#math-and-meta
1 messages · Page 469 of 1
Just a few refineries
decided that I want to do 30 nuclear fuel rods per minute
but to do that I need to get my updated factory going
so I can have alclads, supercomputers and turbo motors more easily accessible to me
Do you need 150 power plants in your life? Dats a lot of power
there is no such thing as tooo much power just watch the frame rates drop its glorious! hehe
what is the best Steel ingot recipe, alts included
I vote for solid steel.
30% increase in output. Only extra step is ingots. Easy.
Benefit over coke steel is you dont have to hassle with oil by products.
And compacted steel needs sulfur, which already has so many other uses.
@hot ginkgo what about Iron ingots, best recipe?
Pure for the sheer output. But me personally, I'm not building large enough to need to worry about maximizing iron.
There's already so much iron on the map.
70k potential max iron ore. That's a lot of iron.
There's never enough iron for screws.......
I expect my steel production to be like 80/20 solid steel and compacted steel
reserve enough sulphur to max out nuclear fuel rod production and the rest goes to compacted coal into compacted steel
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)
With pure iron you could turn 70k ore into 130k ingots.
Is that enough screws @spring grove?
522k screws.
I mean, I need to make at least 2k computers/min
otherwise, is it really a mega-factory?
well, there are alt recipes for that
Nah, use caterium computer.
Or even crystal.
Really either one is good because no screws
ooh im looking at recipes for nuclear fuel rods and im noticing i can make beacons entirely with iron
Sure the hell can.
Electrode Aluminum Scrap, or Aluminum Scrap
big difference?
Thats a personal preference.
I just don't want to deal with oil.
I yhinm it has all the same numbers. Just less per machine.
One sec.
if youre strapped for aluminum the electrode recipe is more efficient aluminum-wise
i'm looking to max out my aluminum production
yeah youll want the electrode recipe then, youll need more machinery to use it but itll get you more aluminum out of each node
I posted a screenshot above for an aluminum factory with electrode aluminum
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%
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.
Then convert all that sweet sweet aluminium into turbomotors?
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?)
if you rig it all to one pipe network such that the recycled water is used up first
I know this is possible because i've been sinking plates off a setup that does this and it doesnt ever clog
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
the power gens should list their output in the build menu
8 coal gens is 600MW
make coal. better than bio
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 ?
aaaaah 35% efficient so 35% of 15m3 = 5.25m3 per min consumed
and those who said we didnt need math in school were morons
k so 18 gens at 37% only consume 88.8m3 per min wicked i can add around 10 more
@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
On max power usage they use 15/min, so you can only have 18 gens from 240 fuel
Or 10.66 gens from 160 fuel
@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
setting gens to max doesn't consume more resources
you always get the same amount of power from 1 fuel, no matter if you use 1% or 100% of your capacity
not what i ment
let me rephrase... id rather have the generator operating at 30% eff. than at 100% due to resource consumption 😛
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
the more power you add the less resources it chews...
my buffers dont lie, or do they LOL
Its still exactly the same as with less generators
2 generators at 50% consume as much as a gen at 100%
exactly
no matter how many gens you build, you'll still use the same amount of resources in total
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....
you forgot to take your consumption into account
if you only consume 50% of your power capacity, then you'll only consume 50% of the fuel
nope i have a pretty excel sheet, prod v consu c prod
another way to put it is, the crude oil used to create the fuel isnt just being used for fuel, balance 😛
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%"
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
if you consume 2250 MW and you have 60 gens, they will run at 25% capacity, but still eating 225m3 fuel/min
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
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).
that's why you should always build gens in a way that you can feed them all at 100% capacity (15m3 fuel/min)
yes at 100% @tidal ember
with them being lower to 50% you have time...
true, hence the keep them to 50% or below, that way that graph in power gen, even though it waves, it wont trip
and you can go back and flatten out the production
JUST MAKE FLAT GRID
I dont think you understand how power works in this game
tom i do
@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)
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
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 😛
that doesnt really answer his question
I wanted a simple yes/no
no i wouldnt because i run other things off the main lines too
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
while in your case you don't know that and you have to rely on the fact that your buffers would save you
hmm i do
while if your gens are built to last at 100% capacity, you can clearly see it from the graph
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
for no benefits
guys gusy, wow... personal pref, lets use that... and on point of blowing fuse havent had one yet, due too my setup 😛
not due to your setup, but due to the fact that you never used more than 100% of your capacity
same thing lol
in both your and mine setup, your fuse will blow at the same time
so don't say "due to my setup, it didn't blow"
because that's misleading
kk, whats your production usage and your capacity ?
irrelevant
oh come on please
no matter what you build, you'll still use the same amount of fuel
i know that
then why do you claim that your setup does something more than my setup?
never did
and on point of blowing fuse havent had one yet, due too my setup
yes to me own not mentioning others...
PSA: supercomputer isn't the 2nd most valuable item sink-points-wise
had to look it up
thats an interesting one.
its the second most valuable one you can automate, at least
yeah 😄
top 5 valuable items:
actually from 20 most valuable items, 8 are equippment items that you can't automate
i wonder why
idk. Normal recipes double the point value of ingredients
maybe it's the same for equippment and just the items are made from a lot of mats, so it sums up?
at least for hazmat suit it seems it's true
it's (sum of sink points of ingredients) * 2
so I guess it's just because they are made from a lot of materials
yeah guess so
the problem is that for handcrafted items, it encourages more handcrafting
well technically you get the same % increase of points
as if you'd sink supercomputers or whatever
you cant automate hazmat suits? that saddens me a bit
you can't, sadly
@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
i could use a supplemental pipe, or split the pipes haflway and underclock all refineries evenly...maybe
if you need two pipes, just merge 5 refineries into each pipe and then 6.66 refineries from each pipe
so two refineries would need to be underclocked instead of just one for that. but yeah that works
yeah, but you don't bother with pipe balancing that way 😛
and pipe mechanics are still a big unknown
so who knows if it works or not
so it's better to have isolated systems
if you need several pipes, just do it like you'd do an injected manifold
I feel bad for people who have like 8+ pipe systems then
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
that works as long as they dont have uncertain scaling increase down the road
eg. distributing refineries per node instead of centralizing
geez if/when pipes mk2 come out we are all going to be rebuilding our refinery factories like mad
So whatcha guys think? compacted steel ingot, or solid steel ingot? compacted is super efficient for coal but uses sulfur
solid steel ingot, no doubt
sulfur often has more valuable uses elsewhere like for turbo fuel
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
@wind spade How does your site give priority to a recipe? Assuming everything is available. Does it go off lowest resource use?
Hmm. Okay.
oh no, bando is back
Just on break at work. Clowning around either super computer and turbo motor set ups. Trying to decide efficiency vs convenience.
lol you're over there designing super computer factories. I'm over here deciding on an efficient iron ingot
Hey, I'm also redesigning my iron production. Never forget thr basics.
use the pure ingot alt 😛
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
@wind spade yea, I'm going to build it on the south eastern lake
@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
Are refineries for things like “steamed copper sheets” more efficient than constructors?
@lucid sonnet oh he does, that's cool. Thanks man
@glacial geyser the refinery alts are generally really good. I'm going to use them for copper and iron ingots as well
The only downside is the increased power use, and the sheer size of those refineries. Both easily workable.
stacklable refinery layouts are 😆 because of their size
you see a 160 meter tower. "how many refineries are in that?" "6"
ok, technically 5
haha that's how my power plant is. 8 floors, 200 meters
screenshots or its not real
haha can do, but you'll have to trust me till tonight
I'm starting to call this game satisfinery.
lol so true
how much turbo fuel/m does one fuel generator use?
4.5
4.5/min at max power consumption
thank you
As I start doing alclad sheets, and starting to up plastic and rubber production. Im realize that 22GW isn't really all that much
lol nope. So the question is... do you build a second 22GW stack, or do you hold your breath and try to reach nuclear?
That is really a fun question.
Either way I need super computers. I'm currently hand feeding bins.
And that's poo.
lol yea
although for super computers it could be temporarily somewhat ok... a stack of super computers can go a long way
200 will get me 100GW worth of nuclear plants. Hmm...
i had the same problem with computers and gunning for trains
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!
@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.
@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
and I tried vehicles...I really did...
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
heh
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
I also may producre steamed copper sheets offsite soon
otherwise though I like the building per resource type. and throwing all belts underneath out of sight
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
Do you think if I build this, my computer will break Instantly or in a few minutes?
My computer is awful, but works on high settings
I'm not sure what's more dangerous there. The lag or the radiation
Yea
Radiation not problem
I have no idea
I wish I could use my supercomputers to help run the game
I wish I could use my supercomputers to help run the game
@pine rapids I have laptop On these cases
He works on ultra settings on tier 6
And there are already a lot of buildings at that time
My laptop is fine on ultra at tier 6, but... What i have now is a total joke compared to what’s coming
I'm more afraid for the egg that will be fried on my computer at this time, suddenly burn
Haha
Maybe it will have to be watered, although it will evaporate instantly
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
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
I spent the first 20 hours on plugging in wires and stuff.
And then a lot of hours of crafting, who is your Automotization?
I have my hands.
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
I’m not sure why but it was freaking a lot of fun. That bioburner was a beast
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
Anyone have the 900 plastic/rubber setup diagram on hand?
@muted crypt this? https://www.satisfactorytools.com/production?share=j3YT7KLJsJyg9idOXssx
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
Everything locally, ship final products to storage
Agreed. Thats what I do.
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.
does anyone have the diagram for the 900 rubber/plastic
you should be a dev=)
Man, I hardly have time to poop.
Plus I work on factories. I couldn't make a game. Not in my skillset.
Who better to run the balancing team?
I do work on blow/extrusion molding machines. I'll balance the packaging recipes.
What is the most efficient thing to sink?
Thoughts on this balanced refinery setup?
https://www.satisfactorytools.com/production?share=TyPWakH2LMIdkyuMHF3W
why not use the resin?
😄
nvm your using it for the fibers
I use the resin for my plastic and rubber TBH
Does anything even use cloth? Like regularly?
Filters for gas and radiation.
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
that way you can adjust how much of each you need
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.
I mean sink is OK, but I try to recycle when I can
For example this is my aluminum
I get extra parts that I recycle back into the process
I have not the slightest idea what comparison you're trying to make.
You make extra silica when making scrap
but you can use it in the process
even if you dont need to
so instead of just sinking it, I add it back in
Yeah, sure, everyone does that. What's that got to do with spending resin on fabric instead of rubber or plastic?
you said you would sink your extra fabric
right, so why not just make it so that instead it goes to plastic production?
You know, use the whole buffalo
If I needed to do that I could just switch the recipe in the existing refinery? I'm not sure I understand.
I intend to use the fabric.
Yeah but are you saying have additional foundries that you just overflow resin to?
And to be honest, with 400 plastic/rubber production, I'm gonna have way more excess of that than I would of the fabric.
arent turbomotors the best for sinking because they have the most steps to make?
I guess that depends on if the time and materials to make it are properly reflected in the sink value.
There is a chart for points, it also depends on how fast you can make them
I haven't tested it out though
I have no idea why SCIM is telling me I need ~1800 rubber per minute
genuinely no clue why
oh wait...
I had silicone AND electrode circuit boards selected
dropped my rubber down to 397.5/min
I dont know why but i have a hard time thinking about pipes properly
especially when it comes to input-output balancing
I hear they are omnidirectional, but the flow gauges are directional
so like does it matter where I place pipe junctions or not, assuming no vertical difference across pipes?
in my case Im balancing 14 inputs -> 3 outputs
the flow guages arent directional
they can go either way
the pipeline pumps ARE directional
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."
Thats accurate
no the wiki is correct
its just that the pattern can go either direction
if the flow is from right to left, so are the pulses
gotcha. but like once the pattern is established, liquid cannot "backflow"
if the flow is from left to right, so are the pulses.
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?
it can, it depends on if stuff shuts down etc
and depends on where you buuld
build*
The liquid will flatten itself out
so in this case im building off the coast, less than 10 meters vertical elevation anywhere
As long as you dont hit that 300 limit anywhere it sorts itself out
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
so the refineries output to one pipe, that is already junctioned to the other two, before the first machine's output
Just a side note about the flow indicator, I have watched many of them abruptly switch directions
Thats because they never flattens out
My best example is on recylced water loop coming from aluminum production.
so what I am hearing is that as long as al lthree pipes are junctioned before the are used as input, I am good?
If you have a 400 buffer and a 100 buffer connected with pipes they will constantly change between 400 and 100
Also does the indicator show exit rate
@lucid sonnet why do you need to connect the 3?
I essntially want to balance 14 inputs : 54 outputs
at about 800m3
and I didnt want to calculate like "which input machines go to which pipes?"
Oh, so one line may have overflow that you want to redirect to the others thst may have not enough
yeah. same principle behind load balancing: I want to abstract potential uneven input from even output
You should be fine as long as there is no point in any of the 3 lines giving or taking more than 300
thanks!
And if you do, throw a junction before that
is it worth building some big plastic/rubber production lines without alternative recipes?
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....
@stable siren each line should be about 266.667 being used
@chilly wigeon define big?
@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
@lucid sonnet I need like 2k plastic
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
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
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.
@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
I like using the 'steeled frame' alt
because that also lets me set up the entire chain for heavy modular frame with fewer recipes
Ok ill look into it
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).
Is the list of useful alternate recipes on the wiki recent? Been pondering which to plug into this calculator and start my planning =|a
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
Which one's yours? Satisfactory Tools?
about the wiki list, I'm not sure. Because it can be edited by anyone, I remember it was sometimes a bit opinionated
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.
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)
Greeny have you considered adding an option for 'simplified build' with recipes that work well together but arent optimal as far as resources?
Yeah, that's the sort of thing I'm looking for atm.
all recipes work well together 🤔
Example of this is using steel rotors and regular stators
I'm not sure what you mean
Same items used in both
this sounds like something that can be a lot opinionated
I'm assuming the math is skewed towards most output for least input?
in "items/min" mode, it just does least input for that amount of output
It would be a 'lazy player' checkbox or something lol
and resources are weighted, so oil is "rarer" than iron for example
Right but that can lead to the use of pure recipes for example
@sand garnet I'm not sure that you can mathematically describe "working well together"
I cant be arsed to set those up for example
@sand garnet I think in those situations, you can disable them, yeah
Well, in the case of motors, working well= using same materials for both sub parts
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
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
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 😉
Only extra thing is RIP
Yea but what if youre a casual player without that knowledge
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?
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
Gotcha. Danke!
Maybe a ' minimize machine count' is what im asking for lol
Or ' minimize recipe count'
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 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
That i agree with
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
@normal dove in bigger setups that would lead to gigantic numbers or even not possible numbers due to map limits
Maybe by also calculating the optimal build and showing a ' heres what you couldve done ' button lol
@wind spade I figured, yeah =p
and underclocking is a good thing anyway 🤷♂️
Yeah, it wasn't a serious suggestion
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 😛
Yes i mean IF you were to do my idea show them an alternative for when they git gud lol
ah
well it still is blocked by the fact that I need to figure out a way to mathematically describe the "easy mode setup"
Basically " i know you said you wanted this but look at this beauty too!"
well I could do that already with anybody who hasn't selected all the alternate recipes xD
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
that's planned
Neat
Its just a button :p
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 >_<
all of them
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?'
It's all kind of arbitrary because the entire point of the game is just to make stuff for fun
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
^ 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.
That number's from a post I saw on Reddit, but yeah.
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?
the whole diluted packaged fuel loop is 1:1:1
beautiful
I have no desire to bother splitting AND manifolding 800/min if there's no reason to do so.
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
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.
fair, but still I'd prefer the 1:1:1 setup 😉
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.
yeah 😉
I do need to make some rubber and plastic loops. The plans and possibilities are already flowing.
It gets messy turning the fuel into turbofuel though. Any clean solutions?
messy? just put fuel in a refinery
add compacted coal and take out turbofuel
what's messy about that process?
The ratios
huh? it's 3:8
Just use 300 oil. Makes 666 turbo fuel. Very well documented and most of the intermediate steps are easy.
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
Yes, but physically fitting all the refineries in
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.
also space is pretty much infinite
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
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
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
I hardly craft rods anymore since I now use steel screws
But yeah I see what you mean
basically ideal case is node -> building -> building -> building -> belt -> storage
having buildings as close to nodes as possible
and transporting only final products to storage
either by belt or by trains
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
yeah I've seen a lot of people going this way, but I don't really like it
I'd prefer to have the setup more streamlined, so that materials don't have to travel a lot
I like it this way personally
yeah, as I said in first message, "it's up to you" 😉
I'm just trying to answer what I'd do 😛
Alright, guess I'll just experiment and see what works
Seems there's a lot of tearing down and rebuilding in this game xD
Howdy everybody!
Just wondering if I can have 2 games at once
Like 2 saves I mean
yeah, although that would be more served in #old-questions-and-help
Thank you!
Oh haha my finger slipped and I tapped the wrong channel
On my phone #old-questions-and-help is the one right below this one
Thought I was there lol
@vestal creek mobile here too. I feel the pain.
Lol I’m glad to know I’m not alone
how much of oil is 7 refinarys
i have tons of refineries on two oil pipes with about 2-3 on each pipe and it works for me
either 5 or 10 refineries can go off of a single full crude oil pipe
depending on recipe
Can you send refinery production plan? 😋
if you use sites like https://satisfactorytools.com you can make your own @fluid arch
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.
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"
or shit pc
@wind spade
My base is a megabase
my base is so big it that my world can only be run on Google's supercomputer
doubt
@sand garnet thanks I ll try :(
its not really
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
yeah but how much power do you use, not how much do you make
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
whats oc
overclocking
oh but you need overclocking to make the most turbo motors
you can just build 10000 jump pads and have 50 GW usage while not producing anything
@prime briar also you don't need overclocking to make the most turbomotors (only for miners)
and I'd argue a megabase is just 'a large factory'
regardless of the source of the size
yeah but there is a diff between ocing miners to get more raw mats and ocing the prod buildigns to build less of them
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?
yeah, there is no common definition atm
I shall use my powers to define a megabase soon
your base is a megabase if you have 100k messages on discord
shouldn't you already be at 100k? i suspect you have another 1k messages in the wiki channel
he needs 199 msgs to reach 100k
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.
I personally feel like everything built on the map is part of the factory
regardless of how sprad out it is
^
Yeah but the term implies some level of contiguous connection other than conveyors which are just a logistical device
I don't think so. For me "megabase" is just "a player built a lot of things and produces a lot of things"
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”
I would say you’re wrong then lol
so it's a logical part of the factory
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
it is. it's controlled by the illuminati 😆
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
Har har. The definitions come from IRL analogous definitions
that's a name of a show, not a commonly used term
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
but it's not a commonly used term
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
not a commonly used term
But it is a commonly used term
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)
Tesla’s gigafactory is also considered a megafactory
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
Eh it’s whatever. To me a megafactory is something that has multiple disparate outputs.
so two machines each one producing one item is a megafactory?
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
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"
I believe there is but sure.
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
if i wanna make a motor production line should i use the alternate one or not?
Depends on your resources
let's say i want to get every single node at some point to my base
@crimson pasture if you have the steel rotor alt recipe, use that
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.
it uses the same materials as the regular stator recipe
I'd say the regular motor recipe is easier
^^
Especially considering how easy steel rotor makes motors.
hmmm
I would consider the alt for maybe using with turbo motors. Otherwise I have no use for that much motor production.
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.
https://fullycharged.show/blog/the-rise-of-the-ev-battery-megafactories/#:~:text=What is a battery megafactory,of battery cells per year.
That is a scientific proof. So end of discussion.
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
that makes every starter factory a megafactory
or you take my route and keep building upon the chaos.
@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.
hehe
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..
The only definition that matters: "I know a megafactory when I see one".
i think im doing this math right but idk,
Whatcha got for us, Rayray?
Ive got 300 crude to 400 heavy oil
that should be 10 refineries at 100% clock, outputting (to make it easy on yourself) 2 pipes of 200 HOR
(5 refineries per pipe)
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
148.15 is the right number
(i.e. 149, you get more power out of one at 100% and one at 15% than you do from one at 115%)
im glad my math wasnt bad afterall lol
but now is the array of fuel gens i need to place
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.
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
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
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
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. 🙂
Uses slightly more compacted coal tho
It's pretty much this: if you double the amount of refineries, you save 1/2 of oil
and double your compacted coal needs
@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.
gotcha
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.
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
what % of capacity were you using power-wise?
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
Good fun
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.
I usually can get it started by disconnecting resource hogs like train stations or manufacturers
Or cutting lines
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
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
make sure the power producing buildings are on a different line than the rest of the buildings
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. . .
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
yeah theres no downside to it
Oi, since this is the meta chat and all, can anyone tell me how useful trains really are?
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
For distances over like 1 km, trains are totally the way to go. Needs more power though oc
Do belts need power at all? I didn't notice them using power yet
they dont need power
Xd
I am actually for belts needing to be powered, at least after certain distances, or something. it feels a little OP
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
Wait until they add machine decay and repairing
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
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
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
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
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.
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
your individual machine takes less than 60ppm per item, right?
sure, for the case of 60ipm it's obviously helpful
the result is counter-intuitive at the first thought.
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
i thought the mk1 belt kinda restrict the flow rate of previous machines, thus giving more 'priority' to the machines towards the end
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
modular gif?
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
@wind spade good to know for sure
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
Wait
obviously if the input for the machine is exactly the same as belt speed, then it's better to build the exact belt
Are you basing that on fill time or time until all machines are producing uninterrupted?
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
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)
^ wait what does that mean
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
Interesting.
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
?
It does not mean that unless you overfill you’re branch belts.
Your*
Because the splitter round robins regardless of the belts attached.
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
@pine rapids that's only in case if the machines each eat 60/min
@wind spade can your simulator do manifolds of manifolds?
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
Uhhh I don’t know how to explain it in words.
is it better to
| | | | | |
---x---x---x---x---x---x
or
| | | | | |
-- x-- -- x--
| |
----x----
it seems to be more space efficient to do the top one
@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)
also, it would be an absolute bitch to load balance https://discordapp.com/channels/370472939054956546/553550313533997057/743869679520579605
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
yeah for wire, quickwire and screws it's much better to make the setup 1:1 or 2:1 as you did
i like the configuration i posted because its very compact for what it outputs, also thats only with t4 belts
i load balanced everything up until now
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
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
Manifolds are life.
assuming it's full and uses fuel, yeah
New to the game, thought I'd try my hand at flowcharting for efficiency, made in GIMP.
@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
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
I use balancers when making spaghetti factories because the placement doesn’t matter and it’s a couple fewer splitters lol
And I have yet to find a tool generates them in a way I like, but I still haven't tried many..
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 🙂
The only thing I don’t like in that flowchart is the double 125% screw producers
Waste of a power shard 
double 125% use less power than 100+150
@wind spade you've got a good point, I'll try to convince my builder of that...
again, it's your choice, just saying my preferences 😉
360 screws i can see, so It's actually 9 constructors
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
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)
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
How about awesome sink?
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 🙂
in that case you can open this page https://www.satisfactorytools.com/codex/buildings/coal-generator and see how much does it use based on overclocking
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
eh I don't like having an inflated number for my max, and now I can get the number I need
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
yeah I try not to get too close to max either, cause you need some to startup new power plants
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.
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
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
Someone had a really fancy aluminum setup
i dont remember what it was, does anyone know who made the flowchart?
you can probably make one yourself by using one of the online tools
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
this should be a choice you make, not one that you copy from others lol
heyo, I've just unlocked crude oil and it looks a bit intimdating, how should I get started on that, is there a guide?
So is the recipe for Uranium Pellet similar to Aluminum in that you have a byproduct you need to recycle into the system again?
Slap refineries down for now until advanced fluid @plush forge
And get some alternative recipes too those will help alot
thanks!
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?
yeah (the waste amount is also only at max capacity)
Thanks, my first time doing nuclear in the game. 672 fuel gens take up to much space and need the foundations for other buildings.
@plush forge there is a guide on wiki, but spoilers ahead
rigour motor alternate or normal motor recipe for endgame?
the alt is better imo
Whatever is convenient
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.
why not make one manifold to 24 machines at that point? 😄
Space
4x6 grid looks better in this particular spot
no other reason
but it might actually be an interesting point
I guess you could still make it with one belt, but w/e
because if you do the slowed belts thing, but instead of at each individual machine, do it on the first child set of belts
and no, it can't do manifold of manifolds (although I could theoretically make it do so)
so there's 600 units coming in in this particular case, and each machine needs 25
well basically I figured that in the end it's the same
no matter what belt tier you use
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.
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)
Is there an half-life to nuclear waste?
No half life
It must be stored indefinitely
Have fun making your storage solution
a.k.a. put down a few dozens storage containers and never have to think about it again
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
wdym by ratio that makes belt work easier?
just add refineries as long as there's iron left and then connect belt and pipe 😄
@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.
That way you can manifold the whole thing. And feed it with exactly 2 extractors.
420 is a weird number for input however.
ya, was just looking at that
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.
ya, doesn't appear to be a clean way to do it
just started these, so figured i'd check before i plodded ahead
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.
I'd just go with something like 390 iron
But that gives you 11.14 refineries?
makes almost a full belt, 12 refineries, one underclocked to 15%
Is it normal to still be highly radioactive after emptying the thing that was causing you to be radioactive in the first place?
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 😛
While still needing less then a full pipe of water. Definitely not a bad idea.
nope, died, came back and picked up my inventory box...all good. no radioactive in my inv
isn't there a radioactive item nearby?
I was shuffling around fuel rods - trying to balance them
or uranium node?
rods are super radioactive
so if you're near, it may as well be that
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.
may have been a bug
ficsit fabric softener + detergent
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
in real life, even if you drop the radioactive material, you're still making the meter go crazy
right, that's kinda what I was thinking
but sounds weird, as radioactivity is calculated from each radioactive item, not from you
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
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" 😄
i needed 36 total, so this worked out really well
fair 😉
will have to fiddle with junk till i unlock aluminum, but i can do it
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?
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
but you can't produce that many
you can only produce at peak efficiency 94.5 rods per mins
no worries. just don't want to submit an edit to the wiki without double checking the math first
94.5 nuclear fuel rods / min, so 94.5 * 25 waste is 2362.5 tho
but that's over 5 mins
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
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
no matter what. yeah
@wraith notch welcome to math and meta. And 2362.5 was written by me 😄
How much power you can produce with all nuclear?
think it was 1.14 TW
94.5 nuclear fuel rods, 472.5 nuclear reactors, so 1,181,250MW
I need to 5x my storage now @glacial hemlock thanks :b only a few thousand more large containers to place
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
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.)
I see, well good luck with that and have fun
you're in for quite the repetitive work
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.
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
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.
you picked your poison, now assume it
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
sounds good
To make the "exclusion zone" smaller
you can also pick another corner of the map and have the rods (or waste) transported by trains
Trains aren't radioactive if their content is?
their contents is still radioactive tho
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
I just thought you meant there was a way to transport the radioactive bits without basically having a trail of sadness
radioactivity is not tied to a place
Aka a corridor of radioactive mess
oh, my bad
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
Ill be constantly mining uranium so there'll be a trail of radioactive material moving no matter what @wind spade
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
Yeah ill find a way to path stuff to minimize the effects of that corridor
(for the train)
I mean technically my storage is halfway under the mesh
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
I plan to have a storage capacity of 5907 double containers for nuclear waste...
So its kind of a big deal
@wind spade he wants to make a storage able to hold 1000h from full cap max nuclear
Which is 1000 hours of 2362.5 wastes/ min
that's 5906 ISCs
Yeah that's not the issue. My issue is the infrastructure needed to make the 94.5 rods/m
well but the radiation is not a big deal 😉
Their footprint is big.
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.
@wraith notch it will be super massive
You hardly even need half of the 94.5/min
You will have a good future proof energy capacity for any future updates at least, if the save still works.
What are you going to make to use the 1.1tw of power, though?
lots of turbomotors!
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
More like 1/5th
And I’m making more than enough rods off one uranium node to support something like 30 reactors
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)
That reduces the overall radiation-area footprint to just the uranium refinement bits
I will totally avoid nuclear as long as the waste can’t be recycled... I rather have 500 fuel generator with turbo fuel
It’s not a bad way to go@young rover. It just caps way under what nuclear is capable of
if you do your storage right, you can pretty much play for hundreds of hours before the radioactive area starts encroaching on land
it takes one nuclear reactor running at max power draw like 3 days 8 hours to fill a single industrial storage container
and that's assuming you're using the plant at full cap
assuming I did my math right
I just don’t like the idea of wasting my map ...
@muted crypt I heard 80h so yup, you're good
I hope they are doing something with those waste in future update
64 industrial storage containers full of nuclear waste has a radius of like 370m around the center point
do the containers on the corner of the map (like NE corner, you have a lot fo empty space
and by the time waste become a problem you will prolly have left satisfactory for a new game
for comparison, the map edges (including water and blank space) are 7500m long
ficsit does not waste
that uranium is going to waste by not being used
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
Imagine the smog cloud above that coal plant
Turbofuel requires compacted coal and oil and IIRC the cap for turbofuel power is ~160GW using every resource node for coal/oil/sulfur
well, if you need that much power chances are you also need a lot of oil products, so you can't really do htat
I use 6 GW now ... 🤣
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
meanwhile me just using 12 coal plants because i suck at progression
gotta start somewhere
I was feeling extra proud when I did my first set of 8 coal gens
Omg you can use nuclear fuel rods in your vehicles?
that sounds... dangerous?
yes but vehicles are then radioactive