#math-and-meta
1 messages · Page 472 of 1
And I wouldn’t run gens off plastic+
@worthy copper well this one is energy per item, while my graph is "how much power you save per building if you underclock to this amount". So basically trying to justify underclocking to saving power vs extra amount of work for that
That way you will never get stuck. But train spikes don't interact well with geo
oh i see now
I would rather slow production of fuel to match max potential demand
yeah that makes sense
So far fuel and trains really paired well
the meaning of the 'per building' part didnt quite stick the first time around
I considered under clocking coal plants
The only thing IMO worth overclocking is extraction and energy
To match pipelines better. But I haven't done numbers for that. So idk
And I mean exclusively over-clocking not under
Under clock
Underclocking can be useful everywhere
yeah the graph I did was basically to see when it's still justifiable to underclock to save power and when it's just a masochist's wet dream underclocking 100 buildings to 1%
Overclocking is almost never that useful other than satiating impatience
Except in cases of energy and extraction
Even then you’re limited by resource purity and conveyance speed
It’s also good to spaghetti temporary production lines
Done it because I knew I’d delete it eventually
But some people love spaghetti
Or item avalanches
Idk about spagets. But sometimes I clip a little on something I know will only sit for 1 hour
I try man. I try to enjoy spaghetti
I can only enjoy other people’s spaghetti
I can’t do it myself
My brain won’t let me do it. It’s a compulsion. But I can completely enjoy seeing and fully appreciate other people’s spaghetti factories
It’s like a work of art
I went into making my temp turbomotor production knowing it’d be spaghetti
It wound up much worse than I thought it would
I experimented with new routing ideas
I have made a few manufactories each with different ways of routing conveyors.
Some I have essentially manifolded with a wall lined with conveyors and splitters off those lines to lifters
Then straight into the back
Another is up and over the back with lifters and a stack in front
Another is a balanced tree
Another has things routed in a false floor.
I like none of them. Manufacturers really tweak me
Too many inputs
I’d rather build refineries lol
Manufacturers are easy with stacked conveyors imo
I use splitter #3, 4, 5, 6. Drop lifts down and it's done
Obviously on my high conveyor stack the material comes in at splitter #15 sometimes. But I drop it down to the lower levels before really going with the manifold
The solution I used to the geothermal not using fuel and plastic production was to dedicate plastic production separately from fuel production
such that plastics sink all of the byproduct and aren't reliant on fuel consumption to avoid jamming
Turbofuel is also much larger than just 22gw... there was a comparison I saw, I forget where, that showed available power using all resources and fuel production came out to around 25% of all power production possible compared to nuclear (just with a much, much, much, larger footprint).
stacked conveyors as in with the stacked pole
or stacked as in clipped into each other
Hello everyone. My friend @supple gull here would like to discuss the difference between a load balanced method of logistics and a overflow method. ```java
print("I know at least someone here can help explain why load balancing may be ideal over overflow when it comes to design principles.");
print("I'm sure someone here can say why overflow is effective on a local scale for barely any drawback. The main concern he has is about train throughput from a destination several kilometers away bringing resources to a facility with machines inside. Should this facility rely on overflow or load balancing to ensure the high number of simple resources are distributed to the various processing machines on the other end of a production line or if the pros of a load balanced ( waterfall ) is better both short term and long term? What are the pros and cons?");
Key points of interest include the impact of internal machine buffers on feedthrough rates and whether the benefits for letting your machines warm up and run consistently is better than constantly letting them spin up and back down again - along with any power considerations either has.
They would only spin up and power down if the particular machine wasn't being fed
I may be misunderstanding the terminology but if I understand what you're comparing, then loadbalancing distributes the bottleneck across several points in the assembly, where overflow methods eliminate bottlenecks as anytime pressure builds up, there's a means of releasing that pressure into some external storage
if your rates through the pipe all match then you wont' have startup-shut downs. That's consistent with both methods.
Is this a comparison between load balance and manifold perhaps? If I'm understanding correctly, overflow would be moving items either to a buffer or outside of the supply chain (storage/sinks).
Load balancing: Load is split among machines, and is either build to fit a specific rate, or built ( with additional capacity ) an overflow system.
Overflow: The systems consuming are in series and once the first system fills, the priority of product moves to the next in series.
It's mostly a comparison between series and parallel processing
as far as input feeds go.
If you have a 780x2 input on a load balancer and a 780x2 input on a manifold, the efficiency is the same once the machines fill. Load balancer won't has as long of a warm-up time before the end machines start doing work, so it really depends on how large the manifold is for a comparison.
I mean just like real parallel processing, process scheduling is an issue and you'll never be able to give fair process time, metaphorically speaking
for example if you make a production chain thats designed to have one manufacturer running at 100% efficiency to produce 1.875 turbo motors per minute, you'll always have 1 of the 13? required constructors building too many wires, or 1 of the 6? oil pumps needed in the chain producing too much oil
https://satisfactory.greeny.dev/machine-fill can be used to calculate the time it takes for a manifold to fill (100% efficiency on the last machine)
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
you need a buffer for overflows just cuz numbers work
Are there not issues with machines all starting (and possibly stopping) at the same time?
So what about trains?
You're limited by the output of the station. It's really a matter of whether or not your factory can consume the items or not... I'm not aware of a difference between manifold/load balance method there because there is a built in buffer at destination, on the train, and at the source.
Trains are really a way to conserve resources by building tracks instead of building TONs of conveyors to move things. The logistics once the materials make it to the factory are the exact same.
the bottleneck will be 780 on the belts or 300 on the pipes.
each train freight platform has 2 inputs and 2 outputs, right? So what's the theoretical max per car? if that station is further away does that mean the max throughput is lower? Does dividing the resources between multiple train stations help with throughput in a case where distance is further? Or does making a train longer work better? Does loading a train in series work better than loading a train in parallel, is it the same, or is it simply different just like with the machines? What are the advantages and disadvantages of using one over the other for both short and long distance train destinations? @supple gull
manifold/overflow method will work fine for trains too
theres only 2 real cases to look at: in the first the machines use up the material fast enough that they can completely drain their buffers before the train arrives again, and when they can't keep up with the input unless theyre all running.
It's basically an argument of lag time versus dead time isn't it?
In the first, youre still using material as fast as you can shove it in, so balancer vs manifold makes no difference.
In the second, all of your machines are running all the time, so again, balancer vs manifold makes no difference
Pretty much, yeah.
if your concern is distributing resources across different types of product manufacturing when the system is limited by resource input, either you reduce your machinery/clocks so that it can self-balance with overflow, or you use a balancer like setup to distribute material between each product type, then manifold within those
or, again, just manifold everything and itll overflow once your first final product fills up 🙂
What about outputting more than 780x2 items per minute from one train?
thats just straight up impossible
because the belts can only pull that fast, if the train is moving stuff even faster then its just gonna make incomplete dropoffs cause the freight platform is too full
Is the throughput of each car less than 1560?
My understanding of it is that trains mostly serve as a way of connecting points in a network together. There's going to be some lead time and if the buffer is too small for your processing , then you may have dead periods. The rate of belts putting into and out of the system is going to be the same right?
the only way to circumvent that is a train with multiple input stations and multiple output stations, but then youre spending 100+ out of the 246 available seconds (123 if each station is running 780x2...) docking/undocking
the throughput of each platform is slightly lower than 780x2 because of docking/undocking times actually, but are ultiamtely hard limited, for a single train you can get above that via multiple stops on both input and output well for a single train to run >780x2 you spend too much time docking 🙃
So no matter how many cargo cars are on a train it will always only be able to move 1560 items per minute.
Every dock you make increases the lead time, right? So that's exponentially increasing your lead time between deliveries.
uhh no. all of that is per car/platform
per car
cause each additional car, which requires an additional freight platform, gives you 2 more i/o belts to work with
so a 3-car train has 6 input belts on the shipping end and 6 output belts on the receiving end
(so yeah i misread when you said one train, i read it as one train car)
but cause of how rigid the system is you can pretty much solve the whole output side platform by platform and itll be fine
All you're really doing in these cases is connecting 2 i/o belts over a long distance with some delay period (that's usually faster and less resource/render intensive) between the two, right?
The problem doesn't change, it just moves.
and the problem is moot when constantly running.
yeah, in a way you can look at the train as a 'tunnel' between two belt endpoints (being the stations)
and if the trains too slow, your items/min will fall, just not smoothly
but smooth reduction in rate or not all the characteristics of manifold vs balancer remain the same
@supple gull what was that you were saying about running the trains in series before? I can't remember
loading trains in parallel or loading trains in series.
Just that if you're running relays and one fills up, it will block other types of cargo being delivered elsewhere by the same train because it's physically not on the train.
But if you're only moving one resource I don't see that being a problem, and if it's all being consumed anyway, same deal.
I suppose you could load different resources into each car and just use one set of rails though? 🤔
mixing item types in a train, as long as they are separated into different cars, is perfectly fine
if youre gonna mix item types within a car you better know what youre doing
Yeah that was my thoughts, certainly.
That extra wire you make each production cycle will eventually block your train export if you mix resource types
i have one case where i'm doing that right now and its going to be smart split back out and all excess sunk
and you absolutely cannot run that particular car too slowly
What do you do, just stick all the excess into a sink?
thats the plan
I hope it rewards you with lots of coupons.
Oops. I hope I didn't just trigger something.
Oh i thought you were saying something about the last car of the train not needing to be full or whatever before @supple gull. If the first car is fully filled and the last car is still missing spots for cargo, isn't that worse for throughput than if there are one or two spots not filled in each car? I was thinking you could use two belts for each train car to pull the resources, and it sounds like using more than one train would work better to avoid long train stops. Hmmmmmm. trains are

the station can self balance too
so like say youre running a bunch of stuff into the station and youre loading the first platform too fast and the second too slowly (but the belts are balanced so they can output to either station)
then your first station will fill up on both ends faster (assuming the train is fast enough...), which jams it and then you just overflow to the second station
as long as you make sure your input belts never get stopped up youre fine
Doesn't your input stalling mean that you have set your conveyor belts up inefficiently though?
Probably?
Question: is there a calculator for satisfactory to know how many constructors or smelters i would need for lets say: iron plates
I don't really know of a program that does it for you, but it shouldn't be too hard to figure out on your own. Let's say I'm making iron plates with the base recipe: that's 30 iron ingots per minute. If I'm starting in the grass lands, there's 3 normal iron nodes which each give 60 iron ore per minute with tier 1 miners. With the right smelter setup, you'll have 60 iron ingots per minute, which means you can run two iron plate constructors.
There's more complicated setups for things like screws, where you'll need 2 iron rod facilities for every 3 screw facilities, but each assembling machine displays the amount of a resource you need per minute under the resource.
Yes
I stand corrected
There are other tools linked in the Pins for this channel as well
@bright remnant rain world lol
that calc is really good for lots of high-complexity item
like how many pure copper refineries are you gonna need for 94.5 nuclear fuel rods/min
It has got gas though
Resource rarity and thus resource use preference is not determined by available amounts you define. It’s static rn
So if you want to use a specific recipe, uncheck the other recipes you don’t want to use to craft the item including the basic variant
Otherwise it will make some stupid complex factories
I still prefer complex but efficient factories 😉
I like the embetter calculator that even mix basic and alt recipes to reach the max
Mine can do that too 🤔
It does quite often as far as I can tell
Hey @wind spade what do you think about adding a feature that lets you freehand a factory in the production calculator? Add and remove buildings, etc
not 100% sure what do you mean by that
if you add buildings, you need to underclock them to match the target production rate
Basically a function that lets you toy around with the production line, so no target production, just lets you "build" a factory in 2D
Idk if that's possible with your tool or not, just thought I'd suggest it
could you set it up to use common "efficient setups" for resource loops, like if you want to use the 300 crude -> 900 plastic/rubber setup and have it display that, with the plastic/rubber output going to whatever
there's plan to have a "workshop" of people's builds
like a collection of the shared links
nice
If you have the spare materials and space, is there any reason to not replace a smelter that works at 100% with 10 smelters each downclocked to 10%?
More effort, but only like 25% of the power consumption
Right, I'm thinking of doing something like this for my next fresh playthrough. Unlock overclocking ASAP and have boatloads of underclocked production buildings during the biomass burning phase to maximize my energy efficiency.
Then just clock them up as I get and expand coal.
@naive ingot your statement contradict itself.. if you want to unlock everything ASAP you should not be underclocking anything imo
yeah underclocked = more building = slower progress
but he said "unlock overclocking ASAP", not "unlock everything ASAP"
Lol, i think i am drunk... thanks!
ha yeah nice
Just now i realized F11 = switch between fullscreen and window, and that messed up my 2package% and i have to gave that up
Not sure if single player 3package% is feasible, but 10 hours non stop is insane.
has that been done?
Yes. Currently the world has only single record submitted. 10 hours for the 3rd Space elevator delivery
Because it is laughable while it is actually not
Speedrun for who can get the fastest nut?
checks if this is satisfactory or nsfw channel
Speedrun for who can get the fastest nut?
@terse prism
Maybe we could start with an adequate pioneering or something
speedrunning to golden nut would be...
nuts.
people speed run this game?
Im 30 hours in my save and barely half way in
people have been speedrunning to x space elevator shipments
I have mad respect for the people who do 2package% and 3package%
I'm getting a strategy in place for adequate pioneer statue 😁
Sort of a warm up for packages I guess
It's a bit of a different approach for sinking though
What is the formula for awesome coupons?
Wiki
I've been looking
Awesome sink page
Each successive Coupon requires more points to be printed.
That is not specific lol
Oh got it
Formula is there
Yeah found it thank you lol
how do you guys calculate the ratios for all the resources. for example how many smelters or constructor you need depending on the node
look at the output of the miner, divide by the input of that resource in the smelter
for much more complicated stuff greeny's calculator helps out with the math
damn that website is gonna be a big help thanks
@bright remnant If you open the Ficsit Quick Search (N by default), it can do calculations
Yep, I use it all the time to figure out how long my assembly line should be
has anyone played around with the 900 rubber/plastic from 300 crude oil setup?
Yeah it's pretty easy
Yeah, i've already done the 22 GW turbo gen setup, but i'm trying to make the numbers pretty. I've landed on 700/200 or 520/380 which results in both having 15/17 plastic/rubber refineries
just curious if anyone else landed at those numbers and if they wanted to share their learning experiences
another option is 640/260 which gives 16/16 refineries, and that's tidy, but redirecting the plastic output b ack to the rubber gets funky and isn't an even number, but i guess i could just use a smart splitter
Or you can underclock and not care about perfect ratio xD
good talk
In the early stages of oil I will make 2 factories, one for perfect ratio for rubber and another for perfect plastic and then let the same oil pipe hit both factories. When the plastic overfills, I get more rubber and vice versa
That covers me til I make my end game top down focused factories (60 turbomotors per minute)
In the midgame you only need enough material to unlock tech and to start building
what are the performance effects of just storing infinite nuclear waste
is nuclear power worth doing if the waste issue is fundamentally unsustainable?
just make a far away ISC chain and store it there
i mean yes practically speaking you probably won't fill up before you stop playing the game but the unscalability of it is scary
just chain up like 1200 ISCs and you'll never see the end of it
1200 ISCs is about 200 hours at maximum efficiency and 100% usage of the map's uranium
and has a radiation radius of... ~530m, which is pretty easy to put out over the ocean and not care about
go farther and you can go much, much longer
another 50m or so doubles the amount you can stor
yes but the environment 😢
Chernobyl still has wildlife in the exclusion zone...
i dont see any fish in that ocean
feature request: fish and also fishing
I'd rather get blueprinting than fishing
though the idea of a fish stew sounds amazing
suggest it on the QA site dean
i'm mostly kidding... i think every game has too much fishing overall lol
We just had this discussion in the Q&H channel, and Crocketeer calculated that storing the waste far west or east gives you over 7 years 24/7/365 game play, but storing north is the way to go with 190K years before you feel it. :_)
Hmm... can we build out over the void in the south-east? I've never tried, and that could be a good nuclear waste storage location since there's literally nothing there.
Might need to grab some cement and go play. o.O
the death-zone cuts that area off a bit more
but if you get enough inhalers and build fast...
Oh, bummer, kinda like No Man's Island in the south west? It you map out the far west death zone that island cuts in sharply.
(for reference )
Nice! Snagging that for future glancing. 🙂
Meaning that whole blue border is instant death>?
if you go past it you start taking damage over time
There is also the vertical waste solution to consider, as the build height being ~2k means you have a substantial distance before radiation reaches ground level
only specifically the east border is instadeath
gotcha, that is helpful!
the damage over time is... 5hp/sec apparently
62.5 foundations = 500m, right?
a foundation is 8m across
so even if you stored waste near the uranium deposits, you'd have a substantial amount of time before it irradiates beyond the caves, right? and it isn't like you should need to go back to them
so... that math looks right
If only we could store it underwater, like in real life...
I want a measuring tape in-game pls
im planning on using the north sea cause not only its a good spot to store waste, but i can put all my reactors over the ocean with the extractors as well
one grid click is 1m, one foundation is 8m, there you go lol
1 foundation = 8 meters
the satisfactory map has a measuring tape on it too i think
or at least one of them did online
The calculator map has a distance tool, yeah
ok, so these are mergers coming off a huge line of machines (example), where do u think i should put the smart splitter at to have the over flow add on to the next group of machine outputs? somewhere near the end of the mergers? near the beginning? somewhere in the middle?
@worthy copper that map may not be entirely accurate any more; the northern border if starting at the North/Western start zone... if you swim even half the distance to that maps 'north wall', you will suddenly fall into an abyss. The water is visually there, but you stop swimming and just fall.
But can you keep building foundations out there?
and with those, keep going without hitting the damage-zone
Sorry I just wanted to make it clear that there is a risk of death swimming out there before the edge of that map
if you stay on floating foundations, you are right.
yeah i think thats a good disclaimer, i actually didnt know about that myself
@noble leaf near the end
there are a couple places like that
about fuel energy, does it bother anyone that rubber gives double output of heavy oil residue? Also would you recommend building fuel from heavy oil residue to avoid the need of water to make plastic/rubber in a very tall structure?
when making fuel people ususally use the HOR alt recipe to make even more
but if you dont have it, rubbers the next best alternative if you have diluted fuel
thanks. do you mean the alt that gives 4 hor and 2 resin?
yeah
oh nice. I never noticed the importance of alts before. do you feel they are game changing or just more suitable for some setups?
they are absolutely gamechanging
If you go big, they are
also heavy encased frames #screwscrews
hmm im trying to set up 2 assemblers each for rotors and reinforced ip the ip takes 120 both
or 60
the rotors will take 100 each
so 200
i need 320 screws and split them into these numbers
but that will happen when i get steel unlocked
Im watching a guy stream 5 coal gens (only source of power), with 1 water extractor.. No overclocks.. 375 megawatts..
But by my math, that ONE water extractor should only be able to supply 24 out of 45 water for each coal gen... or 53%... or ~199 megawatts... but their power grid is using 235 and not cutting out... What is going on?
Everything is full on coal (overfilled), each coal gen is full on its internal water... The water extractor itself never has any water in it as its outputting all of it away I guess.
@keen patio enjoy the power trip! Btw more info can be found on wiki
.. more info.. about this glitch?
No that is not a glitch. He probably have more than 5 generator built at somewhere else, or he already overclocked his extractor, or he has a water tank hidden somewhere
Nope.. saw extractor, saw connected power grid. 5 coal gens does =375, which is what his grid reported as his capacity. Saw all water 'tanks' within each structure.
It is simple, the power will always trip if the water is not enough
No overclocks throughout; and he wasnt trying to hide anything
Video link
we just happened to talk about coal and he mentioned it... I unfortunately dont have any proof; I didnt follow the stream and dont recall his username.
but I mean hey; I'll take a bug that gives me extra water any day.. just figured Id toss it in here if someone else could figure out whats up
Ok,water extractor isn't that expensive anyway, just stick to the golden 3:8 ratio and you are fine.
Im not asking how to build coal; I am well past coal.. I am just reporting what I saw and had the guy look over (because he was also concerned and believed my math)
shrug
Hmm, interesting
it's just that if capacity isnt used you can hook up as many coal gens as you want
its not a bug
it's how power works in the game
the setup will fail when you have more machines requiring the power, causing the generators to require more water, which the water extractor will not be able to provide.@keen patio
at that point the capacity will start dropping over time as more and more generators shut down because they dont get enough water
it's basically a false-positive
... yes. and by my math a 120 water extractor split 5 ways to 5 gens is 24 water out of the max 45 water.. or 53%..
53% of 375 megawatts is ~199 MW
they were using 235+ megawatts.
I understand the setup will fail.
My point is; to stress again; that it WAS NOT failing when it should have been.
it isnt a perfect split
it's like a manifold, basically
stuff in the front will fill up before the rest does
and they also dont produce power according to the water they take in
sure.. but even if it was giving 3 water extractors the almost full water amount and the rest nothing.. isnt that still ~199 MW?
and they also dont produce power according to the water they take in
@sand garnet huh?
3x75
basically, if there's water in the tank, they can provide 100% of their power
so 75mw per generator
yes, but its less then 3x 75.. because 45x3 = 135 water, and its only getting 120 water...
it doesnt matter if theres 10 water or 100 water in the internal buffer
@keen patio what i suspect is either
- The 235 you see is not consistently consumed
- The small amount of stored water in generators are being drained slowly
water is water, it just determines how long that water will last.
120/135 needed water = 88.88% = 200 megawatts out of a max of 225 from 3 coal power.
yeah thats not how power works in this game
huh?
power is a binary state
so.. what does the needed water amount listed on coal gens mean?
it's either on, or off.
lets simplify it to 1 generator
a coal gen = 75mw of power capacity
1 Coal gen; supposedly needs 45 water.. and 15 coal/sec to work at 100%.
so my expectation would be that it needs 33% of 45 water per sec, yes?
this means that the generator only needs to provide 25mw as well
which means that each unit of resource gets used at 33% the regular rate as well
@sand garnet he is well understood the power concept in game, he is asking why it can deliver 235MW When it is supposed to be capped at 200MW (and we ignore the 375 there)
so.. 15 water/sec ? (Im ignoring coal primarily because he had it being fed in at like 270 on a mk3 belt for 5 generators; it was overkill and definitely not the problem.
right but the capacity isnt tied to the amount of resources in the system
it's tied to the amount of generators with any amount of resources in their buffers
That's what i am suspect. The water in each coal generator could be slowly draining and the video poster might not be awared of it
if I have 120 generators each with 1 water and 1 coal, I can provide 120x75MW of power for that amount of time
the amount of time tied to how much power is used by the machines in my factory
yeah, assuming the factory is at full load, it would be 1/45 of a minute
sorry, minute, duh.
@keen patio if you can get the power graph screenshot and the overview of his setup it would be much easier to analyze
but if its not, and the factory is only requiring 50% of max capacity power, it will be 2/45 of a minute
but that still doesn't make sense to me; this wasn't a 'oh I randomly spiked above 200 and expected power outage'.. he was consistently above 220.
Unfortunately I can't.. I was just poking through random streams.. and I have no idea what the user name was..
consistently being 'the buffer is still full enough'
its not an 'if' but a 'when' the grid will fail
Maybe simplifying my question here: I have 1 water extractor, and 4, or 400, or 400,000 coal generators, but all on the same water loop.
My math says this should only supply ~200 mw of power.
I am CONSISTENTLY using 220 MW of power, spiking up to 235, regularly.
Why is this working, when the system should be running out of water? (10+minutes, minimum at 220+ MW.
@keen patio i think you better forgot about that and it won't matter too much to the normal gameplay.
((Sorry, to edit the above; its not 'I am'.. its 'He was'.
Or you could build one for youself and test about that (why not?)
your understanding of the game mechanic is wrong
the amount of water does not determine the power
but it does require water at a set amount of it.. per x time frame.. which is listed at 45/minute.. and being provided at much less then that?
what determines the capacity and production is how many machines have internal buffers with resources to provide said power
true; and I do understand what you mean by buffers; Ive seen the interface within each generator.. and believe I grasp what you mean clearly.
but I also understand that 'time' should have drained these buffers, and didn't.
if you let internal buffers fill up, you've created some extended period of time where you get a false-positive power capacity and production
agreed.
I was able to watch the water extractors internal buffer; which stayed at 0, or flickered to 0.1 and then emptied instantly, so I know it wasn't able to backfill back down to the extractor.
He is exceeding by roughly 10%, or 4.5m3/min of flow. I estimate the buffers would be drained within 12mins
yeah, time should have, but depending on if there's buffers which can replenish the generators with resources, and if there's other generators somewhere who extend the lifetime of the resources, and lastly if the factory is requiring a lot of max power, it all affects the duration of the internal buffers being drained
so basically the answer is; somehow, they weren't using the internal buffers on the coal generators (I saw their internal buffers, they were full)
@keen patio is he playing modded game?
10% isnt much in the general scheme of things
but yeah there's mods with nopower cheats as well, which bypass any usage of generators
no, vanilla, and no other power sources (it was bragged that thye got coal and deconstructed all their biomas gens once connected)
if you can provide a screenshot of the power UI we can tell you whats going on
but that is true; it could have been a modified save file and he didn't tell me.
I do doubt that was the case.. he didn't strike me as the type (we talked a bit about no-spoilers requests)
I can't unfortunately.. but obviously the internal buffers of the coal gens weren't being used, for whatever reason.
do you happen to know the 'time' displayed in the power graph from left to right? is that 10 minutes or?
either way @sand garnet (and @glacial hemlock ), thank you for the discussion; I had forgotten about the internal buffers on each device.
👍
I mean I knew they existed, but forgot about their potential impact*
Basically a buffer delays any sort of short term logistics issue
as long as it doesnt go over the full max capacity right? if that happens the circuit trips instantly?
Yeah, in this case, 375
((never had that occur to me outside of a biomass burner running out of fuel, I think.
Tripping a biomass cluster isn't a big problem. Tripping a fuel/nuclear setup is.
I do this for my first few coal plants
780 belt of coal feeds 52 generators but I'm near capacity on my power I don't want to hit all of my extraflctors at once so I'll just hook up one extractor at a time and as the power slowly increases it's safe to connect the rest
Also random question, do you guys balance your coal as 3 water extractors over 8 generators or do you guys just round up your ratio to 1 extractor to 2 generators and underclock it to 90 water per min?
I'm curious. And will try to catch up on this convo
Just build bigger Sketchy : )
I started a new world yesterday. I am just now building a big network of Coal Genny's
I had hooked up 3 last night to get it through the night .. but now I am going BIG!
I have to assume that the coal generators were not under any sort of load.
Or like Jcool mentioned. He is hiding water supply lol
If my math is correct.. Mk 2 Miner on normal node pulls up 120 coal per minute. Coal Gen uses 1 coal every 4sec. So 15 coal per minute per Genny. That is 8 Coal Genny's per line.
That is correct
8 Coal Genny's use 45m^3 of water per min, water extractor pulls up 120/min. So 8*45 = 360. So makes it an even 3 Water Extractors per 8 Coal Genny's
Mk 4 carries 480, Mk 2 carries 120. So you'd have to use Mk 3 or better coming off a splitter that has a Mk 4 feeding it
You can scale down your belts as you split
It really depends on the material demand if the structure
You CAN, but you don't HAVE TO
are there any reprecautions to the liquid pump exceeding safe lift by 2?
as in the gauge hit 22 but i still have full 300 m^3/min
If the gauge stays up you are fine
aight thanks
If the needle drops or bounces you are going too far
I have a really wild Idea I might do when I really need water
I'm going to do an offset stack of liquid train stations. Each one pumping into the next one up
At 25mw per train station I would only need 6+ water lines yo make it worth
And that 25mw per station will feed x amount of stations
Physically big. But fairly simple tbh
Just a lot of foundations and a lot of stations
I am trying to figure out the Logistics of 6 Water Extractors going to 16 Coal Genny's
I think an overflow is almost always good. Why have a line stop if you can sink the extra
I mean
You don’t want to sink an output unless you either are building it to sink it or have extra/overflow
I have never used on
wait what's the difference between smart and programmable splitters actually?
I used about 6 smart splitters on a mixed product train route
Programmable can have multiple outputs per side
ah i see
I avoid mixed belts
Belt speed determine production capacity
no sushi belting like in factorio
So adding more production to a single belt is counter productive
Yeah I just use smart splitters for unloading stations. It's pretty safe like that
I make 6 pickup and drop offs on 1 train. If any station is overloaded the others sort the items to the side
guys, what's your biggest HMF single setup production?
I'm working on a setup, that will feed 18 manufacturers (100%) with 50,4/min output
I think I figured out the logistics for having 3 water extractors feed 8 Coal Genny's.. I take 2 of them, merging into 2 pipeline. The 3rd Extractor, I ran along side/on top of the first line, and at the end, have pipeline 2 feed into pipeline 1, feeding it from the other end.
Do you think that would work y'all?
3 manufacturers
it's based on 3 normal coal nodes (250%)
They take screws at 200ppm
currently I have 3 250% manuf-s but they stop often becuase steel pipes prod. fails to feed
@bitter tree only one way to find out 🙂
Yep, had to run back to my base to get more Iron Plates for the Stackable pipeline supports
currently I have 3 250% manuf-s but they stop often becuase steel pipes prod. fails to feed
@stoic ingot
For me it's almost always the encased beams holding me back
Ohhhh that's what I will do today
yeah, I just found out the calculations I made are wrong b'cuz I didn't take steel frames into consideration...
I'm switching to encased pipes
ah yes
@stoic ingot If you have your Manuf at 250% but they aren't running constantly.. Either turn down the speed or increase the steel production.
i can double this
Finally somebody building in the same area as me
nothern forest?
@bitter tree I know, that's why I'm working on a brand new setup
Random you can pull the coal from the side you are standing on also
I have my gens on almost the exact same spot
lol
I use the coal behind you for power
if i want i can double this rn
And the coal in the valley goes to steel
@charred ledge you made it 🙂 remember about adding sulphur into the equation
Since there's an iron node up on the mountain
@stoic ingot will do
You can lift it down and make steel in that valley
Finally a rocky desert friend 😁
Later on you will probably want to use 1 if the coals for gunpowder
Since sulfur is very close by
This is my WIP for Coal Genny's. I ran out of Iron Plates again and need to run back to my base to get more LOL
I will have to put some pipeline pumps to get them up that high, I know.. But there are 3 Normal coal veins there (previously I only thought there were 2, until I was clear cutting for space and found the 3rd)
So I can add in another row of 8 Genny's later. Those 16 will be MORE then enough for me for awhile : )
I also have to redo my entire base layout, now that I have Mk 2 Miners : )
I just started with a complete mess to get me started.. Time for a complete taredown when I am finished with the Genny's
@bitter tree follow my example or modify it
each side only needs 120 per min
so only 2 normal nodes
by overclocking it to 200%
that is if you want too
and it will fit on mk2 belts @bitter tree
yep
nope
by adding kids to the equation
sounds like a plan
oof .. an idea just hit me like a ton of bricks for my Coal Genny setup
3 Normal Coal nodes. Mk 2 miner pulls 120/min. But if I overclock each to 250%, they make 300/min. At peak, a Coal Genny can use 15 coal/min. So that means a single coal line could feed 20 Coal Genny's.
So I could sustain 60 Coal Genny's.. Oof
Would need 23 Water Extractors to sustain the 60 Genny's. I think I better go back to bed before my head swells up
The nickname has been around since at least World War 2.
It's so irl
With the idea of overclocking the coal miners, I now have to rethink my entire layout
I need more sleep if I am going to tackle this .. 4hrs of sleep isn't enough
A steam train
Would need a station like the truck station
I'm a stacker
Ah ic
Yeah it's tight
I have gone on about trucks a couple times lol
I feel like I really got burned by my tractor circuit
I put a ton of time and resources into tractors early on
Shipping my early steel
And ended up with 6 tractor pile ups
Tractors stuck on invisible obstacles and stuff
So I'm just a grump towards them
I probably set the exact criteria to cause a fail. My luck
the wiki says that vehicles don't ever disappear even if they fall into the abyss
so that tractor will be taking up space somewhere forever?
like not on your compass disappeared?
thats why you run the tractor paths away from your base
maybe it fell through the ground
the never crash as the just follow your lin exactly
Well I'm back to cheating my power grid lol
I'm not consuming all my fuel material right now. So I just jammed on a couple extra generators to trim the % even lower
I had a legitimate capacity for a couple days 🤷♂️
@misty pendant vehicles disappear in the void unless they contain nuclear waste
@bitter tree a single pure node with a mk3 overclocked to 160% i think (max output for mk5 belts) will net you 52 gennys... something to look forward to lol
@noble linden, if I had that set up, I'd have fencing around those platforms to make it harder to accidentally fall off into the void LOL - Been there, done that, I've now got PTSD because of it
probably a good idea, you cant see it really in this picture but i have fencing around the hole I'm feeding the coal up through xD just never got around to the rest of it haha
I also just noticed I counted wrong on the smaller 12 genny platform and now the spacing between the two isnt the same
cant unsee
not nice when you wake up in the middle of the night in a cold sweat because you're reliving falling into the void
at least its not like MC and you can get your stuff back if you fall in lol
You can put a layer of platform under it as well, and spray it a color that stands out. So if you accidently take up a floor, you'll see the color (like bright pink) and instantly know you took some flooring out.. That with walls going way up : )
I do not recommend building over the void without a jetpack though lol
True @bitter tree, but my hub was in the dune desert at the time - that's a long way to run when you don't have a hyper tube to get back there
errr @noble linden I meant lol
lol yea, that would suck without gear
I have a basic factory in every starting zone in my main game
You can do a project, putting platforms down over ALL the voids in the world. Find the edge of the map, put a wall up. That way when you want to build out in the future, you won't have to worry about falling in : )
LOL
lol yea, just dying of fall damage 
Well, I do have one cheat - no fall damage mod, but that don't stop you from dying when you fall into the void - I just like jumping from high places, when I know there's a floor to land on LOL
use Blade Runners. You'll only go to half a bubble of health no matter how high you fall from. Or Jet Pack : )
you can survive the fall with low hp even without bladerunners
Use the jet pack when you get closer to the ground, and you're good
but it does require full hp always
If you fall from SUPER high up, you'll die w/o blade runners
if i'm reading that right you will cap out damage with blade runners above without blade runners first? lol
lmao
I have died while wearing bladerunners when falling LOL
probs didnt have full health
looks like you can never die from fall damage when you have full health
I was down 1/2 bar from max LOL
that isnt above 98
I didn't make note of the co-ordinates, but I once fell THROUGH the map and died LOL
dune desert, just over the top of a dune?
is this augmented at all by speed? I feel like I've seen people killed when launched from hypertoop cannons at full health
yeah the damage is actually based off of velocity
so if you shoot yourself out of a tube at superspeed into the ground you can die
With my luck I'd make a crater as well LOL
ah so if this chart kept going we might see it rise to 100? Right now it just looks like 97 and 96 are the absolute max
it might
with the way it levels off id probably stop using height and start using # of cannon launchers into the ground to see lol
lol
Can anyone tell me how can i split a 270 line into 9 smelters
Manifold line with mk3 belt?
Idk if it works
i mean if you set it up correctly itll work
@charred ledge
black lines = smelters.
you could do a straight column of 9 as well if you want, but you get the idea.
im curious as to why you put some smelters further to the right than others?
@sharp crow so by seperating the initial line of smelters by 2, you can fit conveyors between them; basically it shortens the 'line' and makes the total smelters 'look' more square, instead of a long row/column.
its aesthetic.
can also double manifold to get that square look with a bit less belt
fair enough, but smelters are so thin that the difference between a smelter and a belt isn't much
i could understand doing that with constructors
@worthy copper true, but cant double manifold an odd number without it looking weird.
ocd aint my problem 😛
lol!
@sharp crow you aren't wrong.. its just a case of I saw it done, liked the look, and now I emulate it in my designs... my MS Paint drawing really doesn't do it justice.... I just got annoyed with long rows of 9, and eventually 16 (unless double manifolding it by choice) smelters.
ye that makes sense, i just spend too much time worrying about the total space stuff takes up ig
true, but cant double manifold an odd number without it looking weird.
@keen patio you can, just underclock last to 50% and build one more with 50%
pfft.
you even save on power
if possible, it's better to spread the underclocking evenly among the machines
stop shooting holes in my aesthetics!
or that
spreading underclocking is 'i hate my life' mode though
unless it gives you a sweet sweet 1-1
no it's not
i do it because it makes everything feel more even
also i always scale my production up until i don't have to worry about fractions of percents
turbofuel is gonna be F U N
well i'd definitely hate to clock every machine in a 50+ building factory
oh.. @wind spade .. would it be possible in your calc to setup the.. 'I already have these materials' section.. to work with leaves/wood? -- I was trying to optimize a a biomass setup fed by containers of leaves/wood, but realized it didnt do those 2 items.
hmm, I'll add that to my gigantic list of features I need to add xD
now that you're adding to that list, i'm going to bug you by saying something that's already on the list
power plz
Lol!
i just want a rough estimate of how much power a setup would take
it's fine if it doesn't include the discount from underclocking
power and overclocking are two next big features according to my poll
and will be probably released together or in close succession
the only problem is that I currently don't have too much time and I'm also working on some optimizations and libraries upgrade.
What is the manifold tool from the old site.. and is it still usable on the old site?
ye its still useable
it just tells you how a manifold will work
i won't overclock to reach 1:1, i underclock.
mostly alts involving quickwire as input
@sharp crow how smart is it? can I tell it what my inputs are and the required inputs for each machine its attached to.. so I know where to 'inject' the manifold next?
Excellent.
but for now it basically just tells you how long it takes for machines to start working at 100%
Have a Mk 2 Miner on a Pure Coal and a Mk 2 Miner of a Normal Iron. Had to boost the Iron to 200% to match the coal. I can have 5.33 Foundries making iron steel ingots. But I think I will just do 5 and call it good enough 😛
You could do six and clock them to 89% 😛
I wouldn't worry about it tbh until Mk3 overclocked to 600/780 for getting the correct ratio since you'd have to retool anyway to build those plants.
nvm, found the problem lmao
what was it >.>
Actually the conveyer belts werent stuck yet (i just said it cuz the ore in the foundries got more and more) and now it works perfectly out. The ore that was too much in the fundries were from the time I still had MK2 Belts, so they were just still laying around on the belts
Ugh just placed another 100 refineries
Just can't contain my excitement towards piping and belting them
I think I will hire an intern to follow me and clip pipes under the floor
You know you are doing right if the number of refineries adds up to 84
@worthy copper it seems you only need ~110 tickets to leapfrog progression into tiers 5/6. there are 15 RCUs at crash sites which will give the first ~150 tickets in the awesome shop.
and they are accessible from the rocky desert area.
then you could easily make the jump straight to geo and then nuclear/turbofuel
there's >400 computers laying around crash sites and including ~50 HSC and ~40 AI limiters.
Crock I hope you are better with a zapper than me lmao
i mean i probably am good enough but im not doin multiplayer lol
We need a third 🤔
i got paper editing to do and my own world to keep building.
And school starts monday/
then then path of exile league in 19 days
I get it
I'm going to try to do most of the math on this in odd times. Just cellphone calcing lol
Oh crap @worthy copper new league? I hope it’s not FarmVille like last time
I just couldn’t bring myself to play this league 😦
the target crafting was so good though
like if you have seen synthesis items and thought that league was a mistake...
Wait till you see the shit people made this league
Sounds like a strategy for speedrun
110 tickets from just loots? That's hell lot! Sub-3hours confirmed
@glacial hemlock
What's the speedruns policy for awesome shopping?
no limit. @sturdy lagoon
For some reason I didn't think it was allowed
Yeah those records are waiting to get smashed
it is. Most speedrunning right now is all based on AWESOME shop purchases
You can rush a sink in like 18mins
no, sink before 20mins is still not possible, because you need a lot to even unlock it.
Selling wire gets you enough points to keep purchasing and selling through all upgrades needed
The hardest part of the sink rush is the concrete for the sink
wait people actually speedrun this game
I spent all day working on package practice without shopping 😣
Jcool would you do a team run with orn and myself?
omg lol, without AWESOME the fastest you can go is somewhere below 1 hour
i have 84 coupons and 17 more to be printed and haven't bought anything from the shop in a long time
what?!? without shop? how is it even possible?
you still loot from the crash sites, right? just didn't use the shop
It's stupid and stressful
No it's perfect hand crafting and automation
I literally counted every ore in advance
perfect.
33 per on iron outcrop. Miner. Another 50 from miner.
I have trouble even to replicate my own speedrun result. Too much actions to optimize
No more no less
It's true dude
I did like 12 practice and still made variables
It's so hard to stop sometimes
What's a couple more rods
A couple more rods means your miner just stopped
Built 5 smelters. Deleted 3 of them and added constructors
I only remember
30 iron ores
1 portable miner
40 iron ingot
1 smelter
Yeah, everything past here is just random actions.
Miner rush into hard smelt and semi auto crafting
I have every ore counted until SE
Tier 0 is 205 rods...
But yeah
Shop seems right 😁
1package cost how many iron ores in total?
732 pre elevator
775 elevator
I never got the elevator fast enough to count packages 😎
Your first nibble of copper should be 300 ore
The very first resource you gather is 99 limestone
At least from the spawn I used
I spawn beside limestone so I hit it once and leave it for like 10 mins
@glacial geyser are you sure the RCU at the crash sites will grant you 110 coupons? there aren't so many RCU out there
there's like 3 or 4 last i checked
although there's probably a few more in the swamp and red forest but i dont even have a rifle yet
you need to unlock RCU in the first place to even to be able to buy them
https://satisfactory.gamepedia.com/AWESOME_Shop#Parts
Great idea @sturdy lagoon that enlightened me. I have expanded this article for more info.
Yeah we worked out selling basic items for your first tickets and buying the necessities to keep upgrading tiers
Buying package 2 is pretty tight though. For sure.
Package 1 is half of a 6 coupon purchase
It's nothing really
one way is through HMF, but hey, 40 coupons aren't that much. You probably need to produce rotors and RIP by yourself
Buy rotors
but steel beam, how?
Buying the rotors and plates for smart plating us cheap
Steel beams =60 points
It's the biggest purchase
setting up steel production is very expensive, while setting up rotors is just a simple 7 minutes of work
my previous 2package% run I skip the steel entirely with 35 coupons, that leaves me only 9 coupons for some other things
And turbo motors can gain 22mil points on 1 buy and sell
yeah, TM can be resold until 200+ coupons. Stonk.
Yeah lol
but you need almost all tech to even purchse it
Yeah you need to lean on the computer era pretty hard
I haven't worked out past buying package 2
But there's also turbo motors on the ground
do you have any 2package% speedrun? Would like to learn from you
@sturdy lagoon no longer possible to loot turbo motors since U3 (if you found any, please tell me!)
is it U3 list or U2 list?
i am sure U2 you can loot torbomotors, but U3 you don't
The computers/ SC are big
And his estimate for the RCU was big
We are going to do a run
You should join us
There s a couple little things I would like to experiment with
Ive manually chwcked every crash site. There are no turbomotors currently
how tf do i fill this in
trying to create a floor for modular frames steel and encased beams alt
and stators if i have enough space
then bam 3rd floor motors
If you felt like you have too much space, you are not building enough😎
And that one particular diagonal belt killed me
or he could just be over buillding the floor for what he needs
Ok, I need a bit of help. Wondering this for a while. What’s the best way for 5pm produce to feed into 3pm used?
Been a couple of days since I played, lemme just check
Reinforced platting to modular frames. So at least one important one
Currently I just have it overflow with smart splitter, but I am all for load balancing
I mean there is no way to load balance that. You'll always have overflow. Just split off the overflow with a smart splitter to your grinder line lol
@glacial hemlock @sharp crow there are 15 RCUs on the map on two different sites. They gave us 40 tickets from 0 when we did it
We also threw in some of the super computers to see how it helped. We can get 120 tickets by dumping in the supercomputers and RCUs to the awesome sink
I did a run with my friend last night from scratch to see how it played out. We started in the dunes and grabbed the first set of 5 from the poison to the southwest in that area. The second set of 10 you can get from the red forest. If you hit all the crash sites along the way that require power and items you can get from the other crash sites you get about 10 hard drives on the way.
We had to establish a base and start building concrete and some basic items to get the awesome sink program and the concrete to facilitate exploration. If you know the approximate heading you can build a ramp basically straight up and across from there to the red forest with ~ 1000 concrete
If you run the sink while you’re gone and just start dumping something in I think it’s a more worthwhile use of time/resources when attempting to skip straight to geothermal
The items to build the second set of space elevator items is also worth setting up a small automation site with.
And then augment that with the tickets gathered from sinking high level items acquired from crash sites.
All in all I think it’s a reasonable way to start a new progression. However, if you screw up and die a bunch trying to get those items, you’ll be set back significantly in time anyway
So I’m not sure how good it is in practice compared to a typical progression from ~ 6 biomass burners to ~6 coal with a decent starting location.
We ended up switching over to coal by the end of the night but that was because we hadn’t realized the potential gains. we were exploring and seeing how plausible it could be.
@glacial geyser i am interested with the result, wondering how efficient it is to do a 3package% that way
@half ridge Divide the input needed by the output of the previous machine. In this case you end up with .6 which means you'd underclock to 60%. Alternately you can scale the production up where you have 3 machines feeding 5 machines (15pm produced/used)
IMO grinders in the middle of a production line are unwieldy so I typically only place them for when the end product is overflowing. You also get more points that way, too.
@charred ledge It can be easier and faster to build foundations from below because of the way they snap together/pov. Just fill you inv with concrete and have at it.
thoughts on which power production is the least pain in the ass to setup and run per MW? other than the geysers... i can't decide
okay, so 55 buildings to make 30,225 MW of power with the nuclear plants. and more than 250 buildings to produce 22,221 MW with turbo fuel, but there is no waste you have to store which is 1 ICU per 80 hours of each reactor. So for me, 30,225 reactor power for 500 hours is 82 ICU containers which makes the number 137 to 250.
the crafting chain for nuclear fuel is also much more extensive though
many of those buildings for turbofuel you can just build in parallel
my brain says yes, but my wrist says no, and I do really hate pipes. which i also forgot to add the water so 176 buildings
I think I'll try the turbo factory.
the fact that the turbofuel factory has two 1:1s in it as well (diluted fuel:unpackage fuel:package water) also helps the layout a lot
two whole manifolds you get to just skip
My afk box.. I just go inside to stay safe : )
Could just afk in a vehicle
That's so minecraft
What are you hiding from?
Probably cat heads
The spitters and butterflies that decide to spawn 20mins after you enter the area ☺
Afk in the sky
So I've heard them be called crabs, beetles, bees, and now butterflies...
murder hornets 🙂
I called them evil fireflies when I first started.
It's a good indication that they made them sufficiently alien.
Imo if there is a flying bug bigger than my head it will scare the sh!t out of me
Bloatflys
So, I just had a OOF moment..
With my coal generators, I have a max of 1200 MW. I am using at peek just above 300. I set up my Oil production area. 27 Refineries @ 30 MW each = 810 usage. 4 Oil Extractors @ 40 MW ea = 160. 160+810=970 MW. 970 + what I use at a peek spike is lets say, 310 which = 1280. Have not added in the pipeline pumps I will need yet.. But 1280 > 1200, which means a power grid crash if I try to turn it on.
SO ... 2 options
1)Time to completely redo my coal power production, overclocking the miners on the 3 normal nodes, to make 300 Coal/min each. Each coal line could then support 20 Coal Generators.
Currently I have 16 Coal Gennies making 75 MW each. That is 1200 MW.
Going up to 60 Coal Gennies @ 75 MW each = 4500 MW.
2) Only turn on a few of the refineries to start, making Fuel for Fuel Gennies, then slowly adding more to the grid until I can turn on the whole thing.
Have not unlocked Fuel Generators yet.. OOF
@worthy copper @sturdy lagoon 60 coupons is what I can boost by dumping heatsinks and some other various items along with the 19 RSU's from 3 sites. I did it last night MP and this morning Solo
in ~4 hours including dicking around trying to find optimal paths from the desert straight to the red forest area.
it looks like it is possible to boost all the way to turbofuel on, im using 2 bio burners + the two from the HUB
the biggest cost definitely being the second stage items for the space elevator. However, I think the absolute FASTEST path to coal is definitely dumping those initial 5 RSUs which are in the desert for the initial 30 tickets to go straight to coal. you don't even need anything set up other than a single assembler and the initial infrastructure to generate enough items to get the awesome shop.
does anybody else trying to do mega things find them selves building mostly refineries. I feel like that's all I make now for alt recipies
I think most of the refinery recipes are meant to extend resources
"pure" using less resources for more product by "diluting" it or "cleaning it" with water
they don't have the fastest build speed or the simplest product chain
so if that's the path you want for yourself you'll probably end up mostly building refineries.
I don't. I prefer to balance increase build speed with demand on additional resources. or blending things together (fused quickwire, copper alloy ingot, Coke Steel Ingot, etc...)
^^
diluted packaged fuel , pure caterium, pure crystals are mandatory processes tho in very late game
according to interactive map, I have 1234 refineries 😄
I will say that the refinery placement noise is very satisfactory sounding, and might be the best sound in the game. I am halfway to 1000 of them
I just feel the meta part here is "oh another 60 refineries again" sigh.... makes the game a little bleh
https://cdn.discordapp.com/attachments/553550566991724545/749821841681678406/unknown.png
this area alone is a huge pure ingot smelting facility
there is a mod that allows pure refining in foundries, but shrug looks weird
31 ish constructor recipes 40 refinery recipes, 43ish assembler.... interesting
Hello, I dont know if my math are correct.... Can you help me ? :x
its too neat for me.... but seriously great effort... I know how long that takes, which ingots are you making?
umm...all of em
ignore caterium, I filtered out the train
train supplies half the caterium ore used
I only have you beat on quartzy crystal at 1,042 and copper 3828 units
And planning one more expansion, copper sheets. Gonna be a big one too. 5 arrays of 34 refineries each
Well, these numbers are for this refinery areay only 🙂
carpal tunnel feeling intensifies. anyway I still stand by my statement that refinery is king here
Lol yea and the back side will be another big train taking this all elsewhere to be made into turbomotors, or whatever else I decide
@upbeat tide Is this all on nuclear power or?
any1 wanna play multi player?
I love how this game scales from a, "oh I have 24 slot container of this item, it's more than I will ever need" to "you need 12,000 of this item a minute, and there aren't enough resources on the map to do that"
@glacial geyser You will need to use some of those alt recipes at some point, most likely. According to the Wiki, there only 0 Impure/11 Normal/5 Pure of Raw Quartz. There is 1 Impure/7 Normal/3 Pure of Sulfur. 3 Impure/5 Normal/5 Pure of Bauxite.
So you'll be wanting to use to some alt recipes to stretch out those resources as much as possible.
@keen patio nope, 2333.33m3/min worth of turbofuel fuel gens
I was hoping you would say that; Fuel gens I get.... Nuclear without waste management options... oi.
nuke isn't that bad
Nah it isnt, its on the to do list but 98+ GW worth of power im good for a good bit
1 industrial container will last 80 hours per reactor for waste
"he said as he worked on his turbo fuel thingy"
- 1200m3 oil
- 2400 coal
- 2400 sulfur
- 3200m3 water
Raw inputs for that process
Using:
- heavy oil residue alt
- diluted packaged fuel
- normal turbofuel recipe
@kind crypt if you already have the ability to do 780coal/min, you probably shouldn't be focusing on coal generators anymore
More info can be found on wiki - coal generator
But the Coal you already have dedicated for power production, why not maximize it?
Only so much Sulfur you can get to mix with coal to make Compacted Coal for the Turbofuel.
1 Impure, 7 Normal and 3 Pure Sulfur in the entire map.
not much else to do with sulfur though, and combining it with fuel for turbo does make the usage much more effiicent
Yep, but once you have all the sulfur dedicated for Turbo fuel, what else to do with the coal? : D
steel
I am redoing my coal setup .. because I was almost finished with my oil setup when I realized I needed to crunch some numbers.
If I get my oil setup all going, I'd blow a fuse... I only just unlocked Oil, so don't have fuel gennies yet.
Math knocks me down again, just when I thought I was going to get something accomplished.
If you're using the west Oil Islands, I recommend finding the diluted packaged fuel recipe from a hard drive if you don't already have it. There isn't coal or sulfur in the area, but I'm running fuel generators on about a third of the fuel I can produce there and getting about 4.9 GW out of it. Not enough for a big factory, but enough to tide me over until I build a turbo fuel facility in the dune desert.
I am in the Grassy Plains area. Spot I am at, there are 2 Normal Coal nodes (3 Normal actually, but I haven't got Sulfur setup to make explosives to blow up the boulder sitting on top of the 3rd node)
The oil I am getting is from the mushroom Biome. 1 Impure with 2 Normal making a 300 line, and 1 Pure making a 240 line.
Those aren't normal nodes, they're pure nodes. I managed to limp into phase 3 using only one of them.
Satisfactory helper to calculate your production needs.
Unselect all layers and then select pure and normal oil nodes. Look north west of the grasslands (the islands)
There is a Pure coal node where I had to build platforms to get to.. I am using that for my Steel production.
Wait, you went to the mushroom biome, but you're not tapping the pure oil nodes there?
Oh, sorry, didn't see the last part of your message
I only saw 1 Pure, 2 Normal and 1 Impure. Put the Pure on it's own line of 240. 1 Impure and 2 Normal makes a 300 pipe.
I was talking Coal, you were talking Oil : P
There's 3 pure (the map I sent you is really useful for scouting out resources). There's also 4 normal coal nodes you can use for power generation. I made a coal generator setup with 4 normal coal nodes to get about 1300 MW (it was at the lake North of the grasslands). That said, the 2 pure coal nodes in the grasslands will give you the same thing.
I am redoing my Coal Genny setup. Mk 2 Miner overclocked to produce 270/min (250% overclocked is 300/min) to match my belt speed. 270 coal/min to run 18 Coal Gennies.
I am in the grassy plains next to a lake. I only see 3 Coal here, but one is blocked by a boulder atm.
Yeah, that'll do it. I had my factory using about 1800 MW at its peak when I finished phase 2, but I didn't have enough steel production so I was just running back and forth throwing materials into assemblers manually xD
I don't see the area you're talking about.
I had 1200 MW going with the 2 nodes.. But I was about to turn on my oil production .. crunched the numbers and 1200 MW wasn't going to be enough.
So I have already taken down my coal gen setup, redoing it to run 18 Coal Gennies per coal line (overclocked the Mk 2 Miner). When I get Mk 4 Belts, I can turn the overclock on the miners to max to run 20 Coal Gennies each.
18 Coal Gennies, each making 75 MW. That is 1350 MW. That times 2 coal nodes is 2700 MW.
That'll solve your power needs, but like I said, I found myself running out of steel at the end of phase 2. I recommend using the 4 normal nodes in the mushroom biome, 1 of the pure nodes in the grasslands, and then use the other pure node for steel. I actually never tapped the second coal node because I was being stupid, but 4 normal nodes and 1 pure should be enough to get you enough power and enough steel. Probably.
I am in tier 5 and 6. I have Oil unlocked. I just need to setup the Coal to be better, then I can turn my oil stuff online and not crash the power grid. Once I get some Plastic and Rubber flowing, I can start unlocking more stuff, including fuel generator.. Then I should be good for power : )
Yeah, I actually just finished that step. Then I realized it would be more fun (and, somehow, logistically simpler) to build a bunch of highly specialized bases that ship out their products to other bases than just building a mega base. Now I face the annoying task of having to trek out to the dune desert to get turbo fuel rolling so I can convert my Western oil islands into a rubber factory
I crunched the numbers, and I was going to be using between 1350-1400 at top spike usage, and I was only making 1200 max.
That happened to me too. At one point I was actually spamming the fuse lever to see if I could get out of peak usage. It worked... for like 2 minutes xD
That is why I have to redo my whole Coal setup, overclocking the Mk 2 Miners of the 2 Coal nodes.
@manic oak i built a train from dune desert with540 compacted coal a min to west oil islands for turbofuel power plant for 300 crude to 149 fuel gen
I'm planning on using the oil at the west islands to produce rubber and plastic for my steel factory (steel coated plates require plastic and rubber for adhered iron plates). Since there's already oil near the sulfur at the dune desert, I might as well just make the turbo fuel power plant there
interesting using oil for basic iron materials is the ratio good?
Check out "Solid Steel Ingot", "Pure Iron Ingot", and "Steel Coated Plate" on the wiki
You only need 0.36 iron ore per steel ingot if you're using the first two, and 0.17 steel ingot per iron plate with the last one
So the ratios for the two improved iron plate recipes would be: Coated Iron Plate: 0.36 Ore per Plate. Steel Coated Plate: 0.36*0.17 = 0.06 Ore per plate
In fact, the Steel Coated Plate is just better all around since it uses less plastic per plate (0.13 vs. 0.11)
Also, every iron item in the game has a steel alternative (steel rod, steel screw, etc., Steel Coated Plate, etc.), and combining Pure Iron Ingots and Solid Steel Ingots gives you a massive boost to steel per iron ore, so you can just make a big steel facility and then make everything you need with steel. I made a text document that details how to make 30 HMF/min with 4 pure iron nodes if you want it.
technically the coated recipes are the best in raw resource usage
yeah could be interesting mid-game before u need the crude for more important things
practically you probably want the oil for other stuff
^ It's relatively light on plastic and rubber usage (75 Recycled plastic/min and 56.25 Recycled Rubber/min)
3.5 iron, 2.2 oil, 6.6 coal -> 60 iron plates
is that using ur website
yeah
i haven't tried it out yet ive only used the other one
I sat down to play Satisfactory. Two hours later I had finished making my calculations and went to bed without even starting the game xD
Also, every iron item in the game has a steel alternative (steel rod, steel screw, etc., Steel Coated Plate, etc.), and combining Pure Iron Ingots and Solid Steel Ingots gives you a massive boost to steel per iron ore, so you can just make a big steel facility and then make everything you need with steel. I made a text document that details how to make 30 HMF/min with 4 pure iron nodes if you want it.
@manic oak you can make 30 HMF from 880 iron and 15 oil (+ 1185 coal and 1080 limestone and some water)
I think we're talking about the same recipes. I technically can make more HMF with my sources, but I stopped at 30 so I could make extra stuff for storage
i haven't tried it out yet ive only used the other one
@alpine torrent there's like 4-5 sites, so saying "the other one" is kinda ambiguous
ive only known of 2 lol
Satisfactory helper to calculate your production needs.
that one
I found that one super slow with larger setups (and also I don't like how it shows every machine, makes things less readable imo)
when i was using i just used the items portion which told me how much of what i needed a min and just planned the factory out myself didn't look at the tree really
We are using slightly different recipes. Yours uses stitched iron plates, but mine uses adhered iron plates (rubber vs. copper). Yours technically uses more iron ore per HMF, but it does cut out some of the rubber usage.
Looks like everything else is the same, though, and the difference in iron ore usage isn't huge
I just picked all recipes and let the tool pick the best ones in terms of raw resource usage
I don't feel like bringing in copper wire, though, especially since the oil fields are so close
It probably chose that since it found it used less oil. I made my decision purely based off of iron since rubber won't be a problem for me (you know, once I get around to setting it all up)
well you said "from 4 pure nodes", while 880 iron is 1 pure and 100 extra
I'm only using Mk. 2 drills, so it's 960 iron for me
Yeah, that's my bad. We are using basically the same recipe, though. Good to know that once I have enough energy cells and Mk. 3 Drills (and Mk. 5 conveyor Belt) I can easily quadruple my output
greeny does the site pick the recipes based on total raw material useage or is it based on weighted useage?
weighted, based on relative resource quantity on the map
When will it be based on the values I define in the resources and inputs tab?
never
Ok then. I mean it’s your tool you do you. But having it hard coded only one way is kinda limited in use then
it won't be hardcoded in the future
but it won't be dependent on raw resources limits
Then why say never?
and inputs won't affect it either
But it will at least be editable?
inputs affecting it doesn't make sense
It absolutely does
it doesn't
Because it’s a reasonable default assumption. Less quantity = increased scarcity
You set it to be able to change it
how does me inputting 100 plastic affect raw resource usage?
I’ve never suggested that
When will it be based on the values I define in the resources and inputs tab?
I’m saying on that tab, if I set iron to be less available than copper
well "input" is the thing on the right side, where you put intermediate available products to use. That one won't ever affect raw resource weights
Then it should favor copper
As of current state it doesn’t favor raw resource values
Based on quantity set by the user
for raw resources limits (which I assume you're talking about), it doesn't make sense to automatically adjust weights based on limits, because very common usage is "I want to see how much I can produce from X iron, but I don't want to use less efficient recipes"
there will eventually be a button that sets the resource weights based on the resource limits, but it won't ever autoupdate
That’s fine as long as I can tell it to do the right thing based on what I set. Right now it’s all hidden
I just don’t think it’s clear either that adjusting resource availability doesn’t change the recipes to use.
considering that it's not clear that the tool uses some kind of weights in the first place...
Or rather it attempts to make overly-complicated factory setups is all
and resource availability can change recipes to use
it doesn't take into account anything related to "complicated vs simple" factory
I get that. Complicated vs simple could be subjective
because I consider that secondary vs raw resource consumption and it's also way harder to mathematically formulate
correction - way harder to objectively mathematically formulate
But what I’m talking about is when it says to make an iron supply chain to make wire to build stators and use some of the copper to also build wire for the same purpose and split some of that off to go make something else, the end results can be convoluted
But anyways I digress it’s a good tool it’s just tricky to get it to behave the way I would prefer it to behave.
Also thanks for your work on it
basically there are two types of people that use my tool:
- people that don't know how to build certain production and want the tool to tell them
- people that know exactly what they want to build and they just want to run the numbers
I'm trying to show the best setups so that the first group can learn the correct ways to do stuff, the second group has to do some more setting up (picking only the recipes they want) to get the result they want, but that's fine imo, as I can't read minds and if you want to limit the tool to display what you want, you have to tell the tool what is it that you want
I think “best” and “correct” are slight overreaches in nomenclature.
both are "in terms of raw resource consumption"
which makes sense imo, considering it's the only limitation the game has
People who are new to the game will find certain factory setups daunting. So they ask “is there a better way? A simpler way? So they go to the tool and plug it in and it shows them an even more complicated and daunting factory setup, people get overwhelmed by that.
I’m just saying it’s not entirely black and white both for use case expectation and for certain players
“Best” and “correct” make new players feel like they failed before they started
well the tool only answers whatever question you ask it
if you get a wrong answer, you asked a wrong question 😉
Simplified is also very subjective
indeed there are some limitations with what questions you can ask, but I'm working on expanding it (not now)
And even if it’s not “optimal from resource efficiency and map resource weight” doesn’t make it wrong
Does simple mean least amount of buildings? Recipes? Power?
for now the only available optimization is weighted raw resources. In the future, I'll add power as another optimization. Anything else is subjective, unless you can come up with a objective way to give integer/decimal value to a given setup
I guess to be clear I’m not arguing with you greeny. I’m just pointing out something kind of universally important in the line of thinking about why I asked in the first place. Because a single metric-based view of “correctness” can often lead to confusion.
but you only can have single metric, unless you figure out how to unify different metrics
And also as I mentioned before I am grateful for the tool. I just take notice when people get stuck on making it about “correct” or “best” when I feel like it should be more specific in description because the language use really can just turn people off and away from doing something spectacular.
simple real-life example: cars
you have two values: max speed and consumption/100km. If you want to pick whatever car is better, you need to specify what "better" means. Is it best top speed? is it lowest consumption? It can't be both. Unless you weight how much 1km/h max speed is compared to 1 liter/100km cosnumption.
Most people don’t care (ex car salesman , ha) they care is it fun to drive and will it completely make me go broke driving it?
well... that's not the point xD
And when I say most people I do mean that target 80% lol.
And while that may not be your point. It is my point
I know you're not trying to argue, I'm just saying that I'm very limited in what I can "assume" and what I need as input from user. We're playing a game that's super subjective and I'm just trying to use whatever objective things I can come up with to do the calculations.
I think you have a 3rd persona missing from your bullet point list of two people.
Which is the avg joe coming from Minecraft wanting to play a beautiful exploration game but just utterly confused at how to build a factory that doesn’t shut down
well that is the first type, since he comes, plugs in numbers and ignores alts because he never heard of them.
the tool just gives the plain no-alt result (which is usually the only way, so there's no bias in resource weights or something)
that's also why alts are disabled by default
So the biases only come into play with alts. Where I stepped into using the tool was when I discovered alts
yeah, apart from a few oil recipes, there's usually just one way to produce a thing, if you don't have alts. Alts are what add multiple ways and they also caused all of this - the need to have a way to tell which way is "better". I know it's not objectively better from user's point of view, as every user has different preferences, but the machine needs a way to compare two setups and say "this one is better". And due to technical limitations, the "betterness" of a setup has to be a number that can be calculated from the setup itself
“Like oh crap, which one *is better for me to use in this particular area of the map with an assload of copper and very little unused iron” “what? Why does it keep wanting me to use iron for these things. I mean I have the alt so I checked it but why does it want me to make 3 different paths for copper wire? That’s really strange. Do I have to uncheck the base recipes to force the alts? Oh but it’s trying to use an alt I have available, so I checked it. but I can uncheck it. Now it for some reason or it says there is no path. But I have a factory building what I’m plugging into the tool, why does it now show me that my currently running factory is invalid? There must be a bug.”
That’s kind of a stream of consciousness example of what went through my mind the very first time I tried to use the tool.