#math-and-meta
1 messages · Page 478 of 1
yea, around 14 m
yeah somewhere between 13-14
width is a bit hard since no shot gave a clear view so i had to make a bigger estimate
but for length there is one shot at the very beginning where you can see the entry pipe peeking through the leaves
just 2 or so second before the frame shown in the screenshot above or so
under shallow angles there is not a lot of distance warping, i estimate it to be about 1 or 2 m off at max, just like with my estimates
valid point yea
god I want miners with multiple outputs lol
why though?
a regular splitter would have the same effect
the only thing it would do now is bypass a max OC pure node in a mk3 miner
well, it would bypass max OC pure node in mk3 miners
it would also let you get full throughput out of mk1 miners on pure nodes before hitting logistics 2 milestone
we'll get mk6 eventually, and belts being a bottleneck is by design
not true, mk3 on pure 250 is too much for aluminum belts
plus if you don't need all of the ore from a single node but could use it for multiple production lines it would mean you could get it directly
that's what splitters are for, that's literally their purpose, to split things
and I said we'll get mk6 belts eventually, so we'll eventually will be able to use mk3 miners on pure nodes eventually
cause the game isn't finished
assuming that the protagonist is 1.8m tall, each block is about 2mx2mx2m
big and energy hungry
why would the ratios be worse on the pac-it?
*why would you think
we don't know anything about that yet
The point is refinery is already overused for everything, why should we waste power and space on something as trivials as packaging?
Besides, they arent even good at it, you need like 10 refineries for any decent output
I'd still like to have at least 2 outputs for a miner tho, just makes it easier imo
not a huge deal, just qol
i'd just be happy if they put in the 1200 belts
and made it so that my computer doesn't heat my home when i run a lot of machines
I wish that powered walls would be earlier and replace mk2/3 poles/outlets
by the time you get to t8 it's kinda useless cuz most of your major production will already be built
you mean the wall outlets you get from the awesome shop? cause if not powered walls aren't a vanilla thing
powered walls aren't released yet
it's currently slated for t9, but by then it's kinda pointless
I'd like to have powered foundations
I guess it is because of unlock tier. Refineries at tier 5, packager maybe at tier 3 or 4, then water bottling may be a tier 3 or 4 milestone
@scenic matrix friendly reminder that anything about future content on the wiki cant be talked about here :)
@sand garnet Just curious.. The 'spoilers' on the wiki... where does that information come from if it hasn't been released yet, AND Devs won't/Don't give any details on upcoming patches?
So in all likelihood, it's not going to be accurate.
One of the machines is shown in the E3 trailer
Wonder if talking about that is illegal
im not sure which one you're referring to
there are many things shown in E3 but are unconfirmed or unreleased. For example, nuclear power plant with robot arm.
doesnt the current model of the nuclear plant also have an arm
its visible in the transparant part
actually has an animation too
Not the dropping one
i need the assistance of some people who are good at math
At the top are 3 mk1 miners mining normal iron. The middle row of constructors create iron rods. The bottom row creates screws, and there are some overflow smart splitters so extra rods create more screws. Does anyone have any slight idea how many assemblers i need to get most efficiency (creating rotors)?
does anyone have any idea
my math says at least 5 but i suck at math
Looks like 2.4 to me.
according to my math 6 is the most i can use based on my iron rod production but then any extra goes towards screws so i need the screws to keep up so i was thinking either 4 or 5
The bottom 6 constructors make screws? That's only 6X40=240 screws per minute and the assemblers use 100 if I'm reading the Wiki correctly.
ye 100 screws a minute
but the iron rods are meant to help make more screws
maybe i need to import some extra screws
maybe i need to import some extra screws
@heady zealot Or move these elsewhere, since 240 is just below a mk3 belt.
But moving screws are usually not a good idea. Move ingots or rods and make the screws where they are used.
wait u say just below mk3 belt
does that mean that my 2 mk2 conveyer belts are not sufficient
wait no they are wait my math sucks
nevermind
im confusing myself so much
does that mean that my 2 mk2 conveyer belts are not sufficient
@heady zealot they are exactly sufficient
yeah but not overly sufficient
MUST ACQUIRE NEW LOGISTICS
meaning i really need to stop delaying steel production
wait no the conveyer sufficiency aint a problem
since the screws are produced and are moved by 3 conveyers
not 2, the 2 conveyers are just for rods*
wait a minute
yup im stupid
i never even crafted the outputs of the screw miner into rods
meaning i would just be putting iron bars into the screw crafters
and i dont yet got any casted screws unfortunately
Starting with the ore output I get 4 assembers, but I think that would take 10 constructors making screws.
And 12 making rods.
oh god
ok so i have no idea what i am doing
ok so can someone just tell me what is the best way to get the most efficient rotor crafter out of only 3 mk1 miners mining normal iron deposits with no mk2 stuff except for conveyer belts
Basically what you've got except the left 2 smelters feed 4 constructers making rotors and you need 4 more more screw makers and then feed the screws and the rods from the extra 4 constructors into the assemblers.
Though if you plan on redoing it I'd leave room to double the production when you get mk2 miners or overclocking.
well i have overclocking unlocked
and a few yellow power slugs
in the form of power shards
wait where did my yellow ones go
If you don't want the shards somewhere else you might as well use them on these miners. You can always remove the shards and use them somewhere else later.
wait no i have 7 of them they just dont say "yellow"
wait no all the power shards are the same
No, there's no difference except how many you get per slug.
as always, i have no idea what im doing
got 13 shards
you know what
since i have no space for the 69 or so constructors you say i need lets just overclock the screw production
Same thing with biofuel and alt recipes for producing things, you need to chose the right recipe but as soon as they're produced ther're no different from the normal ones.
69? I said 22! Didn't I? Plus 4 assemblers.
same thing
LoL
both of those numbers do not fit in my foundation size without 420 floors
anyways i need to go eat some breakfast before i lose any more braincells
breakfast has been eated
time to lose 69 more braincells
i dont know what to do
Or 22, same thing wasn't it?
i still dont know what to do
Explore or build something else while you think it over?
no i gotta figure this out
so that i can get enough rotors for completing expensive objectives
such as steel, which i have been putting off for too long
@heady zealot Don't overthink it. They will all fill up and stop producing eventually
must. get. rotor.
and if it fills up i just use the overflow for some AWESOME stuff
I'm at tier 6 now, my rotor production is still 8/min and I don't miss more than that
and if it fills up i just use the overflow for some AWESOME stuff
@heady zealot And then get to upgrade power generation. Some things are not worth sinking
need
rotor
also im currently sinking a lot of my reinforced iron plates into the sink
an entire container's worth, which is the size of my storage
i just really need the awesome
im getting 15,240 points a minute
but now my storage is empty, meaning i have extremely low amounts of points/minute now
anyways what to purchase...
im thinking wall power outlets mk2 and corner foundations
but im not sure
What do you have so far?
The double ramps are really useful.
Walls are nice, and let you easilly build forts to take potshots at alpha spitters from.
Walkways are useful as well.
Walls: nothing unlocked
Attachments: conveyor wall mount, wall power outlets mk1
Foundations: double ramp pack
Vehicles: the amazing factory cart
Organization: everything
The corner ramps and windowed walls are nice looking.
how about corner ramps and wall power outlets mk2
Corner ramps are nice!
Probably useful, I should really get into using walls more.
I've reached the stage when I'm begining to get laggy.
i need to figure out this factory
so i have the output of one of the miners going into 2 smelters, but forgot to add constructors to turn the iron into iron bars
And the wall sockets should be less in the way than posts.
and the overflow of the iron rod production of the other two miners goes to the 3rd thing
and idk what to do because i dont have space and im just confusing myself
except i do have space because as usual im being stupid
It's only 4 more constructors in each row if I remember correctly.
conveyor wall mount has come in handy
Great!
unfortuanately there are no other easy solutions
connveyorpoles
no
At least it's neat!
boi i gave myself a ton of space
clearly not
conveyorlifts 😄
no tom
they look fany in my factory to bridge over other conveyors
those conveyors are what connect to conveyor lifts
we've updated the dictionary:
'a ton' is now equal to '2 square meters'
lol
then why are you building so compact at the very end?
because i didnt realize that factories are so complicated and big
why's there a gap in your walkways btw? is the conveyor going through it?
why not just route the conveyor along the ground and then use a conveyorlift to lift it up past the walkways
so you dont have to have a gap
why not just death
mostly because doggos dont love you anymore after respawning
well there are no doggos who love me currently
no idea how to even tame them
plus i am the exact opposite of a pet person
do you want to learn how to tame them?
pets are a distraction
anyways i have no idea how many constructors i need
probably 420 constructors
My doggo gave me nuclear waste the first day.
Then it disappeared.
sounds like a normal doggo
totally normal
i still dont know how many constructors i need
Guy, it's simple math. Just match each layer's input with the previous one's output
yeah but my system is a bit more complicated
And forget the retrofeed overflow, not worth the trouble
i already have overflow built must use it
ill build 6 constructors but leave extra space for more
i already have overflow built must use it
@heady zealot Either have the cake or eat it. Either keep things simple or stop complaining they are hard because you choose to overcomplicate them.
im trying to use my iron deposits wisely
Seriously, making rotors is not rocket science. It's 3rd grade math, just multiply and divide
Also, have a look at #welcome. There are half a dozen different calculation tools there.
making factories and figuring out all the production speeds is a bit more than just 3rd grade math
it does use 3rd grade math as the basics, but 3rd grade doesnt teach you about building a factory
Really not, bu it tells you how to add, multiply and divide, which is all the math you need to build that factory.
You'll need a bit more when you get to fluids, but no a lot more, neither.
what do i put in as the number of iron or whatever in the satisfactory tools calculator
if i have 3 normal iron deposits
Wiki rotor if you want a prebuilt layout
if i have 3 normal iron deposits
@heady zealot then you multiply 3 by the output of the miners tier you are using
You can get the output number either by hitting E on them or by looking at the wiki
Whatever rings your bell. Just place 22,or 79... They are all the same, anyways... Lol
i have 180 production
tho i could overclock
i think i gotta use overflow stuff
calculator wants me to split stuff into 100/m and 80/m, which i cant do easily
must have overflow to get that to split right

Good luck!
Its connected!
Rotors are being produced!!!!
:D
imma intentionally get the whole system backed up so that the internal overflow system starts working and more screws get produced
at peaks this is using just under 400MW of electricity
with lots of fluctuations
as low as 260MW, as high as 400MW. tho this isnt the only thing on the power grid, so that does not actually properly show how much electricity this uses
internal overflow has begun
Success! :D
im testing how overclocking the assemblers works
nope cant get screws fast enough to keep up with it
That's to be expected.
Better to overclock the miners and increase the numbers of everything.
go big or go home lol
Alternate recipes will help.
@heady zealot But it couldn't hurt to take a look in ten minutes or so and see if any of the machines are backed up or have to wait for materials.
it's worth it, and it's just praying to RNGsus for the right recipe
RNGsus ?
RNG = Random Number Generator
oh
it's randomly selected which recipes are shown in the MAM
based on what you could get of course
You could technically "reroll" if you're okay with rolling back about 10 minutes of gameplay
Or just get them all, since there are extra hard drives
10 min to reroll or 10 min to find a new hard drive 😛
It takes only 4mins to find a hard drive
Is it worth it to just pickup a bounch of stuff, and go out and find all the hard drives?
I recommend getting the exosuit mod for finding hard drives
100 computers total
And the fuel for it
Get at least oil going and the. Go out and find some hard drives
well, im almost about to have nuclear going sooo :p
Do you have any mods?
Not at the moment
Ok
Use a truck with all the stuff you need, get a jet pack and gas mask, plan your route with the satisfactory calculator’s interactive map
Alrighty, so it is worth it spending time gathering them all? And thanks for the tip
Np man
I spent 6-7 hours total running around with the exosuit getting hard drives for imkibitz 16,700MW power Setup
o.0 thats a lot of power
And you can make about 22,000 MW
300 crude oil and 600 water gives you the 16,700 MW
If you get more water, you can get the 22k MW
Thats actually insane
Yep
imma look into that
Watch imkibitz
will do
Link?
ty
Thanks, I will upgrade my power now
I need to upgrade mine aswell lol
I think I have about 60GW limit but my power keeps rising to about 55 and I’m scared lol
@hot ginkgo might want to preface it with 'this setup will require rebuilding large parts in a few weeks lmao'
I'm really hoping my packaging mods still work at that point. Otherwise its going to be a mad rush.
lol
i dont see why modded stuff would break
i assume the packaging mod just negates the purpose of using refineries for packaging
which this machine does too
so switching from modded packaging to vanilla packaging probably™️ doesn't impact the setup
TIL: "probably" has been trademarked
I don't think the update will break your saves tho
I just assume updates will break mods and leave my world a hot mess of missing buildings and no power.
they said they wanted to do all the "breaking of saves" in one update (U3) and they want the next updates to be non-breaking
Oh no
I’ve done a bad
I used the modded daisy chain machines and if the update brakes literally 300 hours go bye bye
I actually want to die
pulls gun out of pocket
@hot ginkgo how do we fix such a problem lol
Thats my concern. My entire aluminum set up is using the mk++ mod.
I use wireless power in some areas also.
I use everything on the modded machines tho lol
I’m so dead
Imma have to spend the rest of this afternoon switching them all to default ones and adding 100’s of power poles lol
@frosty sail are you joined in the modding server?
Either way, join it/go look in there main channel. One kf the refined power devs answered the question.
TL;DR: we're fucked.@frosty sail
or just drag along some power from the base xD
Use a truck with all the stuff you need, get a jet pack and gas mask, plan your route with the satisfactory calculator’s interactive map
@sturdy stump @zenith heron Don't forget to pack materials for a biomass burner, as some pods require power to be opened
Some pods require at least 2 biomass generators.
50 MW I think it was.
theres 1 pod that needs something like 420MW lol
That's not too bad, just half a Watt! 😉
fixed lol
I dragged power from my base out to that :p
Sorry, it's a pet peeve of mine.
im indifferent 😛
Sorry, it's a pet peeve of mine.
@fierce ruin mine is no map at start, and useless map when unlocked
Yeah, it doesn't show anything useful (except water) and it's almost impossible to plan a route since you can't see where you can easily get through or over mountains.
Mínimap mod also doesn't help
I'd have left the game already, if not for the external interactive map app
rip to many of the fuel or turbo fuel setup on 27th October.
🙋♂️
you know, instead of the standard 3 rows of refinery loop, I will rather build 2 pac-it below a refinery, in reversed direction, to form a vertical loop.
ya'll are so lazy, just do some big exploration expeditions to find the way to route stuff, doesn't really take that long
especially if you prepare by bringing a good amount of concrete to get around obstacles you cant drive up/over/around
any expedition should leave with 1k+ concrete; more after you find the obstacle.
Is there any lists or anything of what some good outputs for every material for each tier?
like the amount of parts per minute for each item?
Ye
not that I know of, most people make more than they can use for building just from personal goals
but off the top of my head, 10 - 20ppm for commonly used items, 5 - 10ppm for less used items, and 20 - 30ppm for concrete (or more scaling up with how big of buildings/bases you're making)
from my experience concrete is the easiest one to run low on
Alrighty
just keep 1 or 2 industrial storage containers of stuff, and if you find yourself running low/out of stuff as you're building start making more of it
Aight
Unless its Concrete or belt materials, you dont need more then the small bin of it. Even that is overkill in some cases
Also, in most cases so is 1-2 machines making the stuff, more then enough
iron plates definitely need more than a small container if you build any walls, maybe iron rods too
and wire as well
1 small container is enough storage, as you dont grab a full inventory of Iron plates, rods or cable/wire
Unlike concrete
I seem to do one ISC for everything, and like four ISCs for concrete
i finally found a use for a 270 belt, nice (120+120+60)*2,5-480=270
(2 normal, 1 impure sulfur node)
Find a few shards and you have 300+300+150...
does anyone have any good mapings of factory builds? i just finished T5 and mine isnt as effecient as i want it to be but it would be easier to rebuild then fix everything
it usually is, oh I love the mass delete button. I'm at the part where new tech needs to fit on my cliff base and it's becoming conveyor spaghetti-o
yup me too
about to make a giant floating foundation island
i have 3 40 slot concrete boxes full lol
@cedar mica (120+120+60)*2,5 = 300+300+150
so that's one full Mk4 to one production site, and a full Mk3 to another
How do pasting in blueprints work?
there are no blueprints @fierce ruin
might have to replace 72 refineries with packers in 2 weeks 🙃
yeah for a while I was playing satisrefinery
Satisfinery.
Flowing fields of refineries. Walls upon walls of thick black smoke. That is our future.
Cant wait for Satispacktory
new teaser on thursday 😄
And its already Tuesday! Hype!
They’re adding another machine maybe????
Idk what it would be tho
The better pipes?
Maybe a gas
I stopped working on my diluted fuel to turbofuel set up to wait until the packers come out
Also addicted to genshin impact
Mk2 pipes with windows or bust
Farts.
And there already technically is gas in the game so it’s a high possibility
As the geothermal uses the gas ground things
Not attempting to spell it cause I will get bullied lol
@sand garnet came with a new name for a gas related power shard.
The Powershart.
lol
Also, ||there's a blueprint mod now||
FICSIT is disappointed in their laziness
That's perfect. I'm used to disappointing my overlords.
I don't think we need mk2 pipes
also it doesn't make much sense for mk2 pipes, how would that work?
600m/s hopefully
just more capacity and flowrate max
pipe throughput is determined by it's diameter, not by material
IRL yea
so mk2 pipes make no sense unless they are bigger
but this is a game, they can do whatever they want with it
I mean the realism is pretty strong in this one
The mk1 pipes have a 2inch wall thickness. By using stronger materials to make the mk2 the wall thickness is thinner, allowing more internal diameter. There u go
but not double 
looks at floating factories, pocket dimensions, firespitting mobs, glass foundations made of concrete yeah... definitely strong realism 😛
I think some creative liberties can definitely be taken with the realism if it adds to the fun of the game
Very realistic
Yeah I think realism is kinda out the window. It's something nice to consider but this is a fantasy simulator, not a real life simulator. Should we not have a space elevator since no known material can support that type of structure?
when I build stuff, materials literally fly out of my ass, a hyperspace portal into a pocket dimension
I love it
Realistic in game? We get gravity? 
@wind spade no, its internal lining, or smoothness can affect the flow rate to pressure function by some degree.
yeah, but not double the flow rate
yeah, not double. What we need is 600 (mainly oil)
Wouldn't mk2 pipes assist with fps cap? Less pipes for the pc to process the fluids of, less pipes to render etc?
we can already do way more than most of the PCs can handle
@wind spade Even if we have to battle against the lag, we will have our megafactories!
Wouldn't mk2 pipes assist with fps cap? Less pipes for the pc to process the fluids of, less pipes to render etc?
@neat light I wish... I certanly wouldnt' mind conveyors mk.6 too 👀
@summer field in the pinned message, the pythonanywhere tool no longer exists and satisfactorymap.com is still on update 2
also, Daniel's calculator might be worthy of inclusion https://daniel2013.github.io/satisfactory/calculator
"most of the PCs can handle"
Current PCs can handle. Gotta think of when 1.0 actually comes out, we'll have 32 core/64 thread Ryzen 12600 for $250 with 128GB of ram and a GTX 13090
No matter how strong PC you have, a building game will sooner or later, bring it to its knees. Unless the game crashes first, of course
From what I've seen so far. The game buckled before the computer did.
But then the game was brought back to life for more torture.
Just gotta wait for 128 bit computing and 128 bit Unreal engine support so we can finally use more than 16 EB of ram
Ofcourse
Gotta also have some genius come along and figure out how to parallize SF for 32 cores
I'm sure CSS has a once-in-a-lifetime programming prodigy on staff :P
@deft lichen No longer a moderator (The salary was so good that I could retire and I'm currently living off the interest) so you'll have to ask a current mod to update and replace it, they're slowly been taking over my pinned messages when they need updating.
I thought that you can edit it as you sent the message but sure
(( they can ))
@weary ravine I pinge'th you, the tools in the pinned message need updating, as mentioned a few messages above
That, and remove two outdated tools
remove satisfactorymap, the author is no longer active and the project is abandoned
K, rarely use any tools so I am not up to date 😄
The "pythonanywhere" tool no longer exists
The one by cornik and s4xxx?
K, anything else? Does Daniel have Discord so I can tag him in the message?
He only linked his reddit on the site
also just checked kirk's, it's indeed not updated
Satisfactory Production Chain Calculators:
https://www.satisfactorytools.com/ (Made by @wind spade )
https://satisfactory-calculator.com/ (Made by @pulsar stratus )
Satisfactory Interactive Maps:
https://satisfactory-calculator.com/en/interactive-map
Guides and other useful information:
https://www.reddit.com/r/SatisfactoryGame/comments/obqjrd/ficsit_pipeline_plumbing_manual_first_edition/ Guide and infos for pipes (made by @oblique hollow )
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
There ya go
Gonna poke Snutt to update the other places this is mentioned
isn't the direct link to the calculator also /production at the end
well the tools are all usefull
fair
@weary ravine Gentle summon :p
Sorry, you gotta endure being given credit 😛
😄
Well now I can update without any more pings anyway if you want me to add/change something 🙂
what’s the updated calculator ?
satisfactorytools.com and satisfactory-calculator.com are both updated
okay, is there any other sites i should use if i plan remaking my whole base

yeah people were saying a lot of them were outdated lol
That got updated very soon after that. They are all updated now.
welp time to die inside
is there a specific order on stuff i should calculate or does anyone have a layout picture?
Just start planning for whatever you need at the moment. No real order necessarily. Just when you unlock stuff.
yeah IG i just need to make it as best as possible
are most train routes over 4min?
just going from NW desert and running track through the canyon to the north ocean area, it's nearly a 6min train trip
guess i'm asking whether you all find yourself using more than 2 freight cars per line of ore you have coming into the train
It really depends on what I'm doing and how far its going. The longer the ride thr more cars you need.
@celest knot yeah, it is quite difficult to maintain 4min6s for longer distances. Use 2 cars per belt, sometimes 3
I wonder if a mk6 belt going 1200ppm would require making the trains faster
it'd almost have to wouldn't it
cause it's pretty hard to justify using a train and keep the round trip time short enough to go 1200ppm now
32 x 100 / (1200/60) = 160 seconds = 2min40 sec
trains just dont seem as useful as i hoped. i mean, using them to avoid having to belt, but given the sheer scale and number of them that you need, AND you still have to belt to the train station...just not as great as i hoped
feel like if they doubled the storage capacity of the freight, they'd be more practical, and it'd double the time you currently need
if we keep increasing belt speed, we probably also would need mk2 trains with better capacity. As it is right now, i still find an utility for trains, but conveyor only are often easier and as effective, or even better.
it's a function of distance and ease of expansion/setup
for a long enough distance running 1 track and setting up a bunch of stations is easier than running belts
but given few enough belts and a short enough distance, belts are easier
over belts on foundations?
they snap and there's only three spaces; it's a cinch
also, not being a dick
?????
I just find trains cumbersome to be honesyt
also, not being a dick
@fierce ruin this: ???????
ohh
I don't know, I feel like it came off wrong
anywhozein, never found a real use for trains
for clarification, I think when you start reaching the 1.5km - 2km+ range I think trains are worth it, especially if you'd need to run more than 2 or 3 belts
and at those ranges I wouldn't expect there to be foundation the whole way
trains also act as electricity transportation and personal transportation
so that helps imo when you're talking about moving stuff from far away
if you use factories dispatched around the map, trains can be really good to connect them (specially if you need to transport items that aren't produced at a important rate, so traveling time isn't really a problem).
@bleak coral but it doesn't change the fact that a railway has a throughput of 400k item/min
what causes the upper limit? distance + belt speed?
oh I just saw on the wiki, that's the theoretical upper limit per car, not taking into account round trip time
is that right?
belt speed limits the output/freight station. distance limits the output per number of train you are using, but you can just add more trains. So in the end, the real limit upper limit of train is the belts you plug to them and the loading/unloading time (i'm assuming the 400k item/min is what you get only considering that part, but your belt are a stronger limit).
The 400k/min is based on an infinite long train moving non-stop on a railway
In essence, railway is just a method to 'bundle' up multiple belts to save fps
@obsidian sluice what did you make that chart with? https://media.discordapp.net/attachments/558721941410807812/765547410230870024/unknown.png?width=400&height=156
Are you asking how that was made?
It is grenny's calculator, link at #welcome
thanks!
I do all my planning through greeny's calculator! and I use pen and paper to calculate the specifics
like figuring out how to group my machine inputs and outputs
I really like this one- https://legorin.github.io/satisfactory-calculator/calc.html#items=supercomputer:f:1
(can't attest to its accuracy tho)
it is a nice presentation to see the item flow, but hey, have you turned on the alternates?
oh yikes you need to manually select ALL the recipes you want to use
that's a nightmare
i like it for its visualisation of item flow in proportion. It's a readable representation that conforms with good design principles for the display of quantitative information. Stick and ball diagrams only really give you one dimension of relationship.
yeah but if you dont know what the optimal production chain is, you're not getting much benefit from using it
For a given value of "benefit", that may be true.
you'd have to know how each recipe is most beneficial to get the most items in the end
weighted resource value is most used
defining value based on how common the resource is
right but "benefit" here surely must be for the player, rather than for the game?
well the benefit is being able to produce as much as possible and wasting as little resources as possible
is it?
Sure, but it's very beneficial too! When resources are infinite, the concept of waste is pretty dubious.
but resource are not infinte
drained the sea already?
the nodes dont get depleted, but there is a finite amount of nodes available
the sea is irrelevant for this
That sounds pretty infinite to me. All that is limited is the delivery rate.
water only amplifies what nodes can produce, but that's still infinite
you dont magically get more iron nodes out of nowhere
the map is limited
example:
this is literally impossible in the game right now
the calculator doesnt know this, so it will provide incorrect information
Well, maybe when I need 500 TM a minute, I will consider using a different calculator, providing it conforms to good visual design principles.
I still really like this one.
you'd rather have fancy visuals than correct information?
I can have both.
Works for me, YMMV
-it's showing information that's not possible with the resources available on the map
- it's not taking resource values into account causing you to potentially waste a lot of valuable resources unless you know which recipes are used in conjuction with other recipes to save the most of them
- it doesnt clearly distinguish between default and alt recipes
- it doesnt show a warning that your production chain is going past the map limits
I think you should probably write a research paper
I think the value of fancy visuals does not outweigh the problems those issues create
So what problems will it create for me when I am planning my Nobelisk factory?
especially not for people who dont know the ins and outs of the game's math and recipes
specifically
and are those problems of such a magnitude that the benefits of using a sankey diagram for factory planning are negated?
- you may lose out on saving resources for other production chains because of better alt recipes
- if you want to get max nobelisks from the map for some reason, you may not actually get the max because your resources arent used optimally
- you may waste valuable resources because you're adding stuff to the chain that may not have been needed
What would you estimate are the time benefit/deficit factors, and to what extent will it affect my combined enjoyment quotient?
- Resources are effectively infinite.
- Don't want max, because don't need max, need enough
- Waste isn't a thing (see 1)
resources are not infinite, as I described above
Resources run out when?
the miners produce infinite material, but there are finite amount of nodes on the map
and infinite times a finite number equals -?
not infinite
*infinity
i dont think you understand how this works
well you know your times tables. One time infinity is infinity, two times infinity is ...
but it's not infinity
because there's a cap on the production rate as well
when you use a production calculator, you're not asking 'I want to make 1000 nobelisks eventually
you're asking: 'i want to make 100 nobelisks per minute'
and the 'per minute' thing is what matters
am I? How do you know this?
by that logic, you can literally disregard any calculator
just have 1 miner per ore type produce 1 ore per hour and run it for infinite
You certainly don't have to slavishly obey calculators. I really like that one because of the reasons described. It helps me visualise item flows. It hasn't caused me any problems at all because it works nicely with the vanilla recipes I've used and my current game progress. It increases my enjoyment of the game, and therefore has a great benefit.
If the resources don't run out, they are effectively infinite in amount. Only the extraction utilisation rates are capped. Output rates need to be useful, but not excessive.
I don't need 100 nobs a minute, I need a nob factory to ensure that I have more than I need. I don't need it to be efficient until I am butting up against the extraction rate cap, which is a long, long, long way off.
My point overall is, is that just because a tool like this, doesn't deliver overweening detail and accuracy is not a reason to dismiss it when it does something that no other tool does - what you term "fancy visuals" and what I term the visual display of quantitative information.
just have 1 miner per ore type produce 1 ore per hour and run it for infinite
@sand garnet Yes - precisely. Unless you're asserting that this is not possible. It might be a bit slow for some people, but each to their own.
the point is the game already shows all that basic information
I must have missed that part of it.
@tom i guess you may stop giving opinion atm
Oh sure. If it did this on the same screen it would be even better n'est ce pas?
I haven't check the numbers tho - that may be a tremendously wasteful plan
but you just said it doesnt matter how many per min you produce, so at that point the information in the game is enough
open machine > select recipe > produce part > rinse and repeat
thats literally core gameplay
I find it really does help me visualise item flows better than stick and ball diagrams though. I may be unique in this respect, but I am happy with that.
but you just said it doesnt matter how many per min you produce, so at that point the information in the game is enough
@sand garnet WHere did I say that? Genuinely - I thought I was saying that you only need to produce what you need to produce, you don't need to be at max efficiency, and I agreed with you on the logic that if you wanted, you could complete the game with one node of each, but it would take you a long time to get anywhere. Point is, it wouldn't be axiomatically wrong or impossible in the software to do that.
@sand garnet Yes - precisely. Unless you're asserting that this is not possible. It might be a bit slow for some people, but each to their own.
@worldly spear
anyway, this is getting a bit ridiculous so I'm out
Well to be strictly accurate, you posited the notion that "by that logic, you can literally disregard any calculator - just have 1 miner per ore type produce 1 ore per hour and run it for infinite"!
and I agreed.
actually all satisfactory players are mind-controlled by the calculators, we build what the calculators told us to.
actually all satisfactory players are mind-controlled by the calculators, we build what the calculators told us to.
@glacial hemlock actually, I'm at 400+ machines and have yet to use any calculator other then the in-game one (other then the map 😅) . We can do it, even with our feeble human brains
@glacial hemlock actually, I’m at 400+ machines and have yet to use any calculator other then the in-game one (other then the map 😅) . We can do it, even with our feeble human brains
@frosty owl I also didn’t use any calculators up until it was time to make turbo motors. But then, since I decided to make 20 turbo motor manufacturers, I figured using a calculator was best, as too much time doing math detracts from the fun I think hehe
@frosty owl I also didn’t use any calculators up until it was time to make turbo motors. But then, since I decided to make 20 turbo motor manufacturers, I figured using a calculator was best, as too much time doing math detracts from the fun I think hehe
@fallen gull I guess I just like to do math as long as it's not for studying purposes 🤣
I just find it more compelling, to build something after figuring out the best way myself (or failing and learning from it)
I'm not particularly good at math, and do it pretty slowly, so when a project is too big I just go "nah"
But I also liked to figure things out myself up until I decided to do this big project
But I also liked to figure things out myself up until I decided to do this big project
@fallen gull Well, it all depends on how big is "too big" for your brain ahahah
I just hope I'll be able to finish my base without the calculator as I haven't had serious issues up to now (not since I found the in-game calculator, that is ^^)
You said you enjoyed doing math, so I believe you will be able.
Heh, I'd ended up sort of writing my own calculator thing to plan my v2 base, so at least I had some starting input into the caluclator that'll be controlling my brain
that is super brain
its not possible to get straight belts down
if you really wanted, you could place a splitter or merger during the straight segments, and then remove half of the extensible conveyor poles and their segments
and then remove the splitters/erges and redraw the conveyors in between, now with angled edges
you place the splitter on the existing belt
If you want it clean use an lift.
ah yeah like that
any tips to make it looks more clean ?
@hard jay
Get the inclined foundations and distance the conveyor poles as much as possible ^^
which is angled and lets you cut a belt while keeping the end on the same slope
thats quite the hassle but might work
yeah, it would be a major pain
but afaik is the only way to avoid it going horizontal once every N belt segments
yup
I just ran belts next to the others horizontally before going vertically. For whatever reason it looks cleaner to me when there is uniformity even if on a micro level that uniformity is not "clean" I posted a screenshot of my belt ramp a few days ago. Can search my posts in screenshots if u want to see it
I would suggest the same. Go straight then use a lift ... no more slope
wtb rail lifts
Dont work properly. The AI dont see it, just that the path gets broken
Not to mention, a turntable would need to be expanable, to have any usage
50 foundation long turntable... No thanks
Then another hour of upgrading the belt, once you have mk3...
lol
nah, upgrading is like 5m even for that length
Dont think you can run that distance, in 5 min, while upgrading 3 belts
30m to 1h is more accurate, depending on inventory space
Is electrode circuit board alt recipe any good? it looks like an interesting easy early alternative to get rid of early petroleum coke excess
is there a good way i can split 3 conveyor belts (each transporting 240 coal/min) into 4 conveyor belts but without putting too many items on one conveyor belt at once since i only have mk3 (270/m) belts
1+1=
@trim geyser it costs too much oil to be a good way to produce circuit board.
someone pls help me
try using mk1 belts in key places to limit the throughtput @heady zealot
wait am i not intelligent cant i just use smart splitters in some way or another
im pretty sure i can
split them all in 2. split 2 of the output in 2. you will have 4 belt at 120, 4 at 60; merge them 2 by 2.
you know what i think ill just use smart splitters because those sure are smarter than me
I made that a few days ago about another thing
But it has 3 inputs and 4 outputs
Being perfectly balanced doesn't matter cause it'll back up and run at 100% eventually even if it's not able to run more than 270/m
@heady zealot
There might be something wrong with the currently displayed math for coal generators or pipes or pumps. There's a weird machine in a multiplayer map I've been playing on that's running like 12 coal plants with a single pipe with pumps attached. It has enough water generators to produce that water, but my understanding is that it shouldn't work based on the flow maximum. I don't understand how that setup I mentioned works as I mentioned (it shouldn't work in my brain), and I haven't tried to reproduce it yet, but something wacky is going on. It's possible that pumps allow you to somehow break the pipe flow cap through a bug.
I mention this in the event anyone feels inspired to play around with it.
To me, it might as well be a computer that's just chrismas lights inside.
The gens only use as much resources as are needed to supply the power demands
If there's not a lot of load on the system, it'll seem to work fine, but once it exceeds the pipe flow limits, you'll trip the breaker
That or they're doing something funky with their liquid delivery that you'd not noticed, I suppose. :)
Or mods or something
Lol, I'll take any explanation at this point. Looking at each plant being full of water got me confused given the lack of knowledge that the plants were sort of auto-underclocking themselves.
Modless game, that I can confirm.
Yeah, that resource usage thing can be insidious
I think practically everyone's probably had unexpected power losses due to that on their first coal setups
gosh this coal power plant requires a lot of electricity just to keep it generating it's own power
396MW just to keep it running
how the heck am i supposed to jump start this thing
just starting it needs over 5 coal generators' worth of power
i need some overclocked biomass burners
I'd always set up some easily-disconnectable power grids to give me an easy way to bootstrap
In your case, set up a little grid for those 5 gens, and another grid for the rest of the gen network. One easily-disconnected wire between the 5 and the rest, and another to your factories
Bootstrap the five, connect those, and then connect to the factories once it's humming
should i have my water pumps and coal miners connected to a seperate power grid of coal generators
loses some capacity but would work
then again i need to jump start those too
I wouldn't bother, if it were me, but that could work
Also you could feed water/coal into buffers/containers first, to give yourself an auto-bootstrap once they've got stuff in 'em
(I've never actually done that for liquids, but I always kept a container in front of each line of coal gens, for the coal. Like between the miners and the gens)
i could do that but i dont have easy space for fluid buffers
for the pipes at least ill just rely on the fact that the pipes themselves work as containers
this is what im working with
48 generators, 9 fluid pumps, 3 mk1 miners
you don't even need anything special on the generators, just the miners and pumps to support the bootstrap
I got 6 biomass burners set up, 5 are max overclocked
I am somewhat hopeful
Dang it
330MW ain’t enough
I need 396MW to start this
At the very least, some coal left on the conveyor belts flowed into the new generators so I only need to power the water pumps at first
“When in doubt just disconnect half of your water pumps so your biomass burners’ fuses won’t break”
THEY DIDNT STALL
oh god my capacity just rose so much
Almost there...
a bit slow of a startup due to the very long manifolds for delivering the coal
but ive reached over 3000MW capacity
What's the best building or thing to use as a load to test a power factory? I want to intentionally put max load on the power generators to test that the inputs are all provided correctly. Anyone do this regularly?
5 generators left to turn on...
idk duppy try overclocking some assemblers
those things use tons of electricity
or overclock water pumps
just get something that uses lots of electricity (the most electricity usage out of any component ive unlocked so far is water extractor) and overclock it a bunch
i need my factory to get fully backed up
so it can distribute all the coal
that's a good idea. but I think I'd have to hook it up to a fluid buffer - i think it will auto underclock once the water output pipe get full
well just get a couple fluid buffers
and constantly drain the whole fluid network
the more buffers, the less often you gotta drain
tho cant you just look at the capacity that your power plant shows
oh right nvm
you gotta actually simulate the power usage to test out the coal and water usage
oh wait not all power plants are coal power plants
nevermind about that too i suck at thinking apparently
Progress update on my own power plant: It is fully operational!
It is at a constant max capacity of 3,600MW
Hypertube Entrances provide a constant load and don't use any resources. But can't over clock and you would need a whole lot of them as a test load
and at least for now while not consuming many resources, only between 35 and 60 MW usage to keep itself going
i havent unlocked those yet
but i plan to
anyways tomorrow i think ill get to work on a general iron products factory, which will take in at least around 1020 iron/min and turn it into a bunch of stuff
maybe even more iron than that if i want
When I first got to 2000MW with coal I thought I was fine, but as I actually used above 1500MW I discovered the hard way that I wasn't giving them enough water
well i did the math for mine
I recommend making more screws than you think you will need with that iron - until you get alt recipes, screws are used a whole bunch more than plates and rods
my 3 normal coal deposits being mined by 1 mk2 miner each and my 18 water extractors produce exactly as much of each resource as needed
and luckily i have mk3 conveyor belts to transport that coal
i made sure to do some math, and every 2.6666 coal generators needs 1 water extractor
meaning that my 48 coal generators need 18 extractors total
anyways lets finally connect this power plant to my main power grid
My main power grid uses as much as 933.6MW of electricity at peaks with a lot of fluctuating
Do you use 3 extractors per pipe and underclock them? I think if you spread 9 extractors across 4 pipes you can keep all 4 pipes full, but I haven't tried it.
not sure what you mean
no modified clock speed, and each side of my power plant is just one entire connected pipe system
oh my power dropped to as low as 571.5 MW at some point
pipe maxes out at 300 m^3/min, each extractor creates 120 - so 3 extractors will backup on one pipe
it fluctuates a lot
Well I wasn’t concerned about that specifically, I was concerned about the pipe having the capacity to fulfill the speed of the generators, not speed of the extractors
I found that about 6 or so generators can be filled with enough water through one pipe
I was careful about making sure that it works
if you look at this image, you can see my pipe system
just a long line of pipes along the side, with lots of connections along it
and it looks like your extractors come in every 2, but sometimes 3 coal, that looks like what I was trying to describe
Maybe the wiki says it better
Water extractor = Coal generator / 2.6666
Spread out the water supply across multiple pipelines as following:
Pipelines required = Coal generator / 6.6666
Coal burn time is 4 seconds, which means that a single Coal Generator consumes 15 Coal/min.
Pipelines only have a capacity of 300 m3/min. Thus, when connecting Water Extractors to a line feeding 7 or more Coal Generators, Water inputs either need to be spaced out or be separated.
Alternatively, underclock Water Extractors to 75% and connect each of them to exactly 2 Coal Generators. That way, the amount of Water Extractors is half the amount of Coal Generators.
Using Water Extractors underclocked to 75% require an additional extractor for every 8 Coal Generators, trading space for ratio simplicity. For 8 Coal Generators you either need 3 Water Extractors at 100% (3*20 = 60MW) or 4 Water Extractors at 75% (12.6 * 4 = 50.4MW). This can be useful early on when you still need to save up on energy consumption on Water Extractors.
A Water Extractor has about the same width as 2 Coal Generators so it would be easier to tile the layout.```https://satisfactory.gamepedia.com/Coal_Generator
My goal with the extractors is to at least get them to be evenly spread out
Mine ain’t underclocked like this says, don’t got that space and I don’t wanna use more materials
But that does make sense when you have enough space
3:8 is usualy the best. Perfectly feeds the gens. No clocking needed. Snd uses a nice easy 120 coal.
Thanks - this helped me find my problem. I placed my coal generators way down the cliff with water extractors at the top of the waterfall for style points - but with only 1 pipe per group of extractors coming out I can't be as efficient merging all the pipe outputs - you need a coal generator to be in-between the extractors to bleed of some of the flow
jak got it right
Yeah generators between the extractors is most likely the best use of your copper sheets
yay I got something right even tho I’m relatively a noob at this game
48 generators with only 9 extractors? do you overclock your water extractors? there may be not enough water
oh, you mean 9 pipeline pumps
no
not that either
I have 18 total extractors
9 on each side of my power plant
it’s a decently symmetrical factory with each side
I have no pipeline pumps
none are needed
looking great!
It’s a nice factory, functions well
Hopefully I can make good use of it tomorrow, tho for tonight imma head out (at least it’s night for me)
I am so excited. What could be revealed tonight? Pipe overflow valve? Priority merger valve?
We already have pipes with windows
Its gonna be a trick, will lead with some kind of plumbing teasing at mk2 pipes then a jump cut to the actual reveal of something completely different
I would love that
"Fluids" update: now everything is a fluid
No more solids
No more conveyors
All pipes all the time
This would have been a better scare back when everything is refineries
@neat light like what they did for update3
I assume so? I wasnt around when update 3 launched. Am about a month since purchase maybe less
Actually Refineries at the end game is kinda boring, i wonder if there are more specialized buildings such as fluid refinery and ore refinery which are the advanced version of refinery. And i would gladly welcome a 'revamp' of early smelting such as raw ore, crushed ore, pallet, ingot then casting
"kinda boring" is a huge undertake
Wouldn't be so bad if they weren't tall af
Or have moving parts
just some variety would nice
I'm sure the devs have a lot of crazy shit planned. We are still on the tip of a very effecient iceberg
node purity
the miner only getting that amount is linked to node purity which might be important to mention
also, the '1 plate every 3 seconds' is confusing as it sends out 2 plates at a time
cool idea kwjcool321
the '2 plates at a time' thing might be useful to mention
ok. thanks!
maybe also mention the amount of items in the inventory and amount needed to produce
that's great!
also, slight sentence mistake 'won't stuck at the machine' = won't get stuck
I dont think you should clarify it's 100 for a stack btw
as some stucks dont adhere to the 100 per stack limit
oh, that's right
Actually Refineries at the end game is kinda boring, i wonder if there are more specialized buildings such as fluid refinery and ore refinery which are the advanced version of refinery. And i would gladly welcome a 'revamp' of early smelting such as raw ore, crushed ore, pallet, ingot then casting
@glacial hemlock It's kinda boring, but you can do some roleplay. For example, nature's forests are ugly, so you can make a pretty FICSIT Forest ™
lol
i can see how you have burnt your life away in this screenshot
even my refinery array seems small compared to yours
It did take a lot of time hehe
But it's like therapy for me, once you get in the flow of building it's kinda like meditation
Where's this water mass you built at? It seems to be high up
it is just an illusion. The above setup is built on the North sea.
Cool. It's a nice visual illusion, seems like a gigantic waterfall coming down on the world from above
@glacial hemlock The layout on the smart plating page with a mk2 belt limit has a place where it goes >120ppm
I know you can overcome belt limits with inserters, but I assume that layout isn't supposed to need those to make it easier
I've got a layout that fixes it, but I don't know how to update media on a wiki
that's great, you mean the 125/min belt?
click on the image should lead you to its own page, in it you can choose to 'upload new version'
Pipe update? Pipe to the toilet, so u can finally flush it... after so long time.
WHAT IS 100000000321321321312312321432432 +2128376218472314673816413
about 3
Atleast 58. If not more.
42
@fierce ruin thats 1e+32
not really on topic of this channel but it's 100000002449697539784626995248845
wait would i be able to produce tat much lol
Damn, now I'm wondering what's the highest ppm you can achieve for one item
It's probably gonna be the boring answer, screws, but I'm still curious
1 549 982 screws/min, apparently (wire are the second best option, with around 500 000)
are they using up all the steels and oils?
Thanks, I figured it was screws
There's just so much more iron than anything else, and nothing else inflates from iron like screws
Lemme think... that would be equal to 3mil points/min, still can be easily overcomed by 10 turbomotors/min
i didn't said it was the best point/min, but part/min
oh huh everyone's always talking about 156 turbomotors, but 823 adaptive control units actually beats it by about 7 million points per minute
so feeding adaptive control units is better than turbomotors?
True, but which is more resource effective?
Briefly looking at the 822 (823 didnt work) ACUnits... it uses a HUGE portion of the worlds materials, including 99.9% of the Iron, Copper, Quartz, and all of the Oil.
Vs turbomotors left oil mostly alone IIRC (needed something like ~800 of it for plastic), letting you use it for turbofuel.
yeah it uses so much quartz that it needs bauxite to satisfy it's silica needs
wait, I fucked up originally, I used the wrong points number lol
I mistyped on the calculator and put 922.91 instead of 822.91
clearly you max turbomotors, then ACUs
i think you can make ACUs without quartz but its a pretty efficient alt recipe (crystal computer), which is why it used that much
the missing parts of these problems I'm always too lazy to solve though: minimizing nuclear fuel rods to produce just enough power
unless maxing fuel rods is a better use of material than maxing acus as well
Caterium computer + silicone circuit board ftw, not the other way round
@bleak coral sink overflow fuel rods so the resources are always being utilized?
Sink the fuel rods to continuously strain the Power grid? hmmm..............
Alright, maybe not the best idea
i mean fuel rods are worth quite a few points
and if youre maxing points and have big nuclear none of that should be a problem
it just loops back to the question of if sinking fuel rods is a better resource->point conversion for non-uranium than putting those to ACUs and sinking excess uranium ore or pellets
if I were to build that, I would set up a smart splitter to direct fuel rods towards your nuclear power plants, but if they're full on fuel, it would direct the rods into a sink?
because like, if I've built the infrastructure to turn 480 uranium/min into 25 NFR/min, I might as well run it at full capacity
25 NFRs/min goes into 125 nuclear plants at max, so that's 312.5GW
the wiki states (without citations) that consuming all resources would take ~500GW https://satisfactory.gamepedia.com/Nuclear_Power_Plant
yeah you'd use a standard overflow setup, only rods that cant be directed to reactors cause theyre full would be sinked
I sink by overflow smart splitters ANY ressources that I produce.from ore to turbo motors. It keeps most of the machine at 100% and stable power consumption... but that is just me. Of course the goal is not to sink ore and only sink the most valuable items like turbo motors / super comp / nuke fuel rods etc ... I just like personally to try to keep all running all the time 🙂
right i was gonna submit math on this
on the assumption that its more point efficient to use sulfur for something that isn't uranium pellets unless we're going full fuel rods - which might be wrong but seems fairly reasonable if it lets us make more steel which can craft quite a few times...
For reference, I am considering the case in which oil is converted to packaged fuel and sunk (the most efficient way to sink crude oil), this occurs at 2/3 the rate that plastic or oil can be produced. I dunno if this is the best way to handle it (it weights oil insanely high) but we'll see.
1 fuel rod/min requires 2295 points/min worth of non-uranium raw materials, while it gives 75292 points/min (the amount of points per rod)
subtract out the points from 19.05 uranium ore/min from the final product means crafting fuel rods gives us a 'crafting ratio' (points gained from product vs just sinking raw materials) of about 32 for our non-uranium materials.
For ACUs - 1/min requires 3119 points/min worth of resources, and give 86120 points/min for a ratio of 27.6, slightly less than fuel rods. So fuel rods are a bit more efficient
if we just drop out oil entirely they go to 72 for fuel rods and 124 for ACUs respectively, so I might need a better way to manage that
if we consider oil as 30 points/m^3 (packaged oil sinks for 180, so 'sum of materials' would cost 90, and an empty package costs 60)...
we get ACUs with a ratio of 104 and fuel rods with a ratio of 67.5
course none of this considers the cascade of alt recipes that will be needed as we run out of each next raw material
This is very relevant, though it ignores power: https://www.reddit.com/r/SatisfactoryGame/comments/jax34o/i_computed_the_maximum_awesome_point_rate_using/
It ends up making nuclear fuel rods for points anyway, enough to run about half of the machines listed, so it's not far off. I actually just messaged him with the resources required to run nuclear to power it all to see if he'll run his code again minus those resources to see if the extra sulfur restriction changes things
The 156 turbo motors is still optimal, but the other interesting thing is the leftover resources can still make 536 ACUs
I know it's 100% powered with fuel rods
cause those are by far and away the cheapest for raw material investment (considering crafting chain increasing value of materials too)
i did that math a while back
yeah, I was making a separate point about why his solution shouldn't be thrown away just because it doesn't quite power itself
oh yeah his solution, if its correct, is applicable if it already includes fuel rods, can just subtract the points acquired from those for powering things
I just did the math yesterday actually, you can use those rods to make ~330GW and the buildings use ~560GW, so it's not QUITE there, but if he runs the adjusted sim to make the ~600GW I don't think it will look too different, though I'm eager to see
huh, sinking 27/min, im actually not sure if that's enough to power everything
i guess cause he did it with a LP optimizer it's as simple as putting a constraint in
I calculated out the resources to make ~600 GW off the spreadsheet (after correcting for using pure copper instead of copper alloy recipe) and sent it to him, all he has to do is subtract them from the initial resource availability
trying to code it out to precisely optimize how much power you need would be an order of magnitude harder and probably not much more precise tbh
what i find really interesting is that it favors ACUs way more than fuel rods, but still includes fuel rods.
This lines up with the math I just did which favors ACUs when considering raw oil cost, but fuel rods probably creep in cause they become more efficient when some of the most efficient alts used in ACUs become exhausted.
also all that concrete lmao
yeah, just so much useless limestone on the map
there are some very interesting conclusions it comes to that when you examine recipes in isolation isn't super apparent
I find it very interesting that coal is rare enough and steel is so much more efficient that you end up splitting evenly between compacted steel ingots and solid steel ingots
yeah, what happens there i think is all the spare sulphur after makign fuel rods is funneled into compacted steel cause it's more coal-efficient than solid steel
agreed
and the ability to craft steel so many times makes up for the fact the compacted steel recipe, by itself, is actually a point loss
steel is just a multiplier on a lot of the low tier recipes, increasing the amount of higher tier items you can make in the long run
It's also amusing that leftover oil gets turned into petroleum coke to make even more steel, even though that recipe is horrible
OH YEAH! That was mind boggling
I also asked for his source on the inputs / what he used
If you read the comments it's also hilarious that he didn't even know about the diluted fuel multiplier recipes but his program found it, which I think means he set it up well to be very open
greeny's calc was right all along
Oh? I must have missed that
yeah greeny's calc favors steel coated plate
and its cause of rarity-weighted resource consumption
The adhered plate surprised me more, personally, if you can make enough steel
The thing is I think most people don't realize HOW MUCH plastic and rubber you can make now that the 1:3 recipe systems are known
what gets me is that its still worth doing adhered plate despite the absurdly high value of sinking packaged fuel
I think it's because it nearly perfectly balances the resource shifting so you make use of nearly every lower tier resource in either turbo motors or ACUs
most people think in "either/or" for some of these recipes, but it's really a decently complex balance for the solution in the end
must be, its overcoming 1 unit of crude oil turning into 540 points via the recycle chain making containers and then diluted fuel
I mean, half the fun of the game is tinkering about with this sort of thing manually, so maybe the model takes that away from some people
he never did clarify how to connect it all 
oh I'm sure he has no idea based on his comments about his overall experience in the game
I don't think you could actually run this on nearly any computer in the game, too?
There are over 30,000 buildings running recipes.
Plus 1200 water extractors
Maybe I'm understimating how much the game can run if you spread it out?
6661 constructors running iron wire, lol
That would be the fun part of the puzzle, right? How to actually distribute the resources to the different factories in the right balance, presumably without breaking the game, and make it work
so when making ACUs on greeny's calcs with all recipes available steel crafts through 4-5 steps so each ingot is effectively giving 128-256 points to the final product
and reinforced plates craft through 3 steps
Hmm, that would also be another interesting thing to try to calculate on: optimize the number of points generated with a limited number of machines
might result in something actually buildable
that would be an interesting problem
do you happen to know what # of turbo motors amelie is shooting for?
Looks like the full 156
it is the max
for those of you on kibitz discord server who remember me doing the 1.2 tw power plant project a while back, I uploaded my save file onto his server
I hope you added instructions on edits to load that beast.
@fresh elm you did want to make a post on reddit about your build. Is there a link to this as well?
when making a hypertube accelerator with multiple hypertube entrances, is it known how much speed each entrance adds?
like, does each one give you a 100% speed boost?
@trim geyser for as insane as the rest of his video is. Josh does a pretty good show case of a few different lengths and will give a decent idea of hyper tube cannon set ups.
ImKibitz has also done some hyper tube stuff in the past. But I dont know what videos off hand. Somewhat recently.
I'm on my first run of Satisfactory, I'm halfway through the 5th tier and I've started to wonder
so far, I've set up my production lines based on how much pieces/min of a specific target recipe I wanted
but in the end, isn't a bottom-up approach more manageable? By bottom up I mean "build basic factories as long as you can keep a surplus, then build more"
usually that just leads to confusion later on
its harder to keep track of what is already used than to just make dedicated lines for items because you need x amount
did some testing on hypertubes accelerators. It takes 5 accelerators (entrances) to double the initial hypertube speed. Each accelerator seem to give you a linear boost of around 20% for the first 5.
how are you checking the speed
timed how long it took to get out of a fixed length
that assumes your speed doesn't change in the tube
yeah, thats for a horizontal setup
but still, it considers the average speed
may not be super accurate, but can give you an estimate of how many accelerators you want
I'd still like if they removed the accelerator thingy
im not a big fan either, but i wish hypertubes were faster. So accelerates are the way to go for now.
if they give us back belt launchers they can take away the acceleration
I'd like this set of changes:
- hypertubes are limited in speed to let's say 1.5-2 times the speed they have with normal entrance
- hypertubes launchers are no longer working
- normal entrance launches you at full speed
- for uphill parts, you'd need "accelerator", which would be something like a pump, just setting max speed to players that pass through it
would make them much more balanced and consistent
but balanced for what? singleplayer? why limit intentionally what people can do with it
https://satisfactory.gamepedia.com/Tutorial:Production_line
Almost complete, just 1 more section to go.
even for singleplayer you should have some balance
if there was a recipe 1 iron ore -> 10 turbomotors, it would be OP
sure I agree with that, balance should happen
that being said though, I feel like some stuff doesnt necessarily need to be fixed properly. some bugs can just be left alone or tweaked slightly so it's at least more consistent
the downside of hypertube cannons is the high power draw for example
I mean this is not a bug, it's just exploit of game mechanics
bug, exploit, all the same in this context :p
and power draw is super small, you have 100s of refineries, a few entrancnes with 5 MW draw don't do anything
would you also nerf the perfect turbofuel setup, for example? because it kinda makes nuclear power obsolete for the majority of players
I'm fairly confident the setup provides more than enough power for the majority of players
so far
why balance hypertube launchers? they are the best :<
you just answered your own question
I believe speed is multiplicative instead of additive, but more systematic measurements (for example, launch distance) should be made
@wind spade 10MW*
still
manufacturer is 55 MW
refinery something around that as well
the power draw is pretty much nothing compared to your base
yeah, a typical launcher is only about 150MW
if it was at least dependent on player speed
like you can set the speed of entry on the entrance, but there's exponential power draw
similar to overclocking, but capable of more than 250%
the player entry speed can be fixed constant by building Mk.5 belt before the entrance then standing on it.
overclocking yeah, is a good idea
yeah what I propose is that the entrances don't do 20% more speed, but a fixed speed.
so stacking them doesn't do a thing
but you can set the speed in a different way
let's see what a jump pad can do first, maybe they will be the inferior alternative to cannon
booster-tubes
I just don't understand why you want to put a speed limit in the tube, what fun is that?
you don't need 500000000km/h hypertube for it to be fun
but doing that is fun
and what does stopping it get the players?
also 2x speed is still really slow over long distances
more consistent hypertubes
less confusing and more balanced
and long distance is supposed to take longer. Use a train, it's pretty fast
hypertube cannons are a pretty deliberate thing, if you're not doing that hypertubes work exactly as you'd expect
if people want to build 500000km hypertube they should be able to
by the same argument if people want a constructor that makes 780 rods/min, they should be able to
no
that's not the same thing
1 affects factory gameplay, the other has no impact on the actual factory gameplay
Im all for not limiting creativity
the other has impact on gameplay as well, there's other factors apart from building a factory
exploration, transportation, ...
those are affected by hypertube launchers
how does 50000km hypertube affect it?
sure, but we've moved away from launchers and now just talking about actual hypertubes
right?
no?
km/h not km
^^
nope, I'm talking about speed
and well for the km/h thing, there's still needing to set it up
I'd argue it's only really useful for inter-factory outpost transportation
for exploration its more like a one-way ticket
it's the same thing as why you can't have jetpack + legs equipped at the same time. They are trying to balance exploration, so that you have to work for your meal. Same should go for transportation. If something is FAR, it should take LONG to go there, not 10 seconds because you spammed launchers
if you have a way to almost teleport across the map, then distance is no longer a thing and we can just have small map with all resources near
and again, this is just my opinion
right but then you're in the middle of nowhere, you still need to do the regular walk of shame back
I can see that, but I just don't agree 🤷♂️
I think your logic applies to belt launchers, but not necessarily to hypertube cannons
belt launchers are a 5 sec setup
why not take the same hypertube back?
hypertube cannons are not