#math-and-meta
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What, is my tutorial not good enough for you
I really wish the game had industrial size power towers like these for running power over long distances
if you squint hard enough they look exactly like that
As for your long-distance power concerns... train rails are nice for that
I think some fancy 3d artworks are possible by using some wall outlets+wires or pipes
[cries in stuck at Tier 4]
you'll get there ๐
lmao greeny that video tutorial is god tier
tier4 for first time? That's a great progress there
I unlocked the explorer vehicle but haven't unlocked the motor recipe 
yeah, I'm still getting my steel up and running, but I have a tractor on a loop delivering caterium and I have a MK2 belt line from the pure coal node at the south west of the green plains biome. I split 30 coal to keep the truck station (and tractor) fueled up and the other 90 goes to my 3 steal foundries. it worked out perfectly
great, and if you can tame a tractor well, you are doing a very great job.
and each of my floors, starting on the second floor, are a sandwich with glass on top, then metal foundation frame, then a 8x1 foundation.
I've been using that to run belts under the floor/ceiling and between floors.
it's a super clean layout
yeah, cool. Btw, if you are going for magabase at the late game, you gotta reduce the usage of glass walls and foundations, they cause lags
you gotta do separated factories, not megabase ๐
is that dependent on my PC's available horse power or just wonkiness with the engine regardless of how beastly my PC is?
both
^
I'm making separate factories based on general categories. like all my iron/steel in one, copper (and maybe quartz and caterium) in another, etc. and I'll have a whole other facility for all the oil based stuff
you gotta do separated factories, not megabase ๐
@wind spade dont tell me what to do
my PC is pretty decent. Ryzen 9 3900X, 32GB RAM, RTX 2080 and entirely NVME SSD storage.
in my world right now I'm averaging north of 60FPS in most places.
though I recently loaded up a save file Kibz provided of his let's play world and yeah, it chugged a bit.
game just freezes for a solid 30 seconds on each autosave
same with my save
my world freezes for a second or 2 on each save, but I guess most of the wonkiness we experience can be blamed on early access status? I assume they'll start really bug smashing once the game is feature complete. It's already pretty solid for an early access game though.
Mine does too on a SSD on a fresh world
Maybe not 2 seconds but a lot more than it used to
The fact that they put a warning in for when it's about to autosave says to me that they know about it and they can't change the freeze
its because of the massive save compression
Savefile before Cloud Saving were over 150MB now they are like 5MB
Fixing that is part of their work for making dedicated servers I think
In oil extractors, there's wording that the flow rate is xxx m3/min. No matter what I overclock the pump to - say 480 m3/min.. Is it actually doing 480 or is it limited at 300?
I almost think it's capped at 300, cause if I have mine set to 480, and I'm feeding refineries for fuel... and each refinery has an input of 60 per minute, I should be able to fill 8 refineries. But it seems like I can only do 5 reliably.
In oil extractors, there's wording that the flow rate is xxx m3/min. No matter what I overclock the pump to - say 480 m3/min.. Is it actually doing 480 or is it limited at 300?
@quasi kettle limit to 300 because pipe
So no bother overclocking then... damn.
you can them oc to 300mยณ max
Right... I want 480.. ๐
you cant get them :D
when will cards or achievements be added to the satisfactory on steam?
Achievment: dismantle your pod
Achievment: build HUB
Achievment: FIRST BLOOD
achievement: press left mouse button.
no thats a very hard one o.0 how do you achieve that?
What's the most efficient way to make plastic and rubber? I tried the alternate recipes for recycled rubber and plastic - each of them feeds the other and then the excess is shipped away... but I'm only able to add 6 refineries to each pure oil node (see above). There's got to be a better way, right?
Convert it all to resin and then refine that?
diluted packaged fuel -> recycling loop
900 min is great! Ok, so that's plastic. Work the same for rubber?
fk me..that's a lot of equipment.
idk why both use residual rubber @wind spade
less PR and more water
ahh okay
so you'll get more stuff out of it
thanks ^.^
I wonder if it's possible to combine those two diagrams to use less buildings and say 780 items per minute? ๐
of each
.-.
funny... its 780,01 rubber and 779,99 plastic xD
but why do my chart look diffrent?
that's probably just a rounding error
I have plastic first and rubber second
oh
I assume you have it the other way around
yes
ok, so the answer is yes, but you're really not saving any equipment. lol
Ok, I have a new spot for a plastic/rubber plant, so let me get building. ๐
btw @quasi kettle the diagrams are from my tool, so you can generate them yourself ๐
this is the setup I've been using: https://www.satisfactorytools.com/production?share=qeAnyJE5t2dv5u0rOOxQ
excellent. I'll use that for sure.
The science is there, but does it actually work? ๐
For things that require > 300 quantity (in liquid), I'm guessing you're just feeding a large pipe with lots of refineries on it?
multiple pipes ๐
Right so for your instance that shows 1733 water input - that would be 5.77 water extractors feeding 23 refineries. 23 refineries / 5.77 = ~4 refineries per water extractor. Is that about right?
5.77 water extractors maxed out, that is.
overclocked to the max
I think so
or more extractors not overclocked
if you have the space, it's usually better to not overclock them
as the non-overclocked extractors use less power
thanks for the tools share, that is awesome
@grand garnet If you absolutely must have that railing there and it just isn't working, then you can use greeny's map tools to place it instead
I like the maximize button, that is awesome for planning out how/what to plan out
It didn't take long to learn how to move/copy stuff etc
yea, im moving around the foundation and it happens every so often... I'll probs have to use the map tools
do you guys have to redesign your factories alot in the beginning?
Not really
Ohh yeah.
Usually I divide the map into grids
Assign a grid as a "starter factory"
Do all my messy starter factory shenanigans there
Then do a more planned factory in the other grids
im only on my 2nd play through on tier 5, but trying to build out so i dont have to come back and re do everything
Yeah that's kinda unavoidable due to the existence of alt recipes
Rebuilding will happen over and over until you figure out your design method.
Learn from mistakes, find a better way to do it that fits your brain.
But you don't have to update your current factory, you can just leave it as it is while you move onto other areas
That's what I did alot. Basicslly what Tya described. Build a started and plan more later once alts are unlocked.
gotcha
yea i starting the heavy modular frames, and have alot of pure nodes, so that tools link was awesome of maximazing the nodes
Greeny is the bomb.
tell you what thought, this is prolly one of the best games i've played in a long long time
The argument in my brain... "But it's right there!" "But what if I need that resource for something else" "It's literally right beside of where you could use it!" "But... I have plenty of the resource and..." "But it's RIGHT THERE!"
does anyone have a crazy good turbo motor factory yet? Or am I stuck trying to compute all this nonsense to even attempt one?
And when I say crazy good I don't mean 100% efficient, I mean like going for around 20/min (Because why not)
Not sure why but Satisfactory-calculator doesn't know how to compute making cables with the quickwire alt
keeps showing me the normal method, even though I have that recipe checked.
I usually only use greenys stuff now. But some recipes you have to disable the original gift the alt to be used.@quasi kettle
Not sure if SCIM has that function.
What is greeny's stuff?
Oh yeah, use that A LOT ๐ Didn't play with the calculator much tho
I prefer it because it doesnt show each individual connection.
Wait, my bad. Wrong URL I was thinking of.
And that is the right site I was saying doesn't show the one Alt recipe.
the SCIM one is the one I use a lot -for mapping and finding resources
If you scroll farther down you can unselect a default recipe.
my method for bringing stuff to the space elevator from below. I've got it on a raised platform.
all the belts go under the walkway bridge to the main assembly factory. Right now it's just doing steel, but eventually that will move to another facility and this building will be for assembling the complex parts for the elevator.
Here's an interesting, but familiar thought - why do we package things? I mean why can't we just pipe it to the other equipment? I'm following one of the diagrams that @wind spade posted, and the whole "package, then unpackage" doesn't quite make sense to me. Unless you're gaining an advantage, what's the point?
Right thats called for.. ok, so you get a bump..
That loop he refers too is probably the HOR>diluted>turbo.
This the plastic/rubber recipe
Makes 22GW from 300 oil.
Yeah, I think I read that one too. Doesn't that use like a shipload of refineries? Well the plastic/rubber one uses about 100, so probably just as bad. lol
Yup. Same thing. It uses the recycled fuel alt.
And the diluted fuel is the best way to get more fuel.
well I got 16 GW, so maybe when that gets close, I'll have to build that power plant.
I'm assuming you're talking about stage 5 here. https://satisfactory.gamepedia.com/Fuel_Generator
I've done step 4... mixed with coal, got about 16GW, so good for now.
I'm working on the stage 5 one now.
Just finished all the fuel set ups. About to start compacted coal and can finally build all the gens.
woohoo!
I did stage 5, took a lot of time but was fun to do
I'm just half-pissed because I planned too big and now I have 2 empty floors
i spent literally all of today building a stage 5 from start to finish
including setting up the compacted coal camp
โข๏ธ
nice
The reason why the package/unpackage loop exists is because with diluted fuel you're turning 2 liquids into 1 liquid. Seeing a refinery has one fluid intake and one belt intake, one of the two fluids needs to be packaged. @quasi kettle
I do hope they vastly extend fluid systems to get rid of such kludges
I think the packaging/unpackaging is there to be a downside as well
I just want a tiny as heck (un)packager building that uses way less power.
Hardly, but obviously the recipes could (and would need to, because it'd break builds anyway) be adjusted.
I feel like an elegant solution would be allowing inputs on some machines to dynamically swap between belt or pipe, somehow. That way a refinery could take two fluids, or eg. a foundry could accept water and cover the pure ingots, etc. Sure, it would need an overall balance pass, but I just want some diversity from refinery for everything
I was thinking about that as well, Nev, but that'd require adding in new functionality to buildings that doesn't exist yet, meaning it's unlikely they will.
even if it uses equal amounts of power, a secondary fluid building would be fine for me
just to break up the monotony of refineries as far as the eye can see
A machine for every input and output combination
I mean, the smelter and constructors both have belt in/outputs. So does the foundry and the assembler. But they have different functionality. This could too.
Like fluid and solid in/ solid out can be a washer for pure alts and an applier for coated cables and such
Problem of that is that the building would be useless until you find the alt recipes. x)
well if there's someone with nice 3D moddeling skills, I'd be happy to make that into a mod ๐
Unlocking with the alt?
unlocked recipe: pure doggo ingot
unlocked building: washer
more buildings
unlocked recipe: diluted packaged fuel
unlocked building: applier
Has anybody experimented with this before? With the new overflow setting on smart splitters, it seems like you can do some basic logic gates. Here's a Not gate / priority merger
and here's an SR latch made from a few of them together
right now I've only got them puzzled out for mixed types, since that gives me better control of the routing in the smart splitters. but I'm sure you could do same-type logic if you used some kind of intermediate item
I know there are mods that can do this better already, but I think it's kind of cool that it's possible unmodded
Awesome!!! now you can actually turn off machines when a storage is full
but machines turn automaticly off when storage is full o.0
because it is saturated, yes, but I see possibilities, get more efficiency out of your lines because you can stop the flow of materials as long as there is no output for example
Still harder than manifolds
makes no sense, especially now with sinks
you essentially just want to produce stuff until storagebox is full and then either stop the production or sink the rest
both cases are doable easily with one overflow splitter
sure, as a nice experiment, building latches and gates can be fun
but imo has no real use in the game
Only reason I see for a better splitter, is that you have rations as an option, but thats a different topic
sure, I do that right now, but i'm currently working on my power factory as I have hardly enough to run the entire factory, so if you can shut down the flow of material until another part of the factory has completed its production, so the factory starts up at a sequence..
The only reason to shut down a part of the factory, is to save power, but then you are playing the "do I have enough power overall" game
it shuts down automatically if you don't have space on belts
and you're not solving the root cause of the issue
"I don't have power" should be solved by adding more power, not reducing your factory
If you face power shortage in this game for prolonged time, you are probably playing it wrong
just trowing a ball here :p i'm upgrading my power, after that it doesn't make sense, I agree, just thinking of possibilities
Some times you need to save power, as building more power, needs power as well ๐
well then this system wouldn't help you anyway ๐
because you'd need to wait for it to shut down when the condition is met (storage full or smth)
so it's better to disconnect one pole anyway
That system is built into the game, if storage/buffer and belt is full, wait till room
You can have some fancy separated power network so that if power trips, only part of the factory is affected
I would rather separate so you have separate production. Geothermal powers the water extractors and the pumps, the coal power you get from that powers fuel/turbo/nuclear. That way, if you kill the power, you can very quickly get it back up and running
Of course, its an endgame setup, but you are rebuilding your power at tier 5-7 anyway
Or basically just building an overkilling power supply. In the endgame you barely hit 0.5TW, but you can easily create 1.18TW
having more power than you consume at max is recommended anyway
I'm generating 1.4 TW and using about 650MW LOL
wait what
2 coal generators, 2 fuel generators & 3 geothermal generators LOL
how do you generate 1.4 TW from 650 MW
yeah
generating 1.4TW
but to produce 1.4 TW you need to process all the uranium, most of the turbofuel and that processing plant will definitely eat more than 650 MW
not using nuclear at all
then you can't be generating 1.4 TW
how do you produce 1,4 TW?
2 coal generators, 2 fuel generators & 3 geothermal generators
2 coal generators, 2 fuel generators & 3 geothermal generators LOL
@wanton axle thats only 1050 MW xD
^
the 2 coal have 3 shards each
1,4 TW is 1400000 MW
ok, that's 302 MW from coal
I think you're mistaking GW for TW
^
ok, I will hop on that game and check lol
TW is 1000x larger than a GW
ok, 1 fuel generator has 3 shards
show the capacity
2nd fuel generator has 2 shards
show capacity
The screenshot goblin is hungry. You must feed it.
total capacity is 1,462.7 MW with current production currently at 600 MW
1462,7 MW is NOT 1,4 TW xD its only 1,4 GW
jep, no TW
oops got my T & G mixed up LOL
lol, then my job for the day is done LOL - I try to confuse at least 1 person a day LOL
LOL
@wanton axle yes you can
When someone mentioning more than 1.3 GW i gonna react with: wait, that's illegal. Anyway
but not with @ name while writin @rugged flower
When someone mentioning more than 1.3 GW i gonna react with: wait, that's illegal. Anyway
@glacial hemlock you mean 1,3TW? xD
Yeah, now i am the one causing confusion
Why won't 2 nuclear plants give you more than that?
2 NPP give 5 GW
472.5 nuclear plants you mean?
Even 1 would give you more
My set up can only support 140-150 nuke reactors, I'm such a slacker ๐
my setup is for 144 NPP :D
and how much power are you using?
40 GW becasue T-Motor Factory isnt connected
T-motor sounds cool. Perhaps we will have L-motor and S-motor soon.
40 GW becasue T-Motor Factory isnt connected
@boreal cypress how many T-Motor's you making? I'm debating going for 22.5/min, I believe I can do a good chunk more though
im going for 124 Turbo Motors @vale surge
jesus.
@boreal cypress isnt that most of the way to the physical limit
isn't max 156?
how are you not using like half of the worlds oil anywhere else to limit you to like 80
i use the 1:3 oil:plastic/rubber setup
You don't really need oil for anything if you're just going for turbomotors
true ^^ but some alternate are just better so i need oil :D
I need to change my oil setup to 1:3 at some point
that'll give me 2400 plastic / min ๐
1:3?
I use the west-most oil nodes for plastic/rubber setups producing 1800 of each I think
1:3?
@eager solar using oil -> HOR & water + HOR -> Diluted packaged fuel, with some other alts you can do 300 oil -> 900 plastic or rubber
@eager solar yes, you use 300 oil to get 900 plastic/rubber
=]
oh, the recycled loop
i just recently got the game
didn't get the name
i just recently got the game
@dusty crow if u just got the game then I feel it's most enjoyed staying off of the steam reviews / discord servers your first playthrough to fully experience everything
actually if I use 1:3 I can get 3600 plastic/min
gotcha. i'll just.. post this first setup of mine tho to get iron
nice!
I can confirm the most annoying harddrive to get has to be in the red forest surrounded by both uranium & 6 bug nests
luckily, you can skip 13 and still get all the unlocks in the game right now
2 (?) you have to skip :D
I can confirm the most annoying harddrive to get has to be in the red forest surrounded by both uranium & 6 bug nests
@vale surge there is one on the edge of the red forest (I think) protected by three alpha spitters and poison clouds... I got that one without a gas mask ๐ฉ
I was literally yeeting nobelisks for 10 minutes
that was was alright to get, by that point I had the rifle though
xenobasher and nobelisks are the only weapons I use... screw me, I guess
for me the most annoying was the one on top of a big stone pillar asking for 14 biomass burners
with a bunch of hogs and their alpha
for the 420MW crash I just OC'd some burners since I was impatient to feed 14 with fuel
I didn't have slugs/shards with me and I was lie short of 10 raw iron ores so I had to look around for it
pain in the ass
why is my math saying i should draw 9MW power off of one biomass burner but it says 12.8MW?
I didn't have slugs/shards with me and I was lie short of 10 raw iron ores so I had to look around for it
yeah normally when I go for harddrives I go to a biome and just get them all which gives me a good chunk of slugs on the way around
same but I just happened to not have one at this very moment
@static wren wdym? Are you using more power than you should?
Did you overclock something?
im underclocking
and adding up the power output it adds up to about 9 but the graph says 12.8
I have a total of 900 crude that I'm imputing (2 overclocked normal and 2 overclocked impure's) what is the best thing to manufacture, and is there a way to make a efficient regular fuel generation system with also having the benefit of mass producing either plastic or rubber. If there is a way what ratio should i be using, all i know is that i need 30 refinery's for all the crude inputs
If you have the recipes there's a rubber/plastic recycling loop that you can do, it uses a lot of fuel and water. You could also make a lot of turbofuel and have a bunch of fuel generators with a single crude oil spot. Kind of all depends on what you need.
And if you want to know what ratios to build them at, check out greeny's tool. https://www.satisfactorytools.com/production
I personally only have like 2 oil spots that I use, so no more than 600/m. It's ridiculous how much you can get out of oil.
Hey Guys im new here, about 720 Coal, for how many Coal Generator at full effec. ?
720/15
alright ty so much
@mint grove use https://www.satisfactorytools.com/production it helps so much, i really wish i knew about this tool when I started
@cerulean marlin tyvm i already about 250+ hours but still noob ๐
lmao yea i got 169 hours and just learned about it today
well for text it's more easy for me im not english xD
gotcha
if im being totally honest i didnt even know that math was involved in satisfactory
You only do math if you want the best optimization
i used to play factorio but stopped
No math in Factorio? Funny.
Math with grabbers? Funny.
If you put down the right grabbers, you'll always have a consistent throughput.
I guess i never put down the right grabbers
Smelters smelt so many per second, belts can only move so much per second, assemblers make so many items per second. There's definite math in all of it.
have i got this right 133 fuel generators per 600m^3 turbofuel?
Correct.
ta
2 boomers can kill most of the small bosses except elite stingers
There's a lot of maths in factorio, especially if you're doing it modded.
nice to see you here @swift sage and I am a fan of your mods in factorio
Hah, I was wondering why that name was familiar.
On the other hand, I think satisfactory is less mathematical than most people make it out to be. (Especially if you're still trying to split everything)
Math is tier 4 stuff
There's a lot of maths in factorio, especially if you're doing it modded.
@swift sage like Bob and Angel Mod? :P
Pfff, nah, what a preposterous assumption.
Factorio is more math because you dont get items/minute numbers... in Factorio you have to calculate that yourself :D
actually, you have, as the time is indicated in their recipe, such as, green circuit is 0.5s, which is eq to 120/min
but its not directly shown as in SF ^^ and you have diffrent tier of machines so you have to calculate their production speed too
factorio recipies are often more balanced so you can use even numbers of machines
not with nuclear power setup xD thats a huge number to have the perfect ratio
On the flipside, there's no punishment for overbuilding in satisfactory so you don't need to use even numbers of machines
.
until you rig everything to buffer-based switches
There's still a lot I wish were possible in Satisfactory, I mean, Modding would probably fix most of those, but still, I'm still into it's vanilla
Like, half a quater tiles, a wall with a door on one side and convayer hole on the other... and stuff like that.
I can only imagine the kind of stuff you'd add to this game. xD
A splitter/combiner that's 2 in 2 out.
Sorter, then. Sounds like something that should be in vanilla.
as it stands, first you have to split both the lines, then combine 2 outputs from the splitters... which takes a lot more space than a single entity.
I think my "Sorter" as you put it ended up using 2 splitters and 4 combiners with 4 lifers, though the final layout with a "sorter" would still have been 1 sorter, 2 lifters and 2 combiners.
Sorter because it both merges and splits. c:
but if you put that in the game, how do you configure the input/outputs? if you include rotations, there's 2 possible configurations. One where the 2 inputs are oposite, and outputs on the free sides, but also one where the inputs are adjacent, and the outputs on the other 2 adjecent sides
I think I'd make the input/outputs adjacent. Making them forcefully cross feels like something that wouldn't often happen? Like, usually you have output coming from one side, and continues a similar direction to become input.
Or, make it an option. x)
what is better, the regualr recipe for Turbo fuel or is the alternate "Turbo heavy fuel" better
The "regular" one. That way you get to use the diluted fuel to practically double the turbofuel.
and yet, inputs oposite and outputs on the other sides is the configuration I would have needed
Yes, I'd say regular is better, especially when coupled with diluted fuel, as you can get something like 8 fuel from 3 oil... let me check the maths
Yeah, diluted fuel gives you twice as much fuel as you had heavy oil residue, and the difference in turbofuel recipes means that it's better to do it from the fuel.
Honestly, if I were to have made this game, I would've made inputs/outputs as something that gets "attached" to buildings. Meaning they can swap out with things like refineries. And would also allow for a "smart" sorter, where you tell the building which sides are input and output, literally being able to make a splitter, merger, and both situations you described. x)
going crude oil -> heavy oil residue alt -> diluted fuel alt -> turbofuel "alt" is like 3 crude oil -> 6.67 turbofuel or something
that'd be a hassle, maybe it'd be better to just add another mode to the assembler after oil packaging is unlocked?
i used to play factorio but... it started to get boring idk why
Continued repetition doesn't give enough dopamine.
Satisfactory isnt diffrent :D
you have to explore in Factorio too :P
z@celest vault smart splitters and programmable splitters exist, you just gotta unlock them
Yep, yep they do.
what would be the best way to load balance 90 780 lines?
Spaghetti, and patience
90 MK5s!? Jaysus. Why?
smelting every single bit of iron on map using refineries
or if i could figure out how to put 134 lines perfect 525
why not refining?
I am refining using the alt rec with added water
uff ... well i thought im going mad with 124 turbo motors .. but you ... you are man ... xD
haha end goal is to max out turbo motors lol
thats just 156 ^^
I'd say just use 90 manifolds
over time it would balance itself as the refineries fill up
if you have 23 refineries on each they could all be independent lines
but you could probably get away with 22 if you had a couple crosslines to take the overflow
@twin pike that sounds good but a row of 15 perfectly take 300 water. I would have to run a second water line on each row.
you could use 2-to-3 balancers then
yea itrs close just off by 5
yeah I think the best solution is to take the tiny overflow off with a smart splitter
@fierce ruin the spiders on the screen are a bit scarier than the spiders in game
Where is anarchofobia mode for mobile lol xD
@fierce ruin Lemme just say I hate you for that gif
@mint grove see coal generator in wiki
Your ratio only works if the power consumption is below 89%
I was thinking today that 1200/min belts would let me make smart manifolds for foundaries...
I've reached the point where I'm not even doing things just because I can... I'm... thinking about what I would do even if it's not the best way just because it's different than the way I've done it up until now.
Then let's game it out!
And is also offtopic
Is the max amount of turbo motors 156/min ?
yes
I had fun arranging it into a 7x6 grid, the turbomotor net
There is some kind meta for every item (x/min)??
wdym by meta? you mean the selection of alts to build that item?
i mean ex: how many need for every item +/-
well yes
Yes, the answer is yes.
if you're asking about how much do you want to produce, then no
if you're asking about how much can you produce max from each item, then yes
You will need to produce and use up everything, but you will get a little surplus of iron ingot and plenty of limestones in the end
@mint grove you can start from one of the easiest: 156 turbomotors/min
one of the easiest?
well you don't want to max turbomotors
since then you can't build anything else that requires bauxite
True
what do you want to have which needs bauxite too?
alclad sheets for mk5 belts
well its not a splitted product chain ^^ so when you dont sink TM you will have a overproduction of everything :D but maybe thats why i only produce 124 TM
I prefer having everything split up
for every item used by iron i have enough nodes to do about 50/100min?
not many
for every item used by iron i have enough nodes to do about 50/100min?
@mint grove sure
and my questions that's 50/100min it's enough or better to start higher?
because for now i have a couple facttory with 50p/min
but i think it's low
what you want, but start slow and go high
yeah ty ๐
it's really up to you, there's nothing like "you need to have X to progress".
my problem is that my gameplay style revolves around idling for hours until I manage to create enough production to get what I need within a really short amount of time
meanwhile if I just built a small production and let it run it'd be done by then
instead of idling, go automate more stuff, expand power/production, hunt for HDDs and slugs, etc.
by idling I mean I'm creating a massive automation that I can only run once its finished
actully for my type of game i think 50/100min that's enough for me
it's really up to you, there's nothing like "you need to have X to progress".
@wind spade tell that to the space elevator and milestones :D
I mean X = items/min
jeah thats true^^
I'd say it can be considered enough once you produce enough to never be locked by production time
I think this game needs something that's infinitely grindable like science packs in factorio
you can even play the game with only one machine per item ...
coupons are that, by they get exponentially impossible
well at some point you run out of stuff to purchase anywnay
to get to that point you need hella turbomotors
i have 1400 coupons
I think if you don't purchase items it's not that hard to get to buy everything
how long did that take
@mental geyser days :D
lol
@wind spade I spent 36 coupons on items, how screwed am I
I figured worst case scenario I forgo one of the 100 coupon statues
well you should unlock every item, the buyable things arent ... well neccessary :D
so I just unlocked the MK 2 miners and overclocked some nodes. now I have more ore than I know what to do with. I've got 6 fully saturated MK3 lines of Iron ore. I calculated I need about 54 smelters to smelt the full 1,620 iron.
I'm now trying to figure out the best way to arrange them all
or use refineries for even more iron ๐ค
i do not have that recipe
powerful, but need more power and alot more space for more iron
I'm just trying to get the versatile frameworks done. I did get the steel screw recipe. seems pretty bonkers for how many screws you can make off 5 beams
or get alternate which dont need screws :P
i don't have any of those alternates
It is possible to get to tier7 using only vanilla recipes
Each step with alternate will cut down the cost by 33% (generally)
Possible? Sure.
Will it take a lot longer and will you be screaming about the amount of screws you need in the end? Likely.
I mean before update 3 you could technically get to t7 without mining any copper
Didn't have the space parts back then.
you pretty much need more than 10 belts of screws if you only use vanilla recipes, but you can do it in a smart way such that it is not an issue
well you can also handcraft everything for the space elevator parts
Can someone sanity check me? Do wall outlets (and double wall outlets) not display the number of connections/total connections when you hover over them with a powerline like the power poles do?
they dont show yes
Each step with alternate will cut down the cost by 33% (generally)
@kwjcool321#7200 that's hardly the truth now. Was pretty close to this in U2, but now the alternates are way different
why isnt that a ping o.0
jeah alternate work diffrent, maybe its less cost on materials but for lower productions speed or more power usage
I am trying to speedrun package#2 under 4 hours, but at 2h20min I am still struggling to automate rotors then I knew I am done.. times to study other's speedrun
So I figure, let's do this here, right channel after all.
Calculating the determinable fluid freight car throughput including animation downtime, in a single car from station A to B and back-situation.
A single fluid freight car can have 1600mยณ. With 600/m that takes 2m40s (160sec) to fil up (ignoring the station size, irrelevant). Let's just say that the animation downtime (25s) is just lost time for now. This means a single round trip (including both station animations) can be 3m05s (185sec) at maximum. After that, storages will be entirely filled and everything stagnates, ruining an efficient throughput.
This could be solved by adding more trains or freight cars.
Now how much do those 25 seconds lost affect the pipe throughput?
Let's say we're working at the most efficient possible situation. And every 185 seconds the pipe stands still for the 25 seconds of loading (160/185). That's 86.486% uptime.
Presuming you're using both inputs with double buffers for a continuous full 600mยณ/m. That's 13.513% lost for a total and maximum of 518.__918__mยณ/m throughput.
This is entirely on the idea that you're on the goldilocks zone of a station loop. Let's say your track is only half as long. 185 - 50 = 135 (animations from both stations). 135 / 2 = 67,5. 67,5 + 50 = 117,5.
25 seconds downtime over 117,5 seconds (92,5/117,5) is 78.723~% uptime. For a total of 472,34~mยณ/m over the same 600mยณ.
Conclusion: Ideally you would always be at least between these two rates. Seeing if your track is shorter, there's no real downside. And if it's longer, you'll add another train so the track time effectively halves.
inb4 tl;dr's
tl;dr trains are great, if not, add more cars/trains xD
Honestly, I just wanted to know what I'd have to do to make a flawless oil transport system.
So I calculated it.
how do you define flawless in this case?
No downtime, least amount of freight cars possible.
oh so optimized for smallest number of cars that can still carry what you need
Yeppers
I see
I was thinking about adding a train throughput calculator, though there's still a lot of unknowns
Right now that means that every... 12 pipes you'd only need 5 cars?
Or rather. Currently the way to get to know how many cars you need comes down to input / 472. Which seems to be the magic number.
you have a lot of variables:
- what are you transporting
- stack size
- liquid/fluid
- train loop length
- number of stations
- number of locos/cars
- track shape
- track length
- track elevation
it's pretty hard to generalize all of this into a single equation. If I could do some observations and tests and figure out some relations between these, I could come up with a decent estimation
That would be great
I literally did just generalize all of that into a single equation. I said it was liquid. I said it was just station A/B in a loop. Measuring the time would include track shape/length/elevation.
well I was just continuing my message about a train loop calculator, it wasn't related to your msg
o-k
though I think in your case you're missing the loop time. You'd need more cars for longer loops, so not sure how that's included in the /472
wait
472 is the minimum. The max loop time can be 185 seconds. If it's above that, add more trains.
had to re-read it
I mathed today \o/ My brain ded now
I guess you still need at least some info about the train loop to be able to precisely calculate anything
Yas!
All you need to do is time your loop
...the idea I got from you btw. I figured "Let's calculate it from the most ideal loop time."
I think some experimentation should be done in terms of avg speed
because if you test with 1 loco and then have 1 loco + 4 cars, I guess the loop will be slower?
Good point. Adding more cars will definitely affect your speed.
so you'd need to find how many cars per one loco so that it doesn't change the loop time
e.g. in Factorio it's 1:2 iirc
This I would not know. x)
Isnt it possible to programe a calculator which gives you the how many intems per minute or m3 in fluids can a train do?
That would now theoretically be possible. The only input you'd have is how long your loop is.
...oh and obviously what your actual input is.
Yes, the problem is to calculate the time the train takes between stations
And even then you have to give the choice if you want to add more trains, or more freight platforms.
or more cars
uh
yeah, that's the same as freight platforms lol
ignore me, it's late
well I guess I could make a simple one like this
Yes, but that you can just manual insert, the problem is to just calculate the speed
you just need ride time + how much/min you want to move
Yes, we just need to know how much can a train move per minute
well... no. The other way around. You need to know how much you want to move
although your case works as well, but usually you ask "how many cars do I need to move my stuff" rather than "I built a train, what can I do with it"
And I already calculated exactly that. :B
I guess we're talking generic trains now, not just liquid ๐
Well yeah. I just calculated a specific scenario.
Yes, would need to be generic
although your case works as well, but usually you ask "how many cars do I need to move my stuff" rather than "I built a train, what can I do with it"
Yes, i see, but you would also like to be able to calculate a choo choo loop you already made
Ah, you want to calculate it the other way. I'd still say that at that point you'd want to know how many trains you need, and not if your train is sufficient. Because calculating the former automatically tells you if the latter is true.
can you imagine the math real life engineers had to do when working on train infrastructures
Train infrastructures? Fairly sure it went "We have this many people here who want to go somewhere over there, so by these calculations, we should have this many trains." Not sure if that was done by the engineers at all tbh. Unless you mean the tracks, and the trains itself?
liquid trains are useless garbage @ me
you're not wrong
You can say what you want. I already mathed that they're pretty hecking useful.
math wont make you good at the game it'll make perfectly bad factories using the perfect number of bad solutions
Yes, making 1 train track is obviously a much worse solution than making 6 pipes across half the map.
A: dont transport liquids, transport solids.
Why?
beaucse liquid transport is garbage
correct ^
And I already used math to prove that wrong.
ladies and gents we got a math wiz
B: dont waste your time transporting 1000 gallons of oil xd do your processing there and just bring back the plastic/rubber in a single belt xd
i wanna see this math
whip out your spreadsheets daddy
And up until you're actually going to support your claims, I'm just going to call you a troll.
pfft
i use the quarter liquid mod :3 no problems anymore :D
actually there's probably situations where you have less oil to transport than the end product
lemme just bring 7500m^3/min of oil to my mega base and kill my frame rate making a ton of, well, everything at my base... seems good
oh but the math checks out so yeah we're cool
which may make it worthwhile to transport the oil
Just because you have a shitty computer doesn't mean it's worse.
Oh, look, not just a troll, also a bigot.
https://discordapp.com/channels/370472939054956546/558721941410807812/734498211129065554
@celest vault nice one :) good explanation
bigot? thats rich. anyways have fun spending the next 40hrs of your save building liquid trains
https://discordapp.com/channels/370472939054956546/558721941410807812/734498211129065554
@celest vault yes fine, but I've said it before and I'll say it again, it's not the pc it's the game being unoptimized
simple as that, you can have a 2080 TI and still run barely 20fps at times
water is one one the only valid liquid that you should transport, for oil you should produce them locally, but that count for most other ores too
there's a reason every youtuber with a 2080ti has medium settings on and still cant run through thier base
so fine, let's be super smart and come up with an insane track solution to transport a metric shitload of water and oil to a base for no reason at all other than to make it look pretty?
and to sacrifice framerate which you (don't?) have a problem with?
Funny, because you use so much more water than oil.
i only transport water in for bauxite
Why not move the bauxite to the water?
I run a crisp 70-90fps on my base perimeter & minimum 30fps inside my base, mainly storage room, this is because all the machines and hyper tubes / windows render in simultaneously
bauxite - south
water - north
becauce i builded the bauxite train first and than i looked into the recipe xD
more like southwest & northeast I suppose, but it would go through my base either way
i make 1000+ turbofuel at my base, and the only train i have is used to transport many small amounts of different items to and from my base, and as far as i'm concerned that is thier only valid use until you make a loop around the entire map to exploit every node
and I like having all my water in 1 place before you suggest "use water from closer to the bauxite then"
Yeah, that's a good way to deal with water.
then there's also the problem of getting limestone & quartz to that same location for silica, not to mention coal & a ton of copper ingots (the latter not an issue here)
I actually have thought about making a massive, and I mean massive aluminium foundry like right on the edge of the red forest, bringing all the maps bauxite to that spot, but it just seemed like a waste of time
for single items use belts, for 8 different items use a train thats 8 cars long. thier use is in simplicity, not throughput. belts and pipes will always be superior in that aspect unless you are going thousands of meters through non-paved land in which case slapping down a rail can be fine
correct, trains are perfect for sorting
can they add a bot to the server that bans anyone that uses trucks?
especially post-processing, since you never have to worry about using multi-carriage trains for 1 item - I mean, unless you harvest a whole swamp and want to bring everything back somehow
legitimate question
then well, that's an issue
can they add a bot to the server that bans anyone that uses trucks?
I wish
The only way I would use trucks is for pure aesthetic with x3-roads mod
nope, no account linking with the game possible
make a literal highway
Can they add a bot to the server for any elitist dingleberries who think that their way is the only correct way to play this game?
YO CAN A MOD CHANGE MY SERVER NICKNAME TO THE DINGLEBERRY THAT HATES FURRIES
Can they add a bot to the server for any elitist dingleberries who think that their way is the only correct way to play this game?
clearly shooting shots at one person there
then there's also the problem of getting limestone & quartz to that same location for silica, not to mention coal & a ton of copper ingots (the latter not an issue here)
@vale surge i need a shitload of copper ingots ... 18k per minute and only 1,2k iron and 2k caterium
Oh yes. I'm the one shooting shots.
and you're in the math/meta channel, not the inefficiencies and personal bias channel
<@&387163995947270144>
Oh yes. I'm the one shooting shots.
I will happily shoot shots because in a math and meta channel, I would like to hear an argument
not just a I'm right or you're right type of deal, I genuinely would change something if I saw fit
This is indeed #math-and-meta Which I've been doing. You've only been critiquing, antagonizing, and being rude.
but there's no reason for me to
you say trains are good cuz you like, i say trains are bad beacuse they are
how is trying to find meta being rude?
Wow..
I'm being completely serious, I'm sorry if I hurt your feeling but jesus this is discord not kindergarten
"elitist dingleberries who think that their way is the only correct way to play this game?" when meta defines the single most optimal way to play the game
just popping in there are no need for insults
soz
this isn't kindergarten agreed, so don't call people names
wdym i stand by the fact im a dingleberry he was right, i dont know what that means but i'll stick with it
I feel like shit like this deserves instantbans, tbqh.
mhm and thats invalid like disabled AND wrong
<@&387163995947270144>
knock it off
knock knock
one more comment on this topic and mutes will happen
hiski, wtf is transport fever 2
ok but i hope you know i will always be a belt supremacist, trains are slow, unreliable and bad
the sequel to Transport Fever which is a sequel to Train Fever (which is inspired by Transport Tycoon)
. . .
anyways ive got some ~200 fuel generators to slap down anyone know a good place to do it in the NW
or should i not deface the land and do it in the ocean outside of the map, it'll take 4 pipes of turbo so idm the distance that isnt hard to run
its up to you, build whereever you want
anyways ive got some ~200 fuel generators to slap down anyone know a good place to do it in the NW
smack in the middle of the rocky desert 800m in the sky, because why not.
i like to kinda form my factories to the land, not just cuz of aesthetics but it makes each playthrough a bit different
@vale surge BEACUSE PUMPS YOU PSYCHOPATH
but -
are you trying to have all 200 generators moving the liquid xd
you can use a train to get the liquid up :3 so you dont need pumps
trains -cannot- do inclines
no no no, just pack it all like an even bigger psychopath then unpack it all 780m in the sky, 1 pump, done
trains can do 2m (or the 4m, much easier to build with, double ramp)
luckily those have been good enough so far
to be fair if you genuinely want to do a sky platform for your power then you could just pack the 600 odd oil and send it up which isn't too bad honestly... that should just about do 200 gens, right?
of turbo fuel, that is
A train on a fancy spiral would work too. The fluid cars are fairly decent now.
ohgod pls no bando xD
can you spiral trains? they don't turn while going up without clipping do they?
when they first came out i laughed so hard at the 300m^3
so you'd need to send up, level out, turn, send up, level out, turn, etc
@boreal cypress you know you want too. I mean it looks simple
i actually used the packaged water/diluted fuel recipe, ended up stumbling on some intresting math
I must admit it sounds like a fun experiment, I never thought to do it as soon as I nearly had a track clip through a foundation on like the smallest incline imaginable
i actually used the packaged water/diluted fuel recipe, ended up stumbling on some intresting math
it is possibly the best alt in the game imo, the diluted packed fuel
tbh I feel like trains should be more accessible in early game
pumps use SIGNIFICANTLY less power than refineries for packaging so you really gotta be doin some vertical for it to be worth it from a power perspective
alright i might have to build one for the aesthetics
it looks like a marble maze track
train spirals exist irl dont they
this tonight with John Oliver, marbles in ....
satisfactory?
You can not do the thumbnail shit by putting < and > around the link @hot ginkgo
ok but for real though lets start a fight, do y'all use hyper tube cannons or loops
Can even edit previous messages to fix it.
That's handy. Thanks @celest vault!
Cannon
Cannon
where's my loop gang ;-;
Wiki
ah
cannons are easy make em big and make em smaller t'ill you dont die but still hit light speed
Iโve gotten a little lost, how many refineries are needed for a pure oil node with 3 power shards? to make plastic
Got nothing against loops, I like that they're lower power usage, but I prefer being able to adjust my speed.
pure oil node maxes out at 1 power shard
@simple jetty 84
hold up wait that cant work @simple jetty isnt that more than 300
Wow thatโs as quick
84? that seems like a lot depending on what you want to do
To make plastic
84 is the answer to the oil, the refineries and everything
I mean for the basic recipe each refinery takes 30 oil per min, and with the max 300/min output from an extractor the basic recipe will require 10 extractors plus a few to process the heavy oil residue
well, 84 if you have all the alts required
i mean i'm using 960 total crude oil and making just over 1000 turbofuel from it, you can do anything with as little oil as you want as long as you're fine building too many refineries
there's never too many refineries in this game it seems
if i had to guess im probably using not many more than like 70
can't escape them
cries in 800 plastic from 1200 oil
Needs more recycling.
I want a mod that makes refineries like 3 walls tall, instead of 8
@mental geyser haha lol
@nimble ridge with all alternates you can have 2133,34 Turbo Fuel with 960 crude oil
cries in 800 plastic from 1200 oil
wtf
I'll turn that into 3600 plastic when I can
@vale surge scale down your refineries to palm size
i know but this is my first power source from coal and i only have so much sulfur near me so i settled
Micromanagement mods i think?
if i was doing oil from already having 20k+ mw/h i'd go nuts but a man needs a place to stand before he can jump xd
I'll make sure to install, I haven't really looked into overmodding my game since I want to fully finish everything I wanted to do in update 3 then start over with every mod that, well, doesn't overlap code of another mod
thats why im using those 3 nodes near the gorge and am saving the gold mine in the ocean for later
Yes, mods sometimes doesn't compatible to each other, and if crash happens, you can't complaint to the dev
I made oil islands into 2700 rubber / 900 plastic & making a bit more plastic up north, didn't need it when I built the mega factory at the islands
@vale surge ๐
yeah I've read that some mods mess with the vanilla code which I'm not a big fan of tbh
oh also this is far from a blueprint but if anyone wants to stop using cannons and evolve to the next plane of existence this is how you do the loop
all mods mess with vanilla code technically no?
I simply use rpg/exosuit/area actions, solely for setting recipes on hundreds of machines at once
although some build on top of it
oh and x3-roads & lights for aesthetics
i dont use mods at all so it can be a bit of a pain doing what i do but i dont mind
i used to play alot of mc lol
all mods mess with vanilla code technically no?
a lot built on top, not directly impacting core game
I use a ton of mods. No issues at all.
i used to play alot of mc lol
even in my minecraft days I played a ton of ftb so modding isn't really anything new in games for me
one that I'm mega interested in is the farming one & one that adds loads of stuff to the game
lemme find the name of the latter
prod+
do u use them @hot ginkgo ?
I'll PM you. This is not the place for mod talk.
ok ty
does this server prohibit mod talk or something
no it just helps keep the chats organized
it's probably more of, this is math&meta, and mods heavily shift the meta, so
o lul
there should be a mods channel though, with how prevalent they are
that works too lmao
mods are not here to keep it separated, so that people don't get confused
yea green i said that not knowing there was a dedicated server for it mb
anyone good with load balancing by any chance?
What cant be done with manifolds
not really clear on how to set up a manifold
Make a line of splitters
Make sure the belts are saturated with items
Manifold complete
So long as the sum total of all your outputs doesn't exceed your input (ie you've got 120 iron ore, so don't build more than 4 smelters) then it will balance it for you
how about 240/min iron ore?
Are you using more than that
I have got at least 3 containers full of ingots, plus containers capturing stuff from rods, screws, plates, rotors, and reinforced iron plates for attempting straight load balancing - or so I presume
it all ends with a single assembler for Smart Plating
Not sure if it's within the rules to suggest joining the session, I get the distinct impression I'm not explaining this all that well
Just make sure your machines wont use more than 240 and splitter all the way
copy that
Can someone help me out. I can't seem to figure out where I need to set the clock speed on 5 coal factories to get them to eat 30 coal / minute. 59% has em eating 25 per minute.
You can enter directly on the item count now
They eat according to how much power you're using
Enter item/min instead of clock % may cause some rounding issue, make sure to check the machine by re-opening its UI
Hey, I'm a bit confused. Overclocking my coal generator seems to be MORE efficient; at 250% it makes 250% power but only uses 200% resources. I thought it was supposed to be... the other way around?
Am I losing my mind?
Probably, power generators don't work that way
A piece of coal has a set amount of energy that it produces, and a power generator burns through that energy to feed your grid until the coal is consumed
So a 250% overclocked coal generator just burns through that set amount of energy at 250% speed
There's no way to change how much energy 1 piece of coal provides (nor any other fuel), so there's no way to make your power gens more efficient
I'm pretty sure it's not entirely linear too, so a coal gen at 250% speed won't burn 1 coal every 1.6 sec as expected
Yeah, it burns it every 2 seconds
The thing that confuses me is that for everything else, you're getting a BAD ratio for overclocking. But for power, it's good?
no, because it burns slower you're not producing as much power from it
e.g. burning 1 piece of coal gives you X MW of power. So burning that across 4 seconds gives you a total of X MW of power for that time, whereas burning 2 pieces across 2 seconds each (4 seconds total) gives you 2 * X MW of power (double the power)
so burning one piece per 1.6 seconds would give you more power than burning one piece per 2 seconds
(disclaimer: the times I mentioned there were made up)
think of it like any other factory - where "burning" a piece of coal is the same as "producing" a fixed amount of power
from burning faster, you get the power produced by the coal more often
There's more power being added into this equation from somewhere. 15 coal/minute is becoming 30 coal/minute. But 75 power is becoming 187.5 power.
You're not getting any extra power
I literally am though.
Overclocking a coal gen increases the speed at which it burns coal
But the energy comes from the coal
And that energy amount per coal is fixed
You get 151.8 MW from a 250% speed coal gen
shouldn't it be using 37.5 coal/min?
Yes it should, but it isn't
You'd think it'd burn 1 coal every 1.6 sec at 250% speed, but it burns 1 coal roughly every 2 sec
Hence why the coal gen UI is saying it consumes 30/sec at 250% speed
But you're not getting 178mw or whatever from that
ahh
Yeah the UI is wrong
So what's actually happening
ahh
Your power grid might be right
You're burning coal at double speed, so you're getting double power, ~150mw
on the left hand side it says 151 MW
Ah
Yeah that's the correct value
Ok. I was very confused why there's two different values.
That's understandable because it's honestly not intuitive if not outright misleading
Generally it's not worth it to overclock coal plants at all I think
They're cheap enough to build more of
as long as you have the space
It's worth it if you've already got shards in all your extractors/oil things, since you don't lose efficiency unlike with production structures
But yeah all you save is space and potentially some fps
i need both of those
At 250% you only get 2.02x juice out of the generator, so 75 x 2.02 is?
All the underclocking and overclocking being good versus bad makes understanding the game a lot more of a challenge. The main hurdle for me with over or underclocking is understanding when the UI might be inaccurate, which seems more often when underclocking. And also when making diagrams of my planned machines. It is hard to account for so much variability if I might remove a machine from my conveyer line due to overclocking its sibling machine.
As a hard rule it always always always is worth overclocking miners right? (Assuming your grid can handle it plus your belts are fast enough)
Pretty much since your production limit is ultimately based on raw resources, and there's limited nodes
Even if you are just thinking for the region you're in.
I don't understand why power generators overclocking isn't linear
because no overclocking is linear with power
why?) Effectiveness of pgens doesn't change.
Overclocking of pgens should change effectiveness ot be linear. Both ways are fine.
Anyway liner on fuel.
@weak helm because it's a drawback of overclocking
I guess this is one way the game trying to hint you which to overclock and which not to
Is heavy oil residue or polymer resin better with diluted packaged fuel
HOR
checked with your calculator, polymer resin sucks so much that i cant even trick it into using it lol
@stark bronze I send polymer resin directly into an AWESOME sink LOL
i disabled normal plastic and rubber and it just nopes and use normal fuel recipe
and im not going to sink them as that will be my primary plastic source
I get mine the normal way. I use the heavy residue for making petroleum coke
oh god hope i wont need coke
about that
used in making scrap aluminum during tier 7
Is there a calculator detailed enough that will let me tell it my inputs and what I want to make, then chart out how many of unit I need to make? Closest I've seen so far is the Daniel2013 calculator, but it still makes me work backwards for the information, and doesn't a complete break down of buildings needed
try this one, it allows you to work the other way and maximize your input from limited raw materials
I've tried that one, but I find it even messier to be honest. So far, I'm still just working from my own hand drawn templates and calculations.
what did you find messy? I'll be happy for any feedback
I found it really useful at first, but the graph that it outputs can be a real cluster of a mess and hard to read, especially when you start getting to stuff like Heavy Modular Frame. It's possible I just need to spend more time in the tool to familiarize myself with it
moving the boxes is the trick
Ahhh! Ok.
I know what you mean Vurve. I think a 5 second intro tutorial with a hint like "move the boxes" would be a huge benefit
it's pretty hard to find out how to lay out the graph and in some cases it's almost impossible
like, a quick "make an iron rod graph" with that hint would be huge for your page
I think it does way better job than it did in the older version
you have a wonderful tool. but I too had that "why is my text overlapping on something as simple as make a modular frame" feeling
tutorial is definitely something that's planned, but considering that the tool still needs a lot of major features, it's not high on the priority list
your color choice is good, the drop boxes are super handy, everything makes sense.
And perhaps I missed it, but I don't recall seeing anything like "With an input of 540 iron, you need 11 smelters and 5 forges to make X"
you can set 540 iron limit in Items, Input and then set X in Production and choose maximize instead of items / minute
it sounds silly but I think from a UI perspective my first instead was to scroll in to the graph rather than click it.
first instinct*
Thank you Greeny. That's exactly what I've been looking for then. I'll play around with it tonight after work.
yeah I'll probably put some hint texts around for the time being. There's a rework of the result screen coming soon, so probably with that
hey, i have 900 coal/mn and 2400 water/mn, how do i do the math to calculate the max amounts of coal gens and if i have the correct water input ?
you need 2700 water for 900 coal
with 2400 water you can run 53.33333 coal gens, they'll use 800 coal
Hey all, anyone know if it's still true that a power pole can have unlimited capacity go through it?
I've been trying to remap my power grid, but seems like the poles themselves are blowing fuses, not just burners.
no power capacity cap to my knowledge, and there is nowhere indicated either so i guess it's unlimited
you must have some power source not plugged and all consumption blowing the fuse
a pole with a blown fuse means that the power source it is connected to has a problem, it doesn't come from the pole
Gotcha, man, I've been going back and forth to the burners and nothing seems blown though. Very weird.
may be just you using more power than you can generate
it just allows you to check the power grid, the blown fuse is the same for all the network
Hm, will definitely check it out again. I'll just take another look. Been bothering me all day.
Thanks, yall!
Ohhay greeny. I noticed that in other parts of your tool you could double-click parts to follow the parts. I was thinking if it were maybe possible to add that mechanic to the main calculator to indicate that you're already making those parts. Would be a lot quicker than having to go into item/input, find the item, and then having to input the correct number.
Mind you, just an idea, I have a feeling that given with how often things refresh it might not be the easiest to implement.
it's not a bad idea to collapse the tree behind the node, however it's pretty hard to do this, considering how many loops and junctions are there
imagine just a RIP production (pretty simple):
if you'd doubleclick the iron plate constructors, what should be the result? I can't hide the smelters, as they are also used for screws.
Right, at that point it'd "grey out" the constructors, remove the nodes behind it, then recalculate the nodes that are still needed there.
Or, seeing there's no nodes in between, there would be no nodes to remove in this situation.
well that's the simple example, what about loops?
if I remove packaged water here, what should happen?
I'd want to say don't allow loops, because they're all dependent on each other, or disable all parts of the loop.
And give a warning of why it's not allowed, or something. Given you can easily figure out if it is indeed a loop.
the first one wouldn't be hard to implement, but would be super confusing for the user imo
Well, that's why the warning.
Generally speaking it's not possible to already have a closed loop setup.
I mean, sure it's possible to have it, but it wouldn't remotely be functional.
oh I thought you'll use it as marking stuff as done
like "I built X buildings, let's doubleclick that"
finally done with that, ty for the info, now coming in 3km3/mn water
Kinda? It's more like in situations where like, you're already making a bunch of computers/m, and then you decide "I want to make super computers", the graph is ridiculously large, so you're like "Oh I need this many computers for a super computer, but I'm already making that.", so you doubleclick the computer, and it'll adjust the graph, make a way smaller one without all the oil bs, and it'll have a much easier overview.
So yeah, you could use it as a checklist.
mother-of-god.gif, Reva
x)
That just hurts to look at, why not trains.
cuz it only has 50meters to travel, the lake to the raised platform
So you want a way to use parts as starting point instead of the raw mat?
hm, how's that doubleclicking different from putting the computers into the input?
Why a raised platform!? Why not build over the water!
(apart from being slightly faster)
It's quicker, greeny, more userfriendly. I already said it was the same.
Why do you go vertical immediately? @lucid needle
because i still wanna have the lake visible even with the extractors on it
well there's this issue that I already have plans on what happens after doubleclick on a node in production
and why not
Then it was a moot point from the start. :V
@ashen pelican cuz 24 extractors will take some space on the lake, so i'll just gather all the pipes in the middle then raise it
so not sure what could the alternate way to do collapse it
if I decide to implement it, as it seems like a lot of work for little gain
what about a solution that would instead of collapsing the graph just add that amount of stuff to input?
i like unnecessary super symmetrical stuff #screenshots
so it would recalculate, but work the same in the end
Greeny give link to your tool
lol i dig how it looks, just wasn't sure if you were doing it for some sort of efficiency thing. was watching a youtube video and they had the same kind of set up.
https://www.satisfactorytools.com/ or first one in pins
Idunno, all I can say is that I found the ability to collapse from this calculator absolutely invaluable: https://legorin.github.io/satisfactory-calculator/calc.html
With yours it takes a click, another click, finding the item; possibly typing, another click, inputting numbers which you might as well put at a ridiculously high number because you get to see how much you need anyway, and one more click to go back. I wouldn't call that "slightly faster".
well one of the reasons why it works there is because that tool doesn't deal with byproducts and doesn't have multiple product recipes iirc
so they don't have these loops and the tree is pretty much just a tree
Not sure what you understand as "multiple product recipes", but you can add any product you like to that.
will the solution that I suggested be enough for you? that you can click on the node (or something, tbd) and a menu will pop up where one of the menu items would be add to input
multiple product recipe = recipe that produces a byproduct
It sadly doesn't do that, no, because it hasn't been update in a while.
yeah, without the byproduct recipes the recipe tree is much simpler and it doesn't deal with issues like I said - loops
But yes, an option like that does sound great. Like metaphorical right click to either Add # to input, or Add item to input, one being the exact number, the other being the entire item (virtually infinite because it tells you how much you need anyway), if you know you're making that much already anyway, like the 900 rubber recycle build.
would cause a recalculation so a possible stuff rearangement, but I guess it's still better than not having it (and legorin's does rearange stuff as well)
also rearangement of stuff after recalculation is something I'd like to tackle as well
Well, given with how you weigh individual items and it can entirely rethrow the graph, I'm not sure how you could do that. ...other than checking if every single node has changed before reworking everything.
should i use bad oil node or good oil node for plastic?
Depends on how much you want?
@fresh geyser why not both?
i was thinking about using the pure one for fuel
Overclocked impure = 150, so 2 of them is 300 for max pipe flow. Overclocking normal = 300, so that's perfect. And overclocking pure is 600, while 300 is the max.
@celest vault well my idea for the rearangement prevention is this:
- save the current position of nodes
- query the new result
- if the new result has the same set of recipes as previously (or a subset of them), reuse the positions
- otherwise try to rearrange
ok
Sounds good. Would definitely add some QoL
I can remember re-arranging it very often when I was trying to figure out the rubber/plastic recycle loop.
wait, can oil nodes produce more than 300m3/mn ? are they planning to let us have pipes with more than 300m3 minute ? xD
Doubt it. But you can also overclock pure nodes to 960/m, which; while the MK6 exists, a belt suporting that is not in the game yet.
i think they tried to add pipes mk2 but they removed cuz they were bugged
i want caterium pipes, makes the water go brrr
Nah mk1 originally wass meant to be 600
Interesting
oh really?
But it was bugged so they put it to 300
oh
a mk2 sounds like a pretty likely thing to implement at some point
i feel like every big update probably is a disaster for mega factories
if they change to 600 again im gonna have to remake my entire fuel production
If there's gonna be an mk2, it better be better than just double.
or mk3 pipes
my oil lines should be fine even with better pipes
i want mk27 belts to gather all the damn iron of the map on one of them bad boรฏs
woudl have to exploit that potential tho
and also travel through time on blade runners
kek, mk27 belts: pierce through reality itself
Mk.โ For teleporting your items instantly.
Mk.โยฒ, for grabbing items from the past.
watch me sink 27M points per minute
Mk.โยณ, for grabbing items from any possible alternate reality.
possible to make a fluid overflow ?
Use gravity
Has anyone managed a 1/2 to 2.5/5 splitter array (without manifolding)?
there are way to have one line split into 5 so the 2 to 5 would be a belt balancer using that on each line, 1 to 2.5 would prolly be a 1 to 3 belt blancer with the 3rd one split in two and reinjected
hmm
I guess, didn't actually do it
I'm still burning braincells on this problem. ๐
I have 100u/sec from two outputs that I need to feed into 5 inputs at 20u/sec
spend most of my day studying so I'm not going to burn through the few cells I have left for now, sorry 