#math-and-meta
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I'm going to do some math on that. Be back in a bit.
here, Bando - the machines
wait
that may be the wrong one lol
yeah this one is what you want^^
so this setup uses all sulfur, all coal, all iron, and all oil on the map
and almost all of the copper
26700 / 28860
Ahh. Okay. I just did straigjt to screws.
Even doing that, the constructors alone use 44GW.
rip power, guess you're screwed 
:C

greeny I want to embrace screws this time
but what if I want 1.753 million screws per minute
Interesting that just rods to screws makes more.
steel rods to screws are best
this is just base recipes
also, bando
that's 281,520
that's ~16% of the screws of the other set
stop polluting my production tabs
Hahaha
just realized but, err, good luck
casual 40k constructors, people build that daily
also, Bando
won't you have more item limits problems than klepdar lmao
you said it was 225 mk5 belts
lmao
Clearly I'm bad at math at the end of a work day.
casual x10
do I think my computer can handle this? no, not at all
do I want to try anyway? yeah, kinda
yeah, you won't be doing it, even if you try to only end results I can see are you giving up, you going insane or your computer having a meltdown
or the game crashing
yeah
I'd say game crashing > mental meltdown > computer meltdown > giving up
highest likelihood to lowest
I tend to get really motivated by stupid shit like this
then a wild update appears and change screw prod line somewhere and nothing work anymore
but when it's something actually competent I lack mental capacity to focus for more than 30 minutes
@ my 900 rubber/min factory that I still haven't finished
kek
hmm
I should probably figure out how much power this would use
and then ask NASA if I can borrow their computers
I have a strange feeling this is going to use a massive amount of power.
imagine that lol
imagine how many bioburners you will have to make
btw, you will also need a bunch of belts jsut to sink the resin
yeah it's 5k resin/min I believe
The constructors alone use 204GW
I'm writing out a reference of all the power draws
Mk3 miner at 200%: 90.94 MW
- 1 on copper (single impure node)
Mk3 miner at 250%: 129.96 MW (impure/normal nodes) - 8 on sulfur, 74 on iron, 29 on copper, 35 on coal
Mk3 miner at 163%: 65.58 MW (pure nodes) - 3 on sulfur, 46 on iron, 12 on copper, 15 on coal
Oil Extractor at 250%: 173.29 MW (impure/normal nodes) - 22 on crude oil
Oil Extractor at 125%: 57.16 MW (pure nodes) - 8 on crude oil
Constructor at 100%: 4.00 MW - 51202 total
Constructor at 3%: 0.1 MW - 1 total
Assembler at 100%: 15.00 MW - 273 total
Assembler at 60%: 6.62 MW - 1 total
Foundry at 100%: 16.00 MW - 2944 total
Foundry at 50%: 5.28 MW - 1 total
Refinery: 30.00 MW - 500.00 total
AWESOME Sink: 30.00 MW - 2255 total
imagine if you somehow reach the TW
so it should be noted that this does not included any pumps that need used..
nor any trains for transport..
oh I may have fucked up copper, hang on
everything else should be right
belts all the way, also you def want to make water tower to save power
water tower?
raise one water extractors high enough above the water (takes a few pumps unless lucky with environment) and have it flow into the other pipes
o
sup
yo
maroon is trying to make 1 753 000 screws/min
lol
without any resources left for power except bioburners
51202 constructors
i'm trying to find motive to hop back on my map and build stuff
@empty wagon drop tons of items on the ground and make a bonafide junkyard
lol
or do a challenge run with only load balancers
.....
no.
that 2nd one sounds cringe
i mean i could start building factory towers as a replacement for the mess i have in no-man's land but
then how about ultimate spaghetti run, aka josh award
lol
think i'd rather play on others' maps if at all
hey, it's not 1TW
...not sure what i'm looking at
you're looking at
Mk3 miner at 200%: 90.94 MW
- 1 on copper (single impure node)
Mk3 miner at 250%: 129.96 MW (impure/normal nodes)- 8 on sulfur, 74 on iron, 29 on copper, 35 on coal
Mk3 miner at 163%: 65.58 MW (pure nodes)- 3 on sulfur, 46 on iron, 12 on copper, 15 on coal
Oil Extractor at 250%: 173.29 MW (impure/normal nodes)- 22 on crude oil
Oil Extractor at 125%: 57.16 MW (pure nodes)- 8 on crude oil
Constructor at 100%: 4.00 MW- 51202 total
Constructor at 3%: 0.1 MW- 1 total
Assembler at 100%: 15.00 MW- 273 total
Assembler at 60%: 6.62 MW- 1 total
Foundry at 100%: 16.00 MW- 2944 total
Foundry at 50%: 5.28 MW- 1 total
Refinery: 30.00 MW- 500.00 total
AWESOME Sink: 30.00 MW- 2255 total
but summed up
assuming I did it properly
ah, power needed to satisfy the screw build
which is how much power I would need, not including pipeline pumps, to satisfy this hellish being this screw factory
kek, call it an eldritch monster already
I think I would have to use mods for this
...and you still wouldn't have enough screws for rip lol
wdym, that's the power for the whole thing
Screws... why screws ?š¤£
from raw collection to final product and sinking
Screws... why screws ?š¤£
@young rover why not screws?
there's no way I could ever power this all with biomass burners, so... I think I'd be required to use mods
everybody knows x1 reinforced plate needs 1,000,000 screws
Are you trying to get many tickets ?
this is a meme megafactory idea
i thought about building an oil pipeline around the entire world
just for shits and giggles
screwy screw line of a screwed mind
I see that I really need to add the power soon lol
assuming I did this right, I'll only need like a third of the power cap
so that's cool I guess :))))))
Just a few nuclear reactor
the thing is, though
power cap if you have the mats to make max nuclear, which is not the case anymore
this build uses 100% of the map's iron, coal, sulfur and oil, and ~93% of the map's copper
I think that's the only thing you could use your screws for since you have a bit of copper left
dOeS yOuR mOtHeR kNoW yOu'Re BuIlDiNg ThIs EvIl MaChInE?
I can't divert coal into coal generators.
I can't divert oil into fuel generators.
I can't divert iron and coal into nuclear fuel (steel is used in the process iirc).
yep, fuel rods need steel
his mother has already been processed into biomass for the bazillion burners he will have to make
lol
It would be either biomass burners (no thank you) or something like wind turbines from a mod
mom carapace
his mothers has already been processed into biomass for the bazillion burners he will have to make
@eager solar ow ;-;
just now realized this is #math-and-meta channel lol
actually, how long can the factory run before you use all the biomass on the world
infinitely technically
idk how many trees, grass, bushes etc there are
enemies can respawn, sure
but I'd have to be very careful about where I put anything that's powered
swamp would have to be off limits just so I have spawnable areas, for example
kek, farm animals for 3 years so that your factory can run for 3 mins
your only limiting factor is the tree respawn formula
@empty wagon also a certain object limit
oh yea, that too
iirc that object limit can be changed...
yeah but klep stil has problems
also, imagine the duration of an auto-save with all that stuff
Klep's pc froze in terror when he loaded his game from high elevation though XD
my autosaves take about 60sec now and it's already agitating
mine are like 5s, I clearly am not doing enough
well now that I think about it, at least my endgame factory would be fairly simple
tbf i got a bunch of old dilapidated shit from the beginning of my game
alongside my newer stuff
mass produce all the parts needed for refineries, constructors, foundries, oil extractors, mk3 miners, assemblers, awesome sinks, mk5 belts, pipes, pipe/belt stackers and poles, power poles, and foundations/walls.... I think that'd be everything?
but like just as an example crystal oscillators wouldn't be an output
nor would steel beams
since, well... no containers ty
welp, i think imma go get lost in youtube's algorithm now
i'll cu guys later. gl maroon
I'm gonna go too, gnight guys
byeee
I'd need:
Iron Plates
Iron Rods
Reinforced Iron Plates
Modular Frames
Copper Sheets
Cables
Wire/Quickwire (these are a maybe, since I may just focus on using only t3 poles?)
Steel Pipe
Encased Industrisal Beams
Rotors
Motors
Turbo Motors
High-Speed Connectors
Computer
Heavy Modular Frame
Alclad Aluminum Sheet
Concrete
So I guess it wouldn't be that simple but it's cutting out a couple things, like supercomputers and crystal oscillators
but math is how SF goes around
lol
i am sorry your teachers were that bad.
can't tell if troll
@muted crypt I just saw the power. Holy hell.
yeeep.
nah that's right
The other option is liquid biofuel in fuel gens.
2447 fuel gens.
29358m³/min if liquid bio fuel
well that does make the biomass conversions more efficient
You would need to collect 10.5 million leaves per minute to feed that.
nom
Or 132,000 carapces per minute.
Get your whackin sticks ready boys.
This is an ever expanding problem. As you need a ton of machines to process all the bio. Which means more power is needed. Which means more machines to process more biomass
Mod math is hard
@hot ginkgo so I got my coworker interested in Satisfactory, but he can't run it on his potato of a laptop
he gave me the idea to try to maximize nuclear fuel rods and screws such that power output from reactors is roughly equal to power draw for screws
obviously power draw must be less than or equal to power capacity, but still
Greeny really needs power implemented. As well as putting leaves, wood, and other organic base materials so we can do more silly things.
oh @muted crypt looks like charcoal is actually the most energy-efficient recipe for wood
3000 MJ/unit of wood while biocoal is 1800 MJ/unit and conversion to biomass and then liquid fuel is 1250 MJ/unit (which implies liquid biofuel is less efficient than biocoal in general... hmmmmm.)
so wood goes to charcoal and other stuff goes to biocoal and you use all the coal gens
Huh
Huh
trying to figure out how to power the setup, cause turns out maxing screws requires using all of the coal, oil, and iron
which prevents use of any form of power above biomass (nuclear requires iron/steel parts)
Lol
my trains are 24 seconds too slow to max out the transport rate... great
now i need to figure out a solution to this that doesn't involve doubling up my stations/trains
24 seconds is too much, you have to increase the number of train (you don't need to increase the size of train station). Alternatively, you can optimize the rail placement
4m6sec, just remember this gold number and you are good to go
yeah I know. Just a question of how I get there. Suppose the first thing im gonna check is if slapping a few more engines on will fix it because I really don't want to have multiple trains on one set of stations
nope not doing that. Not only it needs to be bidirectional but trains wont use the uphill to naturally brake themselves, so they take FOREVER to get into a station at the top of an uphill
the acceleration gained by going down/up given slope constraints of rails is minimal as well
(this is a flat rail btw)
Hmm, alright. Btw, you can build both train stations on the hill and have the railway sagged down in-between
id need to give it extra room so that the train doesnt start braking until its back on flat rail but that might do it
pathways already nearly straight too, making it a perfectly straight shot would get me probably 5-10 seconds
was thinking i could dispose of that trick cause of the difficulties around elevated stations...
But it looks like its coming back cause lol only ~10% too slow
On the bright side this should be one of the longest train distances I need to run.
Shit this means I'm also gonna need to belt everything up to sky-level cause other trains will be too slow if i don't. Already doing it here and im still behind.
also is it me or are the train car images on the wiki upside down
Make 2 trains
Just start the autopilot at station A while train B is at station B
I know it's lame that they just ghost through each other. But its not practical to add another rail and switch
I'm building many trains on single line tracks. I have acknowledged that I forfeit perfection. I just think it's more fun having the trains rather than running pure belts.
If I didn't build trains for solid cargo I might be using pumps for liquids. And that would be a tragedy.
how would you transport things halveway across the map? Trains?
I'm in the desert, and Bauxite and uranium are halveway across the map
yup, trains
Just run your trains above everything else
Itās easy to run trains along super flat ground when you make the entire path with frame foundation at the same level
Nothing stopping you from using lifters and such to bring the items down or pull them up
@lyric pollen gather all the things you need to transport in the same area then load them on a train, keep in mind that making the prod line on-site and only bringing back the products tend to be easier
@hot ginkgo so I got my coworker interested in Satisfactory, but he can't run it on his potato of a laptop
@muted crypt geforce now ?
@sturdy lagoon i have two trains too and somehow one is faster then identical second. Most times i catch them how they ride almost tohethere. š
its because of the loading and unloading causing them to eventually synch up
so okay ive given it a bit more thought - if I want to futureproof it in the current state for 1200 items/min (expected mk6 belts) then a train will need to make a round trip in 2.66 (repeating, of course) minutes, or 2m40s. And that's pretty clearly infeasible unless I run 2 trains on the same line.
Trains syncing up gets mentioned though, which will be a HUGE problem for a system like this. I know in theory if its two identical trains on an identical route, they shouldnt sync up, but is there any weird case that makes that happen still?
cause if the trains sync up despite being identical in every way except starting at different times...
Then I'll basically be pidgeonholed into doubling the stations so each platform gets half rate, to double my allowed time
I can see a train catching up if the track is really short
im gonna ping @sand garnet cause hes mentioning it right now and im pretty sure he knows
Idk the physics on load weight and acceleration
tracks def long enough cause the nominal time is 4m30s right now
But if train A always gets a bigger load than train B perhaps that could cause it also
right now the cars being loaded or not has no impact
eventually a train may not need to unload because the station is still full
and no, there's no weight system in the game
so this is a 'solve it with awesome sinks' problem
It still does the fake load
well yeah, but why bother?
futureproofing this system nearly requires running 2 trains on the same route, and i dont wanna deal with syncing
thats what i want to make very clear and explicit - even if the trains/routes are perfectly identical, and im sinking material so they NEVER skip a dock, theyll still find a way to sync up? Cause in theory they wont but in practice weird stuff can happen
this is mostly to avoid the case where i need to build another set of stations
Im for the button on the each matrrial which will stop the train in the station untill material is full or faster belts because material is there but outside station. Or comprimation factory for the faster loading material into the train station. Or faster belt.
I think I'm just gonna rig all the dropoff stations up to sinks and experiment with it, see if it syncs up still over time
Lol a little assembly area for overflow and sink
yeah im gonna need some temp production for all my factory building supplies
cause i dont wanna keep going back to home base lol
luckily i can make all the way up to HMFs and computers without any oil (crystal computer ho!) though ill need plastic for manufacturers :/
you can buy plastics from the shop
yes
Finally decided on my "for life" power plan
Really excited to get to the drawing board
Ok
Futureproofing trains wouldn't be an issue with sync because rail signals would prevent trains from entering the segment
Whenever that is actually implemented and rail segments actually matter of course... it'd probably work same as factorio
18,000 aluminum scrap per minute. that's where I'm at which is 80 refinery with 3x overclock or 200 refinery with no overclock. I really hate pipes
see i'm trying to produce 780 heatsinks a minute.
i'm trying to produce 3,078,048 of them in about 65 hours
7800 on the map that can be extracted atm
according to the handy dandy production calculator the max heatsinks achievable is 866.66/min (repeating, of course)
wait, i only want 780. where am i mathing bad
alt recipes?
youre gonna need to use all the recipes that max out aluminum efficiency basically
i've been working with Electrode - Aluminum Scrap er, do i need to do the other one with the coke?
which prod calc are you using?
greeny's
electrode recipe is the most aluminum efficient at that step, then you want the normal aluminum ingot recipe (with silica) and then the heat exchanger recipe
satisfactory-calculator.com is letting me down then
if i just set it to max heat sinks and enable all alts it gives me 866/miin
https://satisfactory.gamepedia.com/Miner also says a limit of 7800
with overclock
for bauxite
so basically we're confirming that 780 heatsinks per minute is a bad idea
i mean youre gonna need to max heatsinks to max turobotors š
i was thinking bulid and store one part at a time, then retool for next part
but it seriously is 3,078,048 for 192,378 tubo motors
*heatsinks that is
i mean, if building 255 refinery's doesn't make you want to cry, i don't know what will
i do.
Getting all the belts and transport to feed those refineries.
I think I need 30,780,750 to make the 3,078,048 heatsinks
this game is so much fun and hurts my brain at the same time
Seriously, a challenge right here, 780 heatsinks a minute. Who wants to try
maybe as a collab effort... but solo that would take forever
Anyone around that knows some advanced fluid balancing. im convinced fluids arent operating quite like the machines list.
@tired crystal what exactly is your situation?
Balancing fluids is not necessarily a thing anyway, as they will flow back and forth as needed. So long as you supply the correct amount to feed all machines on the pipes, without exceeding 300m³/min on any single pipe. It will all be perfect.
@still pine i see you want to purchase all things in Awesome shop. Gotta setup a big mama turbomotor factory
In some instances, I've found that packing/unpacking to containers is just simpler than trying to balance all the pipes at this time.
Balancing anything isn't neccesary
.. Tell that to your Calc when you say you have 3060 Bauxite and want to maximise.. with and it has you send water BACKWARDS after the aluminum liquid->Scraps part >.>
Recycling. Better for the environment.
That still doesn't mean you have to balance
I dedicated machines to handling the recycled water. They have overflows attached to ensure they will never stop. So ill hopefully never have to worry about that.
@worthy copper
Do alum alts even help? They both look like junk. Using more aluminum to speed up production. But wouldnt it just be better to add more capacity?
Pipes can only handle 300m3 on any 1 section. That does not mean you can't connect 10 extractors to 1 pipeline. It just means you need to draw out the pressure between pumps. If that makes sense/helps.
just remember 156 turbomotors / min is the absolute max, then back-trace accordingly.
Since you need to split out some of the alum for Mk.5 belts, you may need to aim even lower.
I'm stocking up on alum while my turbo motor capacity is lower
Once I finish my forever power plant I will be able to upgrade belts and add production
@sturdy lagoon how much power capacity are you going to achieve?
Are you asking what my total capacity will be? Or current "plateau"
I'm working on a 7500mw system right now
you can aim for 10 times larger if you plan to build a long term power source
Yep. This build pattern should work for extensions
I'm just throwing another 7500mw into it so I can do a small increase to my turbo motors
I will likely go back and forth doing that a couple times
only pure aluminum reduced the efficiency (but is still great for a first plant if its not near quartz)
electrode aluminum scrap IS slower but it gets you more scrap out of your solution (1.66 scrap/solution vs 1.5)
More scrap would be ideal. You can just add another refinery to your circuit
11000mw on my main grid. Should be good for a couple days.
Can some one tell me if I have 100 col gens I have a nomol one how much Cole and water pups would I need
err, 100 coal gens would need 1500 coal, and 4500 water
Okay
@glacial hemlock while true that 156 turbomotors is the max when automating from miner to motor; i am stockpiling the parts and then making the motors.
There was a moment last night when I realized that my limitation was the resource nodes that made me lay on the floor and have a small cry about what i am endeavoring.
The true limitation is going to be time: how much time you have to actually build all of the things it takes to push out 156 turbomotors/min.
the main thing that would stop me from making that is that the devs might add some new parts and you want to free some reources for it instead of turbo, and you have to dismantle your hard work
When spaceship engine is a recipe I will gladly rebuild š
I'm stockpiling, then retooling for the next part anyway. I guess the advantage here is not having to deal with huge power issues.
plus when i have every trophy I, er, can um maybe stop playing this game 16 hours a day, and like maybe do real life
Nah
also, i did the math and at 780 heatsinks a min, I think it's about 65 hours to make 3,078,000 of them. I would estimate completing my goal of getting all trophies by 500 in game hours, but who knows, the way this game scales up hurts my brain
wait, there's an alt recipe for the turbo motor.... hmmm
ok that's 9.6 million heatsinks. hard pass.
wiring up storage for 141 million nuclear wastes here. fun times
you win
it's only 5906 ISCs. the trick is to not forget to connect any
There's no list of Hard drive recipes that are most efficient (for late game)
depends how you count efficiency
Sometimes convience is more efficient.
wow, that reddit post is epic
man charcoal or biocoal might actually be useful if they were hand craftable
My next play through is going to be purely hand fed all the way to fuel gens.
...but why
Because I enjoy torturing my self having fun.
well...
at least that gives a use for charcoal/biocoal
considering theyre both more efficient than making liquid biofuel :/
Also give a good use for the chain saw and all those carapaces all throughout the game.
I'm trying to figure out what the resource savings is on the alt turbo motor recipe is. Other than it being more energy efficient
uh, correct me if i am wrong, but i get 0.6 heatsink per alt turbo and 0.5 for the normal turbo
1 motor needs 2 rcu and the alt is 3 motor needs 5 rcu
wait
no i am not doing it right
math is not my thing. yikes. thanks
okay i get 320,630 heatsinks for the alt recipe to make 192378 turbo motors. Can someone smarter than me, double check that
you can use online calculators to check that
which calculator? https://www.satisfactorytools.com/ or something else
any, but yeah, that one works as well
it gets grumpy when i enter 192378 turbo motors into it
you can only create 156 per min at most
yeas i see that now. but again im premaking everything so i can make as many as i want
Okay, for those of you following along at home. I believe that in order to produce 192,378 turbo motors using the alternate recipe you will need the following number of finished parts ready for input into the manufacturer stream:
Motor: 448,882 (188 industrial storage containers)
Radio control unit: 320,630 (I don't know how many per fit in a stack)
AI limiter: 577,134 (121 isc)
Stator: 448,882 (188 isc)
Umm
I'm just feeding directly from miners to motors
So idk about building isc
I'm almost at a video worthy capacity tbh
Just added some more in the last hour or so
Sometimes I need parts for builds. I just add a container at the end of my manifold and let it fill
nets you all the coupons for the trophy
ahhh fair enough
er all the items from the awesome shop
from the wiki "1,692 coupons to purchase every non-producible item in the AWESOME shop which would require 89,466,333,000 awesome points. This is equivalent to 192,378 turbo motors and would take about 21 hours at the current production limit of approximately 156 Turbo Motors / min. However, it only takes 91 coupons to unlock every unique crafting recipe, which costs 13,373,500 awesome points."
I'm just aiming for somewhere around 100mppm
100 what per min?
100million points per minute
what are you sinking?
The Titanic
any good ratios for heavy or encased modular frames?
what are you sinking?
@still pine
Everything
am I really reading this correctly that a single 300m3/min crude oil pipeline can sustain 148 fuel generators for 22GW of power?
and that with my current 8 lines of crude if i don't use any for rubber..... i can make enough turbofuel to produce 176GW of power?
Very much true.
is that stage 5?
Diluted fuel to turbo fuel.
yeah i have all the alt recipes
and i made a packaged turbofuel pipeline thinking i could use it in my jetpack
I wish.
using 4 non-dilluted refinery lines.
but the amount of refineries required.... i believe that nuclear still outclasses it, no?
I guess aside from the waste issue, given having all alt recipes unlocked and a willingness to build it all..... is there any reason to ever prefer turbofuel over nuclear?
40~ish refineries making fuel to transport where i make compacted coal and turbofuel, but now I'm questioning if it was even worth it at all lol
i guess 70 refineries total making rubber, plastic, fuel, turbofuel, and packaged turbofuel.
but not diluting it yet, which clearly i should be doing lol
Is it my imagination, or can you unlock geothermal before getting to the tier with Nuclear?
You can
Yeah you can, I donāt have nuclear yet but Iāve already set up a few geothermal plants around my world
and i made a packaged turbofuel pipeline thinking i could use it in my jetpack
and another one
waste issue? what waste issue?
my nuclear barrels just dissapeared and i swear it doesnt have anything to do with my lizard doggos
either that or fill up a truck and drop it into the void
i wish for trucks there was a recordable route you could copy/paste to other trucks so when your nuclear barrels need dropping in the void you just slap another truck down and it goes off on its merry way full of toxic goodness
Do not drop trucks off the world, they will fall forever and lag the game (eventually), better just store the waste in an isolated region of the map.
ah yeah i guess there's that but i gotta be a megalomaniac environmentally destructive irresponsible nuclear barron somehow
Hehe š
I'd imagine at some point they'll fix the vehicle in the void thing by just making them vulnerable to the death zone too
Probably.
But if they do, they'll probably make the waste respawn if you throw the truck down
The waste should scatter randomly all over the map if you drop the truck into the void.
it would be funny if it tossed it back out and scattered it near where it fell as like a "nice try, don't do that" kinda thing
@tame folio there's a mod called ficsit-networks that allows you to copy the path of a vehicle and save it and replace other vehicle's paths with it, among other things. you would still need an unlimited supply of trucks though
ah thanks i'm deinfetly gonna check that out, i like to have my trucks going in a big carousel fashion instead of just all over the place
errr can someone check my math? I think I either did a mistake somewhere or nuclear power produces way too much power, like, WAY TOO MUCH
When someone has time can people double check the math on this :')
have you compared it with one of the online calculators?
:') yes i've just been linked to it earlier didn't know this existed
@sudden cave nuclear does produce tons of power. But your math is wrong in several cases. In bold is what is wrong in your txt file:
Uranium pellet - 1800 uranium + 2160 sulfuric acid (+720 recycled from the recipe) -> 1800 uranium pellet
Infused Uranium Cell (alt) - 1800 uranium pellet + 2025 sulfur + 2025 silica + 3375 quickwire -> 1575 encased uranium cell
Nuclear Fuel Unit (alt) - 1575 encased uranium cell + 94.5 crystal oscillator + 315 electromagnetic control rod + 189 beacon -> 94.5 nuclear fuel rod
94.5 nuclear fuel rod can run in 472.5 nuclear power plants making 1181250 MW or 1181.25 GW or 1.18 TW of power at full load
yeah, you'll most likely only need one (maaybe two) uranium mines
We'll probably build to maximise the amount of power but we won't turn it on xD don't want to deal with the waste at all but just want to do the content
Yeah you can still build past the death wall
Wow can't share my discord link here
Well no "advertisement" goes both ways
Advertising a discord is still advertising
I dont see how it is stopping you lol
Mods
What i mean is, you are free to tslk about satisfactory pretty much anywhere, just cant advertise your discord here
Well I was going to invite people to partake in debates
Meta talks and stuff
Where we can disagree without mod cries
yeah, but that's advertising of your discord
I wonder if theres a channel for meta talk on this discord
and yeah, you can talk in here as well
it's a rule on like 99% of big discord servers
Tom calls mods if the conversation gets out of hand
Or he runs out of argues
which means usually people start insulting each other
Or he runs out of argues
when did that happen?
And mods can also decide that I wasnt right on calling mods
so you're probably the person with whom noone wants to discuss stuff
Anyways. If you like real talks and are a serious player hmu
I'll pass
I like real talks, I'm not a serious player (30 hours ingame)
You will never have my saved games greeny š
I got a lot of theoretical knowledge and stuff, so feel free to discuss stuff
why would I need your saved games?
Theory crafting is good stuff
Was just a joke either way
also, you don't upload saves to Anthor's site as well š
Eventually I will get lazy and cheat
they are processed in your pc
So one day š
Anthor's site is an elaborate setup to steal our saves
anyway - if you want to talk about stuff, feel free to do so, I'd be happy to talk about math and meta. If you came here to insult people, then I'd probably call mods as well, as that's against rules of this discord š
I dont
Not here anyways. A time and place for everything
And tbh now that I am over the curve I am not posting any endgame meta stuff here
Over the curve?
Never
Hello, i was wondring if there is already a online calculator for stuff? So that i know how many plates, miners, belts (Tier) i need to get X amount of Y item? I am always running into the Problem of bring short on One or Two Items š
There is a couple linked in the pinned post š
Big if true.
i think it's Pin if true
Ah, thank you, havent used Discord that much so far
i know this has changed since i played so what's a good water/coal/pipe ratio?
3 extractors 8 generators 120 coal
4 gens per pipe, 2 pipes, 1.5 extractor per pipe
Or 6 gens and 2.5 extactors per pipe
6 gens = 270, 2.5 extractors = 300, there's some waste xD
Yeah, it would be 9 extractors to 4 pipes, to be 100% on the 270, but thats hard to setup. Easier to downclock the .5 to match
or use the 8:3 xD
9/4 it is
i will say 9:4 doesnt really make sense in any way
how do you get 1:1:1
the math doesnt really work out for that...?
3 extractors:120 coal:2 pipes (8 gens) is standard cause youre using all the water/coal in exact ratios, cause pipes are more or less cheap its okay to not be using the full capacity of 2 pipes
and thats usually fixed by the speed of your coal miner
to keep it easy on myself I'll just do 3 extractors to 1 pipe, all being downgraded to 100
so this is not right anymore?
and maxes extractors?
nope
ok it's changed
5 extractors = 300 water, 12 coal gens = 540 consumption
shit...
what about this one?
ah so that's still accurate and what's required to do 1:1 all the way across everything
G G G G
| | | |
E--+--+--+--+
E--+
E--+--+--+--+
| | | |
G G G G
that uses 100% of the water and 120 coal
At max, remember if you aren't using 100% of the power you will see the coal getting backed up. Don't be fooled
wiki
the reason i go for 600 coal per a min too is that's just 1 miner late game
lategame youll probably want to have moved beyond coal
i use a coal power plant just to power the water extractors for the nuclear plane
plant* on its own circuit
so if the nuclear ever knocks out all i have to do is disconnect the factory from the nuclear and it'll start back up
in that case you might need to power the entire chain producing the nuclear rod as well.
G G G G | | | | E--+--+--+--+ E--+ E--+--+--+--+ | | | | G G G G
@wind spade
I don't like this format at all
lol
You are putting 300m3 into each pipe sure. But 300/45 is 6+
wrong
I'm not putting 300m3 in each
it balances out to 180m3 in each
I'm putting 1.5 extractor's worth of water (180m3) in each pipe
the middle extractor splits between the two side pipes, flowing toward where fluid is being drawn in
what
it's the perfect ratio, nothing gets wasted
and also uses 120 coal, which is common to see in early and mid game
Pipe capacity I guess. Since its not 300 anywhere
also pipes don't use power, so there's nothing really wasted there
man, I wish we had 1 way gates for liquids. the "sloshing around" of the liquids when going in a series of buffers is super annoying
Idk I am running a different setup and I like it better
Idk I am running a different setup and I like it better
@sturdy lagoon that's fine. But my setup does use all the water that's produced and uses nice amount of coal, so idk what is so bad about it
I did a material comparison and I believe in large scale it would have cost me significantly more
But I guess it's pretty good for an example
I have to say infinite materials are still a weird thing to think about. I find myself many times trashing even computers because I want to make space in my inventory for the moment and dont bother going to the nearest sink.
They're infinite over time, yes, but finite availability at any given instant
sure, but in the context of "material cost of a given setup", it's irrelevant, as you can always produce more materials and it's not like you're "losing" any
If you want total efficiency with power/coal you must max the pumps. because then you are getting every % out of your extractors
Or you don't use pumps at all
i don't use pumps. i'm talking about water extractors
you should never need to use pumps you always bring the material to the liquid it's so easy
Well you said pumps... xD
Max those pumps
I'll be honest... I piped water from the lake/ocean atop the waterfall on the western edge of map down to the pure coal deposit more or less due south of it and THAT was a fun project to build, loved the simplicity of building a pipeline without having to worry about headlift.
I guess the message is, try to go downhill wherever you can. Or pump it high then run it downhill
the math for these are wrong
everyone is saying 8 coal for 3 extractors
45*8 is 360
this isn't right...
3*120 is 360
oh...i need 2 pipe lines then...
You can get away with one pipe if you do left/right of extractors.
If you have 4 coal to the left of three extractors and 4 coal to the right, the pipes will balance, overall max throughput of the pipe is 600
300 is unidirectional
water can't flow two ways through one pipe
the flow rate is in one direction at a time
if the source of the water is in the middle, it will flow left and it will flow right
yeah, but along two seperate pipes
same pipe technically
not if you put a junction between them
then it gets split into two pipes with different flow rates
pipes can only connect on the ends of them, you can't put a source in the middle of a pipe
I guess it comes down to semantics on what your meaning of a pipe is then. You can use pipe supports and make a long pipe (which is one pipe) then attach a junction to the middle of it... does it become two pipes at that point? If you remove the junction it's still one pipe. Similar to how conveyors work with splitters/mergers.
if you use pipe supports you have multiple pipes total, but only one at a time as you follow the pipeline. with this method, you have multiple pipes and multiple pipes at once
junctions split pipes but junctions also can route any amount of liquid from any direction to any direction
ye i just mean one single pipe building can only have one flow rate, not two seperate flow rates in two directions
two pipe buildings can be lined up with each other and have different flow rates
If I put an extractor in the middle of a pipe using a junction, it's still one pipe to me... the flow rate in the given direction is really what matters. If you'd exceed that in a given direction then parallel pipes (at which point I would consider it to be multiple pipes) comes to play.
Yeah, that's why I say unidirectional 300, bidirectional 600
bidirectional not in the back and forth but in the left/right
the pipes are lined up, but it's decidedly not one pipe - they can have different flow rates, different fluid amounts, and different directions of flow
I wouldnāt say that at all @terse prism
Pipe max flow rate is 300. Junction is omnidirectional technically 1200 max flow rate. 300 on each connection because the pipe connected restricts the flow. But a junction has a buffer itself
So you could temporarily drain that buffer in all 4 directions at the same time for a total of 1200 flow rate into all 4 connections
junctions being more or less uncapped flowrate is a godsend
Well itās only capped by the pipe. But if you had a single pipe full of liquid that had say 40m3 sitting in it at zero. At rest
Then on either end a pipe connected going straight down
Can both sections of pipe connected to the ends of the one at rest both hit 300 as the pipe drains to both ends?
guessing at how the game maths things out i think it can happen but itll still only show 300 m^3/s flowrate
i was recently running pre-pressurized pipes up a wall and the new sections, which only have an inlet and no outlet, showed 150 m^3/s flowrate, while the pipe feeding it showed 300
Maybe or itās a total of 300 and it only drains at 150 out of each end
so they pretty clearly sum up the stuff happening at both ends to give the flowrate
Then most likely if you consider the pipe as a very small storage container, it will only drain at 150 out of each end
it has to be up to 300 each end though
because its able to feed a machine 300 m^3/min
In a single direction
but then we go back to my example pipe.
300 m^3/min in with no out gives a display of 150 m^3/min on the pipe
Iām curious to know though.... how fluid buffers interact with forced directional flow
But thatās a separate issue
i think its possible for a pipe to drain 300 m^3/s out of both sides at once
and the flowrate if you go into the ui will show 300 m^3/s
it works for the 'normal' case where fluid goes in one side and out the other, and approximately accounts for buffer effects
As soon as you add another connection to that pipe itās flowing through though
and yeah itll break down if both sides are inputting or outputting at the same time... but how often is that really relevant for normal use?
Itās not really relevant for normal use but I am wondering something
Take two fluid buffers and stack them and connect their ends
So you have a closed loop system
Then stick a pump on one side
Facing upwards
It should recirculate
Correct?
should settle
What if you put a pump facing down?
Does it recirculate back up into the top buffer?
cause the pump works by taking fluid from the input side and putting it on the output side, forcing stuff to move along. That would draw from the lower buffer which draws from the upper buffer...
Remove the pump and you take away the one thing keeping things moving
if the top buffer isnt too high up i think so
cause same deal you still have that forcing effect
Then I wonder about cross sections where if you have two pipes flowing into a junction at 300, the other two ports should also flow at 300.
all i know is however the heck they have pipes coded, they do behave very well when dealing with complex setups with lots of junctions
and generally they behave the way you want them to
Yeah Iāve been trying to come up with scenarios to exceed the 300
the only way thats ever possible is very transient scenarios
im like 90% sure theres plans for pipes with more than 300 m^3/min flowrate
I was also looking at fluid trains
Two in pipes and two out
Itās a 2600m3 buffer which should take > 4 minutes to fill @ 300m3/min
Whatās the amount of fluid a section of pipe can take?
W/e basically if you can make a train round trip in less than 4 minutes, that fluid is effectively traveling faster than 600m3/min for the duration of the train ride
thats the case for any train transport, but its not really that interesting cause you wind up getting gated by the input (youll eventually take not-maximum capacity from the station cause its not receiving enough oil, pulling you back down to 600/min)
unless you pull from multiple stations (and then youre gated by the output station)
Yeah itās just an interesting thought about it and wondering if thereās any potential for increase but yeah it seems youāre always restricted at some point.
I'm trying to calculate the cost of each MW from each power producer (except Biomass Burner and Geyser for obvious reasons). Part of the challenge I get is that I'm creating a loop. Example - I'm calculating the cost of coal to include the energy needed to mine it, however since coal is used to power the coal generator, it becomes a loop. Thoughts on how to resolve?
Don't calculate in MW, but in MJ
yeah MJ is a good way to handle that
so each unit of coal burned requires x MJ to mine, and y water which costs z MJ
5 michael jackson's per iron ingot
Get out
Tom - that's off the wall.
@wind spade - the appropriate response would have been "beat it"
@worthy copper - my challenge is that I'm not sure how to fold that back into total cost. However, I had started thinking of similar approaches, but trying to figure out how to use that in scoring recipes and resource use.
One piece of coal gives you 300 MJ, needs 3m3 of water, which is 30 MJ for 100% water extractor + ? MJ for miner (depends on mk and purity and OC)
I had been using the Satisfactory Alternate Recipe Analysis spreadsheet as a reference, but had some different perspectives I wanted to start taking. So I've created my own version, in progress, that's kind of a crap-show in display right now. Wasn't planning to share it yet, but this is the in progress version:
https://docs.google.com/spreadsheets/d/1drvQzKKjB3bxt-MeR8DcM8tCqbdVTsBQy-BInvY-1cQ/edit?usp=sharing
@wind spade Yep. I was looking at maybe a net power calculation. However, part of my challenge is trying to get something like the value of Caterium Ore. It costs x MJ to pull it up, which let's pretend I only have coal generators. How much does that MJ "cost" in relative weighted terms.
The bigger question might be if there's enough difference in the calculation of the energy producing materials that it even makes it worth worrying about the loop for those and maybe just set static values in their situations.
if you can figure out how much mj it takes to mine and burn a single piece of coal you can use that to figure out the rest of the costs
like if 10% of a piece of coal's energy is spent mining it, then thats a 1/(1-0.1) increase in 'cost' of everything else
That's an interesting approach.
it naturally deals away with the recursion you get from using coal to mine coal too, cause as you go to higher %s where that becomes more extreme, the cost increase matches it appropriately.
Like if half of the coals energy is spent mining it, that doubles the 'cost' of everything else
and when you run through the math (infinite geometric series sum) it would take 2 units of coal to make the nominal energy content of one piece
I'm going to spend some cycles thinking on that approach. It sounds viable.
that kind of math shows up more often than you think in games hehe
I've been rebuilding my monster from around update 2 to update 3 + it's just insane with all the decimal places on input and outputs now getting a perfect balances really tricky
Kind of wondered if there was a way to design a calculator for the Splitters to generate a specific decimal outcome
what I did for U2 (and didn't do yet for U3) was comparing power sources based on how much % of their energy is spent on automating that power source
@wind spade the entire supply chain? for instance, if using compacted coal, you would look at mining coal and sulfur, running it through the foundry, as all part of the energy spent, right?
yeah
all of that contributed to how much MJ it needs to make 1 piece of compacted coal vs how much MJ does that piece of compacted coal provide
do it for nuclear fuel rods š
Kind of wondered if there was a way to design a calculator for the Splitters to generate a specific decimal outcome
@paper yacht there's definitely a way and I even thought about this, but I don't want to do it because of two reasons:
- it's a lot of work that wouldn't benefit too many people
- balancers are something that isn't really needed in SF so I'd prefer not showing people how to do some crazy balancers contraptions
@wind spade have to admit though your overflow splitter design is still a favorite of mine
@hot ginkgo can I talk to you about this list for a minute? Some of the things here are a bit confusing to me; mainly that steel screws recipe. Making screws out of steel beams seems like heresy to me. Using foundries, coal and sulfer to make screws? Am I missing something?
got me all the recipes I need for a clean and screws-free HMF factory: https://www.satisfactorytools.com/production?share=Eu79Ke56kNvLs60STOQM
if anyone wants to make 60 items/min of every item, here ya go
https://www.satisfactorytools.com/production?share=FbS11xsZWDqxnT5qkDpc
the total solid inputs are all reduced by 60, to include ores since the calculator doesn't support those
I'm regretting the last two weekends in 6 days of doing a hundred and fifty electronic control rods a minute. The fact that I wasn't getting part shpped in I was making everything for a scratch for every single item ended up eating up half the swamp
Allright, I've reach the tier 7 and now I've the train and the fuel power plant. Do you have any advice or plan ? š®
greeny if you see this, why does the production calculator favor steel ingot & solid steel ingot over compacted steel ingot? is it cause of the sulfur used?
@wind spade
didn't know if it'd be rude to ping him, is that okay to do in the future?
I like living on the edge š
if he's available and willing to talk, he'll let you know
a ping doesnt obligate someone to actually respond, of course
yeah, feel free to ping me
I don't mind
and if I don't have time, I read the messages later š
for your question - I assume it favors solid steel ingot because it uses less raw materials (weighted raw materials that is)
I weighted raw materials by their appearance on the map
so e.g. if there is three times as much iron compared to copper, the tool considers 2.5 iron lower value than 1 copper ore and decides on the recipes based on that
I assume since sulfur is not a common resource, it's pretty rare actually, therefore the tool doesn't favor that
you can always disable recipes you don't want to use tho š
@bleak coral does that answer your question? š
yup, perfectly and completely, thanks š
I find it odd that the tool takes 7800 bauxite and outputs 2476 Alcad Aluminum Sheets... but if you want 247 AAS/second you need 955 bauxite... shouldn't you only need 780?
is it using the pure aluminum ingot recipe in that case?
Yeah, the 247 AAS uses the recipes without quartz... so if I added quartz back in I should be able to input 780 to get the same result, right?
2470 uses foundries, 247 uses smelters in the tool.
Oh yeah, much better thanks!
ugh.....i messed up some math long ago and it just came back to haunt me. I have figured out a solution to make the plan work but mad.
Long version i need 750 quartz crystal a minute but can only get 720 a minute from 1200 raw quartz in constructors. So had to find a balance with constructors and refineries which works out to 27 constructors and 2.77 refineries for 753 quartz crystal. Problem next is i am planning to do this on the plateau in the swamp with the 6 normal quartz nodes...... and need 360~ water.
if you can get a good water supply might as well go whole hog and all refineries
or if you have that much normal quartz, overclock some miners
mrk 3 miners @250% i'm milking them for all they are worth and belt capacity
im getting hung up on the 6x normal quartz nodes then, cause that should give you way more than you need then
Im not sure if i am misleading but each miner can give 600 quartz a min at 250% and i can only get 3600 quartz but i need 3750 for just constructors use.
Oh i said only 750 but i need 3x that so 2250 quartz crystal
ahh yeah there we go. Refineries were where I started centralizing things more near water just so I didn't need to run so much pipe
Rookie question, have I done my maths right in thinking that if you needed 1.25x of a product and placed two constructors, it is more efficient to run both at 62/63% than have them at 100/25% respectively?
Based on a calculator I've found, 100/25 would be 4.43528MW while 63/62 would be 3.77147MW
that is correct
wouldnt dividing 1.25 by 2 be .75 and .75
but yeah underclocking all the machines by almost the same amount is more efficient.
Depends how much you want to hate your life entering that many clocks though
Good to know, thanks guys!
underclocking 6 assemblers = tedious but still stimulating
underclocking 30 refineries = I am a masochist
^ yep
I'll probably only underclock multiple machines again once they add a way to set the recipe before building machines
What is the total number of paint cartridges available on the map?
when the nearest oil is 2000m away
Yeah. Oil was the biggest journey for me also
Well... can't you just underclock it when you set the recipe? You're already in the machine at that point so it's a minor step if you've got your calculations.
Paint cartridges are renewableish though, aren't they? I'm pretty sure I've seen plant respawns including flowers/mycelium
Flowers respawns? Huge!
I had painted some of my first builds because I was so proud. But I have zapped most of them away. I want to paint again but I don't want to waste the paint.
Unless you are trying to color everything very specifically; you can just edit the 'default color' (first one) and it will change the entire factory(* EVERYTHING) at once.
I think I will change the default. Then make some custom changes also
It's going to nice color coding my turbo motor factory
@terse prism it like more than doubles the time per machine, interact -> click -> next vs interact -> click -> double-click the percent -> type the percent -> hit enter -> next
probably closer to triple, cause changing the clock takes more time than selecting the recipe
it takes a lot longer to do placing, belting, splitting, merging, piping, power lines, etc in comparison. I'd be interested to see a breakdown of time spent doing xyz as a comparison for building a factory
You can also value stream the order in which you do certain things e.g. it's generally more efficient/easier to link power before belting/piping and therefore saves time
Assign a macro key to escape key, preferably near to the interaction key. That would be very helpful
@wind spade I'm working out the math on the power supply chains. If you're interested, I'll share it with you when I'm done. Probably have it tomorrow.
When using the satisfactory tools calculator when I see it says example Cable 3.00x Constructor or Plastic 29.00x Refinery is that saying I need 3 constructors making that item?
Yes
So .6 assembler.. how do I build that? :p lol
Underclock the assembler to 60%
Why would I underclock anything?
power savings if you don't need the extra output.
Ah
https://www.satisfactorytools.com/production?share=4TEgxc6S7uTlP363ObIe Then did I set this items, input correctly then?
I set it my raw resources to what Im currently mining..
and its saying end i can only produce all that a 3 p/min.. I was producing more then that p/min on all those parts before I tore down my factory and started rebuilding it...
Sorry wrong photo
@rare fossil you should really only work on only 1 final product at a time..
@rare fossil I asked greeny about this a while back but when you're using multiple 'maximize' settings at once, itll match their outputs by ratio
and in this case one item in there you can only make 3.33/min of, and cause it and everything else is at 100% on the slider, thats what they match to
would recommend using the target rate calcs instead, it also uses resources better than maximize
Flowers dont respawn
no they dont
the only stuff that intentionally respawns is food stuff, meaning paleberries and beryl nuts
there's some bugged trees that respawn too, for example
but thats not intentional
@glacial geyser which flowers are you referring to?
probably leaves
Leaves don't respawn unless something is bugged or when you are playing as a client
Not leaves. Flowers that supply pedals for paint
Oh they don't respawn
so you could eventually run out of paint
depends on overclocking and miner mk
mk 1
not sure if this would work or cause problems
conveyor going other head for a second batch of iron
*over
that's fine
tho you can just do
--S--S--S--S
| | | |
X X X X
S = splitter, X = smelter
i'll try that
it'll work the same as your solution
is just simpler and can be expanded later easily
nah i'll try it
you can also do
X-S-X
|
X-S-X
|
I think it's worse than greeny's suggestion but it can look cute sometimes
you use fewer splitters but you'll have to merge the outputs
it's also extensible in the same way
also if you don't have mk.2 belts you won't be getting 120 from a pure node with a mk1 miner anyway
since mk1 belts are capped at 60
i have mk2s
i am just using the mk1s as a 'placeholder'
so everything in the factory should be a mk2, therefore?
there's no harm in everything being mk2 but the input and output of smelters are 30/30 without overclocking
so mk1 would hold a single output or a single input
right
once smelters are set up I will then need to figure out how to make the factories
i mean I can do a second floor
jumppadsā¢ļø
also im glad white boxes DONT despawn
lol
okay, i got a question
if I filter out all of the iron onto a single conveyor, and then I put it on a second floor.. is it possible to divide the iron EVENLY towards different constructors?
two smelters worth of inputs/outputs*
why do you want an even distribution
compact?
it's the opposite of compact
i mean the short answer is it is possible to evenly distribute
how would I do it then
you could divide it evenly if your production is insufficient
balancers are far larger than a manifold
or do you have a better solution
but if its enough to handle all the machines just manifold
but what you're talking about is called "load balancing" and it takes up way more space than manifold
ive done that to the smelters already
do that to the constructors
yep and you can do it to constructors
you can do it to literally every machine in the game
the setup is identical
basically
SM - SM - SM - SM
SPL - SPL - SPL - SPL --- elevator potentially(???)
second floor possibly; split the iron into different constructors
SM is smelter
SPL is splitter
you can also connect the smelter to constructors directly
--S--S--S--S
| | | |
X X X X
| | | |
--M--M--M--M
|
--S--S--S--S--S etc.
| | | | |
C C C C C
| | | | |
C for constructor
wdym
4 smelters will take 120 ore/min and the input belt looks like a mk1 (unless im blind), which only moves 60/min
in which case - you good
sure you understand why mk1s for blueprints, right
because you dont have to replace it
easily just
upgrade it.
yep
alright now
splitters and stuff
what do at the output of the smelter
same line of splitters?
is a manifold just a line of sorters
more or less
heres a screenshot of a more complex setup showing both a splitter line to feed machines (it wraps around the back), and a double-merger line to take all the outputs and put them on one belt
course you can do the merger line with just one half of those machines
i used to like the double-sided manifold before but i kind of hate merging outputs
because it's hard to maintain symmetry
i might elevate for the constructor floor
i know i've got alot of space but you get the idea yeah
actually i'll do it for the second factory
i think this'll be fine
i dont know what to have them producing.. reccomendations?
i want it to be as efficient as possible
not sure what is your question. But you should be focusing on producing space elevator parts before unlocking all tech. When your tech reached 100% you should be producing turbo motors
...I am at t3/t4
but still have t1 and t2 fully unlocked
I have cleared the same field of petals multiple times for paint @sand garnet
They respawn
And very fast too
They respawn after I clear more petals
Itās like the faster I clear them the faster they respawn
The ones I recently cleared wonāt immediately but the first ones I started at usually do once I hit the other side of the patch
yeah sounds like a bug
Lol why u so adamant Tom? Cant you realise its supposed to be like OrneryD is explaining?
because that very much sounds like a bug
iirc none of the plants are supposed to respawn, but there are a lot of bugs where they respawn anyways
If that actually grant flower petals, that would be very good. That also means biomass in game are now renewable
@prime pine if literally nothing in the game acts a certain way, except for 1 thing that was previously deemed a bug and later implemented as a feature ( regrowing paleberries and beryl nuts ) then it's more likely it's a bug instead of a feature
especially considering the devs never mentioned it at all so far
@sand garnet we will never agree so let's move on
you asked me why, so I explained
renewable biomass? more like automatable biomass via m o d s
seriously though, with the sheer amount of respawning trees means there's no need to worry about running out of biomass
also, nasties drop biomass and they respawn if you don't build a factory near them
I have cleared the same field of petals multiple times for paint @sand garnet
@glacial geyser
Location please
Green area underneath the large arch above the SAM ore deposit
Thereās a pit with poison plants that stand up and at the bottom is SAM ore
Above that is a freestanding arch
South/Southwest side of the map
Time to load up this paint pistol š
I have multiple mk2 containers full of cartridges
I set up a container to dump petals in
And 6 constructors
If you clear the area of petals just go to any of the next areas you can see and grab more
Then go back to the spot you started and they should have respawned by then
I think I finally have a reason to explore that part of the map
reposting for reference - if a unit of fuel gives 600-45 (refinery) - 11.36*1.5 (crude) = 537.96 net MJ if extracted from a pure node overclocked to 125%, or 503.01 MJ if extracted from a normal node overclocked to 250%
then if all yoru ufel gens are powered by pure nodes youll need 24*600/(537.96) = 26.77 fuel gens
that changes based on which path you take to produce the fuel tho
Yes we are just assuming basic fuel production
we're assuming normal fuel atm
Yeah I thought it was 2 or 3 extra gens
if you power all the gens with normal nodes overclocked to 250%... itll take 28.63 fuel gens
So thatās what geothermal is āworthā - complexity
its power that doesn't require other resources, which frees those resources up for other use
And when you scale everything back to 1% production and just build 100x the machines to match 100% production rate
You could totally get away with JUST geothermal
And no nuclear waste to store, no massive turbofuel factory in the sky just lots and lots and lots of slow-ass conveyors
Lol
and 100 times as much machinery
Everyoneās argument has been ājust build more.ā
same can be said for making power generation
But when I say āok build 100x moreā they all of a sudden donāt wanna lol
every path ends in building stuff
Yeah and even normal fuel production is technically infinite
well building 100x as many buildings in the same deisng isnt as interesting as needing to build a new design
Because the resources available are also infinite
SF is more a game of rates than quantities, cause quantities are infinite 
So the whole MJ is nice for calculating storage and power per item but you could just as easily do the same thing
Yeah
Or rather I mean the argument āthere is no equivalent to geothermal because it consumes no resourcesā could be applied to infinite resources over time
I was doing some math on this and found out that around 30% underclock is a nice ratio between space taken and power saved
Does that depend on the size of the machine itself?
Because refineries vs a constructor
yeah, saying there is no equivalent is probably wrong, cause just look at all of the generator designs, they all talk about final plant wattage
Big difference in footprint
turbofuel is 22MW, nuclear is 1.18TW etc
which is directly comparable to geothermal's power output, but they do take resources to produce power
And one has a significant drawback
IMO I think the best āspotā for geothermal is a completely separate power grid
Where you use that to generate your production of energy for automating items
not gonna matter when youre making (a) terawatt š
It is
But itās fun to think about. 3.6GW of essentially free energy to isolate power for power production
@glacial geyser I don't think it does, as it's calculated in percentages
i think nuclear actually gets too big to properly start up off of geothermal gens
Early in when you are snowballing geo is better alone
When I added geo to my fuel grid it hurt my production
It prioritizes geo over fuel
Reduced my usage and was getting less plastic
So youāre consuming significantly less
Iāve always said that power and products shouldnāt be in the same chain.
unless you flip it around and make plastic/rubber directyly from crude
ah, I found the spreadsheet. Basically I was calculating how much power do you save per building if you overclock to 1-250% (and build enough buildings to match a certain production rate). It looks like this (x axis is OC %, y axis is power saved, in this case for 1 constructor)
so around 50% actually
oooooooooooooooh
unless you flip it around and make plastic/rubber directyly from crude
@worthy copper
Accurate
@glacial geyser well unless you go the diluted fuel path, then you make everything from fuel and you can mix those together (as long as you keep enough fuel for gens)
I have done this change and added more geo
Obviously you can and there are absolutely safe methods to mix them
Just for normal people itās easier to say ādonāt mix until you know exactly what youāre doing.ā
yeah definitely
Fuel+ demands consumption. Plastic+ demands sinking