#math-and-meta

1 messages · Page 451 of 1

fierce ruin
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tbf I have one machine that makes turbomotors

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I cannot possibly use them as fast as it makes em, even in the initial flurry of "lol now I can upgrade all miners to mk3's!"

upbeat tide
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Its more of the “I built that” thing than anything else

limber dirge
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Is there somewhere that has factory plan layouts or just greenies and the other calc website?

upbeat tide
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I like daniel’s

fierce ruin
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I feel like half the fun is finding your own way to cram 28 assemblers onto the floor of one building

upbeat tide
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Thats why I like the daniel’s calc. It will tell you what you need, but let you figure out how to build it

fierce ruin
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as this game gets mature it's gonna be hilarious how much the meta tightens

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I have a coal plant I'm ashamed of because I used 26 water extractors when 24 could do it

upbeat tide
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Shrugs

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The meta will always be as tight as you want it to be

fierce ruin
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well, or care

upbeat tide
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Just like in that other factor(io) game

fierce ruin
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I've left the coal shameplant cuz lol 2 water extractors who cares?

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but still

upbeat tide
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Ill never destroy my first U3 coal plant even if I turn it off

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6 plants per pipe non meta

fierce ruin
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my similar feeling is for "bioprocessing"

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oof

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yeah I went 2 for 5 instead of 3 for 8 with two pipes

upbeat tide
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That was 1 to 6 x5

fierce ruin
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So at 64 coals that's an extra pair

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26 instead of 24

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40 MW wasted

trim frigate
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Is there any way to make use of an overclocked oil extractor on a pure node? 600 m3? Because the pipes can only take 300 m3

sudden saffron
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I guess the answer is obvious.. no ?

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overclock the pipes ! 😄

fallow tulip
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Probably by puting a junction to split the pipe to have 2x300 idk

glacial hemlock
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limited to 300, so overclock to 125%

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a junction in front of extractor won't work

solid solstice
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So, this wouldn't work?

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great art, I know, thank you.

woeful skiff
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Nope, because first pipe before the junction can only do 300. There's no way to use the full capacity there. Similar situation with pure resource nodes and maxed out miners with the tech in the game so far.

upbeat tide
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Junctions are similar to splitters or mergers, they do not directly attach to the building

candid haven
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big mac

meager crane
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bann ihn weg

sand garnet
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english only on this discord 🙂 @meager crane

full thunder
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Hum, i have a weird issue.

I have several lines of refineries, lines of 10 to match the 300 m³/ min cap.

Checked the refineries twice, each of them does consume 30 m³ / min (producing plastic). At the end of the line the 2 last refineries doesn't work at 100% efficiency, while output isn't blocked and input is always up.

Never happened to me using "regular" feed lines (connected to pumps), the only difference here is I bring my oil by train, using several big buffers to make up for the unloading time.

So i don't get where the problem comes from 🤔

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(it's not a pump problem either, tried to make some of these, doesn't solve the problem)

glacial hemlock
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efficiency % is sometimes bugged, usually reload will solve the problem

full thunder
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I meant it's really not consuming at the proper rate, the pipe is almost depleted as well, and it shouldn't

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Will make a quick clip of it, it may be just a bug

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¯_(ツ)_/¯

glacial hemlock
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if you can get a top-down view, someone might be able to help. I go to sleep

full thunder
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Thx for the reply anyway, gn gn 🙂

glacial hemlock
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if problem persists between save-load then it is the setup with the incorrect ratio

upbeat tide
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How is the oil fed to the refineries? If by train double check your setup.

I am having a similar issue and narrowed the suspect down to a train config issue

latent slate
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If a mk3 miner is connected directly to a splitter can more than 780 be mined or no?

indigo vigil
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Nope

fresh elm
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no, it will still be 780

latent slate
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ty

safe badger
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for power consumption, each recipe has their own MJ value right? on-top of what the machine is using?

fierce ruin
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no its just the machine

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an assembler always uses 15MW

safe badger
wind spade
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each machine uses certain amount of MJ per second (MW). Each recipe has a time (how long is it crafted).

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so it's just [recipe time] * [machine consumption] value

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not sure why the value is even there

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wiki sometimes has weird values displayed

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though it's correct

safe badger
wind spade
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first, it's not updated for U3 (as stated in the yellow box above)

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second, what exactly are you doing? it should still work

upbeat tide
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On the wili that 160MJ per item is an aggregate of all the constructors, smelters, assemblers, etc involved in the basic item’s chain

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And yea as stated its not really a reliable metric

wind spade
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are you sure about that? 180 MJ per item is just the assembler

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also there's nothing like "basic item chain"

safe badger
wind spade
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uh

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not sure if you know how to use it

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input is what goes in the production line, output is what you want to produce

upbeat tide
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Aah I thought it took it all into account, my bad

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Honestly I rarely use the wiki

wind spade
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so e.g. you can put iron ore in input and iron ingot in production

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and you'll see the resulting production line

safe badger
wind spade
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did you set some alternate recipes?

safe badger
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ah is see

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k it works now

wind spade
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if you set it to the Check , then it forces the tool to use the alternate recipe insstead of basic recipe

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which could mean it needed copper ore input for iron ingot alloy

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anyway, the tool is just for U2, so if you're making something out of it, it will most likely use wrong data

upbeat tide
wind spade
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U3 update is still under development unfortunately

glacial hemlock
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@safe badger the 180MJ per item that value, please hover your mouse over that number to see additional information about it. Thanks.

swift sorrel
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Hum, i have a weird issue.

I have several lines of refineries, lines of 10 to match the 300 m³/ min cap.

Checked the refineries twice, each of them does consume 30 m³ / min (producing plastic). At the end of the line the 2 last refineries doesn't work at 100% efficiency, while output isn't blocked and input is always up.

Never happened to me using "regular" feed lines (connected to pumps), the only difference here is I bring my oil by train, using several big buffers to make up for the unloading time.

So i don't get where the problem comes from 🤔
@full thunder I am having this exact same issue right now, but mine is one continuous pipe. One end is an oil extractor on a pure node set to 125% (300 output), the other end of the pipe is a series of refineries using exactly 300 oil/m. The last 3 refineries are not working at full capacity. I tried putting multiple pumps along it, between the refineries, etc, but I can't make sense of why this setup isnt working.

glacial hemlock
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if there is no overall screenshot, we can't identify the problem.

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stand on top of a tall ladder or radar tower and take photos of them

swift sorrel
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None of the outputs are blocked either

glacial hemlock
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I see a pump in the image. remove it.

swift sorrel
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Yea that was just me seeing if it made a difference which it didnt, i can remove it

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Here is a screen of the last pipe segment before the farthest refinery

glacial hemlock
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interact with the immediate pipe after the oil extractor, check if the flow rate is 300 or around 300m3

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yes, i can see that from the pipe indicator on the first screen shot. Have guessed the pipe is almost empty

swift sorrel
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The flow rate at the extractor side shows the same as the pipe just before the first refinery, it wildly fluctuates between about 230-290

glacial hemlock
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it should fluctuate between 270 to 330, which averaged about 300

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when looking the flow rate of the pipe, try to figure out the median / modal amount

swift sorrel
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300 is max though, should i overclock the extractor beyond 125%?

glacial hemlock
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no. 300 is max indeed. but the flow rate in a pipe is never a constant. It fluctuates

swift sorrel
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oh ive never seen the number jump over 300 though

glacial hemlock
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ok, now put a pump immediately after the extractor. then interact the pump to see it stats.

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try screenshot it

swift sorrel
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ok let me drive over there one min

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there is a pump there already to get over a slight hill

glacial hemlock
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if all these still don't work, try remove both power shards from the first 2 refineries, avoid overclock at all, then build the 10th refinery at the end and see if this helps

swift sorrel
glacial hemlock
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head lift seems good, the flow rate has problem.

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Q1: do you connect this pipe network to any fluid buffer? if yes, remove all fluid buffer. All.
Q2: how many pumps you have connected to this pipe network: check every pumps and make sure all pumps have head lift equal to or below 20 meters

swift sorrel
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there is no buffers, that is the only pump

glacial hemlock
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try to use least amount of images to capture all the pumps, i would like to see their placement

swift sorrel
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This is how it looks from extractor side, its the middle pipeline in this picture is the one I'm working with

glacial hemlock
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Q3: is all these pipes connected properly, sometime they can mismatch.
Q4: where does the end of pipe connect to? i see the pipe bend downwards at the end.

swift sorrel
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It just ends there at a stackable pipeline

glacial hemlock
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the extractor side seems good

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now left with 1 option: remove the overclocking of the first 2 machines, then build the 10th at the end

swift sorrel
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alright yea i removed the oc before i went out to extractor again for screenshot, to let the pipe fill fully, going to add the 10th one now

wind spade
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ocing stuff is ineffective anyway, unless you're limited by nodes, you should always build more instead

glacial hemlock
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I can't figure out why his pipe average flow rate is not reaching 300, looked like that pipe network is losing the flow rate somewhere.

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unless the extractor did not output at 300m3

swift sorrel
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hmm even with oc gone the 9th refinery is still not outputting fully

glacial hemlock
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can take a snapshot of the oil extractor (the one on top of the oil node, and is connected to this problematic pipe)

swift sorrel
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yea one sec gotta get fuel for car

glacial hemlock
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hmmm...

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try a brute approach: now overclock it to 150% temporarily and see hows the flow rate.

swift sorrel
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seems to be a bit worse, between 200-250

glacial hemlock
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i see you have some power shards. How about clock to 250%

swift sorrel
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the range got bigger, seems about 170-270

glacial hemlock
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ok, the problem is NOT the oil extractor, you can set it back to 125% (and remove the extra 2 power shards)

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Q3: is all these pipes connected properly, sometime they can mismatch.
Q4: where does the end of pipe connect to? i see the pipe bend downwards at the end.
@glacial hemlock something must be wrong in this cyan-circled area.

swift sorrel
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hmm i can try deleting and recreating that part

glacial hemlock
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yes, try it.

swift sorrel
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i think the problem might be before that spot even, i'm just going to redo all 9 inputs

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right after the 1st refinery i see the pipe is not full

noble leaf
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ok, so i have 26 Refineries per row for Copper ingot production, atm they are split into 2 output lines, a 750 line and a 225 line, i am trying to split and merge to make a full 780 line per row.... question is, where should i merge which line into the other to most effectively accomplish this with minimal to no back up of the other refineries. below are some screenshots to give visualization of what i am working with. I'm fairly certain i will need a smart/programmable splitter to split with an overflow . any thoughts?

fierce ruin
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couldn't you just merge the end of a "something less than 780" line with whatever you other line is past that? It's what I'd do.

noble leaf
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that's what i am thinking but i also think that would back up the refineries at the end of the larger line

fierce ruin
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I don't see why

noble leaf
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when you say "merge the end" which end of the larger line are you talking about? the output end? or the 'input' end of the line?

fierce ruin
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the end where you've already split off most of it into other stuff

noble leaf
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i just wanna make sure im following what you're saying

fierce ruin
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refineries in this case

noble leaf
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hmm... think i got what you're saying... and i just realized i need to switch to Experimental to test it out properly

swift sorrel
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yes, try it.
@glacial hemlock no dice, i even "jumpstarted" the pipe by connecting it to the one under it which was coming from the other oil extractors, just to fully fill the pipe, but when i broke that connection, they have problems again, its so bad that even the last 4 are not running at full capacity now. Should I put more pumps along the long route to the base just to make sure?

glacial hemlock
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the pump only deals with head lift and don't contribute to flow rate at all. The problem can only lies in the pipe network

swift sorrel
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So the one pump that shows less than 20 accounts for the entire pipeline?

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there are a few other small hills on the route that i dont think are 20 meter high, but i'm not quite sure

glacial hemlock
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every pump should shows less than 20 meter head lift, and each pump would probably display different value, judging from your screenshot

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perhaps you can build another copy of the setup, this time try building them at sea level. 10 refineries. See how it does

noble leaf
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if its a problem of flowrate, then you dont have enough headlift somewhere in the pipeline

swift sorrel
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oh so try more pumps then?

noble leaf
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i have run into the same issue before and adding a few extra pumps fixed the issue

glacial hemlock
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hmmm

noble leaf
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im pretty sure its a bug somewhere, i couldnt find any other reason for the loss of flowrate

glacial hemlock
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now said about that, @swift sorrel have you checked every pump each have head lift within 20 meters?

swift sorrel
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there was only the 1 pump i screenshotted before

glacial hemlock
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loss of flow rate only happens if the head lift is between 20 meters and 22 meters. Beyond that the flow rate will drop to 0 very quickly.

noble leaf
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yup

glacial hemlock
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his head lift is 17.9m so i think there is no problem.

noble leaf
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also i have found it to be much more manageable to deal only with vertical and horizontal pipes. take more infrastructure but its better than dealing with that headache

glacial hemlock
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i eliminate the problem at all by building everything on the sea.

noble leaf
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i have found that following the terrain with pipes/pumps is a huge no-no

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tho it is possible but then you introduce more room for errors and therefore more headaches

swift sorrel
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oh wow putting more pumps killed the flow rate to 0%

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wtf is going on

glacial hemlock
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lol

noble leaf
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lol

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did you put the pump on facing the correct direction?

swift sorrel
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oh lol it was a backwards one, i thought they acted like mergers/splitters

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and only have 1 direction it allows when you drop it on an existing one

noble leaf
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nope, they act like check valves

swift sorrel
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alright nvm that issue

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alright let me check production now that i put a pump just before every slight incline

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something is worse now... the pipe before the refineries is showing around 30 flow rate and all of them are starved

noble leaf
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after adjustments you gotta give some time for the fluids to react.... its not always instantaneous

swift sorrel
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i think it bugged somehow, pumps are flashing yellow and not pushing anything

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i guess i've done what is listed in that picture as the first "avoid", which doesn't make sense why it wouldn't work, i'm guessing its a bug?

noble leaf
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if its yellow it has no water reaching the middle of the pump

swift sorrel
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I'm jumpstarting the pipe again by connecting it to the other pipe, until the refineries fully fill their inputs, then i'm going to disconnect the jumper to see if it maintains

glacial hemlock
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how about putting your save file in google drive or something and share the link here.

swift sorrel
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hang on the pump spam might have fixed it

noble leaf
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you could also include a fluid buffer in the line (which will also help with surges after your refineries have idled for a while)

swift sorrel
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well they aren't idling currently, and its back to broken again

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last refinery is already dropping off on its input

noble leaf
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just a dummy check.... but you arent trying to supply more than 300m^3/min are you?

swift sorrel
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if you mean oc the extractor, i tried that to see if it would make a difference but it didnt, its back on 125% (300)

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i just re-checked all 10 refineries and they are each inputting 30, no oc

noble leaf
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ok.... well really all you can do at this point is check again all the pumps/pipes from start to finish and find where it starts to drop

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i'd let it run for just a bit longer before you do that tho so you dont find a false drop

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maybe go make a sandwhich, eat it and come back?

swift sorrel
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do you mean like the first pipe that isnt staying full?

noble leaf
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which ever pipe you are working on, go to the very beginning and check each segment and pipe and see what the flow rates say

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but like i said, you want it to stabilize first so you know exactly where the problem is

swift sorrel
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I forced it to stabilize faster by jumping the pipe from the other end with my 2nd pipeline network. After that the flow dropped off again and went back to the last few refineries not getting enough oil. As for the main pipeline, I checked each pipe along the way, and they all do the same thing from the extractor up to the first refinery, flow rate fluctuates wildly between about 270-300

noble leaf
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do you have any fluid buffers?

swift sorrel
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sometimes dropping as low as like 220

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no i dont

noble leaf
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i would add at least 1 in before the refineries

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buffers help stabilize flow rate as well

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i would put somewhere between your last pump and your first refinery connection

swift sorrel
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alright i did, now im going to jump the pipe again and see what happens after removing the jump

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didnt make a difference, last refineries are dropping off again

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hmm maybe extractors have a spin up time like the miners? i wonder if putting a buffer between the extractor and first pump would help

noble leaf
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yes extractors and water pumps do have a spin up like miners

glacial hemlock
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10 seconds start up time

swift sorrel
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Still no good... the buffers made it take much longer before becoming unstable, but once they all filled fully the issue is right back to the same

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flow rate fluctuating wildly between 260-290 ish on the extractor and all of the pipes leading up to the refineries

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gotta sleep... ill check it all again tomorrow to see if i'm missing something obvious

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thanks for trying to help guys

smoky bison
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How fast does the coal generator consume coal?

indigo vigil
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Check the stopwatch symbol on the generator. It tells you how many seconds it takes to burn through 1 fuel resource. Divide 60 by that number.

smoky bison
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okay

spark dove
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Hey can someone check my math on this, i have 5 lines of 300pm coal coming in, is 8 the max amount of gens I need for each line

indigo vigil
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Are you saying you have 1500 coal/min, and you want to know how many gens you can power with that?

spark dove
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Yeah, I'm a lot drunk and having trouble confirming my math

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Also watching belts while drink is amzing

smoky bison
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Wait what?

indigo vigil
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You can power 20 gens with each of those lines, so you have enough coal for 100 gens there.

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Have fun getting water to all of that.

spark dove
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I will :)

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@smoky bison ??

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@indigo vigil How did you get those numbers?

indigo vigil
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5 belts of 300 coal/min is 1500 coal/min. Each generator consumes, at max load, 15 coal/min. 1500/15=100

spark dove
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Oh, cool I thought it was 45 coal/min

indigo vigil
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Nah, it's 45 water/min per generator

spark dove
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Okay so 1 pipe for 8 generators?

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At max flow

torpid robin
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Something else seems off for belts . What tier belts do you have ? Surely you aren’t sitting on mk4 at that point ?

indigo vigil
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It depends on how you want to build it, but put simply, you need 3 water extractors for every 8 generators.

spark dove
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Mk4 belts balanced down to 5 lines of 300

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@torpid robin Why?

torpid robin
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Arrh right

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Well I mean . You get coal power pretty early . So just surprised me you are sitting in mk4 and doing a coal plant that big . But then I was a little confused about the 300. .but as you said you balanced it down to that

spark dove
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@torpid robin ahh yeah I'm just going by what I need, i got trains then needed more power, then started working on a Iron Processing plant needed power again, so I thought screw it and gathered all the coal I could find for a big plant until I'm ready for fuel

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And i have 2 pure coal lines saved for steel

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And cool I have most of the water already sorted I have 16 lines ready for the powerplant

glacial hemlock
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coal power, fuel power and turbofuel are just the stepping stones for nuclear power. You don't have to invest too much for the low tech power setup.

dusky quail
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yea the game doesn't really reward building the perfect setup in the early-mid stages

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just get what you need to unlock new stuff

safe badger
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to confirm, water consumption per min increases when overclocking coal & power plant generators?

upbeat tide
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Yup

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Dont overclock coal gens, its not worth the hastle and weird numbers.

safe badger
glacial hemlock
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why you want to overclock any power generator? lol

upbeat tide
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The resource cost for OCing a power gen doesnt outweigh the added production

safe badger
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so why would they add this in as a feature? if its a waste?

wind spade
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it's a tradeoff

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less space but more waste

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but space is theoretically unlimited

warped sorrel
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so how many refineries can a pure oil node support? The math is so confusing on the wiki

wind spade
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depends what are you making in the refineries 🙂

warped sorrel
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ugh so the plastics and rubber are 3 little tubes of oil? but then the oil extractor is in m3...how many m3 in a little tube? 50 each?

wind spade
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there's no "little tube"

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that's just an icon for liquids

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they are in pipes

warped sorrel
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I know but it says it needs 3

wind spade
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well then you need 3m3

fierce ruin
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3 what?

warped sorrel
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so with a flow rate of 600 m3, that would mean the node supports 200 refineries? seems nuts

wind spade
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there's no way to get 600m3 flow rate

fierce ruin
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what are you making?

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@wind spade 2 nodes

wind spade
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also, if you need 3, I assume it's per recipe, not per minute

swift sorrel
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each refinery takes 30m3/min (for plastic/rubber), so theoretically a pure node oc to 125% for 300m3/min should support 10 refineries. But as you can see by my posts yesterday there is something screwy going on and the pipeline doesn't always work right

warped sorrel
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okay thank you @swift sorrel 30m3 makes more sense than 3m3. No clue why they use m3 units in the extractor but then just "3 oil" in the refineries

swift sorrel
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it will show 30m3 when you select the recipe in the refinery, the 3 you are seeing is just a ratio for 1 run, not a per minute number

safe badger
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i think the node modifiers a dated or wrong for oil.. because all the node modifiers are calculated by dividing them by 60

so instead from 0.5, 1, 2 it should be 1, 2, 4 for the modifiers right?

proven lark
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But it makes sense for normal to be modifier 1x, so dividing by 120 makes more sense, right?

wind spade
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They seem correct 🤔

glacial hemlock
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@safe badger for oil extractor, it is based on 120. For miner, it is either 60, 120 or 240. So the wiki is correct

wind spade
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Ore nodes have a base extraction rate of 1

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Oil nodes have 2

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That's items per second

glacial hemlock
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True. Water and Oil are always extracted at 2m3 (2 meter cube) at 1 'cycle' which is a second

safe badger
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i based my initial calculation from the miner & thought it applied to all but it didn't my bad

full dust
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If i overclock a constructer does that mean it needs more items per minute?

empty hemlock
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yes, if it crafts faster it needs more items to not stop crafting

full dust
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ok ty

warm summit
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Has anyone done size calculations per building? LIke "Founderies are Six by Eight foundations large"?

upbeat tide
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Foundries need 12m clearance to put a floor above them, 3 walls high

warm summit
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That was just an example, but thank you for answering.

wind spade
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@full dust yes, it needs more items, but it also needs way more energy. It's better to build more constructors rather than OC them

upbeat tide
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3 walls, 12m - smelter, foundry, constructor, assembler, biofuel burner

4 walls, 16m - manufacturer

7 walls, 28m - awesome sink, fuel generator

8 walls, 32m - refinery

9 walls, 36m - coal gen

13 walls, 52m - nuclear plant
@warm summit

wispy patrol
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@warm summit Usually you can find the size of any building in carresponding Satisfactory-Wiki-Articles

warm summit
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Ah, true. I neglected to read through that sidebar. Thanks for pointing that out.

wispy patrol
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You´re Welcome

upbeat tide
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I personally rarely use the wiki, but hope either way your good 🙂

vivid spoke
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I encountered a really weird issue right now, my internet cut out and in offline mode I spawned at the HUB with all my inventory gone, also no chest where i was standing when saving. now my internet is back and reloading the save file i spawn normally alive with all my inventory

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also when saving in the "bugged" state the new saves also put me at the hub without inventory

upbeat tide
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Find your old body and well...uum...exterminate!...your clone

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Its a bug yea but happens when the game goes offline

wispy patrol
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It appears when the game "fail to create an online session" when launching (i think its called that...)

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You can solve that with a simple restart (works for me everytime)

upbeat tide
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There was only one instance where even a restart didnt fix, that was an update to experimental branch around a month ago tho.

wispy patrol
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I believe that a change in the .ini game settings fixed it... a good friend of mine solved it that waz

spark dove
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Maybe I'm stupid but a 300 iron/min belt splits evenly into 6 plate constructors and 10 rod constructors? Or is my math off?

dusky quail
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5 plate and 10 rod

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plate consumes 30, rod 15

fierce ruin
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anyone know actual resource transport speed for trucks?

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or any other vehicle

upbeat tide
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Im gonna guess you would use a similar formula for trains. Take the round trip time and add the time it takes for the load and unload animation.

fierce ruin
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okay

glacial hemlock
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speed of trucks can varies between 0 and infinity

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if the truck ragdoll and don't want to get up, it is 0. If you see a truck suddenly teleports, it is infinity.

upbeat tide
#

I thought trucks were more behaved on foundation roads?

oblique hollow
#

normal travel speed 75 km/h

upbeat tide
#

Honestly have not used them in a long time

glacial hemlock
#

i never used them. Or I should said, i have only built a truck station once, but never automated a wheeled vehicle to transport items

wispy patrol
#

Me too... i started from the beginning with conveyor Belts - its just more reliable to me

glacial hemlock
#

i still recommend setting up trains later on when the factory grew large. Trade complexity for CPU performance.

fierce ruin
#

where I find a truck really handy is if I just want one thing somewhere else, a medium distance, and I don't really want much of that thing. Refined quartz for oscillators is a good example. Until you're mass producing em to make radio control units, you'll just never need enough for it to be a problem there's ultimately one truck lugging the quartz around.

shy mason
#

never got into trucks, used tractors all the time if one of the nodes in question has either oil or coal for fuel until trains are unlocked ( so at least first 30 hours of gameplay). Truck stations are limited to one belt, so a single station can't support full transport of multiple miners, so not ideal for mega builds. Could try multiple vehicle stations, but the pathing is going to be more complicated with collisions on.

#

You need to be on top of your power supply though, power outage for a minute or two when the tractor is refueling will have the tractor die midway of its commute with no notification, and hard to notice until you unlock the quartz map feature

sudden saffron
glacial hemlock
#

Thats a lot of efforts in there

upbeat tide
#

That post is...kinda old

Make sure its viable before putting the effort in

glacial hemlock
#

The ratio might be off.

#

Producing cartridges are much easier now

sudden saffron
#

I'm too lazy to do the math, I noticed it was an old post but it seems ok-ish mostly

smoky bison
#

How many coal gens on 1 max pipe?

upbeat tide
#

Other way is to extend that second pipe to the very end

#

But if you do not want to mess with that than one water pipe can support 6.66 coal gens

smoky bison
#

Tnx (:

dusky quail
#

are you using conveyor belt mk 1?

#

mk 1 has a limit of 60, mk 2 120

#

if you're on mk2, your miner's maximum output is 120

#

yea but your conveyor belt mk 2 limits it to 120

#

mk 3 is great, super cheap once you get it

exotic swallow
#

he'll need more iron plates and screws though for the reinforced iron plates lol

fierce ruin
#

Hi

#

Just saw you where talking about iron plate?

#

15 reinforced iron plate per second

upbeat tide
#

Man if your making 15/sec...😂

#

Sarcasm aside I know you mean minute

fierce ruin
#

there are 3 types of players

#

15/s would only be 900/m, that's just 60 assemblers if you do bolted iron plates

#

I could see using that much RIP if you wanted to do large scale reinforced heavy frames, easy

#

I've got 56 assemblers each making rotors (steel rotors) and stators (default recipe) so 28 can make motors (default)

#

how many rotors per min do the 56 make?

#

5/m each for stators and steel rotors cuz the motor makers consume 10/m each, so 2x as many stator and rotor makers as motor makers

#

the reason to do steel rotors alt recipe is cuz that way 1. you're making rotors 5/m to match your stators and half motors, instead of the other options of 4/m and 11.25/m that don't work great with the 10/m needed for motors the way 5/m for steel rotors does, also steel rotors is just pipes + wire... same as stators. So pipes and wires go in, motors come out, comparatively little muss or fuss vs. having rods and screws in the mix too.

upbeat tide
#

Id rather use stitched iron plates over bolted.

Combined with iron wire, ironiclly uses less iron ingots in total

#

900/min RIP

4775.74 iron ore, 769.23 coal, and 2723 water -> bolted iron plate, using pure iron ingot, steel screw, and solid steel ingot -> 60 assemblers, 348 constructors, 20 foundry, 137 refinery

#

4212 iron ore, 2410 water -> stitched iron plate using iron wire -> 160 assemblers, 417 constructors, 121 refineries

#

Honestly interesting tradeoffs

fierce ruin
#

steel screw seems like a bad deal. You don't even get more screws per iron do you?

upbeat tide
#

Err one sec

fierce ruin
#

5/m steel is 20/m iron so 13 screws per iron, 4 per iron with casted

upbeat tide
#

You will need 6381 iron ore for casted screw instead of steel screw

fierce ruin
#

so I guess it is a better deal but depends on if you think 1 coal is worth ~3 iron

upbeat tide
#

Balancing that screw need will be a killa tho

#

Comparing the three systems above

dim thicket
#

That's actually a genius way to value ores - in terms of iron

upbeat tide
#

Gonna see what the other wire alts do to the system

#

Honestly, not as bad as I woulda thought

#

Seriously cuts down iron use, but you will need 400 caterium a min

#

And if you just use basic wire recipe, copper use is 1200 a min

#

Caterium wire alt shouldnt exist imo

#

So not gonna bother showing that one, its highly inefficient.

#

Anyway, done rambling about setup differences.

Dinner time

fierce ruin
#

does the casted screw give you more screws per ingot?

upbeat tide
#

No, its parity to standard

fierce ruin
#

oh it just removes a step

upbeat tide
#

Yup

fierce ruin
#

i guess that's worth it bcs u save power and space

#

save power and space, and 50/m per is more convenient for some recipes than 40/m

#

like if I want 250/m for bolted plates, that fits way easier as 5x constructors doing casted than 6.25 for making em outta rods, before we get into the difference in constructors/power/etc

upbeat tide
#

And like above, when dealing with multiple hundreds of constructors, makes a difference.

glacial hemlock
#

For this, i will use iron wire.

fierce ruin
#

iron wire is good. Shoves copper to being only for copper sheets and alclad sheets

#

and alloying with iron to make more iron, of course

#

turns out there's a lotta iron on the map

upbeat tide
#

You dont need to use iron alloy if you have pure iron

fierce ruin
#

sometimes there's handy water, sometimes there's handy copper

upbeat tide
#

True

fierce ruin
#

s'like earlier someone else was trash talking compacted steel, and I mean sure sulfur's otherwise precious but sometimes you need more steel and there it is, same as needing more power and making it into turbofuel

upbeat tide
#

I mean. You could be like me and planning to use 2400 sulfur

#

For turbofuel

fierce ruin
#

sure, and in fact I am, but sometimes that sulfur's near oil and good for that

#

sometimes it ain't, y'know?

#

although I only need 1200 sulfur for my current compacted fuel plan, and that's north coast. You doing all oil at once or what? Cuz north coast is most of the oil and I OC'd it pretty hard to get 2700

#

course I ain't going super aggressive on getting the most fuel outta oil and taking 1200 fuel to mix

#

what's the current pro move? go all heavy residue and mix with packaged water?

fresh elm
#

that's what I'm doing

#

use the heavy oil residue recipe

#

with the runoff I'm making fabric

fierce ruin
#

it makes a LOT of residue

fresh elm
#

sure

upbeat tide
#

Yes

fresh elm
#

300 oil will just about fully tap 600 compacted coal

upbeat tide
#

Yes

fresh elm
#

which is makes it pretty ideal to use that way

fierce ruin
#

I should probs get into theorycrafting power cuz I'm using 20gw

#

and throwing "a lot of fuel" at the problem mostly postponed matters

upbeat tide
fierce ruin
#

yeah the packaged diluted heavy fuel thing is sick

upbeat tide
#

I send the leftover sulfur into a black powder array

fierce ruin
#

shit makes so much fuel

upbeat tide
#

My rubber and plastic plant uses 3200 fuel a min

fierce ruin
#

cuz going heavy residue already gives you more, and then the mix with water, lol

upbeat tide
fierce ruin
#

the excess fuel is what makes the recycled recipes with fuel and rubber/plastic to make plastic/rubber broke

upbeat tide
#

Its like the pure alts but on a more complex scale

exotic swallow
#

it's a far more complex recipie so needs the payoff to compensate

upbeat tide
#

It took me 340 refineries to build that

#

And probably 5km of piping

exotic swallow
#

yeh i'll be starting mine this weekend at the gold coast oil nodes

upbeat tide
#

Main production floor, diluted is below this lvl

fierce ruin
#

I dunno, I just feel it's an issue for game theory if I"m staring at a refinery and wanna make plastic and "make plastic" doesn't make the most plastic, actually

#

clearly I should've made it all into heavy residue and polymer and made gasoline for no reason, as well as rubber, first!

fresh elm
#

except that still is keeping in line with the way the rest of the game goes

#

use alternate recipes you discover in creative ways to eek out more stuff from your available resources

#

feels right in line with the rest of the mechanics to me

#

making the most quickwire shouldn't involve combining water and caterium ore and copper to make it

#

(in your same scenario)

upbeat tide
#

Also the process requires 4 alternate recipes to even work

fresh elm
#

this is not the "intended scenario" for most players

upbeat tide
#

Techniclly you can do it with just recycled rubber and plastic, but your yields are tiny

fresh elm
#

just most of the people playing right now have sunk a ton of time into it and we are not the average player

upbeat tide
#

True, the Pareto Principle is strong in this community

fresh elm
#

actually, you can make a single oil fill a 480 of both plastic and rubber

#

that's pretty slick, tbh

upbeat tide
#

Honestly these rubber and plastic alt systems become necessary too. Lets say you want to make 60 turbomotors and super computers for example, your gonna need alot of plastic and rubber.

fresh elm
#

but once again, that's only if you want to do big production

#

most people will play and never do that

vivid spoke
#

So i just made a setup to tripple my oil into rubber and plastic, but for 360 oil/min I literally needed 3GW xD
is it even worth making an efficient setup in terms of resource when in turn you'll need Oil to produce the power to actually supply it xD

#

so far i'm only using compacted coal, no fuel generators yet

#

Sitting at about 10GW

wispy patrol
#

It is worth!

vivid spoke
#

For turbo fuel, just looking at the numbers without doing the math yet the most efficient seems to oil->hor->fuel and then use the Compacted coal+fuel

Anyone did the math to substract power cost for component fabrication?

wispy patrol
#

I didnt to the math in terms of Power but the possible amount of Plastic-/Rubber-Outcome. When you play a little bit around with Polymer Resin, Fuel and HOR its more efficient to use the Oil to make Rubber and Plastic and than the HOR for Fuel

vivid spoke
#

ah the wiki actually has the calculations done ^^
Well at least i know i didn't fk up and my numbers are correct

glacial hemlock
#

yeah, using 3 GW to produce 21 GW, so you still have about 18 GW net gain

#

all from 300m3 of oil (and some coal, sulfur and water)

upbeat tide
#

Did the math for my 1333.33 a min turbofuel facility.

It has 180 refineries and 44 assemblers. Some of those are underclocked, so the real power total will be slightly less than this ->6060MW

My gens are divided into 6 groups: 4x 55.55 and 2x 37. Combined makes 44430MW. Net power income of 38370MW.

#

I did not count pipeline pumps or the two oil pumps, mostly because I do not remember how many pumps I used, or how much an OC’d oil pump uses power wise

#

Appx, 14% of power produced is used to supply this system

polar sleet
#

@wispy patrol does it though? alt:HOR used to make fuel then recycled generates more rubber and plastic than the default recipes, even without using the diluted fuel alt that gives you even more. also, any power lost from using alt recipes is tiny compared to the extra power you can produce from the saving in oil costs.

#

unless your talking about the default HOR recipe, then yeah maybe.

upbeat tide
#

@polar sleet this is an extreme example, but you can still balance it out properly

polar sleet
#

yeah I'm aware, that's the version i was referring to as being most efficient

upbeat tide
#

Ooh misread

polar sleet
#

looking it over alt:HOR + diluted packaged fuel are essential to maximizing any oil based product production

upbeat tide
#

Yup, for both fuel and plastic/rubber

polar sleet
#

yeah trying to get my hands on alt:HOR but i keep getting other recipes instead

upbeat tide
#

Even if you want to make petro coke for steel its insane.

My impure node is gonna do that and it will make 600 petro coke a min as well as 20 extra plastic and rubber

fierce ruin
#

you can use petro coke for steel?

upbeat tide
#

Yup.

polar sleet
#

hmm

upbeat tide
fierce ruin
#

i knew you could use it for coal gens

#

but i didnt know that

polar sleet
#

is it because the power loss can be ofset by using saved coal for turbo fuel?

upbeat tide
#

Its just a useful alternate

#

And I only have one impure oil node so not easy to combine with another

fierce ruin
#

are there any alt recipes that are not worth using in any situation?

upbeat tide
#

Pure aluminum

#

You lose 25% aluminum ingots

fierce ruin
#

oh nice

upbeat tide
#

The biocoal alts are kinda useless too

vivid spoke
#

is there a way to make hypertube launchers more reliable? i'm simply using like 10 in a row to boost myself, but sometime i get lags while inside and some tubes accelerate multiple times, leading to me getting throw to high and die...
It happens at least 25%

upbeat tide
#

I use launchers and point them into a hypertube pipeline so to speak to avoid that.

Costly, pain to build tho

vivid spoke
#

so instead of launching into air and using jetpack you build a tube to where you wanna go? or did i missunderstnad?

upbeat tide
#

Yea build the tube

#

And the launcher points directly into it

#

So you get the speed benefit but contained

vivid spoke
#

ye i want to avoid that one though 😛

#

i was thinking about it, but i rather just save+reload instead of going through that hassle ^^

woeful skiff
#

I've never had lag problems with a launcher unless I jump in right when it's about to autosave.

#

Another cause of lag spikes though is chunk loading, maybe you built the launcher on a chunk boundary?

vivid spoke
#

any way to check that?

#

I ahve 3 launchers, 2 of them have this issue, one of them i built a roof to stop upward acceleration, so i'm only going faster, not higher ^^

woeful skiff
#

I don't think anybody has mapped out exactly how big the chunks are or where the boundaries are. (Also, it was mentioned on a stream a month or so back that they were looking into tweaking some of that to address the lag when loading -- but they didn't go into any details at all)

polar sleet
#

oh wow, interesting. apparenting using coke for steel increases the iron cost by 11.25% but does save you oil in regards to power costs (assuming you are using any of it for power.) as well as consuming no coal.

#

so if you have too much steel but need more power, coke seems to be the solution

woeful skiff
#

In the hanburger interview they caught a bit of her working on stuff where you could see the map tiles, but I don't know if anyone's done anything with that info, or if it has changed since then.

fierce ruin
#

pure aluminum owns

#

losing 25% of ingots is a small price to pay for "no quartz needed at all"

upbeat tide
#

Total disagree, but to each their own

fierce ruin
#

imho the worst recipes are the ones that add in oil to stuff for limited gain. Like making iron plates with iron + plastic instead of just iron. I mean yeah you get more but plastic's decidedly harder to come by than "more iron"

dusky quail
#

alt recipes are often a balance of efficiency vs speed vs resources vs complexity

idle vigil
#

only case might be if you're building things in a location with a whole lot of oil (like the north coast) and you have way more oil than iron in that particular location.

#

Some are always an improvement on efficiency, others seem to suit a particular niche.

cedar mica
#

There is stuff like Big fuel plants, where you have the rubber and such, as a byproduct. Those wierd alts, would be a way to deal with it

fresh elm
#

@fierce ruin really those recipes are only intended for when you've got limited resources and happen to have byproducts from something else you're doing

#

probably someone at CSS said "I want to make N <item> and I have X,Y,Z resources available in this part of the map. how can I do that"

idle vigil
#

One of my favourite things is finding those perfect scenarios, yeah

fresh elm
#

I start every end production line with a starting resource cap

#

so sometimes I end up using weird recipes to accomplish things

idle vigil
#

Yeah, I spend a lot of time rejigging recipes to maximize the output of a factory with a set number of nodes available. That kind of thing won't be apparent if you're a megabase builder though

fresh elm
#

this was all because I wanted to trickle a few resources into some bins

#

so the resources were the constraint I was working with, not the end output rate

#

Most of the calculator tools are designed to work the other way, so you say "I want to make 50 supercomputers a minute what do I need for this" - for me, I prefer the other way "I want to make supercomputers, let's say I want to spend 600 oil on this project, what can I get"

#

for me, I consider the rationing of the resources that are more limited on the map to be the goal

#

(I will go out of my way to spam iron into replacing basically anything)

#

if it took me 100 MW of power to turn iron into quickwire, I would probably do it

#

or aluminum

#

any time you can replace something uncommon (sulfur, bauxite, uranium, oil, quartz) with anything else, it is super win

sacred blade
#

What else do you turn iron into besides extra copper?

fresh elm
#

it depends on the recipe you're using

#

reduce the amount of anything else you're using, increase amount of iron you're using

#

you can do this by just choosing certain recipes

#

for example, a lot of people love steel screws

#

but iron >>> coal, so I will pick the iron ingot->screw recipe almost every time

fierce ruin
#

same

sacred blade
#

Okay

fresh elm
#

now, I said ALMOST - because any time I make motors I still use the steel pipes recipe for rotors

#

because that just makes motors so freaking easy

#

and I mean, I just cannot resist that one.

fierce ruin
#

again, same

fresh elm
#

And for the record, I pick recipes and stuff like this, but still do the megabase style

fierce ruin
#

plus it's different from "use more coal in a thing that already required coal" vs "introduce coal into something that previously required none"

fresh elm
#

Right!

#

I will pay the premium sometimes for super convenience like that

#

and because stators aren't really used for anything, you can very very easily set up a line to fill bins with motors, stators (which really you'll just shred) and wire

#

and this can be done with mk2 miners and mk4 belts easily

sacred blade
#

Neat

idle vigil
#

is that just a text file?

fierce ruin
#

you can also play with that some to produce less motors/stators, but also excess rotors and more wire if you want

fresh elm
#

@idle vigil yeah, I've always kept ledgers like this in engineering

#

old habits die hard

idle vigil
#

I have mine on a pad of grid paper from work 🙂

fierce ruin
#

and you can do iron wire to cut copper out entirely

fresh elm
#

yeah but I'm using all that iron for steel

#

and copper is cheap

#

and plentiful

fierce ruin
#

sure, just saying the same idea can work somewhere with no copper but more iron

fresh elm
#

ahh yeah that's true 🙂

#

you'd prob have more wire too if you used iron wire

#

but I don't need wire that's just shredding

fierce ruin
#

the various alloy alts also come in handy there. 2 iron ore + 2 copper ore = 5 iron ingots can be pretty handy in shoving wire math towards iron wire too

sacred blade
#

Are you better off shredding excess intermediate’s or limiting production speed to prevent excess?

fresh elm
#

it will vary

#

I do both, depending on what I'm doing

#

as you start consuming higher rates, I built a nice overflow buffer system to make sure I don't shred more than I can actually afford to

#

one sec, I'll take a pic, but I have to get to the other side of the world first

#

bless travel pipes

idle vigil
#

After a certain point I don't need the 3 points from a wire or whatever, it's not worth the trouble and power consumption. I just reduce production if it's significant, and sink the end product if I'm not using it all

fresh elm
#

particularly as you build re-feeder systems

#

like these recycled rubber and plastic ones in particular that people are making

#

it can be easy to sink faster than you really want to

sacred blade
#

You could create a load balancer to limit sinking to only 20%, for example, pretty easily though

#

But that makes sense

fresh elm
#

so what I ended up doing was putting a self-loop back

#

so instead of having any of the system pause for a moment, there's always a flow control valve

#

and that's managed by an overflow splitter (programmable splitter set to release pressure to the overflow)

#

note in this picture it has actually kicked an item out to the shredder

#

this is really going to be important when you're using the output of one item to feed another stage of your process, and it has multiple outputs

#

because if you're relying on the fact that rubber has some place to go because you're using a byproduct of creating it (to, say, make fuel or whatnot)

#

then you can't let that line ever stop running, or you will break stuff

#

this ensures that you always have enough items to fill the belt, that the jam occurs on the refeed side, and that you never have an incident where your materials clog and stop part of your system

#

notice I'm actually using a mk4 belt to refeed instead of mk5 also

idle vigil
#

why not just put an overflow at the end of the line?

fresh elm
#

that is the end of the line.

idle vigil
#

what does the refeeding do though

fresh elm
#

and because you don't know when you'll need those materials and you can't guarantee the production rate before

#

oh this is when you are using the recycled oil stuff

#

so you are outputting rubber to make plastic

#

but not enough rubber to make all the plastic

#

so you need rubber from stage 3 to go back in

#

in order to make enough plastic to eventually ramp your production over 1k

#

so you need to "re-feed" the system

#

as it will ramp up to proper speed instead of start at full speed. this shortcuts that ramp time by a factor of about 50

#

(as you're never going to pause any portion of your system to let any other part speed up)

idle vigil
#

is there a schematic for the general setup? I haven't done any recycling setups

fresh elm
#

one sec

sacred blade
#

Same

fresh elm
#

the first one I saw

sacred blade
#

Yikes

fresh elm
#

look, you asked what it was for, I answered 😉

#

just following this diagram won't work, as it oversimplifies how fluids work by a lot

#

you'll need to have mastered overflow pipes, etc too

sacred blade
#

Mastered overflow pipes? I’m still new with fluids (tier 4ish)

fresh elm
#

pipes behave differently depending on which way you connect them

#

(so, the pipe junctions have diff functions vertical, horizontal, and angled)

sacred blade
#

Okay. I should probably go learn more about that. Thanks for letting me know

fresh elm
#

it will make sense if you try to imagine the fluid moving through it

#

if the connector is down, fluid (depending on the flow rate) will tend to fall straight down and fill that void first

#

if the pipe fills completely, leftover goes out the top

#

(and requires negative head lift to do so)

idle vigil
#

yeah it's intuitive, water flows downhill rather than uphill, so it's not like a splitter that divides things evenly necessarily

fresh elm
#

exactly

sacred blade
#

Okay

#

Makes sense

fresh elm
#

and you will get varied behavior depending on what sort of connection you make

#

you just can't treat it like a manifold splitter

#

which is why my first fluid systems were all garbage

idle vigil
#

you can have an overflow system that works by literally overflowing a pipe when it fills up, and gets divrted somewhere else

fresh elm
#

and the type of connection you make with your pipes, how you use pumps, etc - all make a difference

#

the velocity of the fluid through the pipe means more will move over the hole if it's going faster

#

also, fluid has no direction unless you provide it

#

so it is just as likely to slide back downhill without a pump there

#

(to act as a one-way gate)

sacred blade
#

This game gets more and more complicated every time I get on the discord 😉

fresh elm
#

well, that's the beauty of satisfactory. there's as much depth to it as you want to go find. it can be simple if you want to keep it simple, or it can be crazy if you want to make it crazy

hollow cape
#

yooo so i got a problem with the freight platform

#

weve checked everything, the consumption and cap, i even lined it up with the freight car perfectly and it still wouldnt work

#

con = 75mw // cap = 300mw

upbeat tide
#

How is your train station built?

#

And how long does it take for the train to lap?

hollow cape
#

first we tried the trainstation and then the freight platform

#

didnt work out

#

so we tried to put a rail way between that

upbeat tide
#

Train station needs to be connected to freight platforms

idle vigil
#

you need both a station and a platform, maybe check out a youtube tutorial

hollow cape
#

uhm, connect with what?

upbeat tide
#

Back to back

hollow cape
#

i cant connect it with normal wires

#

oh you mean

upbeat tide
#

You dont need wires

hollow cape
#

yeah it is connected back to back

upbeat tide
#

The railway is your wire

hollow cape
#

wait, is the freight platform only for autopilot

idle vigil
#

the train engine stops at the station, the cars need to have a platform. they're both needed

#

definitely check out a youtube video, it will be easier than trying to type it all out

hollow cape
#

there only vids from 2k19

#

close to 1y old and idk if they still work

upbeat tide
#

Doesnt matter

#

Basic principle has not changed in a long while

hollow cape
#

oh okay thank you guys ^^

safe badger
#

regarding items per min.. EG to make 45 iron ingots per/min wouldn't you be just fine with 1 smelter? 45 in & 45 out?

because all the calculators i use, suggest to use 2 smelters, 30 in 1 line & 15 in the other line.. i don't understand the logic in that. is there some limitation i am missing? (even if its a pure node & fast belt)

i'm trying to incorporate Belt speeds & X amount of Machine types required based on X product per a min in my spreadsheet. but i just don't get the logic.

fresh elm
#

the smelter only takes 30 by default

#

hence all the splitters and mergers

#

you can add shards, but it does not scale power linearly either in production of power or consumption of power

safe badger
#

ah ok thx... clockspeed manages max input
now i just need to know much each % effects the input per a 1 percent bases... (so i can auto-calc from 1-250)
hmm 0.3? percent...
since every 50% the slot changes by 15

wind spade
#

OC speed changes the production speed linearly

#

Though it's better to build more machines than to overclock

safe badger
#

i know but i want to be able to do the math for any situation regardless what is best.

wind spade
#

150% OC means 150% production speed

#

If you need 4.8x smelter, then build 5 smelters and underclock the last one to 80%

#

As long as you have items/min you need, the math is simple

fresh elm
#

right it is power that is not linear

#

sorry if I was unclear

#

I meant production of power (i.e. sharding a power plant) or consumption (sharding a constructor)

safe badger
#

i've already worked out the mess with power.. regarding clock speeds (i've rounded them)

although i'm still confused with the math on working out the how much each clock percentage effects max input based on every recipe per machine.

i know its 0.3 for iron ingots but it changes say you want to make A.I. Limiter's at an Assembler

#

the multiplier changes based on the recipe for the clock speed..
how are they working these numbers out in the wiki...

to get the max input = clockspeed
? multiplier value = 1% clock speed (for every part/recipe)

dim thicket
#

To quote Greeny,
150% OC means 150% production speed

wispy patrol
#

I hope i understand your question right: 150% OC means it makes 150% of the chosen Item per minute - so when the Assembler is set at 150% you need 150 Quickwire to make the same Amount of A.I. Limiters as if it would make at 100%

#

same amount per minute of course...

dim thicket
#

A machine makes 5 AI limiters.

When OC'd to 150%, it now makes 1.5×5 = 7.5 AI limiters

safe badger
#

but how do you calculate that per percentage?

#

say you under-clocked to 33%

dim thicket
#

0.33

#

% really means "per 100" and 33% is just another way to write 0.33

#

So if you underclock to 33%, you're going to make 0.33×5 = 1.66 AI limiters

safe badger
dim thicket
#

Okay

safe badger
#

k thx hopefully i can turn this into a formula...

dim thicket
#

Are you looking for something?

#

Really it's just
Amount produced = (Produced at 100%)(Overclock percent)/100

safe badger
#

i'm trying to integrate it in this: https://docs.google.com/spreadsheets/d/1aPHm8kB6bUI2V9nsT0adWyKpweJTNoav5Iu7LNm1Pso/edit
so depending on the clock speed set & how many products are being made per a min i can list next to the machine column how many machines of that type will be required to make that product. & setting the clock speed for those machines will change amount of machine's required to make the product at X amount.

i just want to be able to automate all the math in an excel sheet.

idle vigil
#

So figure out the number of machines you'd need at 100%

#

then divide by the overclock ratio

#

Say I want to make 100 of something and one machine outputs 20

#

100/20=5 at 100%

#

If I changed the OC number to 125%, 5/1.25=4

#

although I'm not sure why you'd want to start with an OC number, but it works any way you approach it

safe badger
#

this is what i was trying to achieve the bottom-up ver

Top-Down Approach - Uses Product Amount

slot value @100% is ingredient amount @100%
ingredient amount @100% = ingredient amount of original recipe to make 1 of. X Time Multiplier
Time Multiplier = 60/original recipe time to make 1 of.

Example: 
Caterium Ingot, 1 Product takes 3 Caterium ore, takes 4 seconds
60/4 = 15 Time Multiplier
3 X 15 = 15 Caterium ore Per/Min - 15 Slots

to make 130 Caterium Ingot 
@100% Clock
130/15 = 8.66 Machines
@150% Clock
8.66 / (150/100) = 5.77 machines
Bottom-Up Approach - Uses Ingredient Amount

Machines = Total Ingredient Amount / Slots
Slots = 1% Of Ingredient Amount @100% X Clock Speed

Caterium Ore - 390 Ore Per/Min Makes 130 Ingot Per/Min
100% Clock
(1/100) x 45 = 0.45
0.45 x 100 Clock = 45 slots
390/45 = 8.66 machines

150% Clock
(1/100) x 45 = 0.45
0.45 x 150 Clock = 67.5 slots
390/67.5 = 5.77 machines
#

i hope i'm not missing anything, this applies to all the machine yes? slots are restricted per recipe @100% Speed?

dusky quail
#

oh man what you just wrote there gave me analysis paralysis since I started playing this game

safe badger
#

i've barely played the game my self... i feel like i wont be happy till i am able to calculate an entire factory's requirements from scratch. so essentially manually have all the formula's to what all those WebUI Calculators auto do for you..

wind spade
#

@safe badger well, I'm author of one of the WebUI calculators and I can tell you that you'll have hard time doing it in excel, most likely close to impossible

safe badger
#

the layout i'm going for is per recipe so take Fuel Rods for example i would only include the resource requirements that make the Fuel Rod not the dependencies that make the resource requirements.

its modular this way.. - would be overkill to try & auto-calc all the dependencies in one go

but since i have all the recipes available for selection you can just go down the tree for each dependency

upbeat tide
#

I have only used excel to model static comparisons, such as recipe vs its alts to see what each would do at a given input. Steel for example.

wind spade
#

the issue with your approach is that in some production lines you use different recipes for one product, one product for different recipes, etc.

#

and the more serious issue is - you have loops

#

you won't be able to calculate loops with your modular approach

#

that's why you essentially need to calculate everything in one go

upbeat tide
#

Alclad is a great example for that, loops

wind spade
#

not only that

#

there's the plastic-rubber loop as well which seems to be more efficient than other ways

upbeat tide
#

Anything oil comes to mind too

#

Like the recycled rubber/plastic loops, not plesant to calculate. Or even build ingame.

wind spade
#

and also, don't take this as me hating your idea or trying to put it down. I've been there before. I've made my spreadsheet. I've made several versions of the tool. I've spent WAY more time on this than you did. I'm just trying to help you, offer you my expertise and help you to build whatever you're building in a way that won't throw sticks under your feet

#

@safe badger

upbeat tide
#

And at another note you said you have barely played the game. I suggest that you play at least one playthrough. There is a difference between using any calculation tool and knowing how to implimentnit ingame.

#

Hope that makes sense.

#

Such as I could stare at a calculator all day that tells me how to make alclad. Will I fully understand it until I actually do it? No.

safe badger
#

i do go into the game via creative & slot in resources to check if = what the calc predicted...

upbeat tide
#

Thats not playing the game.

#

No offense.

wind spade
#

that's nice, but you'll still run into issues working with loops or multiple recipes per product

#

and you can beleive me, because I've run into the same issues you are having right now (or you will have in the future)

safe badger
#
  • what about mod supported recipes? that another thing that most calcs don't have.. i was going to go through every mod & port over all the recipes from them
upbeat tide
#

Good luck with that

#

They will be outdated in a month or less on the average

wind spade
#

@safe badger if you can't make base game recipes work, there's no way you can make mod recipes work

#

and unless you figure out some good way to make the base game recipes work (which would most likely involve not using excel and using some high level math as I do), then you won't be able to make base recipes work

#

I've thought about mod support as well, but it's super hard and you need a reliable source of information. Handpicking it isn't reliable btw

upbeat tide
#

You would have to be in communication with the mod author as well. I have seen a few like production+ change heavily a few times now.

warped sorrel
#

so is there a Sink meta? How many hours to you need to leave the game on to get the golden nut statue?

wind spade
#

Depends on how many items you feed into the sink

warped sorrel
#

well yeah duh hence asking if there's a meta

glacial hemlock
#

if you can produce 150 Turbo motors / min, then getting golden nuts should be within 24 hours

warped sorrel
#

yowza

sacred blade
#

That’s crazy

#

150 item/min * 60min * 24 hr = 216,000 items

exotic rover
#

@fresh elm Your explanations are very helpful.

#

I'm trying to evolve past the caveman approach to everything

fresh elm
#

thank you

exotic rover
#

The main thing holding me back is not having the alts - I kind of want to Columbus how to do it all

fresh elm
#

you can do a lot before you have them all

#

a lot of the basics you will probably not change for a long time

#

iron plates, iron rods, concrete

exotic rover
#

Right. I play on three different saves, mine and two friends, and we all have different alts unlocked, so me knowing there are ones out there but not having them is torture

fresh elm
#

you're more likely to expand that than to replace it - I don't find adding water to iron or concrete particularly useful, and I have a mega factory

#

Ah, I see 🙂

exotic rover
#

Really? Do you not run into ore bottlenecks?

fresh elm
#

for iron? There's so much iron on the map...

#

it's really difficult to run out

#

limestone is basically littered everywhere also

exotic rover
#

Yes that's true. I really just need to expand

fresh elm
#

that being said, I built my base on top of 100 pipes of water

exotic rover
#

I'm set up in the lake in the SE corner of the map so I have ore, for now

fresh elm
#

cuz you never know what I'll want to do in the future

exotic rover
#

jeez

#

How far up do you start your first floor?

fresh elm
#

so, my main base is the crater in the grasslands with the lake in it

#

my ground floor is the top

#

I have another one that is most of the southeast lake

#

another one that is a huge chunk of the northeast, and one I'm moving from the northwest to being off a cliff

exotic rover
#

Do you try to build super compact or spread out some?

fresh elm
#

I build massive.

#

I built several megafactories

#

I have torn two down and I'm halfway done rebuilding them now

exotic rover
#

I think Reworking is my favorite part

fresh elm
#

It's nice, especially since every time I rip apart and start part over it's because I've learned a whole heck of a lot about how I want to do it since last time

exotic rover
#

I'm currently reworking mine after palying on my friend's server for the last week

#

It's a long slow process working alone

fresh elm
#

but very satisfying

green hearth
#

indeed it is slow as a turtle so I know how that feels an plus I have been playing solo for a while so yeah it will take a lot of time to get stuff done that needs doing that is for sure.

fresh elm
#

Today I decided I wanted to trickle in all the bin-able oil products into my storage area, and so I set about doing that, and now I'm just watching 150 oil turn into all sorts of little things from empty containers to packaged heavy oil residue to packaged turbofuel, etc

#

since I use all the various items to help label travel pipes, etc - I figure why not just have them available whenever - you never know when something will be useful 😉

exotic rover
#

i'M SURE WHAT YOU MEAN BY LABELLING

#

I hate caps lock

fresh elm
#

that, I started doing that, for breakers, for my travel pipes, etc

#

placing down an item basically showing you what you're doing

#

for example, unplugging that power cord next to the concrete will turn off concrete production

#

etc

exotic rover
#

That is genius

fresh elm
#

I stole the breaker idea from an old kibitz video - I'm not even sure he does it

#

but now I do it for everything

exotic rover
#

I was more referring to breakers like that

#

pretty neat

#

yeah

fresh elm
#

I don't really need to worry about power consumption right now - but when tier 8 comes out who knows what power I'll wish I had

exotic rover
#

My wires are mostly a mess

#

trying to get it udner control though

glacial hemlock
#

I have enough power for my entire factory to run at 6x power.

fresh elm
#

sure, but that doesn't mean there won't be some crazy new building that takes 200 GW / building

#

who knows?

#

I've got an extra 300+ GW of power right now, but that doesn't mean I don't htink I might not wish I had more later

exotic rover
#

Two kinds of people lol

fresh elm
#

and just because I have a ton of power it doesn't mean I skip calculating how much power each of my breakers uses

exotic rover
#

I'd pay about 200GW for a Vertical splitter

glacial hemlock
#

me2

fierce ruin
#

you could attach a lift to it

#

wait that's still not vertical

sudden saffron
#

I'd pay about 200GW for a Vertical splitter
@exotic rover what would be the point as building are fed horizontally anyway ? unless you mean fluid splitter ? junction+pump and off you go ?

glacial hemlock
#

Vertical splitter can make multistorey buildings much more easier to manage

warm wren
#

I'm going to have to transport my caterium by train thinking_helmet I'm trying to decide if transporting the ore, the bars, or the wire would be best.

glacial hemlock
#

Ingots

upbeat tide
#

Ingots, definately ingots. If you have fused quickwire alt, transport in your copper ingots as well

wind spade
#

Transport final products, make stuff where nodes are

upbeat tide
#

Issue is your gonna need bigger trains for quickwire, much bigger

#

My supercomputer and turbomotors plan will need noeth of 15k quickwire for example for the various subsections.

valid spoke
#

Hi guys I'm new here so i found myself in a big web factory after 30 hours of gameplay

#

any idea how to do the math for a large factory?

#

a neat one xD

minor sphinx
#

Just work out your inputs and go from there. Or you can use online production planners

valid spoke
#

I mean i don't know how to get the maximum output out of that

#

I find that it's slow for items like computer

#

i mean veryyyy slow

minor sphinx
#

All factory parts show their input and output for whatever they're producing, and you can under/overclock so that you get the perfect amount you need. Load balancing also helps with things like computers

valid spoke
#

now load balancing is new to me that's what I was trying to know

#

Thanks ❤️

glacial hemlock
#

@valid spoke there is absolutely no way to create a 'neat' factory, so just embrace the spaghetti.

valid spoke
#

what about the streamers I just saw

#

😂

glacial hemlock
#

i thought cooking the spaghetti is what makes the most famous streamer?

valid spoke
#

nope it's eating the spaghetti what makes the most famous streamer

glacial hemlock
#

i see.

valid spoke
#

any ideas about how to build foundations in rapid way

fierce ruin
#

the way to make a neat factory is to hide the spaghetti in a basement

glacial hemlock
#

To build foundation rapidly, remove the blade runner then run forward to build the first row

#

Then equip back blade runner, aim at near the edge of existing foundation and run back while clicking with correct timing

#

Build zigzag

spark dove
#

Hey would 120 reinforced iron plate/min be too much or not enough?

#

As a general starting point for a megafactory

#

My end goal is 100 of each space elevator parts per minute

sudden saffron
#

online calculators will tell you what you need to get that

fierce ruin
#

@spark dove what tier u on?

#

bcs it really depends

spark dove
#

6 scaling up for the 7&8 unlock at the moment

fierce ruin
#

that is probably fine

#

maybe a little more later on

spark dove
#

Coolies, i left a spare floor regardless so I can double it if needed

fierce ruin
#

you did that on one floor?

full dust
#

Would someone like to help me out in a question i have?

proven lark
#

I can try

full dust
#

Sure

fierce ruin
#

i too can help

valid spoke
#

is there any difference if I feed the awesome sink ore or ingot?

fresh elm
#

yes

#

everything you feed the sink gives different point values, and tickets cost an escalating amount of points

valid spoke
#

so is there a list

fresh elm
#
Satisfactory Wiki

The AWESOME Sink is a special building that produces FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn can be used to print the aforementioned Coupons. Each successive ...

#

sure is - right on the page I just linked

valid spoke
#

thanks

swift ice
#

People are using sinks mostly for getting rid of "unwanted" outputs or balancing their builds anyway 😅

fresh elm
#

I also just toss everything I make into them that I don't need for personal consumption

#

the overflow setting on smart splitters in experimental (coming soon to EA) is perfect for that

#

it has changed a lot about how I build now

#

it allows for some really nice re-feeding mechanisms

errant ether
#

any tips on good steel set ups/ ratios for that line of prodution ?

#

iv unlocked steel screws also is that worth doing over the iron way

tulip bronze
#

Which would you pick? ( Sorry if this isn't the right channel to ask)

upbeat tide
#

They are all kinda eeh imo

Wet concrete beats fine concrete

Silicone circuit boards is better than electrode IMO

And I have never needed to use steel rods.

Honestly the one you may get the most use out of is the circuit board one

fierce ruin
#

I'd take electrode circuit

#

with that and caterium computers you can make computers with oil + caterium, nothing else.

#

not that you'll necessarily want to, but it's an option

astral mulch
#

What's better experimental or access

summer field
#

Do you want more stability or experimental features?

astral mulch
#

experimental features

summer field
#

Then play Early Access.

fallow tulip
#

wait if he wants experimental features instead of stability shouldint he go play experimental 😛 everything is more stable on Early access

stark tree
#

I have a 225 line thats needs to split 5 ways into 45. Can someone Dm me for some help. please

wooden rune
#

just manifold them all, no need to balance

stark tree
#

okay thanks

delicate lagoon
#

Split info 2, than both linea into 3. You got 6 lines. 5 send to the buildings, tle lasy one... Merge with the oryginal line, before the first splitter.
After a while situation wilk koks Luke this: 225/m items is comming, merger adds 45, you get 270 items/m (still van be transporter with mk.3 belt), splitters split it i to 6 lines, 45 i/m , 5 for you to use, one goes back.

#

Most od the times i do nic care about balance, just split info 6 and ignore one. It wilk self balance when two buildings get full internal buffor. But its works porly for low traffic belts.

dusky quail
#

overflow/manifolds ftw

#

only time I would balance is if I'm running multiple belts of the same item (i.e. screws over 3 belts)

wind spade
#

That doesn't need balance at all, you can just use the belts directly

glacial hemlock
#

https://satisfactory.gamepedia.com/Equal_Splitter @stark tree if you insist, here is the page

Satisfactory Wiki

Equal Splitter, a.k.a. Load Balancer refers to a type of building style where Splitters are built in a nested way, such that all downstream buildings receives equal amount of material, regardless if the supply belt is providing sufficient input. Factory built this way tends to...

#
Satisfactory Wiki

Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows compact building space and easier expansion.

exotic rover
#

I use a combination of the two methods wherever possible because manifold splitting is scaleable and balanced splitting generally is not, so I build 4 Machine "pods" that are fed balanced within a pod, but each pod is fed by manifold

wind spade
#

usually the balancing is not needed

exotic rover
#

I'm discovering that more and more

#

Is there a way to balance fluid? fluid seems like a headache

#

all my fuel generators are manifold fed

wind spade
#

assuming that the pods together use max available resources, if one is not working, there's no need to redirect the input from it to other pods, as they won't be able to use it anyway

#

fluids should work with manifolds as well.

exotic rover
#

I don't generally do the math on the resources, I admit. I'm of the nervous type so If I don't see my ore inputs sitting still i get a little worried

#

Which I know is inefficient

#

In the long run I will work more on matching inputs to use

#

As for the fluids, I often find that when I have a failure, the first generator will be full of fuel and the last will be empty

wind spade
#

as long as you have enough fluids to power them all, then it should be fine.

glacial hemlock
#

@exotic rover you should try one of the online calculators, they calculate for you so you don't have to do the maths as all.

exotic rover
#

I will eventually, but for now I want to learn it all on my own, helps me commit it to memory better

wind spade
#

how does resource sink's power consumption work? is it consuming power all the time?

exotic rover
#

I've never watched the graph but I assumed it's on any time its grinding

#

thank you for inspiring me to ditch balancing

#

everything is so much more compact and scalable.

wind spade
#

well then the second question is - how long does it grind? since afaik it burns through it's whole inventory basically instantly

#

and therefore it shouldn't even use power for longer than like one tick

#

I can't launch the game, so I'd like if someone tested that ingame for me

exotic rover
#

That I also don't know. I wouldn't be surprised if it had an amount of power that it used per point produced

wind spade
#

or maybe @sand garnet knows the answer?

#

how does resource sink's power consumption work? is it consuming power all the time?
well then the second question is - how long does it grind? since afaik it burns through it's whole inventory basically instantly

exotic rover
#

Okay I have it hooked up seperate from my grid. it's burning .1MW at idle with no input

#

I put a single encased beam in the hurried over to the burner to watch power. when the beam went in, it came up to 30MW

#

then went back to .1MW as soon as it finished eating

wind spade
#

and was it just a spike or was it longer lasting?

exotic rover
#

I put leaves in. same result. up to 30 then back to zero as the last leaf went in

#

It looks like as long as things are rolling in on the belt it consumes 30

wind spade
#

ok, so after you put in item it starts to go to 30 and then after some delay it goes back to 0

#

thanks 🙂

exotic rover
#

Very brief delay if any at all.

#

You're welcome

fierce ruin
#

the sink only consumes power while it is destroying resources

#

sorry i meant sinking

wind spade
#

cool

#

thanks guys

exotic rover
#

I think as a matter of pedantry, it doesn't sink resources. you do.

fierce ruin
#

i dont

wind spade
#

hm, wiki also says

The Sink can consume items at 600 items/min maximum

exotic rover
#

The ingame tooltip lies then

wind spade
#

so it doesn't burn through whole stacks if you input it manually?

exotic rover
#

I wasn't even aware you could inpout manually

wind spade
#

well I don't know if you can

#

I just assumed you can as with any other building

exotic rover
#

You cannot. there is no input slot in the interface

#

Or if there is, I am blind

wind spade
#

alright

#

that resolves it then, thanks

fierce ruin
#

you cant put items in by hand

fresh elm
#

the sink may be fixed, I know it was capped at 600 for a while

#

I balanced my factory to send stuff to them at 600/minute because of it

swift ice
#

600 what ?

#

points?

shy mason
#

Items per minute

fresh elm
#

items per minute yes

cedar mica
#

Simple way, add overflow loop to the 780 belts, so they balance each other out

chrome adder
#

is there any way to filter by priority? i got two different steel productions and i'd like to have an intelligent merger that priorizes the input #1 over input #2
or can i achieve this by a nice contraption of things?

empty hemlock
#

smart and programmable splitter have an overflow setting on EX. it'll be available on the stable branch in about 30 hours

chrome adder
#

that will change my life 😄

river night
#

overflow is definitely going to make me re-plan some stuff, eventhough it was originally designed to shuffle stuff off to the Sink, it can definitely be used for many other things

quasi knot
#

what overflow do? this splitter can move items to another branch if one of them full right?

chrome adder
#

you can make priorized subfactories to use your ressources well but increase production if needed. its a logic component that shouldnt miss for a space traveling pioneer 😄

wind spade
#

I usually would use that only for sink overflow. My production is planned to use 100% of the resources, so there isn't a need for any prioity input, balancing or anything like that

vernal anvil
#

Hi all, I am making a planning for a next production unit, out of the copper node I could extract 1200 copper ingots/min

#

but I am a bit stuck on how I should divide the production (copper sheets/wire)

wind spade
#

you should start from the other side

#

what do you want to produce?

vernal anvil
#

well, that's unclear for now

#

I just want to prepare basic tier stuff for further production

wind spade
#

then it's also unclear how you should divide your production 🙂

vernal anvil
#

well, most of the times I don't start from this "what do I want" point of view

#

but now, it's a lot of ingots 😄

wind spade
#

well if you want to do any sort of planning, you should know your goals

#

planning without a goal is hard/impossible

vernal anvil
#

It just requires a smart build

wind spade
#

that's like saying "I'm going to build a house, let's buy what I will need", but you don't know yet what the house will be made of and how big

#

you can do some things, but most of it will be just plain guess and it may not be needed, be too much or not enough

vernal anvil
#

the point is, sooner or later we'll make a mega base

#

and we don't want to send ores or ingots to this mega base

wind spade
#

well I usually make smaller bases around the map

#

makes things a lot easier

vernal anvil
#

well, I have come to the point where I start to believe all these smaller remote bases really limits you in a later stage, believe me, we're doing the same thing and it is hard

#

requires lots of transports and stuff so in a way a mega base is a good idea

wind spade
#

no?

#

I just transport final products from the small bases to central storage

#

I make everything required for the product in the small base

#

and I build it near the nodes it needs to run

vernal anvil
#

I mean, how do you make supercomputers for example, needs resources from different points :p

empty hemlock
#

smaller spread out bases has the advantage in game performance

vernal anvil
#

but let's not take game performance into account for now 😄

wind spade
#

as well as not needing to build megabase which is SUPER HARD to get correctly with expansion and rebuilding in mind

vernal anvil
#

there are pro's and cons about all concepts

wind spade
#

my process:

  • figure out what I want and in which numbers
  • find a nice place to build it where nodes with resources for it are near
  • build the factory
  • ship product to central storage, where it also overflows to sink
  • repeat
vernal anvil
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there are no nice places where you have everything at your availability tbh

wind spade
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advantages:

  • I can easily rebuild just one product
  • I can easily increase/decrease production of one product (since the small factories are modular and I can just copy them again)
  • I can shut down one product if it's not needed
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there are places where everything you need is like 500m around

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and you can just transport the resources via belts/trains

vernal anvil
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yes we are coming to the point

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you need to transport everything to the remote bases :p

wind spade
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not everything

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usually it's just a few nodes that are a bit remote

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if you plan carefully, you can get most of the bases super close to what they need

vernal anvil
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I really have difficulties believing that tbh

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or maybe i am biased by our current building locations but for example to build Alclad sheets you need so many stuff

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and I am not talking about making 20alclad sheets/minute

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same for turbo motors, supercomputers, and so on

wind spade
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the point is, I'm not making EVERY item. I'm just making items that I need to build stuff

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and you can use one location for multiple items

vernal anvil
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well, our game goals are different so this whole discussion is kinda pointless tbh :p

wind spade
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fair, but that still doesn't change the fact that if you have endgame goals, you should plan according to them and not blindly smelt ingots and then wonder what to do with them 😉

vernal anvil
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well, can we agree that we might never agree on that point? :p I just want to get the maximum out of every node. (No hard feelings btw)

wind spade
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if you want to get max out of each node, then you still shouldn't build stuff without calculating what you need to build first

vernal anvil
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the problem is I don't know yet what I will need

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I don't have an endgame plan since there is also no endgame 😬

wind spade
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there is an endgame

fossil grove
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the endgame is building endgame items at whatever rate you want it to

wind spade
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when you've maxed tiers and research and you're OCing nodes to 250% and building giant bases

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I wouldn't call that midgame or earlygame

vernal anvil
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aaaaaaaaaaaa wtf greeny jacelul

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what did we just say about mega bases 😂

wind spade
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I don't mean megabase

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I mean just the amount of buildings you're placing around the map

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doesn't matter if the "factory building" they are in is big or small

fossil grove
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technically if you build on a global grid you are making one huge megabase

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which i again forgot to do, on my 4th playthrough

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and now my starting area is a huge mess

wind spade
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anyway, the original point still stands no matter what

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if you're doing larger scale projects without calculating it first, you'll fail sooner or later

vernal anvil
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I calculate everything btw, I just don't know yet where I will end up, that's all

wind spade
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what are you calculating if you don't know the target goal yet?

vernal anvil
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stuff like this

wind spade
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also there are calculators out there 🙂

vernal anvil
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there are, and they don't do what I need of them

wind spade
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for example?

vernal anvil
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There is not one calculator showing me what I can get out of a pure node running on 250%

woeful skiff
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be updated 😄 (sorry jk I know your busy)

vernal anvil
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they all start from the principle "select the item you need"

wind spade
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well at least for U2 there was my tool, I'm working on the U3 tool now

vernal anvil
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resulting in people who are stuck in building there factories because once they build the item they see "oh, I still have some ores left to do something else"

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and this is what I want to avoid