#math-and-meta
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I'm making a metric shit ton of encased beams
just using a alt that needs ingots
for the steel
then using wet concrete for the concrete
Wow, wet concrete at tier 4.
I'm not a teir 4 person
does having everythng feed into a line af machines via 1 conveyor belt stay efficient over time?
and lets say for the sake of argument that the amount needed by the machines is slightly less than the amout being fed into said convery/splitter line
If there're various items, the answer is no.
just one
Like a belt that feed different machines eating different items.
Then welcome to the manifold-hood.
nah, like for example, iron being fed itnto refineries for pure iron
manifold-hood?
What you're doing (argument-ing?) is overflow/manifold method.
im not arguing i was wondering if feeding a single input down a line of splitters producing the same item at the same speed stays effective over the passage of time
so i dont come back to it like 10 hours down the line and find that its not working as well as i need it to
Manifold is space efficient. You only have one main line feeding a series (or even two) of machines. The only downside is it takes a while for the setup to reach 100% efficiency, dpending on the size.
Some people mentioned their setup even takes 10h before working at 100%.
but does it stay that way, or do i need to worry about machines running out of resources that the end
If you have, say, 300 ore/m input, you can safely put it on 10 smelters and leave them.
No need to worry, unless you've got power out or you want to expand.
The only place you need to worry about perfect split is when you have endgame materials you canβt afford to buffer. Otherwise, just go with the easy method you just discussed as it will work fine
cuz what i've done for the last 400+ hours is have a spliitter half the input, the half them again, and again ect then have it fed into a machine but i couldn't be fucked this time around
so on this save i just put everything in a line and let it run but i was never sure if it was messing up the output or not
As long as you've made sure the input meets the demand, none will be fucked up.
Buffer?
Bitte.
@onyx dome I was referring to filling machine buffer inventories as opposed to feeding them exactly what they need
Containers.
Proceeds to call buffers cloggins
correct
yeah, like a buffer, having excess materials in a storage unit or in the machine to makes sure it gets fed the proper stuff even in the case where things go awry
idk my defenitions are bad
And a cloggin can also be one stray material that's the wrong kind from when you messed up sonewhere along the line but can never find it and all your conveyers are backed up and suddenly your entire base gets invaded because you weren't producing enough graphite Charles
Yet
been 400 hours, pretty good track record so far
Tbf the fact that this is 3d makes it much better at preventing those
huh
Hey guys I'm looking to start a multiplayer with a few other players. I haven't done mp in a long time and back then it was really buggy. How is it now?
I'm asking here bc I know u guys like to go big like me
Its not as laggy anymore but it still has issues
is 1080/min of steel ingots a good start, or should I increase it for future proofing?
Is quite good for tier6
oh sweet
@fierce ruin I would say it's totally playable. There are occasional issues but few and far between
I did a playthrough with 7+ people for 200 hours and didn't have any game breaking issues
Multiplayer can be quite stable without messing with vehicles, just stick to conveyors
movement in general is the biggest issue in my experience
How do trains go in multiplayer?
anyone have small setup for biomass fuel production?
It's been a while, OCing power generation to 250% means roughly 200% power generation, but also roughly 200% resource consumption, right? Nothing is really gained by OCing power, apart from saving space.
only the max output they can supply gets upped, everything else stays the same
I have a weird power generation question for the coal generators. If I have 8 of them running at 50% of the max capacity (600MW max capacity so 300MW consumption) how much coal per minute will i need?
neat. also this took me 2 days worth of thinking to get to that conclusion just needed someone else to confirm it.
Its ok to have long thinking
That graph took me 4
At least the parts not shown on it
same but that was understanding that the gray bar changes if a generator can produce power
I have a stack of conveyors all transporting the same thing but being more or less full (to their max capacity) and would like to use a "sorting" system so that all the items go to the bottom conveyor, then if it's full to the second, etc... So that at the end only the top conveyor might not be full.
I haven't been able to find a working design... I would need a smart merger 
You can put a smart splitter on several spots, then make the overflow continue on the same path, while taking the "main" to the belt below it and merge.
also add a sink to keep the system flowing so that it does not get blocked by one item
but how do you merge it with the below conveyer? Because of how the merger work, if the conveyer below is more then half full it would disrupt it's flow
Ohhh, you want everything to keep flowing, right.
...could put another smart splitter before merging to the bottom part again that'll push it back past the part where the top splitter ran off.
Thats the problem XD, I am trying to make a conveyer with infinite capacity by stacking them on top of each other but to be organised it would need to dynamicely move items up and down
Or in more understandable terms, presuming you only have 2 belts. On the bottom belt smart splitter, overflow that goes to merge with the top belt. Then before that merger on the top belt, a smart splitter that'll prioritize going down to the bottom belt.
This way the only obstruction it'll have is between the splitter and the merger on the bottom belt. But everything will always keep going.
I suppose I could try making it ingame to show.
...could put another smart splitter before merging to the bottom part again that'll push it back past the part where the top splitter ran off.
That's exactly what i first did, but then the one abow (third one) could stop the two below
Hm, made a system with 2 belts, works flawlessly
3 belts would just mean repeating the same design, but with 2 other belts.
Pardon the clipping, but this is pretty much it:
Bottom splitter overflows to the left. Top splitter overflows straight ahead.
Bottom part is always full.
That's not remotely spaghetti @molten hare
You just need to make two or three of 'em.
Literally only one clip. I'd have it on the other side, but then I can't have a single cohesive screenshot.
Yeah, adding more would either be spaghetti, or would just require more space.
Anyway, it works. I'd suggest that if you build something like this, you'll start with the bottom belt. This'll free up space on the belt above it, allowing the belt above that to push more down.
Sorry for the late respond, last night I ended up with this, wich is if I understand what you are showing me
You can't use the same splitters and mergers to combine all the belts together. Because one splitter prioritizes to go forward, and the other prioritizes to go down a belt.
You're going to need 2 splitters and 2 mergers for each 2 belts you want to push down.
...could possibly use the same mergers, but I feel like that'd likely just make it more complicated.
But if you have your 3 or more incoming conveyers that are all full, because of the fact that mergers will "split the merge", your incoming waves will be disrupted because of the third in lane who is pushing in the second out lane (written before your answer)
If you really really really want, I could set up a system with 4 belts to see if I can get it to work, but I'm fairly sure it'll be as I described.
Because one splitter prioritizes to go forward, and the other prioritizes to go down a belt.
I dont understand what you mean...
Right, so. On the last screenshot I shared, there's 2 splitters. One on the top and one on the bottom belt.
The top smart splitter prioritizes the side exit, that'll merge with the bottom belt. Overflow (anything it can't dump on the bottom belt) keeps going straight ahead.
The bottom smart splitter prioritizes going straight ahead, because it wants to keep itself full. The side is overflow that's being caused by the merger indiscriminately grabbing from both the split top belt and bottom belt. This causes the bottom belt to stagnate, which is why there's a splitter on the bottom belt, so it can move it back to the belt above.
oh, so it would need to be this way for all splitters and not only the bottom one
In short. They're literally swapping contents, with the splitters always prioritizing for the items to try and stay on the bottom belt first. Which is I think what you wanted?
Hmm, I'm not entirely sure if it'd work if you'd just try to force everything down. I think some of your belts would stall then.
What if I do this
I think if you want this functional, you're going to need to repeat the same pattern with 2 smart splitters and 2 mergers on every 2 belts.
Not entirely sure what's connected with what, but I have an inkling it won't work.
So every splitter tryes to push down, then push straight, and then, if it still can't, push up
I think that'll just make it split evenly between the two overflows.
So if I us two splitters one after the other
That could work
I'll try
One to force it straight ahead, and if it's full, it'll overflow around itself. The other to push it down. ...I think.
I hadn't really thought about a super compact design yet. xD
(I still haven't talked about the biggest problem I have xD, items can only go down of one)
Ok, so I just tested this way and there isn't any more stalls
f, there is
ok, found a solution, you connect the overflow of the 1st conveyer to the upper merger
Now I still have to find a solution for the items only being abble to go down one conveyer
For those wondering, I am trying to make a 100% expandable factory
spirals
Shit, another rabbit hole!
But for another day... xD
would it be more effective to upgrade a 3km mk2 belt to mk5, or build a 3km train line ?
assuming the mk5 upgrade is solely for expediency, not capacity.
Upgrading the belt when you're not using it for capacity but instead for speed is like using a manifold over a proper balancer
It takes longer to get going but the efficiency at the end will be the same once it does get going
Having 120 items per minute coming in on a mk2 belt is the same as 120 items per minute on a mk5, except on the mk5 they're spaced out
It takes longer for them to get to the endpoint on the mk2, but once it does get there, the output will be the exact same as the mk5
so, in short: train line lol
@muted crypt is more about the delay in plastic coming back to base whenever I have to turn the refinery back on (for whatever reason)
I mean
like sometimes I have to hop back in the hypertube to scout the line
why scout the line?
in case I forgot to remember to turn the refinery back on when I last noticed there was no plastic π
again, once it gets to the end of the line it will come in at the same rate as if it were on mk5 belts
plastic use isn't being automated at the moment
And if you're only producing enough for mk2 belts to support then tbh the train probably isn't even worth it at the moment
Hello everyone, someone as a very optimised aluminium shematic, like the one with the 900 platic for 300 crude oil ?
I'm sure I could eventually come up with one but I haven't worked with aluminum enough to worry about it yet
well, at least, the new aluminum (update 3) with it requiring liquids and stuff
yeah and silica too
so i just did the math for turbofuel generators, if I split a 300 oil line into 3, and had each 100 line feed a single row of generators, that row of generators would literally be 1km long
i can use the alterante recipe to clear the silica of the equation, but the orignal one is more efficient
I made an 8x14 array of fuel generators
When going from 300 crude oil/min to turbofuel in the most efficient way possible
i was considering just making 3 long rows for processing, and i'm reconsidering now that each row of generators is 1km long
I assume you're using the heavy oil residue, diluted packaged fuel, compacted coal and turbofuel recipes
right
it's the decision on where to put the 150 generators that i'm struggling with
Ah are you using all 400 heavy oil residue?
I found that the ratios are just much nicer if you use the 300/min, and you get a nice-ish boost to your sink score with the excess 100/min becoming petroleum coke lol
i probably won't even bother with dealing with the overflow when the generators aren't running full time
However if you decide to process 900 crude oil per minute with this method, you get 1200 HOR/min which works out a lot better for ratios
yeah...
Granted, you need 1600 sulfur and coal per minute for that, but
anyone fluent with the new calc ? really stumped with a reddit recipe and cant get the calc program to spit out the right outcome?
which calc? there are quite a few out there
which one? there's a lot of calculators π
yours man I really seem to have major trouble understanding it sorry
pffft.. imagine not doing the math manually
i've been doing my math manually, it's part of the fun to me
@paper yacht alright, what's the issue?
I've been trying all morning to get a reddit poster from 3 months back to show his formula for a 1.5GW manifold but i put all the recipes in and set the amounts and the calc will not give results
can you share the tab? using the blue share button
I'm thinking his math is borked
and yeah, also linking the reddit post may be useful as well
so that I see what you're trying to recreate
got ya sec
i've been doing my math manually, it's part of the fun to me
@red river good
Holy heck, just one 300/m oil node for 15GW?
16.7GW actually and that's technically only using 225 crude oil/min due to the 100 heavy oil residue removal per minute, 22.2GW if you use the full 400 heavy oil residue per minute instead of just 300 and therefore are actually using 300 crude oil/min
I had been just laying down everything according to the image but really need a flow chart for most of that
The pack unpack stuff not really done until recently seems like a major pita
Surprisingly not that bad
is it intentional to have disabled most of the recipes?
@muted crypt well like he/she said tried to get a good balance and not just fuel gens
All of my processing for 499.875 turbo fuel per minute fits within a 23x24 area with a 5x21 slapped onto the end
I'd like to think I made it relatively compact
@wind spade Well i thought the idea was to check only what is used , Don't know if you have done a tutorial video on it but It's mostly confusing to me
And that was without giving it thought... probably could've made it tighter
I should note that doesn't include the area for the fuel generators or the water and oil extractors or the sulfur and coal miners
@paper yacht you can uncheck recipes to disable them
but you don't need to if you want the tool to just give you the production in whatever way possible
ah i sent you the wrong share I started working in the Brave Browser since the recent Win Update make chrome lock up a lot more
there are two issues with your setup:
- you don't have checked some recipes and therefore the tool doesn't know how to make some of the stuff
- you can't "produce water"
after I enable all recipes and remove the water from the production, it returns a result
i guess some confusion is the production and the items do i just leave the amount untouched in items and set my limits in production?
@wind spade I know you put countless hours with a lot of help into your baby! I REALLY want to understand your program , most the math i do myself I been here 15 months and love the game , I work in Broadband Comm Field also pretty good at fixing mechanical stuff but have always had issue with software programs outside of games . I'll figure it out eventually it's just frustrating sometimes π
if you want we can talk a bit more in DMs to not clutter this channel
Can someone check my logic: If my coal mine makes 120 per minute AND my coal generator burns 4 per second that means my coal generator uses 15 coals per minute (1/4 * 60). So I can use my coal miner of 120 per minute to supply 8 generators (120 / 15). Is this right?
yup π
thanks!
https://satisfactory.gamepedia.com/Coal_Generator
everything is here π
Hey has anyone tried a succession game in Satisfactory?
Where people play for some defined length of time and pass the save file along to the next person
Used to be popular back when I was playing Dwarf Fortress a lot, not sure if it's something people do in other games
people do that in a lot of games, but Idk anyone here that does
I think it might be an intersting experiment, though I'm not sure how well it would work, I suppose that would be the fun
each person would have to put their stuff away when they send the save to the next person
other than that, if you just give the save file it'll be fine
yeah and rules about which mods if any could be used
if you do mods, everyone would have to install them
@cursive sinew so I just did the math (I'm putting it here because it's a bit overdue as that channel has flowed beyond the topic and it fits better here anyway.... also since I'm at work it took me longer oof):
Option A: Solid Steel Ingot alt recipe -> Steel Rods
Option B: Steel Ingot recipe -> Steel Rods
Option C: Iron Rod recipe
In terms of power and resource consumption (miners not included) and product output:
For option A, you're using 27% of a smelter (0.5 MW), 20% of a foundry (1.2 MW), and 100% of a constructor (4 MW) - a total of 5.7 MW - for 48/min at the consumption of (taking into account clock rounding) 8.1 iron ore/min, 8 coal/min.
For option B, you're using 27% of a foundry (2.0 MW) and 100% of a constructor (4 MW) - a total of 6 MW - for 48/min at the consumption of (taking into account clock rounding) 12.15 iron ore/min, 12.15 coal/min.
For option C, you're using 50% of a smelter (1.3 MW) and 100% of a constructor (4 MW) - a total of 5.3 MW - for 15/min at the consumption of 15 iron ore/min.
Power values are rounded to the nearest 0.1 MW; clock speeds are rounded to the next (i.e. ceiling) percentage point [because they have to be].
I already decided to chose C but thanks for all of that info
I don't think theres any news that solid steel ingot is busted
No, not at all
I hope I can get steel rod once it is available
And it can boost productivity drastically with any steel recipe
Just wanted to show the viability for it compared to everything else lol
Solid steel gang
Plus I'm bored at work, I wanted something to do
Well cool then
So why not do math π
\:P
π
type that^^
Discord recognizes the forward slash as whatever is next as an escape character
*that's *how *I *can *do *things *like *this *without *italics *anywhere
:P
someone else give me a comparison to work on
[87
Oh, that's cool.
How many fuel generators can i accommodate if I pump 200 fuel/m down a pipeline?
200 / 15 = 13.333, i.e. 14 with one at 33% and the others at 100%
oo if you want the hard question π
at 300 crude/m (so max flow) what are the ratios to make turbofuel using dilute alt
300 crude make 400 heavy residue (10 refineries), which dilutes and packs to 800 packaged fuel (26.6 refineries), unpack that with 13.3 refineries and refine with 35.5 refineries to 666.67 tubofuel, which can feed ~148 fuel generators
its not so bad, just a lot of buildings
So Ima ask the question here maybe someone will know.
I have 56 fuel gens running at the moment. 52 are at 100% and 4 are at 33%.
52 * 150 mw = 7800 mw
4 * (.33 * 150) = 200 mw
== 8000 mw
how are my fuel gens (which are the only source connected) running 14.2k mw?
I would assume there is actually something connected you are not accounting for
@river night my only other power source on the map is my 1125 mw Coal Plant
on paper, with ALL sources of power I shouldn't be over 9125 mw
I mean I ain't gonna complain with a free 5k mw im just so confused
until it doesnt actually work over the real capacity
maybe it'll fix it self when you mess with the power grid some more, or on reload
Heres what really throws the shit at the fan
I didnt even connect 14 gens, i forgot to fuel pump up
and im just now getting fuel in 14 gens
i somehow got 14k on 42 gens
im waiting to see what it goes to after these 14 get fuel
16.5k lol
well if you connected 14 more that increase seems sensible
It's as if all my gens are running 200%+ on OC
Ima just call it an EarlyAccess thing and carry on lol
Maybe you do actually have another power setup, a relic from the first crash landing.
Some rusty biomass burner still running in a forest nearby lol
so im producing 1980 Alclad Alu per minute... are these really enough for over 120 Turbo Engines per Minute with all alternate recipe?
I wonβt try and do the math now as Iβm at work but in my planned factory 2160 sheet with get me exactly 135 motors a min
And using the copper sheet flavor for heat sinks
im using every alternate i can use xD
@boreal cypress the amount of alclad is sufficient for 120 TM/mins
I can tell you the amount of copper, steel ingots, and caterium, will make your head hurt and copper alloy will come in handy
I'm honestly curious which alt recipes y'all use to turn 2160 sheets to 135 motors.
alt heat sink, alt radio control unit, alt turbo motor
Ah, I missed one. Gotcha.
Non alt aluminum scrap and foundry for aluminum ingots
jeah the alternate for scrap is shit xD
Only a 133 water extractors? xD
The math to make it work sux and is less effective
i dont use vanilla xD i have mk4 water extractor xD
my whole factory is vanilla... only TM arent ^^
So my nulcear power plant (144 of them) are all vanilla setup
I made a Fuel setup from 1 overcharged Oil node.. You do need to add empty canisters but it will be recycled once added. What you guys think?
Neat design. Why not go straight for turbo fuel?
@copper fiber looks good. Maybe add the fuel to turbo fuel using compacted coal to the end then youβll have so much more power capacity.
Sure, thats a possibility, but I currently dont have any coal and sulfur near so I did this first..
In the future I could add up to 36 refineries to make turbofuel out of the fuel from the existing setup and add another 95 generators for up to 22200mW of power.
This setup generates 8000mW
Potato tomato Xd
What would you consider to be the best production planning tool ? Recommendations?
Your Brain :D
I find this the best tool:
https://www.satisfactorytools.com/production
@boreal cypress I know. But it hurts after a while π
thats why i use it :D dont want to use a tool xD so i cant blame anything else
well you can always use the tool to just verify your math
Never xD
Not everyone has the capability to only use the brain, if I do that, my belts would be a big bowl of spagetti.. because I like food, especially spagetti :p
How do I get satisfactorytools.com/production to use an alternate recipe? I've ticked the recipe in the recipe tab
it only uses the alternate recipe if it finds it more efficient than the normal one
if you really want to force the alternate recipe, you can disable the non-alternate one
but in the production tab on your screenshot, you have to select an item, not a recipe
so you still select "Reinforced Iron Plate"
thank you! got that working - what is it optimising for? Stitched uses less raw resources
it's optimizing for weighted raw resources, so e.g. 2 iron is better to use than 1 oil, because iron is much more common
ahh the map weightings for the total available resources, Copper is 28k, Iron is 70k - that could do it I think
I guess it takes copper as a more valuable resource and 33 copper is more valuable than 70 iron
which makes sense kinda
yeah I'd rather use the Copper, much less uses for it π
but I can see what it did - thanks for the help
but you can still just disable the normal reinforced recipe and it'll use the alternate
Am i missing something?
I guess solid biofuel can't be automated
I need to remove it from the list
but yeah, if you remove the solid biofuel, it should work
because solid biofuel can't be automated due to it needing handpicked resources
or unless it auto-input biomass or (leaves/wood/organ/carapace) as its raw resources.
Probably default to grabbing biomass, since the recipes for leaves/wood/carapace/organs varies on output
in the next version (that's being tested right now) you can add extra input, so this would be possible again
if you add e.g. leaves as input
the game needs something like greenhouses ... maybe with Update 4 ...
I mean
I think it's more for berries, mushrooms and nuts, I assume
but I'm like 95% sure there's a mod for that
would it be cool to get? yeah, for sure. will it kill us if we don't? no, because we can just get a mod that does it anyway
those do respawn tho
every 3 in-game days or 150 minutes
having a ton of berries and nuts is easy now
there are a couple of spots that have a ton of berry stalks and I just drop a tube there and occasionally go get like 75 at a time
the area with the 6 normal quartz nodes is a good place to farm berries
and then if you want ot farm nuts there's a spot near the 3 geysers just east of there you can get about same nuts
so if you ever need to restock your supply a few trips there will do it
the area with the 6 normal quartz nodes is a good place to farm berries
@fresh elm I plan on building my final home base there π
it's nice and flat in an area that isn't the grass fields, I like it
I have a train station there
(grabbing the quartz and sulfur near there)
and then I have a tube from there to the geothermal area and sulfur node
and right there there's a truckload of nut bushes too
so I just swoop through and harvest them when I'm in the area since they respawn now. never run out of food
gah blasted work, i will be back tonight
How do you optimize for big bases? I'm getting around 85 FPS in my Factory when I'm standing still and there are only like 9 production lines plus power in render distance. When I turn I get like 40 FPS though..
Specs:
i5-7400 (3.0 GHz Quad Core)
1060 3GB VRAM
8GB of DDR4 RAM
I don't have a mega base like some people but I want to start optimization early lol
don't turn? The game has to do a check to see what's hidden by wall, etc, every time you look in a different direction. when you stop moving it doesn't have to anymore. generally, it helps to spread things out instead of putting everything at one base.
is there a reliable website to find the correct area and amount of nodes?
There's a few calc & map websites pinned in this channel.
some clash when it comes to oil spots and amount for nodes :/
I've found it reliable on this https://satisfactory-calculator.com/en/interactive-map#3.25;144163;80362|gameLayer|oilPure;oilNormal;oilImpure
Satisfactory helper to calculate your production needs.
ok awesome, appreciate it!
Greeny's calculator + Anthor's interactive map = great combination
anyone want to work the meta math on converting 48 refineries to 200 fuel generators on a perfect split?
What recipes
48 refineries on turbo fuel to fuel generators, all running at 100%
Also are you wanting a perfect balance of 48:200 or am I interpreting that incorrectly
exactly
sweet jesus
you should have seen the math I just did working that equation backwards to using up all oil nodes in the SE quad on the map xD
but i hate the restrictions on pipes π¦
huh, interesting
the 200:48 ratio is the same as the 18.75:4.5 ratio
4.1667
I feel like a perfect split isn't necessary since you don't need 100% of the fuel until you are using 100% of your capacity
but if you're wanting to simplify your piping down...
Are you willing to do several mini-manifolds?
that is true
I know my setup uses two main manifolds, 26.66 refineries is just 28 refineries with two at 33% and the others at 100%
two rows of 14
also if power consumption isn't flat, you'll probably need more generators to raise the maximum above the average.
trying to avoid manifolds
lol
also explain @polar sleet
your refineries and the like can produce steady amount of fuel regardless of power consumption. thus you can consume both less and more power than you are producing fuel for
the important part is that you make sure your fuel production is at or above your average power consumption, and that your maximum (power plants) is at or above it's peak usage
@terse hollow because of the ratio you have to manifold anyway..
So maxing them is a neccessity to avoid build up on the plastic/rubber tangent that runs off them??
If you're using a turbofuel setup don't output anything else
With oil you want to output product or power - only one, not both, unless you really know what you're doing
I'd take a picture of my notes but it wouldn't look pretty
max performance turbo fuel, creates a risen byproduct, but you can just sink that
anyway, point before is that you generate a "max" average power consumption based on fuel production, and you define the max power consumption (peak usage) based on the number of power plants you use. essentially these two values are related but not a constant ratio. you need to adapt them to your needs
My setup btw :D
Ignore the left, that's my old plant
But this entire thing is for nothing but turbofuel
This pic was taken pre-generators lol
If it's desired I'll get an updated pic at home, leaving work now
for example: max performance turbo fuel, you can use one whole pure node, some overclock, for a power average of 133.33 power generators... but i go with 144 since that gives a 8% extra capacity to handle power spikes
Im soon moving towards oil. any tips?
shoot yourself now
jk, just prepare to sink by product to keep steady fuel rates on power production β€οΈ
@polar sleet @muted crypt
i got a good example... one sec
a bunch of round number to give you an idea of what the ratios on optimized turbofuel looks like
basically 3 alt HOR : 4 alt fuel 3 alt fuel : 8 turbofuel 8 turbofuel : 33.33+ powerplants
@warm lagoon Stay organized with your pipes
including the compacted coal:
@warm lagoon Keep it simple in the beginning. Just start with the vanilla recipes and understand how the refineries work before you start getting into more complicated setups.
overclock the node to output 300m^3/s, use both outputs, and preferably have a decent buffer in power generation, refineries are pretty power hungry, and one oil node can feed quite a few refineries
also regarding manifolds, or just any pipe using 300/min, it's important to note that you might not get the full 300/min depending on how you distribute the liquid to the refineries.
to get the full 300/min you seem to need to construct you distribution in a way that ensures the pipe sections connected to the refineries are full all the time. if not low pressure can occur in some part of the layout causing one of the refineries to run at 99% of expected thruput
this seems to be because the refineries accept the fluids in pulses, in turn the pressure mechanics of pipes cause a lag; that seems to be able to (albeit very gradually) lower the amount of liquid in the pipes (especially near the end of a manifold).
but for some odd reason if you set the pipes up so the sections connecting to the refineries are lower than the splitting sections they branch from, the liquid tries to pool into the sections in front of the refineries more vigorously, thus negating the accumulating lag.
so yeah.. all those screenshots you see of people piping from under foundations into refineries and power plants, are not likely not using the full 300/min
also this is trick is important as well for manifold pipes even for less than 300/min. since if you try to pipe your end connections upwards it suffers the same problem.
simply put. the liquids in pipes redistribute more quickly downwards and less upwards.
additionally, long manifolds benifit from have the pipe split into 2 and having the manifold as a pair; since long series of pipe splitting can promote this problem as well
Lol, just avoid having any vertical pipes in manifold will do. I wonder why this is even an issue
I clip the pipes and belts everywhere. They all have the same elevation
Hello all, this is really basic i guess, and I am just dumb, just started playing. is this how it works or no? To me that looks like the last two smelters are lacking no?
In reality a smelter eats 30 so the first splitter will be 30-90 after its backlogged and same for all splitters
Well This is how i saw it in every other video
Generally all you have to worry about is
- Is there enough resources going into the main belt and is it fast enough to support them?
- Are the belts going into the machines fast enough?
by my logic i would split it 60/60 and then make it 30 each
I have it all on mk2 belts
This setup works, depends on how visually appealing do you want it to be
And if you have a non-2^x number of machines you will have trouble splitting that
This setup also works for overflowing
It does split by 60/60, but the first smelter only eats 30/min.
hmmm, alright then, I guess i am just dumb π So this means the belt gest clogged and thus it splits evenly after it gets blocked?
Then it would make sence and I did not take the blocking in mind.
When clogged, the splitter will overflow to the unclogged belt evenly. So, yus.
U are welcome.
I guess the dev may need to create a new type of magic splitter, where when one output belt is clogged, additional items going into it magically disappear into oblivion. Then all the balancer will make sense, and that is where the magic happens.
Or programmable splitters with priority on outputs
If that happens, we no longer need to explain the benefit of manifold anymore
I mean too many people misunderstood the properties of a normal splitter. And that is why balancer is still a thing until now
yeah true
balancer is a thing because of these reasons imo:
- the big youtubers use them
- they are useful in factorio
balancers also look cool when it's running. kind of a shame how much space they take up for no long term gain in terms of productivity
not to mention it is neither expandable nor CPU friendly
if I have 1440 turbofuel per min how many fuel generators do I need
1440/4.5=320
320...
Thats like 1600 computersπ
3200 Heavy Framesπ£
4800 Motorsπ«
16000 Rubber and Quickwireπ±
late game in a nutshell
This is why we tell people to abandon handcrafting asap
so why is balancing useless as it makes it so all your ore will be continued to be used even though you have lets say rotors full but the ore creating the rotors will be used by for example the reinforced plates so all miners will constatly be active or is there a better way to do this in satisfactory?
Balancer ensures all machines get their stuff to eat, but space inefficient. Manifold is very efficient in space, but your setup takes longer to reach 100% working efficiency.
line splitting is always the way
dont you get issues that you dont have a fast enough belt?
Well, that's an issue all setup had to face.
Input = output, otherwise no 100% efficiency.
I wonder if the developers plan on adding belts that hide items.. Would boost performance a ton.. Right?
I know my PC definitely needs something like that. I can't even really load into big bases because my PC cannot handle it lol
@north osprey not exactly. Depends if your performance is capped by GPU or CPU
welp
I'm screwed guys lol
Probably my CPU and RAM
8GB just does not cut it with a 3GHz quad core anymore
@fossil grotto Use the overflow setting in smart splitters to keep using resources from a backed up production line.
@glacial hemlock the other actually reasonable alternative for splitter behavior is that the output throughput is divided by the number of sides. In that case manifolds would not work
Coming from Astroneer thatβs how I assumed it worked initially
I wanted to think of a way to measure the overall "efficiency" of all the recipes needed to make every part, perhaps graph them for a visual? I'm trying to brainstorm how I might go about doing that, but I can't think of a "proper" way to develop a sort of valid equation for a system like this...
And this would include all constituent processes as well, so for example, if we were measuring Concrete, we would do a comparison of the normal Concrete recipe, as well as Wet Concrete, Fine Concrete without the Cheap Silica alt, and Fine Concrete with the Cheap Silica alt.
One idea I had would be to use the base recipe of any given item as a "middle ground" and use that as the slope
I'd just give the input ingredients arbitrary weights and go from there. Can always adjust the weights later if they don't align with community consensus or your resource surpluses
I was thinking to do something like (listing these on separate lines so it's easier to read):
a = ([resource consumption]/[base recipe consumption])
b = ([power consumption]/[base power consumption])
c = ([resource PPM]/[base resource PPM])
y = abc
Such that y is a sort of "recipe score"
However, for things like comparing base concrete to fine concrete with it having to implement quartz...
or for wet concrete, with it using water...
I wasn't sure how to set that up so it's a "universal-ish" equation
this would put the base recipe process at y=1
and everything would be above or below that
you could just use each input as a different x value, so it'd look similar to a production graph over time
Put water as a 1,power consumption for water gens still rises the score
x=1 iron, x=2 copper, etc
Also that wouldn't work
Do a ratio to find how many of that resource are on the map compared to others
And use that as a resource value muktiplier
Like uranium is 40 times more valuable then iron or something
The value was arbitrary
Idk how much uranium is on the map
Compared ro iron
so like (total possible limestone)/(total possible everything) multiplied by however much of a resource the recipe uses?
Do you want it to be good that a value is high or bad?
hmm
higher value = better probably, so I'd have to invert those
or... wait
lower, I think
So the lower the value the better
π© hang on I gotta think about this lmao
well I was thinking like
How many of that resource
Eh true
Thats a weighted value
yeah (how much is used)/(how much is available)
and that would help prevent any dividing by zero, too
how would I take water into account?
Cuz then replacing lets say copper with iron yellds better value
For example
For water
Hard to say
Its widely available
Only downside rly is the power and having to pipe it
So this is probably gonna have to be arbitrary
Decide for water later
Test it out with the pure recipes and see what value would match them
Are you planning on doing this in a spreadsheet?
Cuz otherwise this is gonna be quite the endeavor
Do a 1 for water then temporarily
kk
My hope is to develop an objective scoring system for the game to look at lol
Cuz water is either the easiest thing ever to get or a pain in the ass
yeah
Rly depends on pumping distance
Eh true, good point
You could also give it a rly low score and do like 2 values for those types of recipes
One with 0 pumps and 1 with like 5
Cuz i doubt youll ever need more then that
Unless you're trying to scale a tower
I may just... ignore... water from the equation entirely, but put notes on those where water has to be taken into account
Or I could use water in the equation, but leave out power maybe? π€
because generally speaking power won't be much of an issue
Leave power in, its the singel detriment of water
Mess around with water value
do I want to do like
clock speeds on a mk3 miner
because that can get into some messy numbers
but that's also relevant for the maximum available
Id probably just ignore miners
Since you can take that into account on how much of a resource there is
By using the max amount you can generate from one node youre basically saying its easier to deal with iron even if you don't overclock
This will also change how much oil is available
Making it much rarer then other stuff
Which it should tbh
So what I think I have to do
because keep in mind
I'm mapping out every possible resource path for all recipes, assuming that we don't have mixed stuff like some iron ingots being smelted and some being purified
Youre only ever going to compare recipes in a vacuum with others of the same type so this should turn out nicely
eh true
Youre not gonna compare pure iron to HMF alt
well no
but like, the example I gave earlier
to get to Concrete, there's four possible paths
You can't account for everything
regular Concrete recipe, Wet Concrete, Fine Concrete without Cheap Silica in use, and Fine Concrete with Cheap Silica in use
I guess you can just multiply scores together
since we're going for a "closer to 0 = better" system?
For efficiency calculations you need too many combinations
that doesnt seem nescessary you would just look at what is t he best recipe for supplying silica the specific combos are to much
For more complicated setups
Cuz steel is a good exaple and other steel recipes
They are good at the start but they become insane with solid steel
So yeah ppl can figure that out by themselves
right
so just assume lower = better and if you really need to map out different uses (like in the example) you can multiply them yourself or whatever idk
wait
How do I take into account production output
do I at all?
Pick a fixed output for all of em
right, that number being different for each product because I'm not gonna do 100 everything per minute or something
If you use a spreadsheet using 1 unit is fine and will result in a small number as an end value
I mean I guess I could, but eh
You should do the same output for everything
Even different products?
Yes
Uhhh
is it steel screws? lmao
Yeah probably
the problem is
250/m Jesus fuck
260*
Oh yeha
believe 1 steel beam -> 52 screws
But like
I can't do 260/min for everything, wiki says cap for turbomotor production is 156/min
bottlenecked by Bauxite, kek
Also.... I just realized something
The production cap doesn't actually matter since you'll be comparing it to another turbomotor recipe or stuff like that
And if both are set to outout the same amount, the one with better stats will come out with a lower score
I recall someone said they were producing 14 turbo motors per minute with a factory and then posted a screenshot somewhere
that screenshot's just from the wiki, and it's producing 40/min lol
Lmao
anyway
Oh yeah btw using only 1 unit of outout you can easily make calculations for combined recipes
so I should test each recipe for what it needs per unit of output?
and from there I could test every path?
Cuz then you can just multiply the output value by the next recipe input and then take that into account
Not on the spreadsheet cuz that would take ages
but it would help the user, I guess, if they did that themselves
But as a note for anyone trying to make calculations
Oh uh
because that also has to be taken into account lol
yeah
Cuz thats whats actually important
the score of each recipe producing 1 unit per minute
these numbers are going to be astronomically low
This is getting complicated when i start to think about it
scientific notation pog
if we were to do base iron ingot recipe, for example
at one part per minute
choosing 10^3 as an arbitrary multiplier...
(consumption/min / total available/min) * (power consumption) * 10^3
(1/70380) * 0.1 * 1000 = 0.1429
that would be our recipe score
Does this at all make sense lmao
Calculation done on my phone
Base recipe is 30 ore into 30 ingot if im not stupid
Divide ore by resource value then multiply by power usage
Then dive by output value to get value for 1 unit
Chose 10^5 bcs it looks nice
Im not exactly sure why you chose 0.1 as power value for 1 unit
Its more precise ro round up at the end rather then in the middle
i hope when the smelter says 4MW it means 4/sec and not 4 per cycle
I chose 0.1 MW because machine power consumption cannot go less than 0.1 MW
and that's what the machine uses if you set the machine to produce 1/min lol
so you're doing [(resource consumption/min) * (power consumption/min) * 100000] / [(resource availability/min) * (recipe output/min)]?
The calculation is good
Also it doesn't matter what the minimum amount of power a machine can use is since this is only a hypothetical calculation
Noones ever gonna try to do 1/min
By underclocking
We use 1/min as an easy way to get a good mesurement
right
and it should be noted that the resource consumption and resource availability will be multiple rates
i didnt know this is the amount of math u needed
so in actuality it's like { [(power consumption) * 100000] / [(resource output/min)] } * Ξ£[(resource consumption/min) / (resource availability/min)] where the Ξ£ indicates all the resources (broken down to their most basic constituents) used by the recipe on a machine at 100% clock
i didnt know this is the amount of math u needed
@slim spokelet's be honest: I didn't either
wait
is there a sigma-esque symbol used in mathematics but for multiplication
because that's what I mean instead of Ξ£ here lol
huh, there is
it's β - pi
the more you know
{ [(power consumption) * 100000] / [(resource output/min)] } * β[(resource consumption/min) / (resource availability/min)]
huh what's happening here
Calculating a "value score" for each recipe
To see which is the most efficient to make each end product
interesseting
different values for different ressources ?
circuit board with copper sheet and silica or plastic/quickwire
sheer number of ressources or a ressource factor too ? (i don't know if i'm understandable)
it's taking into account how much the recipe consumes of each resource and of power, and how much it outputs, and allots a score
The closer to zero the score is, the better the recipe is
@safe hawk something that I realized will be hell for putting the value into the spreadsheet is trying to get it to only count the resource consumption/availability part of the score if the value is not zero
I can program up something rq to make it easier though
To see which is the most efficient to make each end product
@muted crypt this is something I tackled a bit, but eventually realised that you can't score recipes themselves, you need to score the whole production lines
a recipe can have good score, but there may be a way to make it without the recipe that is better
Well originally the idea was to compare every potential recipe line
I used Concrete as the example: there's four paths to getting an end product of concrete
- Concrete
- Wet Concrete
- Fine Concrete WITH Cheap Silica
- Fine Concrete WITHOUT Cheap Silica
well then you have different silica recipes as well
I forgot about the silica output of making alumina solution
oh god that's a whole new can of worms
yeah
I just use my tool to figure out the best way and don't bother with ranking recipes or such
but yes options 3 and 4 cover the different silica recipes, I guess I'd have to add a #5 for the alumina.. π
See the thing is, I want to rank the recipes anyway, 1) because I'm bored as shit and 2) because I think it would be cool to take a mathematical approach to see what path works best to go from start to finish on a product
the thing is, even if you rank the recipes, you're just ranking the recipes themselves, not the paths
so by ranking recipes, you won't see which path is the best
Well originally the idea was to compare every potential recipe line
I'm more so ranking recipe paths than recipes
and then you still don't cover stuff where multiple recipes are used in a ratio
because of e.g. map limitations or something
I'd be breaking down each potential recipe path into their required part constituents
down to the most basic
so for example if we were for some reason using the alumina solution recipe to provide our silica for fine concrete, it would take into account how much of the bauxite and water are used
I think you are missing the point Greeny, Maroon is bored and although there are different way s to rank recipes, paths, or ratio product lines, he is choosing a single way of doing it to satisfy his need for the knowledge and the breakdown will help any new people to the game regardless, especially for them to know what to start sinking at whatever tier of tech they may be at?
Ideally this will show you the best path for every product, or at least show you how each path compares
well... there's no best path π
this is using a mathematical approach of taking into account every resource available on the map to determine a score
yes, you can compare them
kek
but any "best path" is subjective
im intrigued by the idea, i cant wait for the spreadsheet to come out
well the word is "best" that is subjective term
but something can be objectively best
The thing is, right
Eventually I can take into account a system where you denote how many resources are available to you
and it figures out your best approach to the end result
that's basically what my tools do right now π
Oh, your calculator works differently? Does it not just take an end product and show you what you need based on selected alts, like SCIM does?
nope
it shows you how to achieve the desired production with as low weighted raw resoruce cost as possible
and picks recipes automatically from the pool of recipes you choose
or if you choose to maximize a certain product, it instead optimizes for as big production as possible, without taking resource cost into consideration
so basically exactly what you're trying to do π
just doesn't output a spreadsheet
and comparisons need to be done manually
.....huh.
I guess you know it, but you can play around with it here https://www.satisfactorytools.com/
I knew of it, but I had never used it
I've only used SCIM for its map and that's pretty much it ngl
yeah, you can give it a try and see if it helps you π it should optimize for weighted resources in the same way as you're trying to do, with power, building counts and sink points optimizations planned for the future
Do we know how big radius a Nuclear Reactor will radiate? If we assume its full of fuel
Someone already did a spreadsheet with all the alternative recipes ranked: https://docs.google.com/spreadsheets/d/1TqO6DwlKZibUia8USbbV_UD63LSS1yE9hBU_d64f0X0/edit#gid=1234485472&fvid=2104741098
Satisfactory 1
Explanation of columns in reddit post: https://www.reddit.com/r/SatisfactoryGame/comments/f6kova/my_indepth_analysis_of_the_new_update_3_alternate/,Alternate Recipe Name:,Notes: (Still calculating a few things since the most recent patch on 2/28, but all notes,...
@cedar mica nuclear reactor has no radiation
the fuel itself is the only radiation source
you can easily calculate that using the old tool of mine: https://satisfactory.greeny.dev/radiation
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
anyone want to explain the manifold process and why its better than equally splitting feeding lines?
The only real difference at the end of the day is startup time of the production line. That said, manifold is objectively simpler to use and layout than balancers, at least imo. Instead of calculating what each machine needs individually and dividing up belts to match that, you just look at the total you need and feed a belt to all the machines with that. Each machine will fill and pass the excess on till all the machines have what they need.
@wraith umbra the analysis in the spreadsheet above has some major flaws that didn't consider the end-game restrictions
why woild video game contain maths
Optimization purposes
If you ever play a game with bullet drop, for example, you have to use math (technically) to plan out the right trajectory for a long range target
WHY
If you ever play a game where you have limited resources, such as this game, you have to be able to make the most of what you have.. that's where the math comes in
is there a mod which removes it
Technically, even CoD has maths. Any game with OTK has maths.
Fortnite (best game) has no maths
Nah ah. Wood and stone.
Should we say anything?
NO
You can avoid math by building only 1 machine for each type of item. Oh, to avoid math, it should be building whatever machine for whatever type of item.
Or mods.
recommanded train stations (with sinking most limestone on site)?
just trying out some clustering algo
Modeling an idea for Alt High Speed Connectors.
Since each assembler produces the exact 90/min quickwire and each constructor produces the exact 37.5 silica
This seems like a way to do it.
Run the quartz to the constructors at the same level and run the copper and caterium to the assemblers 'front and back' using lifts...
@rose ivy too little train stations, you may need huge long trains for that
what is 1 plus 2
12
thanks
Nice
Oof
i assume it is not a good idea to build too many train right now
and you can run more than one train on the same line anyway
Technically you can but you have to think about throughput when you do long journeys
why woild video game contain maths
@valid sleet 99% of the games contain maths to some degree, some have more, some have less. You don't have to do maths in SF, you can also use some of the online tools to do it for you. Or just eyeball everything. But it's a game about building factories, how would you play it without math?
If they made a version called unsatisfactory you wont use math..
Is there a formula to calculate the power consumption of over/under-clocked buildings ?
Thank you!
If they made a version called unsatisfactory you wont use math..
@patent nymph insert LetsGameItOut
@ruby briar and if you want the equation for generator over/underclocking, it's [initial power production] * ([clock speed]/100)^0.77
I realize I'm slightly late but I just woke up so meh
Fortnite (best game) has no maths
@valid sleet so you dont see any numbers? and how do they calculate the dmg you do or get? HMMM??? xD
So I pulled up the production planner from the satisfactory calculator......... And to make the factory line I want.... I need to split a 120 line into two 28.13 lines and one 63.75 line...... Anyone know how to do that XD?
Someone needs to make a mod so you can do math expressions in the in-game chat lul
Not those exact ratios, but you can split into 60 30 30 lines pretty easily
I wonder if that would mess it up......
Well, what are you making?
24 stitched iron plates/min and 20 copper sheets/min from a single mk1 miner on a pure iron node, and one on a pure copper node
What is the stitched iron plate recipe again?
So to make 24 reinforced iron plates, you'd have your iron miner splitting into 4 furnaces, splitting into 4 constructors
To make 80 iron plates per minute
And you'd need 160 wire per minute and 20 copper sheets per minute
I guess..... Didn't look at the numbers cause I'd probably make it worse for me if I looked at all the numbers instead of doing it one at a time
Which is 80 copper per minute to make the wire and 40 copper per minute to make the copper sheet
The miners would be able to produce this perfectly
mhm, I worked that part out already
and if you want the equation for generator over/underclocking, it's
[initial power production] * ([clock speed]/100)^0.77
@muted crypt it's actually [initial power production] * ([clock speed]/100)(1/[exponent]), where exponent is slightly different for nuclear power plant (1.321928) from other power plants (1.3)
I wanted to push my miners to the max (without using power shards as that'd be too much for my mk2 belts)
@wind spade wiki says what I said.
does it?
check the note underneath
(also I have the data directly from game files, I know what I'm talking about)
Ok, so you'll split the copper ore to 4 furnaces, and the iron ore to 4 furnaces. All 4 iron smelters would output to 4 different constructors producing iron plates, and you'll combine all the copper ingots onto one conveyor, which will split into 3, 2 of which will go towards wire, and one towards sheets
Oh it's -0.77
I didn't see that oof
Nope wait
That's burn time
We're technically both right
Yeah the copper appears to work out nice and easy in the planner @fossil sparrow....... It's the iron (and the very final stages of the wires when being sent to the assemblers) where the numbers get messy
0.77 is usually enough, since the game doesn't measure beyond 0.1MW in terms of exactness
@fossil sparrow here's the actual set up so you can view it yourself if you want: https://satisfactory-calculator.com/en/production-planner/index/index/reinforcedIronPlate/24/copperSheet/20/direction/RIGHT/maxBeltSpeed/120/minerSpeed/1;pure/altRecipes/Recipe_Alternate_ReinforcedIronPlate_2_C/altRecipes/Recipe_Alternate_Screw_C
Satisfactory helper to calculate your production needs.
Just split to 4 smelters, which each go to a constructor which will make 80 iron sheets per minute.
Thanks for the link
Are there any instances in which the 0.77 is not the same as (1/1.3) in the power calculations, greeny?
Ok so ignore the calculator........
After taking into account rounding
okay so then
only thing that is rounded is the number displayed to you
nvm, not worth discussing
With power such an easy thing to acquire, having to go beyond "good enough" to "exact" is excessive
that's all I'll say
Yes. @sick epoch Is there some way I could make a diagram for you?
difference for 250% OCed fuel generator is 0.21MW, which if you build e.g. 100 of them is 21 MW already.
so yeah, I'd say it's a pretty significant difference @muted crypt
even though it probably doesn't affect most of the people
But... why would you overclock a generator
@sick epoch ok. Ill try
well that was an example for how the exponent changes the resulting number
Fair enough
the 0.77 exponent gives you slightly more power than the 1/1.3, the difference is 0.21 MW
and for bigger setups and calculations in the calculator it's just not acceptable
Ok @fossil sparrow I got the smelters set up and the iron ingots merge to one line and copper ingots merge to one line (this is only to be brought up to the second story which they will then divide again)
so i calculated my needs for ~124 Turbomotors per minute...
i already produce 1980 alclad and 3000 quartzcrystal
anyone can redo the math? im to ... lazy xD
Why not let the production planner calculate?
because i dont want to use them :D i want to use my brain
greeny's temporary down due to server issue
Also @fossil sparrow I think I found the solution to my problems:
good luck manually calculating turbo motors
you are not allowed to use excel, only a simple calculator
i used text document and calculator
or....... Maybe not......
@sick epoch press N in game then type your equation in the box
most of the time, you should round up instead of round down, since you can't just build 0.666666666.... machine
Well....... You can underclock which is essentially that
u can .... 66%
i mean, 67 would be better, right?
use a manifold, dont even try to do proper ratios on such stuff
This is so annoying.......... I got 4 lines of 20 iron plates/min and 4 lines of 40 wires/min XD
eh...... it'd only skip a beat every like........ 10 rounds or so
wow, that's interesting for a use of Power Shard.
just make two of them at 53% and 54%
Make 107 at 1%.
I'm more concerned about belts than factories atm XD
due to the awkward inputs/outputs
But I guess I could split them up further......... Yeah I'll go with waht Greeny said
i used text document and calculator
@boreal cypress physical notepad is best
physical notepad is best
@swift ice maybe, but i dont have paper or a pen
@swift ice maybe, but i dont have paper or a pen
@boreal cypress get some
Print your own paper and pen.
why should i? i dont need it
To get the best calculating method?
Print your own paper and pen.
@molten hareprint your printer first
but to print a printer you need to print the printer which print your printer
Printception
This is gonna be fun............... 4 of these are wires, the other 4 are plates....... They each need to split into 2, and then pair together so 1 wire line to 1 plate line XD
I think I handled the wires pretty well:
anyone can redo the math? im to ... lazy xD
i want to use my brain
uh @boreal cypress
he "wants" to use his brain... he hasnt started it yet... hence the irony 
better than other people who refuse to use it :P
better than other people who refuse to use it :P
@boreal cypress gold star for you
ahhh.... bugs, I love them
We need ability to underclock machines by numbers like 1/3, 2/3, etc...
Like the game could just check if its below machine max production rate
And if yes then allow to make that specific number
Cuz if I have a mavhine which produces 45, you cant easily get equally 50, without numbers after commons
Am I right ?
no - max production from an impure node is 150/min
Well, I know where you're working on this project π
@broken jackal take the power shards into account
with enough shards, impure oil= 150m3/ normal and pure=300m3 oil
two impures at 250% will fill a pipe, one normal at 250% will fill a pipe, one pure at 125% will fill a pipe
@broken jackal seems like you are trying to make an oil factory on north shore... the extractor numbers seems about right
the numbers are right, their max prod is wrong
for impures
60 * 2.5 != 300
You can get 7.5 full pipes of crude oil with just the oil on the spire coast (the northern coastline and doggo haven)
seems like his math is wrong somewhere for the required amount of sulfur
for every 300 crude oil you need 533.333 coal and sulfur assuming you're using all 400 residue
since I did exploit almost all the north shore (with 1 impure untapped) for 9x 300m3 pipes and it required me to add 2925 sulfur (atleast)
if you're only using 300 HOR you need 400 coal and sulfur
not diluting ofc
compact coal factory somewhere else, train'ing the comp into the oil place
9x13 constructors working at %100 capacity
looks great
but it can still work
each pipe gives me enough tf for 71.1 generators
I opt'ed for 70 each pipe instead
for "more ocd" type of build
7x10 lines for generators each pipe
900 crude oil/min is combined with 2400 water/min, 1600 coal/min, and 1600 sulfur/min to support 444.44 fuel generators at full capacity when you use the heavy oil residue alt, diluted fuel alt, and non-heavy turbofuel
Anyone know how much screws you get from casted iron screws vs. the normal rod method? Is it more screws?
coal comes in 9 equal train carts, resin goes out (for now its not going out and rather being sink'ed but it will be used in later)
um....70 fuel gens need 315 turbo fuel a min?
@sick epoch you use the same resources
Anyone know how much screws you get from casted iron screws vs. the normal rod method? Is it more screws?
@sick epoch same rate with same amount of iron ore, but less steps
Ah, ok
and 25% faster with one machine
instead of 10 ingots -> 10 rods -> 40 screws (1:4 ratio) it's 12.5 ingots -> 50 screws (1:4 ratio)
I eventually intend to use the entire spire coast for my power
heck nuclear, all my homies hate nuclear
/s
nukular
but there's enough oil on the map to handle everything else I could want
Ok, thx
seeing as you can do 300 crude -> 900 plastic or 900 rubber per minute
There is plenty of oil, just need to use all the recipies
when ur dealing with turbofuel the real bottleneck is not oil, its sulfur
Yeah I figured as much
sulfur will run out a lot faster than oil regardless of method
But sulfur isn't used in much else, so it isn't as bad
thats why I didnt bother diluting my north shore
it's used for nobelisks and uranium processing
more oil on map I can use for plastic-rubber
is it used in anything else? lol
alt steel ingot with compacted coal
eh
but oil is a limiter, so getting more out of each barrel of oil is a thing
well mostly used for tf-nuclear-nobelisk true
that one sucks @tawdry pebble
less oil for power, more for plastic
solid steel ingot best
@hybrid horizon oil is not limited
Batterys, if you want cars to go accross the map
not "that" limited*
has best gain coal-steel
Batterys, if you want cars to go accross the map
@cedar mica eww
@cedar mica I don't even use vehicles
@swift ice can i dm you for fuel gen calcul ?
@swift ice can i dm you for fuel gen calcul ?
@broken jackal sure
Be it personal transport or otherwise
@broken jackal I have the math somewhere already if you want it with the diluted stuff tied in
I only use 1 explorer total in terms of non-train vehicles
using it to pick flowers if my paintgun runs out 
Its also useful, when you need to fix power issues
you think plastic isn't limited? It takes me like 800 plastic a minute just for me 12.5 computer/min setup
though I haven't messed with the supercomps and turbo motors yet
4746.67 cruid oil is enough for me to make 120 turbo motors and 120 super computers
So you can easily use 3000 cruid for power
I need to do a HDD run to finish unlocks
don't have recy plastic yet or the good tier 6/7 HDD alts
you think plastic isn't limited? It takes me like 800 plastic a minute just for me 12.5 computer/min setup
@hybrid horizon what recipe are you using?
default
Also, you get some plastic/rubber, just by making power. As you end up with some Polymer Resin
I just sink the resin
Resin + water = plastic/rubber
resin = points for sink π
Rubber for computers = more points
isn't caterium computer the best recipe to use
Anyone happen to know a good 5:1 radio for screws:rods where I have 8 constructors making rods? How many rod lines would I turn into screws?
Rods are 1:1, for screws
Anyone happen to know a good 5:1 radio for screws:rods where I have 8 constructors making rods? How many rod lines would I turn into screws?
@sick epoch two constructors making rods -> 3 constructors making screws
ik
Rods are 1:1, for screws
@cedar mica rods are made 15/min, screws use 10/min
but I can't get the numbers right
you need 8 making rods to supply 12 making screws
I'm used to see the production, not the machines needed to make it...
It's so annoying cause it seems all I can get is a 4:1 ratio XD
or something equivalent
It's so annoying cause it seems all I can get is a 4:1 ratio XD
@sick epoch if you manifold all the rods together, you can fit all of them on a mk2 belt
screws are easy ratio on the default. 1:2:3, smelter:constuctor:constructor
9 smelters, 18 making rods, 27 making screws, for example
From there, you can fit three assemblers' worth of screws on a mk2 belt
Yes........ ik......... But I can't seem to get it to convert its standard ratio to a 5:1
...why do you want to convert it to a 5:1?
for rotors
ahhh
you'd actually want a 5:2 ratio
5 constructors producing screws is 200 screws, you need 100 screws/min per assembler making rotors.
(assuming default recipes for screws and rotors)
...... But the rotors take 100 screws/min and 20 rods/min. That's 5:1
oh yes of course my bad
it uses 45 rods/min
thought you meant just for the screws
which is three constructors of rods
you can take 1/3 of the middle output of rods and merge it with the left output for 20/min going that way and then take the other 2/3 from the middle (you have to have outputs on all 3 sides of the splitter to make this work), merge those, and then merge that with the third constructor's output.