so?
I dont know, its always the bottleneck and the first factory to use them usually fills up before the last factory in the manifold ever gets going
problem with balancing it seems
that's how manifolds often work
first factories get filled up fast, while the last factory is filled later or never
over time it should even out but i believe something other than a manifold would work better for low production rate items
I used to be a balancer guy myself until I gave manifold a shot. I'll never go back, manifold all the way. So much space saved
@full raptor lets say you are doing a barely efficient 1 supercom/min build then equal splitting might save you some startup time. For normal application such as 30 RIP/min the startup time is negligible
And by the time you have that super computer factory up, you probably have enough backlog to start pre-filling the machines to get efficiency up ๐
Btw, if anyone asking for equal 1:5 splitter I would like to troll him by saying: Split into 6, sink 1.
Not only me, though. Every member in this channel is learning to be smart.
indeed
A lot of issues with trains could be fixed if they allowed for belts to fill a train station container as it is being loaded into a train.
At least in my experience the problem comes with the downtime of the loading animation clogging the belt meaning you're not getting 900 units a min
well you can't get 900/min anyway, max belt is 780
@sharp mountain its physically loading the storage box onto the freight wagon so exactly what would the belt be putting the items into then during the loading animation
A change would be a model fix for the train stations. Have wagons have already wagons on em but empty and then have a suction system connect to the train and transfer the stuff into the wagon. Sure it doesn't look at awesome but it would work
I prefer the current system, just have more wagons that get loaded simultaneously instead of making an ugly animation lol
It's a question about how creative the art team is
if it works, don't touch it (at least in EA game)
But it doesn't work :p
it does?
Or well it does but not well enough
you can load and unload stuff
It clogs up the belt meaning you're effective belt speed lowered
split the belt before loading, merge after unloading
If you have two 780 belts going into a container. You're not getting a 780*2 output
yeah, just do the split & merge thingy
Then you still get less tho
no?
if you have 2 wagons unloading and then merging their contents onto a single belt again, you get the 780 per min back
more wagons, more platforms
Should've said that
What you suggested wouldn't make sense for a single station
Which was what I went with
im curious what you think of my trains improvement idea actually
let me link you for shameless self promotion on the QA site lmao
Which one?
why wouldn't it make sense for a single station?
If I have two pure. Making me 780 * 2.
it makes perfect sense, just add more freight cars if you don't have high enough throughput
A station has two inputs. That means two inputs are getting the max speed input
*a platform
here you go
station is the building where trains stop.
Once a train picks up a container the output is sealed
platform is the building that actually loads the train
Meaning the belt clogs up. And over time you lose efficiency
you can have one station and multiple platforms
You know what I mean though
you could circumvent it with a second platform, but I wonder if a buffer storage container would do the trick too?
no I don't. You said one station, there's a building that's called a station, how do I know you talk about a building that's called "platform"?
next time I say splitter I mean smelter
๐ฟ
A station is a word used to describe not only the station but also just the idea of a train station. The entirety of it. The point of a train station is to load your stuff
Platform isn't even the right word if you want to drag this on for no reason. Platforms are the empty ones
but that is confusing in this context
because you can have 1 station with 100 platforms
that does not pose the same problems as a station with 1 platform
alright, but that still doesn't mean that you can't have multiple platforms in a single station, if you call the whole thing a station
Pointless discussion green. The fact is. Two max belts will be clogged if loaded into ONE platform when it is being loaded onto a wagon
right, so circumventing that could be done by adding a second platform
Exactly tom
sure, but you have issue with that because you imposed a limitation to 1 platform. It's the correct solution and if you don't want to go that path, then the issue is you and not the train system
That's what I've been saying the entire time
or rather, your limitations that you set up
but that still doesn't mean that trains "don't work"
so it sounds like you agree it's not actually a real problem then?
You need more platforms unless the devd add a way to make it do you don't need to do that
It is when you suddenly need a train that's over 120 platforms
Lol
with any loading/ unloading animation, there will always be 'downtime'
why would you ever need a train that long?
that sounds more like poor planning
if you need a train with 120 platforms, then even if they fixed it you'd still need like 100 platforms, so I don't see much difference there
There's no downtime if you do what green says
If you use a stopwatch to see how long it takes to load a train. And compare it with how long a half belt takes with fill-in up a container
If it fits then you shouldn't have downtime
and by fixed I mean "fixed", because that's just a limitation done by the game, same way as belts have speed limitations and miners have max output limitations. It's just something that's in the game and you need to play around it
What would work is to have a belt split and then go into containers. And have those go into the platform container
yeah I dont see this as a bad thing
you can just have multiple platforms, multiple trains, multiple stations etc to work around it
or just not use trains 
But then you suffer belt lag or what people call it
I think. Big I want every single resource on the map and add water to it
I want a train that's over 240wagons
Dream big boys
belt lag ?
The people getting belt lag are the people who have spent 300 hours running belts from one end of the map to the other
It's really not a normal gameplay situation
Lag caused by belts
Basically your pc gets a seizure having to load over 2k belts on the screen
There's not really anything secret about it
well considering this is #math-and-meta I may just as well give you advice not to do a single train that goes around the whole map anyway. Best way to cover all nodes is to make dedicated factories and ship final product via trains, instead of shipping all resources to one big factory. And even if you do that, don't make one big train, make several small trains. that each go into one direction
I already did the math for a refinery to take only 1/3 of the material of the map. That alone needs a 500x300 platform with multiple floors
And over 80k MW power just to make pure ingots n wet concrete
The game is simply too small, i need more space
or several dedicated factories instead of a giant mess of buildings
Thats the thing, it is as tight as you can
too small? lmao what are you talking about
did you forget you have a Z-axis you can use?
Refineries take up 2ยฝx1ยฝ foundation
You need 75x75 of them. And then 10 floors of them going up
Pretty sure a 500x300 foundation wouldn't even cover the dunes area
on a single layer.
Thats a BIG BOY
Alright just a bit bigger than the dunes then
To get all the material within this area https://gyazo.com/aa10649870a8365045d07e18571a5de0 and wash it using pure ingot, quartz, wet concrete etc etc. You need 1459 refineries
lets say you need 5 foundations per layer
A refinery is 7 foundations tall
alright
You need 150 refineries on each floor
then you still can build more than 89 layers
And then the last floor can have leftovers
that's 30m if we're being generous, so you can fit 80+ layers of stuff into 2500m
It sounds like you're using refineries to get the most resources out of the map, instead of just claiming more resources
Well, my idea was to get every resouirce and use refineries.
It's the old argument about the copper+iron ingot recipe, why bother with it when there's so much iron?
Just to see if it is possible.
I mean, some guy made 1 terawatt of power. Making was it 12k toxic waste a minute?
He did it just because he wanted to.
it wouldnt actually make 12k waste though
theoretical waste, sure. but not actually produced
Unless he manage to spent that much power :p
because you only burn what you need
which was impossible in U2
unless you had 1000s of jump pads and trains running around
which would probably hit your pc limits before you finish it
TIS BUT A CHALLENGE
should be possible then
I KNOW BUT WHY ARE WE SHOUTING
This game was made to destroy your pc and your spare time
Everybody into trains aiming for high throughput should be aware of this new behavior https://www.reddit.com/r/SatisfactoryGame/comments/ff9vbl/warning_train_users_beware/
Imo a must read for @sand garnet and @wind spade
already known ๐
Ok ๐
Thats what we were discussing lol
who is we ;)?
Scroll up to the wonderous world of ' this channel 10 lines above'
Wasnโt that already in U2?
At least I know that my systems are made in a way to compensate for this behavior
At least on the platforms loading the train it was needed
Keep in mind, that in the current version, when loading cargo to a train, there is a ~25-second long animation, during which the Platform cannot accept any items. The animation is there for unloading as well, but the Platform can still output items freely onto the belts. This is important to consider when your input is two full belts. There will be slight gaps and the train can only carry slightly less than two full belts as a result. So for safety, either produce more than you consume or use a buffer chest before the station with faster belts going between the chest and the station than the belts you use to bring items to the chest.
source: https://www.reddit.com/r/SatisfactoryGame/comments/c78bo0/satisfactory_saturday_spam_6_choo_choo_train_tips/
well now unloading has this behavior too ๐
Don't get why the unloading has it, since the container just smacks the items on top. So why shouldn't existing stuff be able to exit ๐ค
79 votes and 26 comments so far on Reddit
Did people not put buffers in front of train platforms?
apparently some didn't
2 pure oil nodes is 480 oil per minute thatโs 8 refineries and 24 fuel generators?
Yes to the refineries.
Fuel gens, depends on recipe
I did not
Fuel recipe.
Fuel or Residual fuel?
Fuel.
8 refiners make 320 and a fuel gen needs 15 a minute so 26.66666 so on
Itโs the only recipe with that ratio of crude oil to refineries.
8x40 = 320/15 = 21.33
21.33333 then so 21 fuel gens from 2 pure nodes 21 x 150 = 3150 power
Sounds right.
The issue is now the space for 21 fuel gens is taking a ton of space up...
Power will always eat space
go nuclear to help condense it, still going to be massive space wise, since they've added water extractors and refineries to the process
Who else is taking up the space in your worlds though, you got a lot of room to wiggle.
Its the same reason people want a mass build function. They dont want to do the work, it seems
Or they consider designing the layout to be the real fun, but replicating a design to be nothing more than busywork.
I reserve a special dislike for building walls and foundations, though.
It takes up far too much too much time for a zero thought/effort task.
I would say something but I will pled the fifth here.
I'm guessing we all play solo games here, multiplayer maps would be too much with our attention to details
Thereโs a mix.
If you built say 100 tech 2 storage units (48 slotters) in a corner of the map and used a train to ship nuclear waste how long would that take to fill up from 2 reactors?
assuming your 2 reactors run at full speed, 1 ISC is filled in 40 hours., so 4000 hours in your case
they probably won't run at full speed tho, so I'd say at least 5k hours
Fair enough, so donโt need as many as 100 for two then... probably only need about 25 or so.
@dry mason there is large buildable areas in the southwest ocean. More then enough room for hiding waste
sweet, will check it out cheers both.
I've seen a lot of people talking about loops with the HOR & Diluted fuel alts combined, would anyone mind giving me a heads up into how this works? Trying to optimise & it's just confusing me
What do programmable splitters do? Would they help split things to a specific item/minute orr?
no
they allow multiple items to be filtered out per output
you can just specify multiple items per output
smart splitters only allow 1 specified each
Ah, Im trying to figure out how I can split items efficiently, and i thought that was the way to go
In that case would the best way to get 45 ppm to 30 ppm would be a 2 way splitter, one side going to another 2 way splitter one way going elsewhere and the otherside going into a merger on the same track?
Lord leo that way would get you a track of 33.75ppm i think, not a 30 ppm. Use greeny's diagram
Split into 3 and merge the two.
Ohhhh
So the line on the side would fill up and the rest goes to the other lines?
yeah
you don't need to balance stuff
since the manifold setup is faster to set up and easy to expand
though it takes a while for it to work at 100%
but when it does, it works with the same efficiency as balancers
Imma have to tear down my whole 38 hour factory
ok math lords brain still fried from yesterday , simply need to underclock 2.5/min what is equation for this
the only downside to manifold it doesn't look as pleasing as a regular balance system
since some are going to be full while others be empty
Im still trying to figure things out, I used manifold with the other, worse, 2d factory game but wasnt sure if it'd work, but I suppose it does
Venisha manifolds Look pleasing once you get used to them
On foundations everything lines up neatly
Im mainly worried about if I make enough Iron Bars or if they'll get drained going into all the systems
Hey, quick question before I go further into the nitty gritty of power generation, how much liquid Turbo Fuel per minute does a fuel generator use when operating at normal clock speed?
4.5
Decided to do the math to see how much it would take for maximum nuclear power, takes more sulfur than what is available on the map currently
I guess we gotta wait for an alternate sulfuric acid recipe
The wiki said enriched cells took 40 pellets but it might take 45
I did the math as if it took 40
Plus it would take over 1000 water extractors for the power plants alone
Made a small spreadsheet for calculating 2 different things
True output of a system based on Node Purity for Miners, level of miner, Power Shards, and Max Belt Speeds, as well as Miner % speed needed for maximum throughput, also notifies you if wasting Power Shards
as well as a sheet for performing the calculations that @glacial hemlock posted and calculating the number of refineries needed for each step
https://docs.google.com/spreadsheets/d/163sWWoxnSNXPmYBcoNbFcjIXIW05HyuSKZ8Chr1524A/edit?usp=sharing
if you wanna play with it or check my numbers you can
@glacial hemlock thanks for the image, that's really useful. Just to clarify, 2.666 is to show 3 refineries, right? 'cause I'm a little lost with the order when it gets to the end, with the rubber & plastic
what's the current max tier for conveyor belt?
tier 5 780ppm
do we have a best recipe chain calculator yet?
for choosing which alt recipes to use
You're trying to find the recipes to get in the M.A.M upgrades and want to know which are best for min/max and some varying degree to personal preference based on which would be the case. I would think this is how it is vs a definite answer to this is best for min/max
I could be wrong but this is how I see this answer.
I mean to some degree sure there are some preferences
but more of like optimizing resource usage
getting the most product out of the least resources
A number on the sheet like 2.666 refineries means 2 refineries at 100 percent and 1 refinery at 66 percent
And yeah I need to visually clarify which outputs/inputs go where
Calculators have like 1-2 main flaws atm for each.
UI can be cluttered or too large for certain tasks (or no UI at all ๐ )
Numbers can be hard to flesh out nicely
Alternate recipes are set in stone if you have them, aka usually you cant mix basic and alt recipes
and with the new refinery additional outputs, most calculators ive used cant properly show/deal with extra components. like silica from aluminum.
Currently its a "pick your own poison" market for calculators.
Find one that has flaws you dont mind and work around them.
Well, the one I made is just a single google sheet for an exact formula
not robust in any changes whatsoever, but seems to output a good amount of plastic/rubber from Oil if its working right
Made a correction in how water was calculated for it, and adding notation for inputs/outputs
What is up with those numbers? Did they get a Freemason to program the fricken oil production tree?
It's just based on ratios
Pure oil wells push 600/m but pipes only allow 300. I assume putting a line out of the well and into a splitter will split that 600 even though it has to go through the pipe to begin with?
Its the same with MK3 miner on Pure node, which can do 1200, but belts are just 780. It will come
So, at this time, a pure oil miner can't be overclocked above the 300 a pipe can handle?
oil well*
Till mk2 pipes work, no
kk, thank you!
@umbral scarab 2.666 is the item count/min. It is based on 1 crude oil/min. You may multiply all these figure by 300 for full pipe crude oil input. For number of refineries you have to calculate separately
Do nuclear reactors only need 4 rods a minute?
a fuel rod will burn for 5 mins in a reactor at 100% usage
and good luck overclocking the reactor if you're playing ex
@dry mason it is 0.2/min
is save flipping for alt reciples no longer a thing?
I've gotten the same 3, 5 times in a row after loading a save before opening the MAM
no more alt cheating ๐ outcomes are determined different now
w> I don't entirely consider that cheating.. but I'm not surppised it got changed XD
we can call it alt fishing ๐
XD
hmm. well then.. compact coal.. or stitched plates.. both would be hella useful.. it's my first drive.. and I'm in the middle of setting up a big power Hub before tearing down my temp set ups for more permiant ones
mm stitched.. coal I can deal with later.. no close by sulfer anyway..
@timber iris you can only save before putting hdd into the mam now
@wind spade I always did that in the past but forgot to this time lol. will know for next one. thanks
Just get em all. 70+ drives to unlock all. There is 89 drives on the map
Wish they'd at least given more than 3 options if they're going to fix the save scumming technique
lol no 3 options is intended
being able to do things faster doesnt necessarily make for a better gameplay experience
if you want to cheese it, just use mods/ save editors
I'm aware it's intended
And I'm aware you can edit it
I'm saying 3 options doesn't feel sufficient
3 is actually plenty, especially if you gather drives as you expand, though steel-oil tech will still be the hogs
Hi all! I notice there are several attempts at "ultimate spreadsheets" around ๐ . I was wondering, does anyone maintain an "official" CSV/spreadsheet of the raw data (recipes, rates, etc) that is fed into the game? Or similar?
Or is each spreadsheet author manually going through the wiki / game menus to get these data?
I assume at least some of them are "stealing" my data file
which is parsed directly from community data file
ooOOoooh @wind spade, I'm interested
in what? ๐
Well, either in stealing your data ๐ฅณ , or learning more about your approach
Nice! Thanks I'll take a look!
I manually set all of my data, and it was only for a few specific sets of calculations
Wish I had the expertise to work on something like what greeny does
I set up a loop that turns 22.5 crude oil per minute into 60 fuel per minute using the alternate heavy oil residue and diluted packaged fuel recipes. The side product is 15 polymer resin per minute... I'm wondering what I should do with this...
Plastic would be one option: https://ficsit.info/embetterer?t=fuel:60&t=plastic:5&c=r:crude-oil,min,10&ar
Intranet portal for FICSIT employees (an unofficial Satisfactory fansite)
make it into plastic then empty packaging material?
Intranet portal for FICSIT employees (an unofficial Satisfactory fansite)
Oh I forgot about the fabric alt! I'm doing the same as Brammm except 300 crude into 800 fuel so I'm getting almost 200 resin a minute. I've just been sinking my resin but now I'll be setting up 13.33 refineries for fabric ;) thanks!
yeah, I'm thinking of just making it into something simple and then maybe even just dumping it in an item shop. I'm planning on making plastic/rubber in another way with a separate production line and use this factory for purely fuel production.
How many decimal places are allowed when underclocking a machine?
0 floating points for %. Only for percent equivalence
Decided to do the math for how much aluminum can be made if all nodes were tapped with mk3s at 250%, decimals are not fun
You can instead write that in to the machine and it should apply ceiling values to correct itself
So, machines can handle unlimited numbers of decimals?
I am much more interested in what system in satisfactorio needs to be that accurate to work properly?
Sadly you cant put pemdas formulas in machines so round that up . The machine should auto correct
Turns out it would take 55.4 nuclear power plants to refine all iron copper and caterium on the map using their pure alternate recipes
If you underclock them, you can reduce power consumption greatly
BahrothToday at 13:37
3 is actually plenty, especially if you gather drives as you expand, though steel-oil tech will still be the hogs
So basically, 3 is plenty so long as you grind your way past the point where 3 choices is a problem
So really it's still a problem
I mean 3 is not fun if you are running all over the map collecting drives in order to unlock a specific alt, but 3 is enough if you are not looking to unlock a specific recipe
Petition to put alternate recipes into the awesome shop and make them cost hard drives
I do think that the whole thing is a bad system that doesn't fit with the entire rest of the game
Using all the iron ore on the map with a mk3 miner at 250% and using the pure iron ingot recipe u can get 156000 iron ingots per minute, or 2600 INGOTS EVERY SECOND
I think the usefulness of alt recipes makes them worth the difficulty to acquire
Iโve gotten my share of 3 terrible options as well
I just spent a day and got all the hard drives so I didn't have to worry about which one to pick
It did take about 16 hours nonstop though. Hell of a day that was.
I hope you remembered to get that free loot ๐
200+ Heatsinks is a nice addition to your stores
Did you get the quantum ones?
Sooo, how does the new fuel goes in comparison to the old ones, as, can you still make 30 generators out of 10 refineries? ๐
I mean, I can count it, but how many fuel m^3 does a full capacity generator use?
Coal uses 45 water/min and 15 coal/min at 100% clock and full power
That means 3 water extractors to 8 coal gens across 2 pipes
Oh fuel gens whoops lol
10 pies worth of fuel.
Oh eh, alright, so how many pies/min do I need to bake? :x
I'll have to ask Sir Comference.
Not sound noob af.. but.. to coninue to my exparamental save.. I just load it on the updated EA install now or should I continue with the EX install?
Both are the same now.
well besides their thumbnails XD.
And branch name.
thanks :3
@unborn ermine of course I grabbed it ;)
@harsh fractal no I didn't get the 4 quantum superwhatchamacallits silly
:p
i did the calculations and u can get a maximum 92,081,088 points per minute by sinking turbo motors tapping all nodes on the map with mk 3 miner at 250% assuming u can pull all resources out of the miners
u cant produce any more because you dont have enough aluminum to make enough heat sinks for the radio control units
Thatโs .... a lot of points
and thats just for turbo motors
imagine all the other stuff u can make with the leftover untapped stuff
https://legorin.github.io/satisfactory-calculator/calc.html#belt=belt5&items=nuclear-fuel-rod:r:189/2,turbo-motor:f:70.4&alt=alt-nuclear-fuel-rod,alt-uranium-cell,alt-crystal-oscillator,alt-pure-quartz-crystal,alt-pure-caterium-ingot,alt-quickwire,alt-iron-wire,alt-wet-concrete,alt-pure-copper-ingot,alt-pure-iron-ingot,alt-silica,alt-encased-industrial-beam,alt-enriched-steel-ingot,alt-screw,alt-stitched-iron-plate,alt-steamed-copper-sheet,alt-heavy-modular-frame,fuel,alt-heat-sink,alt-quickwire-circuit-board,alt-computer,alt-radio-control-unit,alt-aluminum-scrap,alt-polyester-fabric,alt-turbo-motor,residual-rubber,alt-plastic&miners=iron-ore:miner-mk3:1,copper-ore:miner-mk3:1,limestone:miner-mk3:1,caterium-ore:miner-mk3:1,sulfur:miner-mk3:1,raw-quartz:miner-mk3:1,bauxite:miner-mk3:1,uranium:miner-mk3:1 heres a link to the calculations i made, its not perfect since it does not take by products into account (such as the silica from the bauxite, water from the alumina solution and the remaining sulfuric acid from uranium pellets)and my method of oil processing using recycled rubber to recycled plastic back to recycled rubber cant be accepted by the calculator, but aluminum would still be the first bottleneck regardless.
how many generators one refinery can run??
Depends on the fuel recipe you use
Generators take 15 fuel/min or 4.5 turbo fuel/min
refinery makes 40:min, generator takes 15
both recipe make 40/min
input is just very different
Doing manual calculations aint so hard if you know how in Google Sheets/Microsoft Excel
Or a calculator lol
crystal computers also work as long as the silica from bauxite is used
https://legorin.github.io/satisfactory-calculator/calc.html#belt=belt5&items=nuclear-fuel-rod:r:189/2,turbo-motor:f:70.4&alt=alt-nuclear-fuel-rod,alt-uranium-cell,alt-crystal-oscillator,alt-pure-quartz-crystal,alt-pure-caterium-ingot,alt-quickwire,alt-iron-wire,alt-wet-concrete,alt-pure-copper-ingot,alt-pure-iron-ingot,alt-silica,alt-encased-industrial-beam,alt-enriched-steel-ingot,alt-screw,alt-stitched-iron-plate,alt-steamed-copper-sheet,alt-heavy-modular-frame,fuel,alt-heat-sink,alt-quickwire-circuit-board,alt-crystal-computer,alt-radio-control-unit,alt-aluminum-scrap,alt-polyester-fabric,alt-turbo-motor,residual-rubber,alt-plastic&miners=iron-ore:miner-mk3:1,copper-ore:miner-mk3:1,limestone:miner-mk3:1,caterium-ore:miner-mk3:1,sulfur:miner-mk3:1,raw-quartz:miner-mk3:1,bauxite:miner-mk3:1,uranium:miner-mk3:1 heres the version that uses crystal computers (the raw quartz per minute looks like more than what is available on the map but if the silica from the aluminum refining is added what the calculator is unable to visualize than the required raw quartz should dip below what is available)
for early alternate recipes, i would at least wait until the building to use it is unlocked before it pops up, so the iron and copper recipes for refineries or foundries if you're still in tech 1
You could unlock bolted recipes or solid steel ingot early on for a solid boost
Not the best for end game, but they require fewer dependencies to work.
Whats a good way to setup water system for coal generators?
should i have the generators near same level?
For early game, you can save precious energy by belting coal over to water
Later, it really doesn't matter
well i have my coal gens setup above the water but it seems to always run out no matter how many extractors i have and pumps lifting the water
I have tanks that have water stored in them when the coal runs out so...
How many generators are hooked up to 1 pipe
How far above? A pump only pushes 20m, which isn't a lot
Oh, and putting multiple pumps at the same height is useless, the pressure doesn't stack
ah. im not sure how high it goes but probs more than 20m lol
Have a picture of your setup?
Slap a Pump on the vertical pipes (and dont forget to power it)
And be sure its in the right direction
Or lower your coal gens
Either works
its all the right direction, and powered. it lifts it and it goes fine but then suddenly drops in water and everything shuts down
the generators are kinda high
The pump
i might re do it and bring them closer to the water
Is it possible you're tripping your power?
oh, uhh they are kinda place along the pipes
the power capacity suddenly drops on its own but it still works and then suddenly trips after another few minutes
We might want to continue this in #old-questions-and-help
Post a pic
Lmao
If you don't want trouble, just submerge all your coal gens in the sea
There is no merit to build your power plants high above water level
My coal plant is right under the sea level, when i walk in my feets are underwater so no pump needed but if you want, water pump provide 10m height
all these skyfactories are going to have a fun time with this update
So the way to get the most fuel, is to use the diluted fuel?
''If not enough, just add more water."
1687.5 Cruid Oil - 2250 Heavy Oil Residue - 4500 Diluted Packaged Fuel - 3750 Turbo Fuel. 125GW in 833.3 Fuel gens. That correct?
406.25 refinerys and 4500 canisters, needed for that setup...
I don't think my rig can even handle a hundred fuel gens
7506 foundations needed for the fuel gens alone ๐
i'm seeing 481.25 needed, CrazyOdd; you might've left off the 75 for packaging the water?
Seems ok, but the logistics is the issue here. It depends if you try to build modular or bus.
And for some crafting steps such as packing and unpacking bus can be eliminated because they are one to one
Refinerys: 200 for turbo, 75 for diluted fuel, 56.25 for heavy oil, 75 for packed water. Thats 406.25 by my math
75 for unpack fuel?
How do you unpack turbofuel
Oh yeah, you need to unpack ....
The main logistic, is getting the looping canisters. As they need to go from water, to packaged diluted, to unpackage fuel, then back
The silly thing is that you can double the amount of fuel, but the sulfur on the map cant support much more turbo fuel
there's 6840/m available, if my numbers are accurate, which is still >2x your requirements. granted mk3 miners needed on every node, but if you're going for 125GW, you probably have those readily available.
3 pure - 7 normal - 1 impure. Yep, that seems to be correct
Keep the impure for black powder, that leaves 6540 sulfur or 436 refinerys of turbo fuel
1816.67 fuel gens, for 272,5GW
alternately, divert 3105 of that to sulfuric acid and encased cells for fuel units and get 1181.25 GW from 472.5 nukes! nevermind the other resources needed...
Is there enough uranium for that?
just exactly enough, actually; 1800/m for 94.5 nuclear fuel cells
i'm not sure where the ratio changed, since i know it used to be 84/m max, but playing around in daniel's calc revealed that using both alts does indeed allow for getting more cells than in u2
1800 pellets - 450 cell - 27 fuel rods. Or it that math complete off?
If you going to build large, just go for nuclear. Turbofuel is just a temporary solution
way off crazyodd currently working on a max nuclear plant
It was correct for the amount of sulfur, but if I skip turbo, I can go with the Infused Uranium Cell, for 94.5 Nuclear Fuel Units
157.5 manufactures making nuclear fuel cells
So we have gone from 420 Nuclear Reactors max, to 472.5...
working it out at 472.5 yep
That project is not smaller, but it solved power forever
But might need to setup a fuel gen plant, to kick start that nuclear plant
already have cells pellets and fuel rods done just building power stations now
Are they still 5x6? Havent unlocked it yet
yep
472.5, each needing 300m3/m water... Time to cover the oceans
personally i'm planning on just dedicating a 250% extractor to each nuke gen; easier logistics are worth the 4x power cost per extractor
Do the sink accept the fuel rods?
yes, pretty good point value too, tho a bit lower than rcu iirc
50MW for 2.5 extractors or 89MW for 250% OC extractor. Not really 4x power
Good, then I can setup a 0.1% overflow to the sink, that scales with power usage. No need to have rods backed up and adding excess radiotion
oh i was thinking 4x cost vs the base consumption, didn't even think of the actual cost of the full 300/m, woop
@stuck stratus do you have enough slugs to overclock 472.5 extractors
not at the moment, i'll get there ๐ i'm not planning on building it all at once anyway
ufff, I've restarted too many times to get to nuclear, didn't know each took a full pipe of water
yeah going to stick to waterfalls for most of the build places then
you might need a large area of the sea.
How high up would one need to place a radar tower to scan the whole map?
max height (foundations stacked on top each other until sky box kills you), would do that with one in center of map.
Basically at the highest possible point
This assuming I'm in the middle of the map?
Yes
the new wall mounted power poles should make it simpler to power that high if you make your tower from walls with jumping point foundations every 2-3
I've found that if using a single biogenerator, it takes about a single refill after it runs out of biofuel to fully scan
Hello, guys. I want to ask something. Which website already have the updated production calculator for Update 3?
there's this website for new updated recipes, though you can't choose what alternates to apply through the checkbox https://ficsit.info/embetterer
Intranet portal for FICSIT employees (an unofficial Satisfactory fansite)
https://daniel2013.github.io/satisfactory/calculator is the only calc that's current for Update 3 that i'm aware of
that one properly deals with byproducts?
yep, also accounts for looping of resources like sulfuric acid, water from aluminium, or recycled rubber/plastic
(using this is how i found you can get 3 rubber or plastic per crude, if you add a boatload of water)
If you even have the alt recipe yet. Getting the drives is annoying on tier 4
blade runners and a stack of concrete gets most of them in my experience. (though i'm a fan of just running around collecting as many as i can, i love re-discovering the map every update)
Done that, but the Spitters and Bugs are pests
https://daniel2013.github.io/satisfactory/calculator is the only calc that's current for Update 3 that i'm aware of
@stuck stratus Okay, noted for future reference. I am already checked the pinned post, and I think the satisfactory-calculator.com is already updated too.
it does have the recipes, but trying to utilize recycled rubber and plastic together still breaks it, which kinda sucks since it makes it hard to visualize the 3x multiplier goodness
yeah I don't see that multiplier staying after a few updates
i'm frankly surprised it survived the move to early access, though i guess it's niche enough with the huge infrastructure required, that devs don't care to address it just yet
they might be waiting for next level of pipes (above 300m3/min threshold) before applying the fix
You guys feel like the 1 Crude Oil --> 3 Rubber is bug/exploit/miscalculation on the devs part?
If my math is right, right now it takes about 83 Refineries to process 300 Crude Oil into 900 Rubber
How much power is that?
is not bug or exploit, I think that is how the game give incentives to complex production setup
@stark lichen just about power of a nuclear plant.
that sounded off but i came up with 2600 MW assuming all refineries/extractors at 100%, so huh. good to know
nuclear is 2500, so just a bit different.
you know, the unit of length in some countries is football field.
i was lazily rounding all refineries up, e.g. 13.33 up to 14, so actual usage is probably closer to that 2500 MW, but again, too lazy to actually account for underclock.
you no need underclock. Just the last factory or some factories will flicker on/off, eventually their averaged consumption will be close to 2500
i'd rather just underclock that last refinery to 34% rather than have it flicker, similar usage but more stable is more my style ๐
ok.
34% is like 1/10th the power usage, thats a bit different than similar :p
jesus is it that much? even taking into account a 100% factory only running 33% of the time, that could be signficant if one cared about power at that stage of the game
it's actually 16,9% of the power, so uses roughly half the power a building at 100% running 34% of the time would use
How do people calculate for under/overclock power usage?
I could not for the life of me figure out the coefficient
[power usage] * ([overclock / 100] ^ 1.6)
To the 1.6th power?
yea
Ah, that would be hard to figure out, Cool, thanks ๐
or just open "clock speed" page on wiki ๐
Bwah, so many delicious low-tech Alternates, but getting them out of 69 possible Recipes... 
Just get them all.
how long does 1 nuclear plant take to fill up 1 xl container
Something like 100 hours.
80 hours on max speed, but you won't be using max power anyway, so 100 hours is a decent estimate, if you're using most of the power it produces
@wind spade think I did but I must have misread it as
Power Draw x Clockspeed/100 x 1.6
I just assumed it was info from an older version of the game
Whats the most efficient oil setup for plastic rubber and fuel? I know base recipes is like 1 pure node -> 80plastic and 80 rubber and 80 fuel per m. But do some alts make better more efficient builds?
Recycled plastic and rubber can really boost the output of those.
But uses fuel I believe
Best I've theorized is
300mยณ/Minute Crude Oil -> 900 Parts/Minute of Rubber and
300mยณ/Minute Crude Oil -> 866.67 Parts/Minute of Plastic
Using alt recipes?
Yeah
But with zero fuel output on those right?
It uses fuel in its production chain but it also spends it
The end output is only rubber or only plastic, I've not built it yet to test it
Like this
Haha 84 refiberies. Oof
If you wanted to do that but with less input/output you could as well
Only 30 to use 100mยณ/min of crude oil
Thanks!
Ah, Diluted Fuel "cheese". That explains ridiculous numbers :)
So, I finally found the trick for miners (if you like to build buildings for them).
Build the miner where you want it to face, then line up a foundation as close as you can to the center of the output (while being on it)
BAM! You can make walls all around it!
Miner Mk3 only though for the tight squeeze.
(Mk2 has a nasty hitbox for the player still) Walls can still be built though.
You can place them on top of foundations on the ore and then use some ramps around for a nice effect
I do that pretty much all the time. ๐
I just realized how easy it is to get them into a building now, usually they end up being TERRIBLY offset.
@vagrant knot do you have a link to that spreadsheet?
I pretty much avoid the worry and build above them
Designing a building around a node is half the challenge/fun.
Take my copper foundry here as an example.
@paper mauve https://docs.google.com/spreadsheets/d/163sWWoxnSNXPmYBcoNbFcjIXIW05HyuSKZ8Chr1524A/edit?usp=sharing
The building is part of a WIP build to make a huge chunk of tech.
I wonder why there isn't a diluted fuel recipe that doesn't involve packaging
seems weird they'd include a wildly efficient recipe that can only be made with unneccessary packaging steps
How many cargo carts must a train have to be a worthy for fluid transport?
Is there a good ratio using the recycled recipes for plastic like there is for rubber?
So there are 3 chains to get fuel, unless I'm missing something. Oil > Fuel gives .66 fuel per oil. Oil to Heavy Oil to Fuel gives .88 fuel per oil. Oil to Heavy Oil to diluted packaged fuel gives 2.66 fuel per oil.
So by pouring heavy oil into your water bottles and then dumping that mixture back into the pipe you more than triple the amount of fuel you get... O.o
But it means adding water extractors and two extra sets of refineries for water packaging and fuel unpackaging.... seems like it wouldn't be worth it unless you're oil-starved (in which case you might as well go for nuclear power)
It is to get that sweet 1 crude oil to 3 rubber ratio
The calculator I posted has a formula for Plastic that is nearly as efficient as rubber
Essentially
1 Crude Oil -> 3 Rubber
and
1 Crude Oil -> 2.963 Plastic
300mยณ Oil -> 900 Rubber /min
300mยณ Oil -> 866.67 Plastic /min
Then if you use the insanity that is alt recipes, you can gather up to 800 rubber/plastic per 300mยณ line of oil.
man... i wish i didnt waste 34 hrs on a single save then realize i didnt build big enough
you kinda want to start building small and expand later
you shouldn't build big from start
@robust vessel it worth to do the extra steps. The extra fuel gained can produce lot more power than the extra power consumed.
but I use that for plastic production, not stopping at fuel.
@glacial hemlock I actually just ran the numbers for a fuel plant I'm working on. The diluted packaged fuel recipe chain ends up using about +30% power and +50% more refineries. Uses about 75% less crude oil, tho
if you're optimizing based on raw materials consumed, the diluted fuel recipe is good, but if you're optimizing for space (which I am), or power overhead, the simpler chain is better
So, yes, technically, you get more power per oil, but you use more power per fuel plant
How about net power produced per normal oil node?
Like I said, you definitely get more power per oil
it reduces the input oil by about 75% (~960 to ~240 on my build)
but upkeep power on the system is ~+30%. and ~+50% more refineries (half again as many)
Yes thats the point.
unless you want to optimize for space or power overhead ๐
๐ ๐
There is near virtually infinite space
optimizing for everything else, now that is where it's at
I like compact all-in-one builds ๐
Ah, I like builds that do all the work needed, I try to make them compact, but I also permit them to allow massive workloads
I got 96 smelters processing 1880 ore per minute into ingots, in one big area, then the ingots go somewhere else for further processing, etc...
My 880 plastic per oil node build is almost complete. Near the west coast. Thats a lot of refineries and pipes
my preference is aggregating all raw materials into a singular gigafactory
but it's not ideal performance-wise
Trucks seems to go into back ground render at around 400 meters, so a gigant factory might not be worse performance wise, anymore
ugh the wiki doesn't have the dimensions for any of the new buildings in update 3
the dimensions for refineries were removed because the page was remade, even though they didn't change
jeez
Refinerys are a little smaller then coal gens, but not by much
at least i know it's less than 40m
that's good
i think only nuclear, spelevator, and radar are taller than 40m
Might be the best shot for how big they are
the frame work, is on the 7th wall and 14th wall
like 2x2x2 small once, I think
so around 16x16x8m
but it's a cube?
it's not squished
at least i know roughly how tall a refinery is
i know that if my floors are around 10 walls tall, a conveyor lift can still go between floors and it can barely fit coal gens
ayyy thanks
yeah so each floor is gonna be 39m tall (10 walls * 4m per wall - 1m for the roof) so i can fit coal gens, refineries, and up to 3 of those. and for smaller buildings i can make sub-floors or something
also what lookout towers are shorter than refineries lol
From old, so do I begin the next floor on the 7th wall, as that is the height the jump pads worked out to. Then just double for the floors that needed more
well in 0.3 we have hypertubes sooooo
how is that i make 300m of fluid but my flow thru is only around 50m? already rebuilded everything and it keep like that... ๐ฆ
Given enough space above to route pipes and belts, letting me put more machines in
@obsidian seal Ether your demand is not more then 50m3 or you need to add in some pumps
yeah if the pipe goes up too high you need more pumps, otherwise there's a low output because there's nowhere for the oil to go
so check if the production is backed up or something
if it's producing fuel for fuel generators, then you're probably not using 100% of your power so the fuel generators consume fluid slower than normal
72 refinerys in 22x22, is my current smallest built. Thanks to enough space above, for splitters and mergers
how tall are manufacturers in 0.3?
the wiki says they're 8m but i know they changed height so idk if it's right
Should still fit in 3 walls, havent messed so much with them
i need to see if they're under 10m
I don't think they changed the overall dimensions when they reworked it
just heavily modified the model
they did
some old bluerprints don't work anymore
i think they just got a little taller but idk how tall
cuz if they were 8m and they got 2m taller than suddenly i can't fit them in a quarter of a floor
Question how do i get my save off the cloud and DL'ed to my machine the pop up giving me the option seems random
@cedar mica The indicator light sticks up through the floor I think
does anyone have good ratios/setup for aluminum production?
my 866 plastic/min build, from a single oil node.
Is it possible to make a 'priority' splitter? EG., send all resources to one output unless that output can't accept anything?
train stations, have a train load up what can't be immediately sent through the output
Eyy @glacial hemlock!, Very nice
Was that based on my setup or no?
Yes!
Awesome ๐
Manufacturers need 4 walls high then you can fit a 2m foundation roof on top if you want
anything less and the indicator pokes through
the smaller machines work with 3 walls high
I think the constructors might fit in a 2 wall tall building with the 1m foundation as roof, but it feels really tight
I'm having some conceptual problems with aluminium. 3 aluminia solution refineries "fit" nicely with refinery producing scrap. All... except water. I don't know what to do with the water output from the scrap refinery to avoid a blockage. Any suggestions?
I can pipe it back into aluminia solution, obviously, but I don't see how I can prioritise usage of this "backflow" water over "normal" water input.
Which means eventually the system will clog up.
Oh, and my water is coming in by train, so I can't easily control the flow.
The train part does make that difficult
A buffer would probably solve it on some level
A buffer sounds like a temporary solution; eventually it'll get filled up.
Unless there's something about fluid dynamics I'm missing.
Which one's, specifically?
I think they\re called pure recipes
or use them to build more stuff
You can build an upside down U to create priority checks in pipe systems.
The taller the bend, the less priority the branch has.
I'm... not seeing it, sorry.
An upside down U - I assume there are 2 outputs and one input?
he means an arch, if you build a high arch the fluid has to reach that amount of pressure before it even flows through that section
Ahh, I see... Does it work when pumps with some headlift are also involved?
So... the longer U-leg is the lower priority, the shorter (which could very well be 0 in length) is higher, exit at the top, potentially with a pump to avoid backflow?
upside down u.... aka n?
Right. ๐
with pumps (that are not powered) it should still work
the moment you power it the pressure from the pump ruins it,
@buoyant totem there is a mod that was just released called Advanced Logistics that adds an advanced splitter and advanced merger allowing you to create a priority splitter as well as allowing you to send different ratios of items out of each output.
To be absolutely honest, I'm still a bit unsure how that's supposed to look like... I need to pump the original water up to the factory floor. Then there are the scrap and aluminia refineries... Aaaand I probably need to make an n shaped bend?
@paper mauve I didn't know there WERE mods for this :O
They just became compatible for update 3 yesterday
There's only 4 mods right now but more to come soon
Check the #welcome channel for the link to the modding discord
Could use water in a pure copper ingot refinery, then use the copper for aluminum sheets
The n has both original and "recycled" water coming into it, and the original water has to have a longer "leg" of the n shaped pipe. OK, this much I know... but I'm still unsure how that's going to work in the end.
Well, I can always bottle and scrap it.
If it comes to that.
But it feels very wasteful.
So an actual sink would be useful if there was one for liquids?
...I DO have some resin in this process that I can turn into plastic for this, so it's not completely unreasonable. But still feels rather silly.