#math-and-meta

1 messages · Page 469 of 1

muted crypt
worthy copper
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Just a few refineries

muted crypt
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decided that I want to do 30 nuclear fuel rods per minute

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but to do that I need to get my updated factory going

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so I can have alclads, supercomputers and turbo motors more easily accessible to me

pine rapids
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Do you need 150 power plants in your life? Dats a lot of power

nimble tree
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there is no such thing as tooo much power just watch the frame rates drop its glorious! hehe

scenic jasper
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what is the best Steel ingot recipe, alts included

hot ginkgo
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I vote for solid steel.

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30% increase in output. Only extra step is ingots. Easy.
Benefit over coke steel is you dont have to hassle with oil by products.

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And compacted steel needs sulfur, which already has so many other uses.

scenic jasper
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@hot ginkgo what about Iron ingots, best recipe?

hot ginkgo
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Pure for the sheer output. But me personally, I'm not building large enough to need to worry about maximizing iron.

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There's already so much iron on the map.

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70k potential max iron ore. That's a lot of iron.

spring grove
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There's never enough iron for screws.......

worthy copper
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I expect my steel production to be like 80/20 solid steel and compacted steel

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reserve enough sulphur to max out nuclear fuel rod production and the rest goes to compacted coal into compacted steel

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cause that lets me make more steel overall because its more coal-efficient (obviously ill need a box full of nobelisks but thats not constant consumption)

hot ginkgo
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With pure iron you could turn 70k ore into 130k ingots.

Is that enough screws @spring grove?

spring grove
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nope

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never enough screws....

hot ginkgo
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522k screws.

spring grove
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I mean, I need to make at least 2k computers/min

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otherwise, is it really a mega-factory?

worthy copper
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well, there are alt recipes for that

hot ginkgo
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Nah, use caterium computer.

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Or even crystal.

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Really either one is good because no screws

worthy copper
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ooh im looking at recipes for nuclear fuel rods and im noticing i can make beacons entirely with iron

hot ginkgo
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Sure the hell can.

scenic jasper
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Electrode Aluminum Scrap, or Aluminum Scrap

hot ginkgo
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Electrode

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Well

scenic jasper
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big difference?

hot ginkgo
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Thats a personal preference.

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I just don't want to deal with oil.

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I yhinm it has all the same numbers. Just less per machine.

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One sec.

worthy copper
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if youre strapped for aluminum the electrode recipe is more efficient aluminum-wise

scenic jasper
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i'm looking to max out my aluminum production

worthy copper
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yeah youll want the electrode recipe then, youll need more machinery to use it but itll get you more aluminum out of each node

short perch
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I posted a screenshot above for an aluminum factory with electrode aluminum

fierce ruin
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Nah, don't do that one, it's not balanced properly so it sucks. You want 9 refineries making al solution and 8 electrode refineries, then you can backfeed all the water into 3 of the refineries and boost it with a single water extractior at exactly 50%

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Do that 12 times and that takes care of 7560 (7650? Something like that) bauxite. Then make a special set of a few refineries to do the extra couple hundred bauxite where the water is converted to wet concrete and sunk.

terse prism
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Then convert all that sweet sweet aluminium into turbomotors?

worthy copper
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you dont need a 9 raw water->3 recycled water if you arrange your extractors and refineries a certain way (I could spoil it, but whats the fun in that?)

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if you rig it all to one pipe network such that the recycled water is used up first

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I know this is possible because i've been sinking plates off a setup that does this and it doesnt ever clog

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and it makes the setup much more extendable because you dont have the delicate balancing to do, was nice cause i got to rig it for 1200 bauxite/min for once we get t6 belts

stuck pivot
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Does a coal power plant power more then a biomass burner?

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If so by how much?

worthy copper
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the power gens should list their output in the build menu

eager solar
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8 coal gens is 600MW

vestal otter
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make coal. better than bio

lunar pike
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hmm wierd... i got 18 fuel gen consuming 15 each = 240 per min, i have 4 fuel producers 40 each = 160 per min, my buffer isnt going down, im going to assume its because i have 50% more capacity than i need ?

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aaaaah 35% efficient so 35% of 15m3 = 5.25m3 per min consumed

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and those who said we didnt need math in school were morons

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k so 18 gens at 37% only consume 88.8m3 per min wicked i can add around 10 more

wind spade
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@lunar pike generators only use as much fuel as is needed for your power consumption. If you'd use more power, you'll use more fuel

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On max power usage they use 15/min, so you can only have 18 gens from 240 fuel

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Or 10.66 gens from 160 fuel

lunar pike
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@wind spade ye so im going to use efficiency to calculate my requirements and not max, besides setting the Gens to max consumes more resources, so i always make sure i have 50%+ capacity on power if it gets too 60% i have more power generation

wind spade
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setting gens to max doesn't consume more resources

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you always get the same amount of power from 1 fuel, no matter if you use 1% or 100% of your capacity

lunar pike
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not what i ment

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let me rephrase... id rather have the generator operating at 30% eff. than at 100% due to resource consumption 😛

wind spade
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but, if you have generators at 30% eff, then you also have 3.33 times more generators, so in total they eat the same amount of resources

lunar pike
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the more power you add the less resources it chews...

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my buffers dont lie, or do they LOL

sand garnet
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Its still exactly the same as with less generators

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2 generators at 50% consume as much as a gen at 100%

wind spade
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exactly

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no matter how many gens you build, you'll still use the same amount of resources in total

lunar pike
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30 gens 15m3 @ 100% = 450m3 per min
30 gens 15m3 @ 50%(7.5m3) = 225m3 per min "good for 1 pipe" x 30 gens...
im not challanging the math on percentage... im going on how little to how much per node etc etc... then also taking into account the method in which you generate the fuel needed for those generators, its a daisy chain on balance V production... etc etc....

wind spade
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you forgot to take your consumption into account

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if you only consume 50% of your power capacity, then you'll only consume 50% of the fuel

lunar pike
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nope i have a pretty excel sheet, prod v consu c prod

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another way to put it is, the crude oil used to create the fuel isnt just being used for fuel, balance 😛

wind spade
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for your example:
30 gens 15m3 running at 100% capacity = 450m3/min, produces 4500 MW
30 gens 15m3 running at 50% capacity = 225m3/min, produces 2250 MW

if you only consume 2250 MW, then your 30 gens will only run at 50% capacity.

Also, keep in mind that "running at 50% capacity" isn't the same as "underclocked to 50%"

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but if you only consume 2250 MW and you have 15 gens, they will run at 100% capacity, while still eating only 225 m3 of fuel/min

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if you consume 2250 MW and you have 60 gens, they will run at 25% capacity, but still eating 225m3 fuel/min

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no matter how many gens you have or on how much % of capacity they are running, they will still consume 225m3 fuel/min, if you consume 2250 MW

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number of generators and their OC values don't matter at all in your final power production and fuel consumption (as long as they can produce that amount of power in total).

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that's why you should always build gens in a way that you can feed them all at 100% capacity (15m3 fuel/min)

lunar pike
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yes at 100% @tidal ember

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with them being lower to 50% you have time...

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true, hence the keep them to 50% or below, that way that graph in power gen, even though it waves, it wont trip

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and you can go back and flatten out the production

chilly wigeon
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JUST MAKE FLAT GRID

sand garnet
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I dont think you understand how power works in this game

lunar pike
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tom i do

wind spade
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@lunar pike I don't think you understand what are we telling you.

So let's start from the begining, please answer this question:
Would you be able to run all your generators at max capacity? (15m3 fuel/min each)

lunar pike
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in all this converstaion, percentage is global i know that but im just saying in my personal pref dont run gen at 100%, cause shit can happen, where as running them at 30% or 50% gives a person time to adjust things

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Greeny i know consumption, is the same across the board, my pref, is i want to time adjust things, rather then it tripped cause i was to lazy to check the grid before adding more 😛

sand garnet
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that doesnt really answer his question

wind spade
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I wanted a simple yes/no

lunar pike
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no i wouldnt because i run other things off the main lines too

wind spade
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so the point of building gens to be able to run them at 100% capacity is to actually see how many % of the capacity are you actually using

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while in your case you don't know that and you have to rely on the fact that your buffers would save you

lunar pike
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nope

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buffers are there for show...

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i can remove them

wind spade
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doesn't change my point

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you don't know if you have enough fuel or not

lunar pike
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hmm i do

wind spade
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while if your gens are built to last at 100% capacity, you can clearly see it from the graph

eager solar
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the point of building the exact amount of gens is to know precisely how close you are to your grid shutting down, building more will just make the numbers on the graph inaccurate and you will just guesstimate how close you are to the blown fuse, so you're just losing precision

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for no benefits

lunar pike
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guys gusy, wow... personal pref, lets use that... and on point of blowing fuse havent had one yet, due too my setup 😛

wind spade
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not due to your setup, but due to the fact that you never used more than 100% of your capacity

lunar pike
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same thing lol

wind spade
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in both your and mine setup, your fuse will blow at the same time

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so don't say "due to my setup, it didn't blow"

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because that's misleading

lunar pike
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kk, whats your production usage and your capacity ?

wind spade
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irrelevant

lunar pike
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oh come on please

wind spade
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no matter what you build, you'll still use the same amount of fuel

lunar pike
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i know that

wind spade
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then why do you claim that your setup does something more than my setup?

lunar pike
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never did

wind spade
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and on point of blowing fuse havent had one yet, due too my setup

lunar pike
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yes to me own not mentioning others...

wind spade
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PSA: supercomputer isn't the 2nd most valuable item sink-points-wise

sand garnet
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had to look it up

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thats an interesting one.

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its the second most valuable one you can automate, at least

wind spade
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yeah 😄

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actually from 20 most valuable items, 8 are equippment items that you can't automate

sand garnet
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i wonder why

wind spade
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idk. Normal recipes double the point value of ingredients

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maybe it's the same for equippment and just the items are made from a lot of mats, so it sums up?

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at least for hazmat suit it seems it's true

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it's (sum of sink points of ingredients) * 2

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so I guess it's just because they are made from a lot of materials

sand garnet
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yeah guess so

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the problem is that for handcrafted items, it encourages more handcrafting

wind spade
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well technically you get the same % increase of points

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as if you'd sink supercomputers or whatever

lucid sonnet
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you cant automate hazmat suits? that saddens me a bit

wind spade
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you can't, sadly

lucid sonnet
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@wind spade re: pipe laod balancing, it looks like for alt hot+diluted fuel I need 10 refineries -> 13.33. I was trying to figure out easiest way to ensure maximum hor usage when the last refinery is at 33% underclock

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i could use a supplemental pipe, or split the pipes haflway and underclock all refineries evenly...maybe

wind spade
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if you need two pipes, just merge 5 refineries into each pipe and then 6.66 refineries from each pipe

lucid sonnet
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so two refineries would need to be underclocked instead of just one for that. but yeah that works

wind spade
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yeah, but you don't bother with pipe balancing that way 😛

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and pipe mechanics are still a big unknown

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so who knows if it works or not

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so it's better to have isolated systems

eager solar
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if you need several pipes, just do it like you'd do an injected manifold

lucid sonnet
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I feel bad for people who have like 8+ pipe systems then

eager solar
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most of the time you can subdivide it in smaller parts, also sometimes you can have a perfect ratio between input/output and don't have to make complicated operations

lucid sonnet
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that works as long as they dont have uncertain scaling increase down the road

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eg. distributing refineries per node instead of centralizing

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geez if/when pipes mk2 come out we are all going to be rebuilding our refinery factories like mad

pine rapids
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So whatcha guys think? compacted steel ingot, or solid steel ingot? compacted is super efficient for coal but uses sulfur

sand garnet
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solid steel ingot, no doubt

lucid sonnet
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sulfur often has more valuable uses elsewhere like for turbo fuel

pine rapids
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kk that's what I was thinking. Next project will be large-scale, modularized, centralized iron and steel ingot factory off of my new railway

hot ginkgo
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@wind spade How does your site give priority to a recipe? Assuming everything is available. Does it go off lowest resource use?

wind spade
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lowest weighted resource use

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weighted by their amount on the map

hot ginkgo
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Hmm. Okay.

pine rapids
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oh no, bando is back

hot ginkgo
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Just on break at work. Clowning around either super computer and turbo motor set ups. Trying to decide efficiency vs convenience.

pine rapids
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lol you're over there designing super computer factories. I'm over here deciding on an efficient iron ingot

hot ginkgo
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Hey, I'm also redesigning my iron production. Never forget thr basics.

wind spade
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use the pure ingot alt 😛

pine rapids
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haha yea that's what I'm thinking. I need a good modular design that makes efficient use of resources, is train based, and modular, so I can just build an additional module whenever I run low on ingots

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@wind spade yea, I'm going to build it on the south eastern lake

lucid sonnet
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@pine rapids oldshavingfoam on reddit has a lot of good stackable designs. And of course you can always rely on the good ol' manifold to modularize horizontally

glacial geyser
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Are refineries for things like “steamed copper sheets” more efficient than constructors?

pine rapids
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@lucid sonnet oh he does, that's cool. Thanks man

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@glacial geyser the refinery alts are generally really good. I'm going to use them for copper and iron ingots as well

hot ginkgo
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The only downside is the increased power use, and the sheer size of those refineries. Both easily workable.

lucid sonnet
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stacklable refinery layouts are 😆 because of their size

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you see a 160 meter tower. "how many refineries are in that?" "6"

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ok, technically 5

pine rapids
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haha that's how my power plant is. 8 floors, 200 meters

lucid sonnet
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screenshots or its not real

pine rapids
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haha can do, but you'll have to trust me till tonight

hot ginkgo
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I'm starting to call this game satisfinery.

pine rapids
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lol so true

snow lodge
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how much turbo fuel/m does one fuel generator use?

pine rapids
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4.5

wind spade
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4.5/min at max power consumption

snow lodge
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thank you

hot ginkgo
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As I start doing alclad sheets, and starting to up plastic and rubber production. Im realize that 22GW isn't really all that much

pine rapids
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lol nope. So the question is... do you build a second 22GW stack, or do you hold your breath and try to reach nuclear?

hot ginkgo
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That is really a fun question.

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Either way I need super computers. I'm currently hand feeding bins.

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And that's poo.

pine rapids
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lol yea

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although for super computers it could be temporarily somewhat ok... a stack of super computers can go a long way

hot ginkgo
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200 will get me 100GW worth of nuclear plants. Hmm...

lucid sonnet
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i had the same problem with computers and gunning for trains

pine rapids
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haha I'm still there man. I started building my trans-continental railway while still hand feeding my computer manufacturer. I have like 3-4 full stacks of computers though, so... trains!

short perch
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@fierce ruin Don't be toxic. You were looking at the wrong one. I posted the snip from greeny's calc on the factory you're referencing. It's 630 bauxite/min input.

lucid sonnet
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@pine rapids the biggest thing for me is that I wanted to jump immediately silica circuit boards but my silica is so freaking far away

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and I tried vehicles...I really did...

pine rapids
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I think since I got trains, I'm going to start over again. Build a separate, modular factory for each resource type (like a kilometer apart), and I'll toss a few thousand plastic into the storage feeding my computer manuafacturer every time I swing by my base haha

lucid sonnet
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heh

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I was doing one modular building per resource but im shifting slightly to inlining most things that produce more than their input, eg. screws, wire, quickwire etc

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I also may producre steamed copper sheets offsite soon

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otherwise though I like the building per resource type. and throwing all belts underneath out of sight

pine rapids
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I'm hoping that trains will mostly solve the shipping problem, so it won't be a huge issue for me if for instance I need a lot of motors but my motor factory is 10KM away

cyan wing
elfin oracle
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What kinda computer do you have

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Also do you have 10 hours

cyan wing
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My computer is awful, but works on high settings

pine rapids
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I'm not sure what's more dangerous there. The lag or the radiation

elfin oracle
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Yea

cyan wing
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Radiation not problem

elfin oracle
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I have no idea

cyan wing
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Suit?

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Or it doesn't work

pine rapids
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I wish I could use my supercomputers to help run the game

elfin oracle
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I’ve never gotten past tier 6 soooooo

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Ha

cyan wing
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I wish I could use my supercomputers to help run the game
@pine rapids I have laptop On these cases

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He works on ultra settings on tier 6

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And there are already a lot of buildings at that time

pine rapids
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My laptop is fine on ultra at tier 6, but... What i have now is a total joke compared to what’s coming

cyan wing
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I'm more afraid for the egg that will be fried on my computer at this time, suddenly burn

pine rapids
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Haha

cyan wing
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Maybe it will have to be watered, although it will evaporate instantly

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The first time I passed to the space elevator of the first phase in 40 hours (I know a lot), and now in 6 hours has already opened the first phase, Right now on the 5th and 6th

pine rapids
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Yea it definitely gets faster after your first playthrough. I’m thinking if I did it again though it might get a little slower... cause id be trying to overbuild everything

cyan wing
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I spent the first 20 hours on plugging in wires and stuff.

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And then a lot of hours of crafting, who is your Automotization?

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I have my hands.

pine rapids
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The other day I finally walked two kilometers to the nearest quartz, then spent like 2 hours feeding a single bioburner to power a bunch of refineries and make a couple of stacks of oscillators

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I’m not sure why but it was freaking a lot of fun. That bioburner was a beast

cyan wing
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I'm was walking Near, Because of the monsters, I was afraid of me and thought that with one blow they would kill me, so they did not go further than their base, and then went for the coal went, it was terrible, first one rockoppendra will come out, then the second,, uh

muted crypt
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Anyone have the 900 plastic/rubber setup diagram on hand?

wind spade
muted crypt
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yeah that, I couldn't remember what recipes I needed

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ty

normal dove
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I'm thinking of doing a very spread out game as a sort of self-imposed challenge, mostly using trains to shuttle stuff around. I'm curious what you folks might suggest in terms of splitting up production. Like what things to mainly ship out on the rails, and what to just produce locally =|a

wind spade
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Everything locally, ship final products to storage

hot ginkgo
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Agreed. Thats what I do.

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My storage facility is far off from my production. And most of my production is separated into buildings that are fairly spaced in the norygweat.

scenic jasper
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does anyone have the diagram for the 900 rubber/plastic

hot ginkgo
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Scroll up.

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Its like 5 messages above.

scenic jasper
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you should be a dev=)

hot ginkgo
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Man, I hardly have time to poop.

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Plus I work on factories. I couldn't make a game. Not in my skillset.

faint pike
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Who better to run the balancing team?

hot ginkgo
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I do work on blow/extrusion molding machines. I'll balance the packaging recipes.

viscid shadow
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What is the most efficient thing to sink?

cold rock
viscid shadow
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why not use the resin?

cold rock
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😄

viscid shadow
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nvm your using it for the fibers

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I use the resin for my plastic and rubber TBH

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Does anything even use cloth? Like regularly?

cold rock
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Filters for gas and radiation.

viscid shadow
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I would have a set up that feeds resin into all 3 and overflows back into the line so you dont have a back up

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that way you can adjust how much of each you need

cold rock
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I mean, I could just sink excess fabric if it gets to that. But I intend to build an armory facility to produce ammo, beacons, filters, nobelisk, etc this time.

viscid shadow
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I mean sink is OK, but I try to recycle when I can

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I get extra parts that I recycle back into the process

cold rock
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I have not the slightest idea what comparison you're trying to make.

viscid shadow
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You make extra silica when making scrap

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but you can use it in the process

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even if you dont need to

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so instead of just sinking it, I add it back in

cold rock
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Yeah, sure, everyone does that. What's that got to do with spending resin on fabric instead of rubber or plastic?

viscid shadow
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you said you would sink your extra fabric

cold rock
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Yeah, like, if the container is full.

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Smart Splitter with overflow.

viscid shadow
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right, so why not just make it so that instead it goes to plastic production?

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You know, use the whole buffalo

cold rock
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If I needed to do that I could just switch the recipe in the existing refinery? I'm not sure I understand.

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I intend to use the fabric.

viscid shadow
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its automated

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it self ballances

cold rock
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Yeah but are you saying have additional foundries that you just overflow resin to?

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And to be honest, with 400 plastic/rubber production, I'm gonna have way more excess of that than I would of the fabric.

worthy copper
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arent turbomotors the best for sinking because they have the most steps to make?

cold rock
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I guess that depends on if the time and materials to make it are properly reflected in the sink value.

viscid shadow
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There is a chart for points, it also depends on how fast you can make them

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I haven't tested it out though

muted crypt
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I have no idea why SCIM is telling me I need ~1800 rubber per minute

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genuinely no clue why

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oh wait...

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I had silicone AND electrode circuit boards selected
dropped my rubber down to 397.5/min

lucid sonnet
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I dont know why but i have a hard time thinking about pipes properly

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especially when it comes to input-output balancing

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I hear they are omnidirectional, but the flow gauges are directional

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so like does it matter where I place pipe junctions or not, assuming no vertical difference across pipes?

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in my case Im balancing 14 inputs -> 3 outputs

sand garnet
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the flow guages arent directional

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they can go either way

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the pipeline pumps ARE directional

lucid sonnet
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ahh so the wiki may not be accurate
"Flow direction: Indicated by the pattern of the pulses. The first ring that expands indicates the fluid is flowing from that direction. The fluid flows towards the 3rd ring."

stable siren
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Thats accurate

sand garnet
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no the wiki is correct

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its just that the pattern can go either direction

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if the flow is from right to left, so are the pulses

lucid sonnet
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gotcha. but like once the pattern is established, liquid cannot "backflow"

sand garnet
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if the flow is from left to right, so are the pulses.

lucid sonnet
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so like if i ahv 14 mahcines and i junction after #7, and feed that into a refinery, the other 7 dont feed into that?

sand garnet
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it can, it depends on if stuff shuts down etc

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and depends on where you buuld

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build*

stable siren
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The liquid will flatten itself out

lucid sonnet
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so in this case im building off the coast, less than 10 meters vertical elevation anywhere

stable siren
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As long as you dont hit that 300 limit anywhere it sorts itself out

lucid sonnet
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800 m3 total, so I need 3 pipes output to feed into my generators. I was thinking of slapping two junctions between the three output pipes at the begining of the pipe manifold

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so the refineries output to one pipe, that is already junctioned to the other two, before the first machine's output

hot ginkgo
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Just a side note about the flow indicator, I have watched many of them abruptly switch directions

stark bronze
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Thats because they never flattens out

hot ginkgo
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My best example is on recylced water loop coming from aluminum production.

lucid sonnet
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so what I am hearing is that as long as al lthree pipes are junctioned before the are used as input, I am good?

stark bronze
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If you have a 400 buffer and a 100 buffer connected with pipes they will constantly change between 400 and 100

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Also does the indicator show exit rate

stable siren
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@lucid sonnet why do you need to connect the 3?

lucid sonnet
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I essntially want to balance 14 inputs : 54 outputs

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at about 800m3

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and I didnt want to calculate like "which input machines go to which pipes?"

stable siren
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Oh, so one line may have overflow that you want to redirect to the others thst may have not enough

lucid sonnet
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yeah. same principle behind load balancing: I want to abstract potential uneven input from even output

stable siren
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You should be fine as long as there is no point in any of the 3 lines giving or taking more than 300

lucid sonnet
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thanks!

stable siren
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And if you do, throw a junction before that

chilly wigeon
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is it worth building some big plastic/rubber production lines without alternative recipes?

viscid crown
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Not sure if this is the right area to ask this but does anyone have a simple yet efficient (100% pref) modular frame setup? Can use alt recipes if need be. Just looking to make around 10\m....

lucid sonnet
#

@stable siren each line should be about 266.667 being used

#

@chilly wigeon define big?

sand garnet
#

@viscid crown what alts do you have

#

https://satisfactorytools.com should help you@viscid crown

#

you can select the recipes and items you want to use in the calculator

chilly wigeon
#

@lucid sonnet I need like 2k plastic

lucid sonnet
#

so I guess it depends on your oil node availability

#

2k may be tricky to do without accessing many oil nodes, but im not sure without mathing it out

stable siren
#

The first part of the plastic and rubber factories use the original recipe anyway

#

The later parts use the alts so you can just add those on later if needed or just use fuel gens

glacial hemlock
#

I see someone has problem with pipes...

#

this is one of the example. Fluid flow in pipes will automatically even themselves out, and you don't have to worry about their directions.

viscid crown
#

@sand garnet yeah I use that often. Was more wondering what alt recipes people used themselves for a better idea. Im building vertical assemblies and trying to do a layout in my head

sand garnet
#

I like using the 'steeled frame' alt

#

because that also lets me set up the entire chain for heavy modular frame with fewer recipes

viscid crown
#

Ok ill look into it

terse prism
#

I use that pipe 'trick' as often as I can. If the water extractors are on the same bus that water is removed from, the 300/m3s isn't a limitation because it never hits that on a single pipe... it's when the transport is a point a to point b that it becomes a problem. I typically use two pipes regardless and loop the ends just in case there is a balance issue later on (or transiently).

normal dove
#

Is the list of useful alternate recipes on the wiki recent? Been pondering which to plug into this calculator and start my planning =|a

wind spade
#

if you plug them to my tool, it'll pick those that are useful for you 😉

#

so you can just pick all that you have

#

and the tool will automatically choose those that lead to lowest resource consumption

normal dove
#

Which one's yours? Satisfactory Tools?

wind spade
#

about the wiki list, I'm not sure. Because it can be edited by anyone, I remember it was sometimes a bit opinionated

normal dove
#

Ah yeah, that's the one I'm using. Mostly 'cause I can split it into separate factories, since I'm in the mood to do a self-imposed challenge of a widely spread game with distinct factories.

wind spade
#

then you shouldn't worry about what recipe is good or bad and just choose any you have 😉 you can also remove recipes you don't want to use (even the basic ones) or disable resources that you don't want to use (sometimes the tool recommends e.g. reinforced plates with oil, which are technically most resource efficient, but some people don't want to waste oil on those)

sand garnet
#

Greeny have you considered adding an option for 'simplified build' with recipes that work well together but arent optimal as far as resources?

normal dove
#

Yeah, that's the sort of thing I'm looking for atm.

wind spade
#

all recipes work well together 🤔

sand garnet
#

Example of this is using steel rotors and regular stators

wind spade
#

I'm not sure what you mean

sand garnet
#

Same items used in both

wind spade
#

this sounds like something that can be a lot opinionated

normal dove
#

I'm assuming the math is skewed towards most output for least input?

wind spade
#

in "items/min" mode, it just does least input for that amount of output

sand garnet
#

It would be a 'lazy player' checkbox or something lol

wind spade
#

and resources are weighted, so oil is "rarer" than iron for example

sand garnet
#

Right but that can lead to the use of pure recipes for example

wind spade
#

@sand garnet I'm not sure that you can mathematically describe "working well together"

sand garnet
#

I cant be arsed to set those up for example

wind spade
#

well then you can disable them 😛

#

or disable water usage

normal dove
#

@sand garnet I think in those situations, you can disable them, yeah

sand garnet
#

Well, in the case of motors, working well= using same materials for both sub parts

wind spade
#

I mean that could be described as "use the least amount of different resources through your production line", but I'm not really sure if that would be something that will work nicely or just return crap setups just to get rid of one more resource

sand garnet
#

I dont know the result for heavy modular frame but steeled frame, solid steel ingot, encased iron pipes and heavy encased frame are great in that combination

#

As it simplifies the stuff you need to make

wind spade
#

I guess in the case when player wants a certain combination of recipes (because he knows they work together nicely), he needs to select only those recipes 😉

sand garnet
#

Only extra thing is RIP

#

Yea but what if youre a casual player without that knowledge

normal dove
#

Oh, that's also a question. The 'Maximize' mode. Is the raw resource limit global (ie, a second factory will divide the available ores)? Or per-tab?

wind spade
#

then I'd argue it's better to teach him to build efficient setups that save him some materials rather than simple crap setups that will need to be rebuilt later

#

@normal dove for maximize mode it makes as much as possible with the limits it has. It's per-tab limit, but you can have multiple maximized things and even a combination of per minute and maximize in one tab

normal dove
#

Gotcha. Danke!

sand garnet
#

Maybe a ' minimize machine count' is what im asking for lol

#

Or ' minimize recipe count'

wind spade
#

there's a "bug" (or rather not implemented feature) though, which makes it ignore the resource weights and efficiency in maximize mode. So I'd recommend after you use the "maximize" and get the max number you can build, copy that number and use it for "per minute" mode, so that you get the setup more efficient

#

the maximize mode calculates correctly what's the max, but then just picks random way to achieve that without taking the efficient ways into consideration

#

sometimes that can save you a lot of resources

sand garnet
#

Lol

#

Whoever built it is a bad programmer :p

wind spade
#

@sand garnet machine count optimization is something that I was thinking about, it's planned (if it would work properly)

#

however I'd still argue that it's better to teach players to build efficiently from start

#

less chance they'd need to rebuild setups or restart

sand garnet
#

That i agree with

normal dove
#

I know the one thing I want is to be able to set it to only suggest round numbers of buildings, if only to satisfy my OCD XD

wind spade
#

@normal dove in bigger setups that would lead to gigantic numbers or even not possible numbers due to map limits

sand garnet
#

Maybe by also calculating the optimal build and showing a ' heres what you couldve done ' button lol

normal dove
#

@wind spade I figured, yeah =p

wind spade
#

and underclocking is a good thing anyway 🤷‍♂️

normal dove
#

Yeah, it wasn't a serious suggestion

wind spade
#

though it's one of the most suggested things 😉

#

@sand garnet well currently anything it gives you is the most optimal build for given set of conditions 😛

sand garnet
#

Yes i mean IF you were to do my idea show them an alternative for when they git gud lol

wind spade
#

ah

#

well it still is blocked by the fact that I need to figure out a way to mathematically describe the "easy mode setup"

sand garnet
#

Basically " i know you said you wanted this but look at this beauty too!"

wind spade
#

well I could do that already with anybody who hasn't selected all the alternate recipes xD

sand garnet
#

Lol

#

I wonder if you could let players upload their save so you can see what they have

#

Allowing players to make stuff based on their current alts and tech

wind spade
#

that's planned

sand garnet
#

Neat

wind spade
#

but save parsing is hard

#

and my time is very limited xD

sand garnet
#

Its just a button :p

normal dove
#

I'd also like to request a 'Reach through the screen and slap you in the face' button. Because I keep second-guessing myself on my builds, trying to plot out what numbers to aim for >_<

sand garnet
#

all of them

normal dove
#

I mean... Yeah, but I'm still new. I dunno what's considered a good output of what per minute. Like I see '88 turbo motors per minute' and I'm like 'Is that a good number? Why is it a good number?'

cold rock
#

It's all kind of arbitrary because the entire point of the game is just to make stuff for fun

wind spade
#

I usually ask myself, what do I need the item for. Is it just for research? Or also for building? Do I plan to use it as a coupon generator? And I base my numbers on the answers

cold rock
#

^ also that

#

88 turbo motors per minute would be thoroughly impressive

#

do you need 88 turbo motors per minute for anything in the game? absolutely not. Would that factory be impressive to behold? almost certainly.

normal dove
#

That number's from a post I saw on Reddit, but yeah.

cold rock
#

I have a question actually:

#

Most of the endgame refinery setups start with Crude Oil -> Alt: Heavy Oil Residue -> Package Fuel -> Unpackage Fuel.

In those setups, you have 13.33x Packaged Water -> 13.33x Diluted Packaged Fuel.

Is there any need whatsoever to manifold the output from the packaged water and manifold it back into the diluted packaged fuel refineries? Or do those produce exactly enough packaged water 1 to 1 and I can just route them straight across?

wind spade
#

the whole diluted packaged fuel loop is 1:1:1

cold rock
#

beautiful

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I have no desire to bother splitting AND manifolding 800/min if there's no reason to do so.

wind spade
#

so you can build the thing in modules of 3 refineries (package water -> diluted packaged fuel -> unpackage fuel) and just put a few canisters into each loop

cold rock
#

yeah

#

this makes sense

hot ginkgo
#

Just to add my 2 cents. When I did my diluted set ups i lower clocks to 84%. Gives each machine an input/output rate if 50. Which is much easier to split considering its all 800 or 400.

wind spade
#

fair, but still I'd prefer the 1:1:1 setup 😉

hot ginkgo
#

Oh. You're talking just going from one machine directly into the next. The no manifolds comments make sense now.

That's a really good idea.

wind spade
#

yeah 😉

hot ginkgo
#

I do need to make some rubber and plastic loops. The plans and possibilities are already flowing.

faint pike
#

It gets messy turning the fuel into turbofuel though. Any clean solutions?

glacial hemlock
#

No.

#

It it is clean, it won't be turbofuel.

wind spade
#

messy? just put fuel in a refinery

#

add compacted coal and take out turbofuel

#

what's messy about that process?

faint pike
#

The ratios

wind spade
#

huh? it's 3:8

hot ginkgo
#

Just use 300 oil. Makes 666 turbo fuel. Very well documented and most of the intermediate steps are easy.

wind spade
#

you can pretty much just make one big pipe and connect inputs and outputs to it

#

as long as you keep the 3:8 ratio for each segment

faint pike
#

Yes, but physically fitting all the refineries in

hot ginkgo
#

I dont exactly consider that a concern. A fully kitted out turbo fuel plant is hardly going to be the largest thing you build.

#

Late game this basically turns into Satisfinery.

wind spade
#

also space is pretty much infinite

faint pike
#

fair enough. guess this is a sign i should just get a new oil pipe to make my turbofuel gens from, rather than trying to convert my 80% done regular fuel power plant

untold steeple
#

I was wondering about something. How do you all move things around your factory to assemblers/manufacturers? I only have assemblers atm and things are already a big mess moving materials around the factory to craft everything I need and I'm just wondering if there's a better way to do it or not. I was thinking maybe I could use lifts/stackable conveyor poles and moving everything around above the factory and that may make it look a bit nicer but I'd like other input before I tear everything down and rework this

wind spade
#

well simple answer is pretty much: "it's up to you"

#

I'd say try to reduce belts as much as possible, so if you're processing e.g. ingots to rods and then rods to screws, build all that together

untold steeple
#

I hardly craft rods anymore since I now use steel screws

#

But yeah I see what you mean

wind spade
#

basically ideal case is node -> building -> building -> building -> belt -> storage

#

having buildings as close to nodes as possible

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and transporting only final products to storage

#

either by belt or by trains

untold steeple
#

The way I have it set up is a multi-floor factory. I have the first floor for smelting, and then 3 floors for crafting base materials with constructors, and after that an assembler floor where I put everything together which is what I'm currently on

#

I'm not entirely sure what I'm going to do for a storage area yet

wind spade
#

yeah I've seen a lot of people going this way, but I don't really like it

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I'd prefer to have the setup more streamlined, so that materials don't have to travel a lot

untold steeple
#

I like it this way personally

wind spade
#

yeah, as I said in first message, "it's up to you" 😉

#

I'm just trying to answer what I'd do 😛

untold steeple
#

Alright, guess I'll just experiment and see what works

#

Seems there's a lot of tearing down and rebuilding in this game xD

vestal creek
#

Howdy everybody!

#

Just wondering if I can have 2 games at once

#

Like 2 saves I mean

faint pike
vestal creek
#

Thank you!

#

Oh haha my finger slipped and I tapped the wrong channel

#

Thought I was there lol

hot ginkgo
#

@vestal creek mobile here too. I feel the pain.

vestal creek
#

Lol I’m glad to know I’m not alone

fierce ruin
#

how much of oil is 7 refinarys

foggy ferry
#

i have tons of refineries on two oil pipes with about 2-3 on each pipe and it works for me

worthy copper
#

either 5 or 10 refineries can go off of a single full crude oil pipe

#

depending on recipe

fluid arch
#

Can you send refinery production plan? 😋

sand garnet
#

if you use sites like https://satisfactorytools.com you can make your own @fluid arch

clever cedar
#

Using starting zone metarials efficiently gives you KiloBase,
using whole one side of map (such as Dune Desert) metarials efficiently gives you MegaBase,
using whole two sides of map metarials efficiently gives you GigaBase,
using whole three sides of map metarials efficiently gives you TeraBase,
using whole four sides of map metarials efficiently gives you PetaBase,
using whole map (swamp, pink forest etc.) metarials efficiently gives you ExaBase,
using whole & update 4 metarials efficiently gives you ZettaBase.
Comment below which one you have.

wind spade
#

and since there's no definition of megabase, you can't say if your base is megabase or not

#

also, there's no "update 4 materials"

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or shit pc

prime briar
#

@wind spade

My base is a megabase

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my base is so big it that my world can only be run on Google's supercomputer

wind spade
#

doubt

fluid arch
#

@sand garnet thanks I ll try :(

prime briar
#

how big is your power usage

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thats the test of a megabase

sand garnet
#

its not really

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you can build a factory that builds the world's largest powergrid with over 1 TW of power, but it doesnt USE as much power comparatively

prime briar
#

yeah but how much power do you use, not how much do you make

eager solar
#

he said power usage, not capacity

#

that being said, a guy abusing oc will have a bigger power usage even though the base would be smaller than the same without oc

prime briar
#

whats oc

eager solar
#

overclocking

prime briar
#

oh but you need overclocking to make the most turbo motors

wind spade
#

you can just build 10000 jump pads and have 50 GW usage while not producing anything

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@prime briar also you don't need overclocking to make the most turbomotors (only for miners)

sand garnet
#

and I'd argue a megabase is just 'a large factory'

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regardless of the source of the size

eager solar
#

yeah but there is a diff between ocing miners to get more raw mats and ocing the prod buildigns to build less of them

wind spade
#

megabase has no clear definition. It's just a term that people use instead of "big factory", although it's hard to define what a big factory is

#

for example if I have tons of small factories all around the map, is it a megabase or not?

eager solar
#

yeah, there is no common definition atm

sand garnet
#

I shall use my powers to define a megabase soon

wind spade
#

your base is a megabase if you have 100k messages on discord

empty hemlock
#

shouldn't you already be at 100k? i suspect you have another 1k messages in the wiki channel

wind spade
#

he needs 199 msgs to reach 100k

glacial geyser
#

I would define a megabase as a here is where I build all the things while having all the resources shipped to me. Or rather a consumer but not a producer of anything. My main base is larger than the rest but I’ve actually been migrating portions of it to remote locations and using trains to ferry goods out of my main site to the remote locations and to it from them.

sand garnet
#

I personally feel like everything built on the map is part of the factory

#

regardless of how sprad out it is

wind spade
#

^

glacial geyser
#

Yeah but the term implies some level of contiguous connection other than conveyors which are just a logistical device

wind spade
#

I don't think so. For me "megabase" is just "a player built a lot of things and produces a lot of things"

glacial geyser
#

You can replace conveyors with at least two other alternative models of transport. I would not consider everything built on the overall map as part of “the factory”

wind spade
#

I would tho

#

because e.g. without the miners the "main factory" wouldn't work

glacial geyser
#

I would say you’re wrong then lol

wind spade
#

so it's a logical part of the factory

glacial geyser
#

In that case everything on the earth is one big megabase factory

#

Doesn’t matter which company owns it. What country hosts it. It’s all one big megabase IRL since it’s all “connected” in some way

prime briar
#

it is. it's controlled by the illuminati 😆

wind spade
#

I mean... are we talking about the game or about IRL?

#

ingame you're the only person on the planet and you're working for a single company

glacial geyser
#

Har har. The definitions come from IRL analogous definitions

wind spade
#

I've never heard "megafactory" IRL

#

and it still has no definition anyway

glacial geyser
wind spade
#

that's a name of a show, not a commonly used term

glacial geyser
#

Yeah but that’s how definitions become a thing. Commonly used term = definition

#

A single factory producing many things in a contiguous block would be a mega factory

wind spade
#

but it's not a commonly used term

glacial geyser
#

You can’t argue it’s a commonly used term and then say it’s not

#

that's a name of a show, not a commonly used term
@wind spade

wind spade
#

not a commonly used term

glacial geyser
#

But it is a commonly used term

wind spade
#

it isn't. I never heard anyone call something "megafactory". People use "big factory" or smth like that, but never "megafactory" (apart from that show)

glacial geyser
#

Tesla’s gigafactory is also considered a megafactory

wind spade
#

and again, even if it would be commonly used term, it has no clear definition

#

which is the point we were talking about the whole time

glacial geyser
#

Eh it’s whatever. To me a megafactory is something that has multiple disparate outputs.

wind spade
#

so two machines each one producing one item is a megafactory?

glacial geyser
#

That is also contiguous.

#

I reject the idea that everything on the map is “the factory” the map is “the world” where you can make completely isolated factories you have to drive to manually to convey items

#

Sure you could say that. Or you could add a qualifier such as some level of parallel production or the number of items. I would make sure to note that “disparate” means the multiple outputs don’t end in the same result.

#

Or rather are not part of the same result

#

For instance if you make rotors and stators in the same factory, I would not inherently consider it a megabase because you can combine both to make a motor in a single step without any byproduct

#

But if you make supercomputers and turbo motors in the same contiguous factory, I’d consider that a megafactory since there are items that are unique to both chains

wind spade
#

all of that is just your definition, so it's irrelevant to the original discussion, which was "is there a clear definition of a megafactory" with a simple answer "no"

glacial geyser
#

I believe there is but sure.

wind spade
#

there is no clear definition. There's no number that you need to beat to be considered a megafactory. It's all based on player's opinions

crimson pasture
#

if i wanna make a motor production line should i use the alternate one or not?

glacial geyser
#

Depends on your resources

crimson pasture
#

let's say i want to get every single node at some point to my base

sand garnet
#

@crimson pasture if you have the steel rotor alt recipe, use that

fluid berry
#

there is no clear definition. There's no number that you need to beat to be considered a megafactory. It's all based on player's opinions
@wind spade
even the term "to be considered a megafeactory" is misleading, as it too involves other´s opinions about soemthing you put together on your own.

sand garnet
#

it uses the same materials as the regular stator recipe

crimson pasture
#

but what about the motors it self?

#

i have all alternate

sand garnet
#

I'd say the regular motor recipe is easier

hot ginkgo
#

^^

sand garnet
#

alt is if you want a higher output

#

so its your decision to make

hot ginkgo
#

Especially considering how easy steel rotor makes motors.

crimson pasture
#

hmmm

hot ginkgo
#

I would consider the alt for maybe using with turbo motors. Otherwise I have no use for that much motor production.

crimson pasture
#

that's true

#

a small storage should be plenty to have full at all times

hot ginkgo
#

I think I have 2 machines making motors for personal use, stored in one ISC and one normal container. All else gets sinked. Even during my turbo plant I never ran out.

lucid sonnet
#

My megafactory definition: if you built something that inevitably has at least one mistake in it and it makes you want to tear it all down start over, or quit Satisfactory, then you probably built a megafactory. /s

sand garnet
#

that makes every starter factory a megafactory

stray mural
#

or you take my route and keep building upon the chaos.

glacial hemlock
#

@lucid sonnet there is no mistake that cannot be fixed. Oh, unless you have accidentally mixed the belts of uranium with a 20x20 iron ore bus belt balancer.

lucid sonnet
#

hehe

muted crypt
#

Megafactories are generally a community based connotation rather than having any given denotation from a dictionary

#

In factorio, for example, a megabase is generally considered to be at least 1000 science per minute. In this game, however, there are so many different definitions of a megabase that I don't think one has been clearly community defined.

#

Because factories are always different, they may not be consuming the same amount of resources and outputting the same amounts of items.

#

There needs to be some clear, concise label with varying levels of complexity to classify as a megafactory - something that isn't just like 30 turbomotors/min, but also isn't just sinking as many iron ingots as the map + pure iron ingot recipe can provide

#

Although... I suppose setting up the infrastructure for this game might take significantly longer, so if you did do the latter, it would still be an impressive feat... assuming area actions was never used..

queen rivet
#

The only definition that matters: "I know a megafactory when I see one".

snow lodge
#

i think im doing this math right but idk,

muted crypt
#

Whatcha got for us, Rayray?

snow lodge
#

Ive got 300 crude to 400 heavy oil

muted crypt
#

uhuh

#

I assume you're using the heavy oil residue alt

snow lodge
#

ye

#

i think i see where i messed up already lol

muted crypt
#

that should be 10 refineries at 100% clock, outputting (to make it easy on yourself) 2 pipes of 200 HOR

#

(5 refineries per pipe)

snow lodge
#

yee i have like a almost symetrical turbo fuel plant

#

my end math was like 148 fuel gens

#

at max 4.5 rate but i watched kibitiz vid and hes got like only 120 ish

muted crypt
#

he's only using 300/400 HOR

#

he has 112 fuel gens

eager solar
#

148.15 is the right number

muted crypt
#

(i.e. 149, you get more power out of one at 100% and one at 15% than you do from one at 115%)

snow lodge
#

im glad my math wasnt bad afterall lol

#

but now is the array of fuel gens i need to place

cold rock
#

I think my favorite part of the max turbofuel setup is that it comes out to 666m3/min of turbofuel and I think that's beautiful.

chilly wigeon
#

welll...

#

whats why I use 900 crude

#

so its normal number, not 66666

snow lodge
#

I think I shrunk the footprint down pretty significantly but it's still a massive plant lol

#

Hopefully it will be done today and won't need to worry about power for a bit

pine rapids
#

Mines not technically done haha

#

I built three floors of refineries, 5 floors for fuel generators, and the top floor is storage for turbofuel... but I only actually put in 2 floors of generators. I’ll swing back by and build more when my power useage has gotten higher

lucid sonnet
#

i should probably plug buffers into my power plants

#

I have browned out before but I have always been able to fix it without buffers

cold rock
#

I know that the maximum efficiency route is the 149 gen turbo fuel stack. But there's just something about the sheer simplicity of this 71.1111 gen setup:

#

I think the something is that I could actually finish this one in a reasonable time frame. 🙂

wind spade
#

Uses slightly more compacted coal tho

#

It's pretty much this: if you double the amount of refineries, you save 1/2 of oil

worthy copper
#

and double your compacted coal needs

kind glacier
#

@lucid sonnet Buffers don't help against the inevitable, if you're not making enough, you're not making enough. Imo, fluid buffers are only useful when training fluids.

lucid sonnet
#

gotcha

cold rock
#

Fluid buffers are for looking cool and for if you need to do construction that throws off your numbers short-term but you don't want to stop production.

lucid sonnet
#

never thought about them in that light

#

Ok so riddle me this: in a multiplayer game we saw 6 coal.gwnerators seeming to run flawlessly off of:

  • one water extractor
  • one 60 ppm belt of coal into the manifold

My math says it should need 85 ppm of coal to work?

I checked all the machine queues and nothing was draining

faint pike
#

what % of capacity were you using power-wise?

lucid sonnet
#

Ahhhhhhhhh

#

About 60%

#

So that makes sense then

faint pike
#

common problem with power plants is them working when people first make them, and once power consumption scales up a bottleneck appears and shuts down everything

lucid sonnet
#

Good fun

crisp ridge
#

What I hate is when the power goes out on a steam plant or fuel power then to start it all up you have to build a couple bioburners.

lucid sonnet
#

I usually can get it started by disconnecting resource hogs like train stations or manufacturers

#

Or cutting lines

crisp ridge
#

I tryed that but the pumps for water, oil and fuel stopped pumping, so it can't get to where it needs to, to keep the power on

lucid sonnet
#

Yeah it can depend ok timing. For all my brownouts I was able to respond quickly to cut the external line and reboot

#

I also havent positioned where I need pumps so far

faint pike
#

make sure the power producing buildings are on a different line than the rest of the buildings

shell rock
#

If im not mistake, there's no downside to having your power plants largely separated from the rest of your factory right?

#

Unless you're splicing supply lines or don't like shipping fuel long distance, but still. . .

glacial hemlock
#

You can provide a different power grid exclusive to coal miners and water extractors. Need careful cable management though.

#

For me, i simply build an overkill power so that i don't ever have to worry about

worthy copper
#

yeah theres no downside to it

shell rock
#

Oi, since this is the meta chat and all, can anyone tell me how useful trains really are?

glacial hemlock
#

As useful as belts

#

Trains (actually, railways) are easier to built than long, parallel belts. For short distance or single belt, then just stick to belt

pine rapids
#

For distances over like 1 km, trains are totally the way to go. Needs more power though oc

proud gorge
#

Do belts need power at all? I didn't notice them using power yet

worthy copper
#

they dont need power

proud gorge
#

Xd

lucid sonnet
#

I am actually for belts needing to be powered, at least after certain distances, or something. it feels a little OP

worthy copper
#

once you get to high tier... nah

#

as im setting up to harvest a lot of the dune desert, this is a LOT of belts

#

like im expecting to be running 40 belts up the ramp by the time im done with this area, training the rest of the way cause screw making a bus that long

digital yew
#

Wait until they add machine decay and repairing

sand garnet
#

they wont

#

it would be against all the mechanics theyve put in place

#

so i dont see how those things make any sense

#

theres no need for a damage model if there's no factory defense either

wind spade
#

alright, I've done some simulations and I've come to conclusion that putting mk1 belts to manifolds doesn't make them start up faster. It actually makes them startup slower.

#

however you produce slightly more resources while it's filling up

#

example case:
600 ipm input (mk5 belt)
20 machines @ 30ipm input

with mk1 side belts:
Time to stabilize: 1225.0 seconds
Average efficiency before stabilization: 85.3%

with mk5 side belts:
Time to stabilize: 1142.7 seconds
Average efficiency before stabilization: 84.2%

#

for other cases I've tested, it's usually around 1-1.5% difference in production as well. So if you're willing to trade 1% of your production while the manifold is filling up for faster fill time, keep mk5 belts, otherwise if you're fine with it filling slower, but producing more resources in the process (on average), put mk1s there

#

all of that is for any item that has stack size of 100

worthy copper
#

Also an extension that appeals to conservation of material...
If you run two manifolds with the same input rate, and take a certain time point after they’ve stabilized and the buffers filled...
You’ll always get the same efficiency

#

Cause you’ve dumped the exact same amount of material into the input and there’s the same amount in the buffers

wind spade
#

efficiency yeah. But not efficiency over time

#

efficiency here is considered as how much the setup produces vs how much the setup can produce on full load

#

done some more simulations. Turns out it's not benefitial at all

#

so PSA:
Keep your manifold belts the max tier

glacial hemlock
#

efficiency for me, it refers to how much you can setup a production line within a given build time, with the setup running at its full and consistent load.

wind spade
#

if you build mk1 belts there, best case it's just a few seconds slower to 100% efficiency, worst case you'll wait several minutes or even hours (based on a manifold)

#

@glacial hemlock sure, just saying for the simulations I've set efficiency this way

#

but basically it takes longer with mk1 belts than with mk5 belts

glacial hemlock
#

your individual machine takes less than 60ppm per item, right?

wind spade
#

sure, for the case of 60ipm it's obviously helpful

glacial hemlock
#

the result is counter-intuitive at the first thought.

wind spade
#

it is, but that's what I've been saying all the time. If you have mk5 belts there, it fills way faster and overflows earlier

#

I just didn't know how big effect it has

glacial hemlock
#

i thought the mk1 belt kinda restrict the flow rate of previous machines, thus giving more 'priority' to the machines towards the end

wind spade
#

yeah, but at the same time it takes way longer to fill the first machines to overflow for the machines at the end

#

I got the simulation code now, but I may be able to turn it into a manifold tool for the new site

#

just need to figure out a nice way to display the stuff

#

and how to input stuff as well

glacial hemlock
#

modular gif?

wind spade
#

maybe also allow for stuff like different machines consumptions

#

I guess I'll stick with something similar to whatever was in the old manifold tool

#

@cold rock @stark spire @south moth you may be interested in the above ^
TL;DR is that faster belts are better to use in manifolds than slower belts

cold rock
#

@wind spade good to know for sure

wind spade
#

it's not a big difference, but in some example cases I've come up with it was several extra minutes

#

and I'm sure there are cases where it could be even more than e.g. 30 minutes

cold rock
#

Wait

south moth
#

so basically

#

just use the highest belts everywhere

wind spade
#

obviously if the input for the machine is exactly the same as belt speed, then it's better to build the exact belt

cold rock
#

Are you basing that on fill time or time until all machines are producing uninterrupted?

wind spade
#

basically until leaving the thing for more time has no longer any effect on production

#

I've tested it for exact setups only so far though

#

so total input = total consumption

#

didn't do any test for input > consumption

cold rock
#

Because in cases where you do input = consumption you would never fill

#

If it worked

wind spade
#

yeah

#

but basically I calculate it until no more machines can be filled

#

which works for any input <= consumption

#

because filling a machine does change how the thing behaves (some machines futher down the line get extra resources)

cold rock
#

^ wait what does that mean

wind spade
#

imagine a situation in time.

if there's a machine in the manifold that gets more resources than it consumes, it will fill up eventually. When that happens, the extra resources that were filling it up can no longer go in and will go futher down the line, therefore changing input for the machines that are there

#

so I'm simulating the whole thing as long as any machine is filling up

#

in the end, machine can have one of these states:

  • filled to 100% and producing 100%
  • empty, but producing 100%
  • empty and producing less than 100%
#

so I'm simulating the manifold untill all machines are in one of these three states

cold rock
#

Interesting.

pine rapids
#

I always use mk 1 belts for the actual manifold entrances. If you have a mk 5 belt feeding a manifold and mk 1 belts going into the actual machines, it means your first 13 machines are actually being load balanced

south moth
#

?

cold rock
#

It does not mean that unless you overfill you’re branch belts.

#

Your*

#

Because the splitter round robins regardless of the belts attached.

pine rapids
#

So a mk 5 belt in a line, with splitters going into machines with mk 1 belts. Each machine is fed at 60 res/min. It takes 13 mk 1 belts to consume the full throughout of the mk 5 belt

wind spade
#

@pine rapids that's only in case if the machines each eat 60/min

cold rock
#

@wind spade can your simulator do manifolds of manifolds?

wind spade
#

but we're talking about the case when they eat less than that

#

@cold rock what's that lol 😄

#

or rather, where did you use something like that

cold rock
#

Uhhh I don’t know how to explain it in words.

south moth
#

is it better to
| | | | | |
---x---x---x---x---x---x

or

| | | | | |
-- x-- -- x--
| |
----x----

late snow
#

it seems to be more space efficient to do the top one

wind spade
#

@south moth obviously load balancing is better if you want immediate 100% output. But manifolds are easier to build and expand, so it's usually not worth to load balance stuff

#

(and space efficient, yeah)

late snow
#

i did do it, and it chewed up SO much room

#

but it also was on 15 instead of that small amount

#

though they were in that configuration

wind spade
#

yeah for wire, quickwire and screws it's much better to make the setup 1:1 or 2:1 as you did

late snow
#

i like the configuration i posted because its very compact for what it outputs, also thats only with t4 belts

south moth
#

i load balanced everything up until now

wind spade
#

there's nothing wrong with that, but imo it's just extra amount of work with not a big gain

#

in the end, both manifolds and balancers will work at the same efficiency

#

just manifolds take some time to reach the efficiency after they are built

south moth
#

so in the end

#

just do manifolds all with highest belt, everytime, everywhere.. it starts slow but in the end everything will fill up... less space and time needed to build

cold rock
#

I wanna talk about this more later when I have an actual keyboard

#

Hahaha

wind spade
#

lol sure

#

feel free to @ me or dm

hot ginkgo
#

Manifolds are life.

wind spade
#

assuming it's full and uses fuel, yeah

frigid turtle
wind spade
#

@frigid turtle looks nice
although if it was for me, I wouldn't overclock stuff (you can always build more and you're losing power) and also not use balancers (although that's a personal preference)

#

you can also check some of the tools in the pinned post, they usually allow you to generate similar flowcharts

frigid turtle
#

I understand your aversion to using overclocks, but my builder likes making factories as small as possible so I have to adjust to accommodate him

worthy copper
#

I use balancers when making spaghetti factories because the placement doesn’t matter and it’s a couple fewer splitters lol

frigid turtle
#

And I have yet to find a tool generates them in a way I like, but I still haven't tried many..

wind spade
#

well feel free to try mine and give feedback if it doesn't give you what you want 😉 https://www.satisfactorytools.com/production

#

for the space issue - you have almost infinite space, but you don't have infinite power, so for me the choice is obvious 🙂

worthy copper
#

The only thing I don’t like in that flowchart is the double 125% screw producers

#

Waste of a power shard evildoggo

wind spade
#

double 125% use less power than 100+150

frigid turtle
#

@wind spade you've got a good point, I'll try to convince my builder of that...

wind spade
#

again, it's your choice, just saying my preferences 😉

glacial hemlock
#

360 screws i can see, so It's actually 9 constructors

bleak coral
#

hey greeny, does your calculator do power? I'm trying to figure out how much to underclock a coal gen to process byproduct hor -> petro coke

wind spade
#

it doesn't do power (yet). And I'm not sure what do you mean by underclocking a coal gen

#

coal gen needs 25/min coke

#

(on full load)

bleak coral
#

I'm producing petro coke from hor as a byproduct, so my build ends up with an amount of petro coke that is not a multiple of 25

#

so I can either just throw the extra coke away, or underclock an extra gen

glacial hemlock
#

How about awesome sink?

bleak coral
#

there's gonna be one at the end anyway for overflow, that's what I meant by "throw away"

#

but I found the codex, and that gets me the info I need anyway 🙂

wind spade
#

but I'd say you can just round up anyway, as you won't be most likely using 99% of your power anyway

#

so you won't get close to the limit of your power network

bleak coral
#

eh I don't like having an inflated number for my max, and now I can get the number I need

wind spade
#

fair

#

I don't like to inflate it as well, but if the situation is like this where I just round up one gen, I usually don't care. You want to build more power when you're above like 80% anyway

bleak coral
#

yeah I try not to get too close to max either, cause you need some to startup new power plants

glacial geyser
#

I love using overclocks because now I have nuclear energy. I’d rather not build out massive factories

#

I have a mix of over and underclocked things to make the math line up

#

I also like having factories spread out in different regions. I make aluminum and sulfuric acid in the red forest. Everything I need to make nuclear fuel cells, sans any radioactive material, is made in my central factory where a train takes those items and plastic up to an arterial train station that sits between 4 smaller factories.

#

From there, concrete, encased beams, and control rods are conveyed across the waterfall to an area near the cliff I set up to make the rest of the nuclear fuel cells. With the nuclear reactors in the same area. The waste is trained up to the north east corner of the map. But the arterial train station also delivers plastic to my supercomputer factory just behind the train station. It takes in silica byproduct directly from the aluminum/sulfuric acid facility.

#

It also takes in AI limiters, copper sheets, cable, reinforced plates, and quickwire from a separate facility which feeds only that. That separate facility is placed on a nearby oasis that has iron, copper, caterium, and water to make all those things.

#

The supercomputer factory is built around the quartz and encased in glass walls that expands out as it gets taller with 4 manufacturing floors making oscillators, high speed connectors, crystal computers, and finally supercomputers at the topmost floor.

I don’t like the unnatural look of flatting out an area and building a crap load of foundation to build everything in neat rows and straight lines. I also don’t like spaghetti and clipping conveyors or power lines.

#

But that also means I typically am constrained within regions based on the natural geography as to the number of machines I can fit there. So I have a very wide mix of both over and underclocked factories.

#

Most are over/under from ~33%-150%. I have a few at 225% because I had vastly underestimated just how much copper I would need even with the most efficient recipes crafting wire. I made 2 foundries and thought “this is fine” and ended up actually needing closer to 750 ingots/min after everything was done so I squeezed in another foundry, upgraded the mine heads to mk3, and set the clock rate to 250% on the foundries.

bleak coral
#

Sounds like the kind of playstyle I'm going for, I try to keep stuff producing around the resource it needs, and then move the produced thing over to another factory if I need to mix resources

#

and I try to avoid floating platforms as well, and generally conform to the terrain

#

I think my warehouse breaks that rule the most, partially cause it's old enough I'm not 100% sure where the ground is anymore underneath it

glacial geyser
#

Lol I’ve got a few of those as well. I also didn’t realize trains could go back and forth across the same track with opposing engines the first time

#

So I made a huge sky loop that wraps and extends across the huge pillars

#

But I have a personal rule that I put in concrete pillars on anything large that extends out from any structure or land

#

If I can’t make it at least look like it could reasonably hold up what is on top, I do it differently

#

Like near my oil fields I made a huge refinery platform above the lake but I use concrete pillars under it and the frame foundation + glass top so I can still see the lake underneath and I have plenty of room underneath to place water extractors

#

It may be double the concrete but it’s so worth it for how it looks IMO lol

#

Put the frame down and then place the glass inside the frame at the topmost layer

#

Looks beautiful when done

late snow
#

Someone had a really fancy aluminum setup

#

i dont remember what it was, does anyone know who made the flowchart?

wind spade
#

you can probably make one yourself by using one of the online tools

late snow
#

yeah, i just dont remember how much they had their chart tuned to

#

i know it wasn't a full belt

#

i just... cant remember

wind spade
#

this should be a choice you make, not one that you copy from others lol

plush forge
#

heyo, I've just unlocked crude oil and it looks a bit intimdating, how should I get started on that, is there a guide?

quasi kettle
#

So is the recipe for Uranium Pellet similar to Aluminum in that you have a byproduct you need to recycle into the system again?

snow lodge
#

Slap refineries down for now until advanced fluid @plush forge

#

And get some alternative recipes too those will help alot

plush forge
#

thanks!

tawdry pebble
#

Need a math check for nuclear - at 12 nuclear rods a min i can power 60 reactors at 100% capacity and those same reactors will produce 300 nuclear waste a minute?

wind spade
#

yeah (the waste amount is also only at max capacity)

tawdry pebble
#

Thanks, my first time doing nuclear in the game. 672 fuel gens take up to much space and need the foundations for other buildings.

glacial hemlock
#

@plush forge there is a guide on wiki, but spoilers ahead

celest knot
#

rigour motor alternate or normal motor recipe for endgame?

wind spade
#

the alt is better imo

shrewd fox
#

Whatever is convenient

cold rock
#

So anyway what I meant before about a manifold of manifolds, @wind spade, is that I've got a manifold with 4 splitters, and that manifold feeds into 4 rows of six machines.

wind spade
#

why not make one manifold to 24 machines at that point? 😄

cold rock
#

Space

#

4x6 grid looks better in this particular spot

#

no other reason

#

but it might actually be an interesting point

wind spade
#

I guess you could still make it with one belt, but w/e

cold rock
#

because if you do the slowed belts thing, but instead of at each individual machine, do it on the first child set of belts

wind spade
#

and no, it can't do manifold of manifolds (although I could theoretically make it do so)

cold rock
#

so there's 600 units coming in in this particular case, and each machine needs 25

wind spade
#

well basically I figured that in the end it's the same

#

no matter what belt tier you use

cold rock
#

I'm pretty sure if I use mk3's on the first branch belts, I'm going to reach full operation faster than I would otherwise.

#

But idk, I'm going to try it.

wind spade
#

not 100% sure with manifolded manifolds, but with single manifold the tier of belts doesn't matter (as long as it's high enough to carry enough items to a building)

glacial geyser
#

Is there an half-life to nuclear waste?

worthy copper
#

No half life

#

It must be stored indefinitely

#

Have fun making your storage solution

wind spade
#

a.k.a. put down a few dozens storage containers and never have to think about it again

celest knot
#

when you all are doing belt work on your iron ingots, is there a good ratio of refineries you use to make belt/pipe work easier?

#

sorry, should have mentioned, *pure iron ingots

wind spade
#

wdym by ratio that makes belt work easier?

#

just add refineries as long as there's iron left and then connect belt and pipe 😄

hot ginkgo
#

@celest knot I just did some quick math but this is what I came up with.

If you take 12 refineries, the output will be 780/min. Input is 420 ore, and 240 water.

celest knot
#

ah, i never thought about reducing water intake down from 300

#

clever, ty

hot ginkgo
#

That way you can manifold the whole thing. And feed it with exactly 2 extractors.

#

420 is a weird number for input however.

celest knot
#

ya, was just looking at that

hot ginkgo
#

Have to do some fancy stuff with node puritys and splitting things to make it work well.

#

Even using a full water pipe, gives you 15 refineries. And 525 input ore.

#

Or the other route is 780 input. Which gives you 440 water. And 1400 output.

celest knot
#

ya, doesn't appear to be a clean way to do it

#

just started these, so figured i'd check before i plodded ahead

hot ginkgo
#

The 420 input gives the easiest per module set up. Just that funky infeed number.

#

The other set up makes the ore easier. But complicates the water and needing underclocked machine or machines.

wind spade
#

I'd just go with something like 390 iron

hot ginkgo
#

But that gives you 11.14 refineries?

wind spade
#

makes almost a full belt, 12 refineries, one underclocked to 15%

quasi kettle
#

Is it normal to still be highly radioactive after emptying the thing that was causing you to be radioactive in the first place?

wind spade
#

and is 1/2 of maxed node

#

@quasi kettle no, I guess you forgot something somewhere

#

also you can't get rid of waste, so not sure what you tried, but you can't 😛

hot ginkgo
#

While still needing less then a full pipe of water. Definitely not a bad idea.

quasi kettle
#

nope, died, came back and picked up my inventory box...all good. no radioactive in my inv

wind spade
#

isn't there a radioactive item nearby?

quasi kettle
#

I was shuffling around fuel rods - trying to balance them

wind spade
#

or uranium node?

#

rods are super radioactive

#

so if you're near, it may as well be that

quasi kettle
#

nah, rods... I had about 300 on me, I was dividing them and splitting them up between all the gens. Then I was done, but the radioactive meter was still going crazy, but I had nothing on me.

#

Imoved away - far distance, still radioactive. I put all my stuff in a bin, and then died. Came back picked it up and it was fine.

wind spade
#

may have been a bug

celest knot
#

ficsit fabric softener + detergent

quasi kettle
#

that's kinda what I'm thinking. I mean it's not normal to be carrying radioactive material, so maybe if you do it for a long time, you're just dead anyway. lol

celest knot
#

in real life, even if you drop the radioactive material, you're still making the meter go crazy

quasi kettle
#

right, that's kinda what I was thinking

wind spade
#

but sounds weird, as radioactivity is calculated from each radioactive item, not from you

celest knot
#

and ty greeny for the 12 refinery idea

#

just makes it easier to remember what past self did if the beltwork just hits 12 refineries instead of snakes inbetween some odd number

wind spade
#

also back to that - it's usually better to build refinieries based on what you want as final product, not build 12 refineries and then think "what to do with all these ingots" 😄

celest knot
#

i needed 36 total, so this worked out really well

wind spade
#

fair 😉

celest knot
#

will have to fiddle with junk till i unlock aluminum, but i can do it

wraith notch
#

hey, is it me or is the wiki wrong on nuclear waste production? at the maximum of 94.5 rods per min production feeding into 473 (one at 50%) reactors would produce only 472.5 wastes per minute as reactors make 5 wastes per rod but the use time is 5 mins/ rods so effectively 1/ min? so the wiki's 2362.5 wastes per minute would be wrong. right?

wind spade
#

reactors make 25 waste per rod

#

or 5 per minute on max load

#

@wraith notch

wraith notch
#

er yeah. at 25/ rod at 5 mins a rod is 2362.5 wastes per 5 mins

#

as the max is 94.5 rods per mins. so it would be 472.5 wastes per mins sustained. not the 2362.5 per minute the wiki claims

#

right? @wind spade

wind spade
#

but it uses 472.5 rods/min

#

so it produces 472.5 * 25 waste/min

wraith notch
#

but you can't produce that many

#

you can only produce at peak efficiency 94.5 rods per mins

wind spade
#

sorry I got confused reading your message

#

ignore that above lol

wraith notch
#

no worries. just don't want to submit an edit to the wiki without double checking the math first

wind spade
#

94.5 nuclear fuel rods / min, so 94.5 * 25 waste is 2362.5 tho

wraith notch
#

but that's over 5 mins

wind spade
#

no

#

94.5 rods/ 1 min

wraith notch
#

I was writing how I was seeing the thing. and just as I was checking the math it hit me. yup absolutely right

#

the 472.5 reactors would each make 25 wastes using their 1 rod for 5 mins before getting a new one. meaning 11812.5 wastes per 5 mins or 2362.5 / min

#

am dumb thanks

wind spade
#

you don't even need to figure out reactors or burn time

#

you can think about it way simpler - you produce 94.5 rods/min, so if you burn all of them, you'll produce 25 times more waste

#

because 1 rod produces 25 waste

wraith notch
#

no matter what. yeah

glacial hemlock
#

@wraith notch welcome to math and meta. And 2362.5 was written by me 😄

chilly wigeon
#

How much power you can produce with all nuclear?

eager solar
#

think it was 1.14 TW

cedar mica
#

94.5 nuclear fuel rods, 472.5 nuclear reactors, so 1,181,250MW

wraith notch
#

I need to 5x my storage now @glacial hemlock thanks :b only a few thousand more large containers to place

eager solar
#

4.725 stacks/min at full capacity when using all the map's uranium, you have the time to see it coming since you will most likely never reach full cap

wraith notch
#

I mean i want to set it up. That's my project. Im currently stacking up steel pipes and steel beams to make 1000 hrs of 100% usage of 100% of the map's uranium. So yay. Currently just above 200hrs worth (just a bit over 1200 double storage containers.)

eager solar
#

I see, well good luck with that and have fun

#

you're in for quite the repetitive work

wraith notch
#

I've already done the platform for it just above the void far from everything else.
Already calculated the amount of assemblers, foundries, etc. Needed.
I've also already put down about 400 containers and linked them together in a chain.

#

My main issue is on how to group up all the radioactive crafting at the same location as to not condemn a large portion of the map.

eager solar
#

well, if you're going for the max nuclear plant (and assuming you don't take future updates into account), you could pretty much build the plant next to the waste storage since you would have no reason to go back there

wraith notch
#

Yeah that's what I was thinking the thing is that if i craft everything there it's 380+ manufacturers. Which would make it massive.

eager solar
#

you picked your poison, now assume it

wraith notch
#

So im thinking of moving the uranium there and only have the machine there to craft the radioactive bits. Crafting everything else further away and just transport them there

eager solar
#

sounds good

wraith notch
#

To make the "exclusion zone" smaller

eager solar
#

you can also pick another corner of the map and have the rods (or waste) transported by trains

wraith notch
#

Trains aren't radioactive if their content is?

wind spade
#

their contents is still radioactive tho

eager solar
#

yes but if you go on a corner on the same side, you can have the train line follow the border of the map

#

thus the dead zone should bring no problem

wraith notch
#

I just thought you meant there was a way to transport the radioactive bits without basically having a trail of sadness

wind spade
#

radioactivity is not tied to a place

wraith notch
#

Aka a corridor of radioactive mess

eager solar
#

oh, my bad

wind spade
#

only to items

#

so if you move the items, then the zone will move too

eager solar
#

yeah, I know that it's still radioactive, that's why I proposed this since it should allow you to have the radio area out of the way

wraith notch
#

Ill be constantly mining uranium so there'll be a trail of radioactive material moving no matter what @wind spade

eager solar
#

also iirc you can build out of the world so long as your character isn't in there, so you could technically make a rail out of the map, if you spread the radioactive mats in a bunch of wagons you could make it so the radioactive area stays out of the map too

wraith notch
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Yeah ill find a way to path stuff to minimize the effects of that corridor

eager solar
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(for the train)

wraith notch
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I mean technically my storage is halfway under the mesh

wind spade
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don't make so big deal out of uranium You'd need 1000s of full containers and you'll still have only like 500m radioactive radius

wraith notch
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I plan to have a storage capacity of 5907 double containers for nuclear waste...

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So its kind of a big deal

eager solar
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@wind spade he wants to make a storage able to hold 1000h from full cap max nuclear

wraith notch
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Which is 1000 hours of 2362.5 wastes/ min

wind spade
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that's 5906 ISCs

wraith notch
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5906.25

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But i round up

wind spade
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that still radiates only ~80 foundations radius

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635 meters

wraith notch
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Yeah that's not the issue. My issue is the infrastructure needed to make the 94.5 rods/m

wind spade
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well but the radiation is not a big deal 😉

wraith notch
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Their footprint is big.

hot ginkgo
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I would consider it an endgame item. And then you're trying to make the max amount of that. I would except it to be huge.

glacial hemlock
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@wraith notch it will be super massive

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You hardly even need half of the 94.5/min

shy mason
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You will have a good future proof energy capacity for any future updates at least, if the save still works.

terse prism
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What are you going to make to use the 1.1tw of power, though?

worthy copper
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lots of turbomotors!

glacial geyser
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I’m about to automate turbo motors and I still only have 9 nuclear reactors and I’m using barely a third of my energy capacity

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More like 1/5th

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And I’m making more than enough rods off one uranium node to support something like 30 reactors

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The node in the red tree forest is the one I am mining and I built my nuclear processing atop the node basically since we can’t remove the radiation from the node and the map o figured it’s as good a place as any to refine uranium. I pipe in sulfuric acid and rail in every non-radioactive component that I make in my main base (up to electronic control rods, concrete, and beams)

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That reduces the overall radiation-area footprint to just the uranium refinement bits

young rover
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I will totally avoid nuclear as long as the waste can’t be recycled... I rather have 500 fuel generator with turbo fuel

glacial geyser
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It’s not a bad way to go@young rover. It just caps way under what nuclear is capable of

eager solar
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if you do your storage right, you can pretty much play for hundreds of hours before the radioactive area starts encroaching on land

muted crypt
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it takes one nuclear reactor running at max power draw like 3 days 8 hours to fill a single industrial storage container

eager solar
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and that's assuming you're using the plant at full cap

muted crypt
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assuming I did my math right

young rover
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I just don’t like the idea of wasting my map ...

eager solar
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@muted crypt I heard 80h so yup, you're good

young rover
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I hope they are doing something with those waste in future update

muted crypt
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64 industrial storage containers full of nuclear waste has a radius of like 370m around the center point

eager solar
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do the containers on the corner of the map (like NE corner, you have a lot fo empty space

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and by the time waste become a problem you will prolly have left satisfactory for a new game

muted crypt
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for comparison, the map edges (including water and blank space) are 7500m long

young rover
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Burn fuel is so much more ecological 🤣

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Sadly the game don’t render pollution ...

muted crypt
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ficsit does not waste
that uranium is going to waste by not being used

eager solar
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also it's 80h for 1 nuclear reactor running a full capacity, in the end your power plant will msot likely not run at full cap

young rover
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Imagine the smog cloud above that coal plant

glacial geyser
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Turbofuel requires compacted coal and oil and IIRC the cap for turbofuel power is ~160GW using every resource node for coal/oil/sulfur

eager solar
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well, if you need that much power chances are you also need a lot of oil products, so you can't really do htat

young rover
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I use 6 GW now ... 🤣

eager solar
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anyway, unless you go big nuclear plant is indeed not needed but the waste itself is not a problem as long as you store it correctly

analog mist
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meanwhile me just using 12 coal plants because i suck at progression

eager solar
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gotta start somewhere

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I was feeling extra proud when I did my first set of 8 coal gens

glacial geyser
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Omg you can use nuclear fuel rods in your vehicles?

analog mist
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that sounds... dangerous?

eager solar
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yes but vehicles are then radioactive

glacial geyser
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Lol but for automation if you need to truck in something you could autopilot and use rods instead lol

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But does that mean no waste is generated by the vehicle?