#math-and-meta
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270 is logical
270 is perfect for division of foundries and smelters
2 foundries take 90 3 smelters take 90
I mean that would be cool for non load balancer setups but eh
I just want automation ๐
true ๐
I like having things in motion rather than stuck I guess, but meh, not that important tbh
But muh efficiency
Because yes it was split unevenly at first. And the closest machines to the source will get the most st first but as the closest machines get backed up materials on the belt it redistributes to further machines
how many refineries(not overclocked) will a maxed oil extractor will keep running? anyone do that math yet?
PSA: manifold splitting is always less efficient than chain splitting, and especially so if your production chain stops occassionally
the only benefit of it is that it looks better and causes less headaches
Manifold splitting? Like a tree?
Isn't that load balancing tho?
no, that's chain splitting - a splitter, then another one, etc, then - machines
manifold is like a line
okay
every splitter splits to a machine and to the rest of the line
Fair enough but once it ramps up isn't it just as good?
yep
thanks for the info guys, I'm about to do a serious overhaul to my base now that I got a reactor going 24/7. My rubber and pastic lines are almost always dry so it was time for an upgrade
Was confused there bcs chain spliting just sounds like manifold but with a different name
yeah, basically splitting 1 into 4 with chain splitting does 1/4 to each output, while manifold splits 1/2 then 1/4, then 1/8, then another 1/8, but eventually machines will clog and the system will be splitting 1/4 due to clogs
whats the fuel rod consumption per minute of a nuclear power plant?
0,2 Nuclear Fuel Rods per Power Plant at MAximum consumption
@fierce ruin sorry, but you're wrong. Manifold systems run at the same efficiency as balancers
at max overclocking?
@glacial hemlock Especially when you want to build big... I have a Setup for nearly 100 Heavy Modular frames per Minute... if i had to build it with balancers i would have lose my mind... Manifold safes your sanity....
Thx @safe hawk, youre right - i meant when you consume 100% of the Power you prduce you need 0,2 Nuclear Fuel Rods per Minute for 1 Nuclear Power Plant
@wind spade manifold systems run at the same efficiency when full, which equates to losing efficiency to fill items buffer, whereas chain systems simply don't need that items buffer
you don't care about building efficiency before it starts getting full input anyway ๐คทโโ๏ธ
all you care about is that the system runs at 100% of what it can do
so while the difference is negligible in a system that runs for many hours, because startup happens only once, it still exists
it's easily negated by the fact that manifold is easier to expand, can run with different machine speeds (which you have more than often), is usually smaller, etc
@fierce ruin the time spent for building the balancer can be used to build more manifold and more machines
and in return, higher production rate can be achieved within the same gameplay time.
well no, I'm not going into the whole speedrunning the game argument
it's not speedrunning
maximizing production within given time is nearly that (since it's needed to get through the game)
question what is the difference between manifolds and balancers?
how would you build a balancer that splits between 4 machines @ 100% and 1 machine @ 47%?
however, one thing that I personally don't like all too much - is machines with input buffer filled to max stack, even though in theory it's not needed
@drowsy orchid https://www.reddit.com/r/SatisfactoryGame/comments/btexf7/satisfactory_saturdays_2_balancers_vs_manifolds/
104 votes and 75 comments so far on Reddit
@wind spade well, you won't - chain splitting has its limits indeed
dunno, call it a "tree" splitting
it's called "balancer" ๐
everything is a "balancer", manifold or a tree, or other setups
thank you @wind spade
sure, but it's the term that the community uses and understands, so you should stick to it ๐
well, in that case it's a very poorly used term - all the splitter configurations exist exactly to do load balancing, so calling a particular setup a "balancer" is quite wrong
when referring 'balancer', we means perfect balancer. No one want to spend the time and effort to build a balancer and yet not perfectly balanced.
There isn't actually a problem with systems that dont run all the time with manifolds
you also call Greenland and Iceland their respective names even though the logical thing would be to switch that, but that doesn't mean it's wrong to call them by names they have been using since forever
manifold obviously is not a perfect balancer
If they get backed up while idle, when they start they get 100% efficiency again
I doubt theres anything in this game that can use up items so fast it messes with backlogs
ideally, your machnices are never idle ๐
and they're producing either for next assembly line or into stock or into sink
nobody yet reached this, since you can't make a machine work in the exact millisecond when you put it down
okay, so "never idle since first started".
also pretty much impossible
no, should have said 'running continuously' once the entire system is stabilized
recipes don't always have good ratios
provided you underclock certain machines according to the calculator's result
yes, and all the leftovers can be either stored or sinked
error that arises from the tick rate?
Nah weird ratios
yeah, I noticed weird things with rotors too
rotors have good ratio imo, they can be built in module with 2:5
despite being theoretically a 100% setup, there's small hiccups
2 rotor assemblers: 5 screw constructors
and you know the 'efficiency' display in the game is bugged, once it dip below certain %, it will never reset unless you reload your save
Yeah i know
depends which recipe ๐ https://www.satisfactorytools.com/items/rotor
Oh yeah then it wasn't that
I guess everything can have good rations if you go high enough so it multipies by a good amount
most alternate recipe screws up the integer ratio of buildings (no pun)
some alts just need a lot of scaling
I was planning to use steel rotors now that i have it
e.g. cast screws with their 12.5 consumtion
with big enough multipliers you can balance it all
e.g 12 constructors will take 150 ingots for 600 screws using that
well still manifolds > balancers ๐
that is when Mk.5 belts become handy
Oh yeah ill still use manifolds over balancers any day
I still won't when I can split it perfectly ๐
Unless the situation is better suited for balancer
but in other cases it's pretty unavoidable
I like space efficient stuff
you make it sound like it's a bad thing
how do you expand your balancers? do you rebuild them everytime you add a few new machines?
yep
Space isn't an issue but nothing would if i just do things all over the place
Gotta make stuff look compact
building and rebuilding is kinda the most of the game
Or brain tells me to fix it later
when you consider rebuilding "wasted hours" - it raises the question, why even play at all?
idk, I feel like people are overreacting with all the "rebuild my whole factory" stuff
granted, I wouldn't say "no" to some helpful mass-action tooling
but that will likely come, if not from devs then from modders
well there already is some
Hasn't it already come
both from devs and from modders
In the form of area actions
yeah, there's area mod, but it has plenty of quirks
Idk why youd say no to mass building features
because I like the feel of building everything by hand
^
Since and i said this earlier too youll do it by hand anyway
Oh you yourself would say no
same as in minecraft, it's makes stuff more impressive if you know that the person put every block down
the one thing I dislike about Factorio - when people in MP just unpack their huge blueprint books and start plopping stuff that they probably won't even designed themselves
kinda kills the main game point
I only use my own BPs
I did do that in factorio but only for balancers
Cuz fuck trying to design that myself
with exception of balancer book
Other stuff i dont see the need
Well maybe the solar array with perfect rations
But i think i did use one of my own creation for a while
@leaden belfry a quick rule of thumb for basic fuel->power is this
If you have a 300m3/oil line coming in, you should have 5 refiners making fuel. They will make 200m3/fuel which can be used to feed 13.3 generators at max load
The direct answer to your question is if you only have 4 refiners making fuel for some reason (can't overclock extractor, or impure node?) you could power 10.6 generators
is 1 belt = 1 meter?
Depends how long you make the belt.
if you use lets say 1 steel beam(for mk3)
Not quite sure, perhaps? I know that foundations are 8 meters in length and depth, and whatever height you choose.
Oh, good idea, i can measure it that way, thanks!
Build a belt from the edge of a foundation to the opposite edge, if it uses 8 steel beams, then it would suggest that it's 1 [item] per belt meter. Not counting supports.
I think the last time I looked into this it was one steel for every 2 meters of belt
well, 1 item per 2 meters
build 1 meter get 1 meter free!
depending on the belt type; I measured this because the maximum belt length uses 25 items and extends just a bit over 6 foundations, which would be a bit over 48 m
I kinda wished that they would add a "Consumption Rate" for all the consumed items here as well. You always have to do the maths yourself (Production Rate / Amount of Items produced * Amount of Items Consumed)
Doesn't it show that when you mouse over the ingot?
No it shows you the crafting recipe for Iron Ingots :P
Yeah, just checked. Seems I was wrong.
Whats a good Plate/Rod/Screw ratio?
Helper, for what kind of factory?
You will need a pretty good supply of plates for casual construction - you'll never stop using mk1 belts for some applications and you'll need a bunch for wall construction if you build factory buildings. Rods are mostly used for belt posts and power poles. You won't consume many screws except in manufacturing things.
all that said, it's a good idea to have at least one constructor filling a container with each of those three all the time, so that when you need more plates, you can go back and have a few thousand ready to go, rather than have to wait on them to be built.
Im relatively at the Start of the game still. Just want some casual constructions stuff. Nothing specific. And I honestly only use Mk3 Belts for pretty much everything. I havent built anything else since Ive got Steel Beams automated.
@obsidian trench the consumption rate is displayed when you open the Constructor crafting the iron plates
I know, but it would help if you dont have to select the recipe in a constructor/assembler, for planning
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com
<3 @glacial hemlock
Ehh too lazy :P
if you played long enough, you will have more or less those figures stuck in your head. Else, just let the calculator do all the job.
I doubt that you have the consumption rates for all common recipes in your head :P
I can only memorize until concrete and cables ๐
I remember a lot of them.
but not all
AND they all changed in update 3 anyway
so a lot of the values that I think of by deafult I double check anyway nowadays
and you can always check online ๐
Why is it that constructors are just a tiny bit wider than 8 meters T_T
constructors are 8x9, in U1 they were 9x10
Can the satisfactory calculator make a power prodution chain?
I wanna see how many gens i can supply with a full oil pipe and diluted fuel
just divide 300m3 (1 full pipe) by generator usage rate of 15m3. So will be 20 generators
Uh. Can you make diluted fuel that way?
you pretty much have to go oil > heavy > diluted > fuel, right?
no turbofuel though, right?
ok you can get 800m3 of diluted fuel from 300m3 of crude oil
Sadly i don't think i got it yet
so 53.3333333 gens
Also just to be sure, was the recipe that produces heavy available from the start or is it an alternate?
an alt
plus diluted alt as well
I know i have that one
collect more hard drives ๐
so you go 300m3 oil in > 400m3 heavy oil, which you need 14 refineries to turn into 800 packaged/min, unpackage that to 800 fuel/min in another 14 refineries
except that one lol
Yeah exept that one
At the scale you're talking about, going to turbofuel will drastically increase your output
I know
Not sure if i have the recipe
I have the infrastructure necessary to run it if need be
there's two - one that is heavy oil to turbofuel, one that's fuel to turbofuel
second one is better
the former is less of a multiplier but easier to set up since there's no diluted step. The latter gives you nuclear-power levels of energy
yeh 22.2GW
but you use 3.6GW in production of the turbo fuel
and 120 refineries
so it's like... setting up a diluted fuel factory and NOT going turbo means you're doing 90% of the work, but only getting 8 GW for your trouble
that's still a lotta juice
I need any kind of power boost since ill be moving on to bigger projects but i only have 16 coal gens atm
i had about 100 coal gens before moving to turbo fuel
Ill probably have to go set up a temporary coal gen array
So i have enough power to start the gens
yeh i keep the coal gens as a backup power supply
for 24 coal generators, how many pipe systems and water pumps should i have?
9 pumps
3 pumps per 8 coal - so 9
and you need to carry 1080mยณ of water in total, so thats overall at least 4 pipes, but depending on how close your gens are to the water you might arrange that differently
for coal plants, I usually just make 240 pipes and balance to 270 which feds 6 gens fine
The 3 pumps to 8 gens works well for a closed loop but I find it becomes kinda annoying well scaled
But yeah, the deciding factor is really how close the gens are to the pumps
my design for a super compact 3 to 5 belt splitter https://discordapp.com/channels/370472939054956546/553550313533997057/722731499488542740
manifold
Pre-fill the manifold and you have fast startup ๐
https://www.satisfactorytools.com . Official release tonight
Nice
One suggestion - might wanna add a column in "Usages for Schematics" that says where that schematic is (like "MAM - Caterium" or "Tier 4 Milestone" or something?)
Thanks, greeny
@round zinc good idea. I'll see what I can do
Hello. I am a newb around here and I got a question. I have been checking calculators here but all of them are: "define the results and we will show you the requirements". However I want to "define the inputs and play with what results I can get with those inputs". Are there such a calculator?
Haha
Wow, that is going to be a big hits, once released i will put that into wiki
greeny, will that replace your "old"calculator?
Yeah. There will be notice that it's no longer updated and a link to the new one
I'll leave the old one running tho, at least while I'm moving tools to the new one
Well the map is not random, so it's not luck ๐
Greeny shall henceforth be known as captain buzzkill.
lol
Ok
buzzkill's calculator? hmm
So if im correct it would be better for me to run just diluted fuel straight into gens instead of using the heavy oil turbo fuel
Since i don't have the fuel into turbo yet
Hey gang, I have a question. I'm getting my oil going and my plan was basically to make Rubber and Plastic using regular recipes, then turn the Heavy Oil Residue into Fuel to power Fuel Generators. I've run into the problem of the Fuel Generators not running at full capacity clogging up the system, meaning that all the Residue isn't being used and capping my production of plastic and rubber. The solution I
I've come up with is to have two additional rows of Refineries to just pack and unpack the Residue so I can throw the overflow into an Awesome Sink, but is there another way?
It seems like if there was a way to automatically flush the Fluid Buffers that would solve it, but is there?
Once you have the recycled plastic/rubber alts, you can use fuel that way.
make petroleum coke into a SINK
^ This. You can put a refinery or two at the end of the fuel-creating line so that any remaining HOR is turned into coke, and you can sink that to keep things moving.
Petroleum coke is the simplest way to sink excess HOR, true.
But I need the power. Should I just make an entirely separate system for power perhaps, and just throw the residue in the sink in this?
i did
It just feels so inefficient :p
So is NO power ๐
Am I allowed to post pictures?
Never!!!
Of course.
Overflow is relatively easy to manage with fluids, as Suzaku described.
That's the current system I thought up, but those middle two rows of Refineries are just packing and unpacking and it feels stupid
Yeah, you made that way more complicated than it needed to be.
What's all the packing and unpacking doing there?
Like, does it even do anything in this case?
It makes it so the system doesn't clog up with HOR. If it does, the first refineries stop producing rubber and plastic
Your 300 m3 HOR should run into a line of refineries producing fuel. At the end of that line, put a refinery that turns anything the previous refineries don't consume into petroleum coke, and sink it.
So any overflow of HOR is now thrown into the sink
Man, that's way easier
If I just pipe it out in a line, would that work @vale jungle? Or do I have to do some more advanced splitting up?
Just make it a straight pipe. The earliest refineries in the line will consume all of the HOR as needed, and whatever remains flows into the last ones that are turning it into coke
Pipes and fluid are different than conveyors. Sometimes they're different in a way that makes things more complicated, but sometimes they're way, way simpler.
But seriously, what is the packing and unpacking doing there? It really just looks like 25 refineries wasting power to me. I'm not crazy, right?
Well I can't throw liquids into the sink, so I thought I would pack and unpack the HOR and then throw the overflow into the sink
But obviously your' guys idea is much better :p
The system I have right now doesn't have those, and instead have me running around flushing Fluid Buffers
the packing of HOR is an inefficient way to sink excess HOR.
Ah, for some reason, my eyes completely skipped right over the sink there in the middle consuming the packed HOR. ๐
I believe the idea was that anything the unpackers couldn't unpack was overflow, and got sinked.
Exactly
Yeah, but then that starts eating through the plastic used to bottle it up. Yeah, sinking coke is the way to go.
I see it all now
It's a clever idea, but not the most efficient. But the more efficient thing to do just required knowledge you didn't have. Now you do ๐
So when using oil, you would be getting the oil into refineries, pumping it out and then back into another refinery?
@willow minnow put a overflow on the rubber
You never want it to stop
Also your gonna need enough petro coke refineries to consume 100% of the heavy oil made there.
Unless you use all the power made there, it will back up eventually.
Do you want 10 refiners on that line aswell then? @upbeat tide
Yeah, thanks @upbeat tide. I guess I'll just keep filling in more Petro coke refineries as I go
You dont need 10 more, petro coke uses alot of heavy oil
In the end its not advisable to mix plastic and rubber making with power production for that reason. Things get complicated ๐
Yea its 7.5 refineries for petro coke at 300m3 heavy
Well, ultimately you either have to mix things, or waste/sink. Petrochemical processing is intended to be complicated.
Thats why I like the diluted packaged fuel system soo much
You can use it to make fuel for power, and fuel for the recycled plastic or rubber alternates. Only byproduct is resin, and you use that for residual rubber.
And for my powerplant side I use resin for fabrics
You need all the alts tho for oil to make it work, only drawback
Heavy oil residue alt, diluted packaged fuel, recycled rubber, recycled plastic, turbofuel, and compacted coal.
I watched one of the youtubers, Kibbitz? Or something, make that super efficient plant that used 300 crude oil to power an insane amount of Fuel Generators
Yeah, the alts for oil fit together pretty neatly.
Using that packing and unpacking method
Yup
Rephrase that...someday present Viktor! Future Viktor has the answers!
Word :>
Looked at that graph out of interest although all arrows are pointing upwards, is the oil from the previous line of refineries input to the next?
Crude only interwcts with the rubber and plastic refineries
Yeah, the oil is technically not included in my flowchart
And those arrows arent modeled
But its a 300m3 crude pipe for each of the 10 refinery blocks
How come some refineries progressively outputs a higher amount of residue?
It used to be the reverse. Plastic made more than rubber
But its always been that way in one form or another.
Hey guys. I know it's not advised to overclock generators (and production beyond miners) but my friend and I have an excess of shards and can't help but fall into the "overclock everything" trap. I recently had to tear down and redesign all our coal generators because we kept having multiple issues with water balance and we we're transporting all our coal some distance. I moved all our energy production next to the coal now (crater lake). QUESTION IS: If I have 2 sets of 8 generators all max overclock, they require 91 cubic m/min. 3 water extractors overclocked to 242 for each 8 should work, yes?
Doesnt work that way, pipe limits are finite.
91x8 = 728 which makes the 3 to 8 water system inefficient
Thats why you should not overclock power gens. The math gets from clean to less than clean.
Yeah it is dirty math, but what about 1 to 2? 182m3 water extractors to 91m3 generators. I forgot about water pipe load. I know in the end it's most efficient to just build another 16 generators and 6 water extractors....
I'm currently using about 2000MW and trying to expand. Getting fuel soon...
I would just build 16 more gens. Your power cost of overclocked water extractors is gonna offset the gains
Is power use of water extractors exponential?
Yup same as any other non power producing structure
power of EVERYTHING
Ah! Well F
on the other hand: underclocking is also "exponential"
meaning it costs less than linearly expected
But I like things to go zoom
Yes it is. 50% UC for example results in about 70% ish power reduction
zoom has it's price
It's also hard to convince my friend to make things go slower
You have to sometimes, balancing n such
things still go zoom on conveyors when you got loads of machines
Lol...thinks there is a end date.... ๐
So I'm toying with use of overflow in a merger sorter logic as detailed here through the wonders of MS paint https://i.imgur.com/MIiqu2o.png
mergers with two different input materials can get stuck taking in and outputing that one material right?
set up a quick test, store of A and Store of b feeding a merger puts out a belt of A,B,A,B,A,B. Alls well
What is the simplest way to optimize a basic production line of an impure iron miner, smelters and constructors?
@crystal terrace just based on a normal iron node, then divide it by half
That's perfect, thank you!!
@tired stump https://www.desmos.com/calculator/ihm9atl4sb
I made a graph for you, it compares clocking k many 200% powerplant vs n many 100% powerplants, with coal as the default
https://www.desmos.com/calculator/etopnhcruw this is more correct with non integer n
anyone know the best locations to build a base?
@pearl adder Iโd say reasonably close to pure nodes. Theyโll be what youโll want mid and late game due to tech capabilities.
I started in grasslands but have build my main base (after having a few satellite bases) up between rocky desert and red forest sort of area
ok
But @pearl adder o see lots of people liking the desert on the north east end of the map
if my math is correct, if you want to optimize for rotors, you can make 8 rotors per minute by using exactly 3 iron mines, 3 iron smelters, 6 constructors on iron rod production, 5 constructors on screw production, and 2 assemblers for making the actual rotors
8 rotors per minute can be made from 7.11 coal, 2.84 iron, 9.24 copper and 20.27 water per minute, using the right alts
hmm, must be some alternate production scheme
congrats on needing copper, water and coal to make rotors that normally only require iron?
@fierce ruin way less resources tho
well yes
I'm a fan of steel rotors
similar production increase but let's leave the copper at home.
oil? what in tarnation
being able to directly turn on/off resources or specify how much you have available is really useful, good job on the calculator ๐
Thanks for that @wind spade. Every day I learn that I am just scratching the surface of what this game has to offer. I knew Miner Mk. 2 was a thing, but realized what that really means today. I am doing a lot of tearing down and rebuilding as my technology advances. That's why they tell us on youtube to leave plenty of room for expansion.
omg i didn't realize it could get this complicated
this is just a start, there's tons of other options
Anyway I have a delima.
Or
Difference is do I use my rubber or not, or go the simpler way of just iron and deal with the loss
Likiting factor is 1200 raw quartz.
I can go either way tho.
Eeh door no. 2 wins. Decided on other things for my iron supply
yeah the second option, although more complex, is almost twice as fast. Note I haven't played the game much, I still only have only 1 assembler, haven't dealt with any of the advanced materials (anything beyond copper, iron and limestone) yet, so I don't know what all those materials do, but option 2 seems better.
Anyway I need AI limiters and copper sheets for other projects, so gonna use up the normal caterium node and 2 normal copper nodes to their full extent.
Out of my 360/m iron production, mid game, is a dedication of 90 iron /per minute towards steel production a good % share of the overall iron supply?
difficult to say. I suggest not to mix your iron ingot and steel ingot production.
at the end game, you should spend about 1/3 of your total iron ingot into steel
@glacial hemlock Well I have 3 mk2 mines, iron supply was in reference to the amount of ore
which tier you are currently on?
get 8 to 11 iron miners should be good, based on normal purity
if you have impure, count that miner as 0.5
Right
Well I donโt have much steel usecases currently, so 25% of it going into steel seems fine based on 33.3...% for endgame
@terse wave #streams-and-videos
what are the pros and cons of fluid trains VS pipelines
Pipelines are more reliable than trains, but at large number of pipes and large head lift, trains are more power saving
more reliable howso?
Trains sometime will not work.
This happens when you have a sufficient large train network. I guess the Pathfinding and switch logic is not stable yet
as in they bug out?
Yeah, bug. Like if you save the game just 1 second before a train docks, then the train may miss the station next time you load the game
ahh thank you
So, I am planning on a turbo fuel power plant. If my calculations are correct, from 900m3 of oil and 960 compacted coal, I will produce around 32GWh
The thing is, it will also need around 210-240 fuel generators, which I guess is a lot of space.
How do OC on generators work?
I suppose it works like normal OC (150% for 1 powercell...) no?
@mental dirge OCing generators just ups the max capacity they can supply. they'll still linearly scale fuel consumption to your exact power need at the same fuel efficency
I've been working on a starter mall, any comments or ideas would be welcome
alternate recipes ๐
this is early game, so most don't have good alternate recipes yet
You usually do get alternates for a few things by the time you get to steel
you should get alternates before building anything big tho
even early game, hunt some nearby drives while the base is slowly making stuff
yeah it's best not to build anything permanent until you have all the (good) alts for it. also avoid building anything really big until you can sustain large power grids (oil and onward)
first big build really should be a large oil based power plant (using as many of the alts for it as possible, 5 of them i believe)
i suppose. personally if find my self upscaling to oil by then thus i only build coal generators as needed, switch to oil, and dump most of my coal into steel
granted turbo fuel can only go so far before it starts hogging oil.
I had fun click and drag around.
Turbo motor with 42 intermediate items involved.
hehe
also in the latest version I'm working on, it has a bit better view
with colored nodes ๐
@wind spade the Recycled plastic and rubber is mutual dependent. But that also means the elements are overlapping.
i see! great!
hopes the option to ungroup the similar machines
also, the ability to display the in/out in each cell.
and the ability to enable / disable the label on the leading arrows.
ungroup?
like iron ore feeding iron ingot and steel ingot, they can be grouped / ungroup in to 2 different cells
I guess. But it's already a lot of nodes even if they are grouped ๐ค
might be useful for certain modular setup, for example, I build Fused Quickwire separately for AI Limiter and Caterium Computer.
I have compared yours and daniel's calculator just now, they show exactly the same result, but yours are drag-able which is a clear win.
@wind spade suggestion: give looping recipes a looping arrow rather than this nod
that's handled by the visualization library ๐ฆ
how it could look (stolen from Daniel's)
oh I see
there's not much I can do about it right now
np, just a suggestion
this is the best solution I can to minimize the number of crossings. haha๐
this made me feel slightly relieved when looking at PUREX again https://i.imgur.com/uO1veIz.jpg, maybe not that hard...
all that to reprocess waste? 
can't you just sink the recycled uranium cells
idk I have to actually test mods one day
it's nice of you two to play with the tool, but new release is coming soon ๐ then you can report all the issues ๐ (also. it may be better to report to the tool's discord ๐ )
oh there's a discord
have you considered to create a redirect from your U2 calculator to the new site?
this is going to be fun, and I am planning to replace all the infograph in my guide to use your calculator.
not a direct redirect, but there will be a modal popup at the begining notifying about the new tool
stuff like radiation and manifold tools are still completely usable, as that hasn't changed
and at least until I move those over, I want to keep the old site
ah, but the production calculator is completely obsolete isn't it?
yeah
unless you play on U2
and yeah, we have a discord specifically for the tool (link is on the website, top right menu)
will there be an option to switch between light / dark mode?
I prefer dark though
for now I'm staying with dark only
I didn't want to worry about two different designs, when not even the first one is finished
but there may be light mode if it gets some attention
I'm considering the possibility to export the visualization in several different modes tho
to fit on other websites
export in png or jpg option will be great. For large infograph I have to use paint.net to manually merge the multiple screenshots
you can rightclick the visualization and choose "save image", but that still only exports the visible content
(but it puts it on a transparent background)
also, don't replace the schemas yet, you should wait for the latest update (colored nodes ๐ )
I see. I tried right-click save image, it is essentially a partial screenshot. lul
yeah. it just saves the image without the background, so you can put it on your own (which may be useful sometimes)
though coloring of the nodes and texts isn't supported yet
if I zoom out until no text can be seen, then the image is also the same (no text can be seen in the cell)
yeah
not the HQ I would expect
it just "screenshots" what it sees in the border
it's a browser feature, I didn't put that in
definitely want to make it somehow sharable, but it's not a priority right now
Was watching a video where they were showing iron setups, I saw this small bit here where they make screws
if you look at the top where they feed in the bars they split the bars into the 3 constructors, is this an efficient way to split the items into 3 ways?
yes
Cause doesn't the constructor to the left get a fourth of the one to the right
no
im confused ;-;
the first one overflows because it's storage will get full
cause don't they get split twice
ah so it's divided equal kinda
or like just incase it overflows
It's cascades downstream. I think of the belts as plumbing. It will balance eventually
ok
This is the difference between balanced and manifold designs. Manifolds rely on the overflow mechanic to balance out the system. Balance style balances the splits without relying on overflow.
I'm trying to get the ratio's right (factorio player, so yeah...), and most things are easy and make sense, however I can't figure out concrete. How do you produce concrete without any bottlenecks or underclocking?
(Just completed t4, so I got mk2 miners and mk3 belts if necessary)
Normal recipe, I don't have alternates yet. And underclocking feels like I'm wasting stuff, just a personal preference
you're actually not wasting anything. Even better, you're using less power than you'd normally do
True that
also, basic recipe = 45 limestone -> 15 concrete
If you have a node of 120 limestone then 120/45 = 2 + 2/3 so 3 constructors, 2 at 100%, one at 66%
Sadly we are dealing with computers and can't represent 2/3 exactly in decimal ๐
Allright thanks!
Even when we cap the constructor at items instead of percentage? That should be exact, right?
67% btw, not 66%
make use of that 0.6666666666666% extra production
@real dome no, because OC % can only be an integer
what if you overclock the miner? will it make 180 / min ?
which would be 4 constructors on the nose? ๐ค
yeah, OC miners and get a nice number from them
@real dome no, because OC % can only be an integer
@wind spade Ahh yes of course, thought maybe behind the scenes it would be something more accurate
nope, unfortunatelly
how am i supposed to transfer 600mยณ/min of oil, when pipes can only transfer 300mยณ/min?
kinda counter-logical
well you produce only 300m3, so you're fine
i'd set it to 300mยณ, but i could go 600mยณ
same as you can't make 1200/min out of pure node with mk3 miner
the game has limitations that you must work around
so ill have to just let it run at 300mยณ?
๐ฆ
yes. It's still more than enough oil
(i need 810mยณ of oil/min for my tubofuel plant)
Whoa, did you just suggest that there was enough of something?! Blasphemy! ๐
ill convert 360 compactcoal/min into 540mยณ turbo/min, which needs alot of fuel
pipes were planned for 600/min but technical limitations prevented that, so they got downgraded to 300, while all the recipe balancing stayed on the 600/min. they intend to change that when they fixed the issue
"technical limtiations"?
waht?
hey what is the best coal generator setup
depends on your coal node
120/min
120/15= ammount of coal gens
i am using them at %143 so they use 20/min
15 = coal consumption of 1 coal plant at 100%
and a water extractor at %150
Thank you, so i can feed 6 generators at %143 with 2 %150 water extractor and a 120 coal/min extractor
1 water extractor at 100% produces 120mยณ of water
1 coal plant at 100% consumes 45mยณ water/min
1 water ex can feed 2,666 coal plants
ok so with 3 water ex i can feed 8 of them
You just have to split one between two pipes
overclocking is not really necessary, unless you want to get:
a) the max out of it
or b) get even numbers
so save yourself the hassle and oc them to even numbers
though normally just more of the machine is more efficient than overclocking it
my generators at %143 are using 60/min water and 20/min coal atm
If you want to be a truly efficient pioneer, you should only overclock miners.
i will create 3 more because i left 60/min coal left
or oil extractors
Thank you so much, love you all.
you are welcome!
0 votes and 0 comments so far on Reddit
needed 100 Plastic for my Computer set up, ended up producing 300. looks like the sync gets 200 plastic per minute
so when it says 20 parts per minute is that total or is it 20 parts per minute * parts made?
it's total
It makes 2 part every craft, for an average of 20 parts per minute.
okay
it's not 40/min. The game has done the math for you ๐
imagine if they didnt ๐ฆ
yeah
if you mean https://www.satisfactorytools.com/
(it's mentioned on the bottom of the page)
why doesn't it show plates when I do this?
in fact it just outputs screw
so what does maximize do?
what I though it would do is tell you if you wanted % possible of the source given a spit to the others you can get a maximum of x/m
oh yeah. I completely forgot about this. It's a bug, has been reported before, I'll try to fix it.
yeah it's issue when you have multiple maximize options
maximize should produce as much of that resource as possible, with the slider changing the ratio between the maximized resources
even witht he bug this helps so much
I figured out the first stages myself but it was getting hard ๐
๐
woot 8 Minutes too Geothermal research
I'm a newbie
do you have Belt Mk.3? I bet you have only belt Mk.1 now.
it is better to simply based on 60 iron ore / min and work out separate productions for each type of item
Then base on 120 iron ores
hey guys, i need an adivse how to creat my factory, i would love to hear what you think
from there would my ore come and i would to know how you would build with this element your factory
You should try to unlock more tech. I see you are using bus design
you shouldn't use the bus design ๐ค
i just try to get my idea along or kinda let it work for an while, want finally to get trough and not drop alawys my idea and restart and get nothing done :/
its acutally only one lane per miner
Nono, no need restart, just abandon the stuff you don't need
If this is your first gameplay, try to reach tier 4 before restart should give you some idea
im acutally already at tier 4 ._.
But your belts...
with heavy oil residue, diluted packaged fuel and turbo fuel recipes how many fuel generator can i supply at the northen oil fields ?
with my calculations im calculating 8k /m3 of turbo fuel a minute
just dont have enough mats to get better ones casue strange base i build
Turbofuel is bottlenecked by sulfur
@halcyon zodiac if you are already tier 4, then push a bit to reach tier 5 at least
Get the idea that getting better belt is as important as getting coal power
the space elevetor stuff holding me back
Nothing move if the belts are that slow
okay, i think bakcground is needed. im coming from factory and i played many many hours in it, after i finally won the game with the rocket i locked how other plays and i learned that an bus system exist, but never truly understood how it worked, how it transit from early to end game, since them i lost my interest in factorio and neve coulndt get back. with that knowledge that such efficent system exist i could never get inside of such games, i reached tier4 with only handcrafted stuff even...
i just wanted finally set up an automatic base, but i cant think trough how to do it right
Omg, handcraft god
Factorio is a nice game. Btw, bus do not work in Satisfactory, manifold and modular setup is the way to go. Interestingly, modular setup is beneficial to all types of factory games
teach me how, i have nightmares of that bus system....
Wiki 'how to play' , complete walkthrough tier 1 to 7
found it already, but thanks
other question: in the wiki stands "Stitched Iron Plate with Iron Wire is more resource efficient." but with the daniel2013 site it shows different ways to build it for most value
so modular building is not to connect all stuif together but mainly all for they own and getting new nodes simply using for new modular systems?
if you want to stick to Iron-only, then Stitched Plates are best, almost 50% better then normal plates, although their odd resource consumption factors bug my mild OCD - but I use them anyway!
Ah okay^^
Or go bolted plates. Uses more iron tho
Stitched plates uses the least amount of iron per plate interestingly enough
Decided to compare all the RIP recipes based off one assembler at 100%
Standard
Bolted
Stitched
Adheredp
So, yes the stitched alt is the most efficient for your iron use. Unless you want to use rubber anyway.
To equal what bolted does, you need 3 stitched assemblers. It will use 79.08 iron ore with the pure ingot alt
I'm still unsure about using rubber for things.
I know I can make so much more than I could before U3 now
but it doesn't mean I don't cringe at the though still
So I got an 120/m Coal node, and a 120/m iron node. I'ma feed both into foundries to make steel, but the foundries take 45 of each per minute. Not sure how to split up and balance the conveyors to make it all even. I'm havin' trouble working out the math myself, any help?
man, why cant I run the chainsaw off fuel, Or maybe they should have a Fuel Chainsaw with larger range, and it dosent pick anything up
Solid biofuel only. Even liquid bio doesnt work
So just split it into three Foundries? 120/3 is 40, making the foundries slightly under capacity. Which is acceptable for what I want, but I also wanna know if there's a way to make if fit perfectly?
Not with 120 no
yeah and it sucks, I am making gasoline and wish to never use Biofuel ever again
Either UC all of them or UC the last one to 30/30/30
Keep making packaged fuel tho. Your trucks, tractors, and jetpack will use it
Ah I see. Thanks for the help!
Np
is there a downside or benefit of using all 3 outputs of a splitter in a manifold vs just 2?
Not really, just build the machines like this
X
|
โ S
|
X
how am I only noticing now that there is two moons
Wait what
Actually I think it's one moon and one planet. You are on a moon.
@halcyon zodiac 'not connect all stuff together' is the key idea
If I had to guess, https://daniel2013.github.io/satisfactory/calculator
Hey guys, I have a new factory set up. I'd make it in the calculator to make this whole thing easier to visualize but I really don't know how to display splitters and other stuff in it
Basically, it's 2 Normal Iron nodes being split into 4 smelters
The smelters each input 30 iron ore per minute and output 30 per minute as well
Two of the smelters lead into constructors making Iron rods
The constructors output 15 iron rods per minute but only input 15 iron ingots
Why is that? 30 iron ingots could be flowing into it per minute, why is it only accepting 15?
Also, any tips on creating that setup using the satisfactory calculator?
Because the constructor only uses 15? It clearly shows how much it uses and how much it makes.
So it will only accept as much as it uses and won't just keep taking in iron ingots to store?
It will take extra ingot until it hits the max stack for that resource but it is still only using 15 ingots per minute to make 15 rods per minute
Just one of your smelters with a splitter can max out two constructors to make rods
dose anyone know the screw assembler to reinforced plate assembler ratio?
dose anyone know the screw assembler to reinforced plate assembler ratio?
@pastel oxide what?
do you want to know how many screw assemblers you need for each reinforced iron plate assembler?
the answer depends if you are working with %100 efficiency (not overclocked) and if you have alternate recipes or not for screws/reinforced plates
its 40 screws produced per minute for each screw factory and 60 used each reinforced so I would say 3:2
3 screws > 2 reinforced
for simple recipes and no overclock
@pastel oxide what is your highest tier belts unlocked?
Is there a tool for visualizing a full factory set up, not the calculator one?
if you have mark 1's you might not make it work correctly unless you split-merge a few times in a row
3
@crystal terrace the one apart from satisfactory-calculator.com ?
@pastel oxide then yes 3>2 is good, merge 3 into 1 belt and split into 2
since mk3 belts can handle 120 screws per minute
Oh I didn't know about that one, thank you <3
yw ๐
270
which alt recipes do I need for fuel gens to make sense? making fuel directly seems to lose to making alt: heavy residue, and then fueling coal gens with the petroleum from it
Wiki turbofuel
thanks for that! looks like i'm missing diluted fuel then
@wind spade now your calculator is out, how about @ community manager to update the Welcome page to include your link?
oh, I didn't even know it's there. I've asked Rekalty to update pinned posts here. Thanks for the notice, I'll try
@wind spade does your new tool work out power required?
loving the layout of the site btw. great work
not yet. It's one of the features that's planned
there is a vote going on in the tool's Discord
power is 2nd most requested
so I guess will be implemented soon
I joined, looking forward to seeing it develop
one thing that always bothered me in all the calculators is stuff like this
like... how am i gonna ever get those ratios on belts?
manifold.
but you need to know the ration in whole numbers for that right?
Manifold is the answer to Life, The Universe and Everything.
But in the first place, how did this graph turn out like this?
just used the calculator and set "versatile framework" to 10/min
I doubt versatile framework only use 60 iron ingots/min
ah sry it was set to 5/min output
with 10 it looks like this
but still, those ratios...
There is a reason behind any numbers. You expect whole numbers, but fraction is ultimately unavoidable in this game
dont even try to load balance those, just connect the output all together and chain them into their destinations, and the system balances itself ... eventually. ie. manifold
Manifold solves the problem
hmm i see
so basically you create a manifold between each step? (where it's not clear cut and matches exactly)
often many steps wont even need it, but otherwise yes
manifold where necessary, to allow overflow from one machine to flow into the other. In some cases, use dedicated connection (direct 1:1 or 1:2). Avoid Bus at all costs
a bus is a large-scale manifold over your entire everything
not from factorio? Bus is multiple parallel belts that you often see in other's factory showcase
dont be afraid of the manifold, its a fancy word that just means connect everything together ๐
its price, not to mention its update frequency. I quitted months ago
but Anno is complex as well
well yeah but not like this ๐
you can either make one big manifold (if your belt allows it) or put a splitter and two manifolds
but at the end, you will either have too much or too little for the next constructor/assembler, right?
oh, in that case, you can adjust the clock speed of a building
yeah but if you have too much, it would overflow to the branch that has too little
ah right... and when everything is full?
then that tells me to either overclock or add another consumer, right?
add more consumers. But you should build the buildings in correct ratio at first.
if you build exactly as you need to (exact ratio as the tool suggeests), you wouldn't have any excess
but how do you build 2,33333 constructors? ๐
build 3 instead. Underclock the last
3 constructors, one at 34% underclock
ah right, underclock
oh boy ๐
back to the drawing board. thanks so much, i can understand those diagrams so much better now
if you have any suggestions for improvements, feel free to share ๐ I'm always looking for ways to improve the tool
well yeah i already looked into it, but I'm a react dev ๐ so I can only provide user feedback ^^
well that's what I mean. Ofc you can also improve the code, but functionality > code quality ๐
oooh bold statement ๐
it's not some generic statement. It's taken from my priority list when developing the tools
i do subscribe to "ship early and often" tho. sounds better imo ๐
functionality > UI on desktop > code quality > UI on mobile
that was my priority list until yesterday's launch
after I fix the most obvious bugs and add a few features, I'll reconsider this to be something like
code quality > UI on mobile > UI on desktop > functionality
i think it will evolve in sync with the game itself
it evolved a lot already ๐ I need to find my old screenshots of the tool
if you don't need to change core functions because the game mechanics changed so often, you can more easily focus on robustness and maintainability
from the 15 or so months back
haha that would be interesting yeah ๐
and if you ever switch to (obviously vastly superior ๐ /s ) react , i'll join in
is that a new version or? (angularjs vs angular)
"Angular" (or Angular 2, Angular 6 or ngx) is a completely rewritten AngularJS from scratch, using Typescript and is generally considered to be much better.
ah nice
ooh where can I get that?
@dry crag that's over a year old screenshot. The tool has since evolved so much. Currently it lives here https://satisfactorytools.com/
well if I can still calculate things that would be amazing because I have a huge project rn and I am tired of counting everything myself
it can calculate things for you ๐
@wind spade what's the reason behind not including miners btw?
several reasons:
- I wanted to get the tool out and I didn't consider it essential feature
- miners are generally hard to calculate, as you can have different purities and different tiers of miners
- the UI and functionality for picking miners wasn't included in the release (yet)
I think displaying the raw number as a requirement is good enough for most cases, there's definitely plan to include them tho.
oh yeah i agree it's good enough. just wanted to know if there's something more to it
at least for my stage in the game I mostly go "i have this many resources, how much can i make with it" and not "i want this amount of output, how many resources do i need"
you can do that with the tool as well ๐
um, ok? a better way than lowering the target output until it matches ? ๐
set the limits in "items" and change the "items per minute" to "maximize"
aaaah this is so goood omg
man when i come home from work with all this new knowledge i will have so much rebuilding to do in my base
hehe
is there a well-known solution to storage in general?
i have been building a sort of storage lot where everything comes together from all over the factories
usually a centralized storage is the way to go
avoid building buffers unless absolutely necessary. I only build buffers for building ingredients and at train stations.
By buffers you mean like storage containers inside factories?
yes
any up to date guide on oil efficiency?
What ya looking for?
Dont have a guide, but I have been setting up insane oil setups for north of 150 hours now
@candid sonnet wiki plastic or rubber. The guide is there
that was a big booi
Lol one sec, look at the screenshot channel
first is my power, second is a huge recycled rubber/plastic setup
lol I was like "Man I logged 24 hours on this game. I practically mastered it!"
And now I'll be quiet and listen.
Okay, so the beginning of the game is pretty straight forward ratios, as the game progresses how often are you balancing incoming resources from various regions?
I ask because I am interested if I should just accept inefficiencies or import distant resources for maximum resource utilization.
you should always expand out and build more outposts
you should always expand out and build more outposts
@glacial hemlock or add more floors
lol I was like "Man I logged 24 hours on this game. I practically mastered it!"
And now I'll be quiet and listen.
@paper flower Im near 300 hours and I havent even touched nuclear stuff
I am at 243 hours, I am not sure if I can pick up all the power slugs before 300 hours
I stopped bothering with slugs after 300 power shards
I would still pick one if I see one but that happens rarely
ok so currently progressing to tier 5 and 6 only got the game after steam release do you suggest investing in coal power a lot now or wait a bit to get better stuff?
ok so currently progressing to tier 5 and 6 only got the game after steam release do you suggest investing in coal power a lot now or wait a bit to get better stuff?
@dry crag get like 10-20 coal gens
should be enough to keep you going till you get to oil unless you build big factory already
I went with a 36 coal gen setup after my first 8 coal gens
kept me going untill I reached a high tier and then I made oil generator setup with turbofuel
I currently have around 18 and I have automated tier 5 and 6 progression so rn is just waiting and optimizing other stuff
18 should be relatively enough
if they can work efficiently
aka enough water-coal for each if they get %100 load
Yeah they all function fine other one is from pure source so it produces more than needed even though it also is used for my steel production and other one just mk2 miner can easily keep all 9 up
then in theory unless you go crazy for efficiency it should be enough to keep you going till higher tiers
so ive been trying out what i learned today.
is this what a manifold looks like?
@indigo solstice yes pretty much
sounds like theres a "but" coming
as long as you have equal or higher intake than used products total it will work fine
if u have less going in than used the production will balance itself out to the input levels since the "last ones" will not get materials to work with
but it will still work the same way as a balancer
well here it's basically equal. two miners -> 120 ore -> 4 smelters with 30 input each
yes both way works same except 1 is divided evenly and works same speed at any time and other ramps up slowly to reach same speeds
load balance or manifold wont matter in most cases
if you wait enough*
so now the next step would be to do the same between smelters and constructors for the ingots, right?
Pree much. Play with it to find the best ways to integrate steps between things
so if i understand correctly it will work if the total input is at least as high as the desired input, because the belts from the splitters that go to the inputs will be full, so the rest of the input will be divided to the belts that aren't full, so essentially it will self-balance?
true
Ya
nice
If you're running too little input, you don't necessarily care about the lost efficiency compared to simply not using all of your input
@dim pebble in some situations manifold is not useful since belts can only handle so much
but in theory it works same either way as long as your belts can handle the load
so yeah i can only go as high as my highest belt will let me right
if I need more i need to acuallty split it in two or something
only if you have more in 1 belt than your belt can handle
2 manifolds etc might be needed if you plan to get a lot of screws with low tier belts
Anyone who can check if my math is right
There shouldn't be any overclock in this setup
you are wasting iron ingots
how come
why is there a random arrow that goes back to constructor?
o shoot the arrow is not supposed to be there
good eye lol
Let's see if this is bigger
you dont need manifold here but it doesnt matter (you can jst use use 1 splitter to split into 3)
but yea it looks fine
seems like
also naming splitters and mergers is more confusing just write "splitter" or "merger" on it
๐
or if you want info on them write more instead, like "120 screws > 60+60 screws"
or "60+60 screws > 120 screws"
etc...
yeah I was thinking that, but I just wrote that so it's a little easier to remember
instead of counting all the different splitters it goes through
The alternate recipe to make screw with iron ingot is really useful. If you get your hands on it go for it.
The alternate recipe to make screw with iron ingot is really useful. If you get your hands on it go for it.
@covert edge I agree @pearl adder
Yeah I have the stitched recipe, just trying to keep this Iron only so I have a seperate building for iron only items and for copper only
Really not a good idea later on but I'm still in the early game
Just a quick question, since my math is'nt great. Is there a way to produce steel ingots which perfect ratios without underclocking?
(got 1 pure mk2 coal node and more than enough iron, mk3 belts, overclock if needed)
@real dome try using https://satisfactory-calculator.com/en/production-planner
Theres an alternate steel ingot recipe that uses iron ingots
I think that one gets nice ratios
@swift ice I did, but it didn't give me any solution without underclocking
you wont need to underclock if the solution doesnt want you to underclock
if it tells you to underclock then underclock
You could also get perfect ratios by overcolcoking the miners to get 270 /m
overclocking non-miners arent that wise early on
@safe hawk That's good to know, unfortunately I don't have alternates yet
@swift ice Allright, I did the concrete without underclocking even tho the calculator didn't give me any solution without underclocking
Which works perfectly with the basic steel recipe
Thats...
Thats not mathematically possible is it?
@safe hawk Allright thanks, that's probably the best idea, even tho the constructors won't be perfect ratios after with a 270 full belt of steel
It will
Thats not mathematically possible is it?
@safe hawk Doing the concrete?
@safe hawk at what part of steel ingots you need concrete?
Oh my bad I thought they need 60/m
Allright I think I'll do that. Thanks!
@real dome without alt recipes, 1 pure mk2 miner will give you 240 steel ingots
Also yeah idk how you got perfect concrete with the basic recipe
(same with your bottleneck coal)
I was so happy when i got wet concrete cuz no more weird rations
you get same steel ingots of your slowest intake (coal or iron doesnt matter)
you dont need to underclock since the machines will just work at the efficiency they can work in
but if you want perfect ratios I agree on the overclocking miner to 270
@safe hawk I did concrete with 1 mk2 normal 150% (180/m) and 4 constructors (4*45=180/m)
any exact multiplication of 45 is gona be exact numbers
I was talking about steel
idk how you got concrete involved into the question
Yeah sorry that was response to the question how I did concrete
Allright thanks! I'll do that, thanks for the help
Yeah that makes sense, thanks!
I wish this was 1200, not 1215... stupid numbers
Making alot of crystal ocilators for nuclear prep
here you go, now it's 1200 ๐
Serving the community...
Yea ik but I want to make 94.5 CO. Way more than I need for 31.5 nuclear rods, but tripling all but the uranium incase I want to expand it
And go for the 472.5 nuclear nuthouse
Anyway I think I have gona mad
More mad than building a 2666.66 m3 a min TF power farm
Im gonna go max nuclear. The resource usage isnt horrible. Even makinf 190 beacons a min isnt as bad as I thought.
yeah, other than 1200 oil, it's acceptable
Fair ๐
Total oil products making
- 2666.66m3 TF
- 1830 rubber
- 1800 plastic
- 510 petro coke
- 20 packaged fuel
The packaged fuel, coke, and extra rubber are from my impure node
Early game: Assume a node with normal purity. With one stack of leaves (7500 MJ) one can get either 577 ingots from 2 smelters running at 100 % clock rate or 818 ingots from 6 smelters running at 33 % clock rate. Underclocking saves 'e' key.
31.5 nuclear? man that is going to be huge!
Not really, 1/3 total uranium use tho
Granted my definition of the word huge in this game got muddled a long time ago.
Even if all the resources is fully utilized, the power consumption won't exceed 0.5 TW
at least until higher teirs unlock
any good turbofuel diagrams?
depends if you want simple or diluted (complex) one
yeeeeeeeee
there was another more complex one but I forgot
the most efficient way should give you 666 turbofuel per minute using only 300m3 crude oil (1 max pipe)
and the bottles are reused
1 fuel gen takes 4.5 tf per minute and give 150 energy each
you do the math
666 tf gives 148 gens and 22.2GW power
(1 max crude oil pipe)
ONLY 7.5 TURBOFUEL PER MINUTE?
but you do consume some of that power in the process
HOLY SHIT
non diluted (simpler) oil gen I have made giving 99.5GW power
compacted coal factory somewhere else to feed the system above 2925 sulfur/coal per minute
i thought oil was good not op
diluted is better if you want to conserve crude oil but you will run into the "not enough sulfur" problem regardless
so I went with simple setup since the real bottleneck for me was sulfur
how many sulfur nodes is there in the desert?
3 pure on desert-vicinity

