#math-and-meta

1 messages · Page 478 of 1

sand garnet
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each black part of the connector is 2m tall

oblique hollow
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yea, around 14 m

sand garnet
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yeah somewhere between 13-14

oblique hollow
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width is a bit hard since no shot gave a clear view so i had to make a bigger estimate

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but for length there is one shot at the very beginning where you can see the entry pipe peeking through the leaves

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just 2 or so second before the frame shown in the screenshot above or so

sand garnet
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problem is it's angled in that shot

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not entirely 90 degrees to the player

oblique hollow
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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

sand garnet
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valid point yea

scenic matrix
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god I want miners with multiple outputs lol

sand garnet
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why though?

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a regular splitter would have the same effect

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the only thing it would do now is bypass a max OC pure node in a mk3 miner

wise dawn
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well, it would bypass max OC pure node in mk3 miners

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it would also let you get full throughput out of mk1 miners on pure nodes before hitting logistics 2 milestone

bleak coral
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we'll get mk6 eventually, and belts being a bottleneck is by design

scenic matrix
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not true, mk3 on pure 250 is too much for aluminum belts

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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

bleak coral
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that's what splitters are for, that's literally their purpose, to split things

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and I said we'll get mk6 belts eventually, so we'll eventually will be able to use mk3 miners on pure nodes eventually

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cause the game isn't finished

cerulean loom
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assuming that the protagonist is 1.8m tall, each block is about 2mx2mx2m

celest knot
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still dont understand the point of the pac-it

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what was wrong w/ refineries

bleak coral
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big and energy hungry

celest knot
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so easy to use though

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the ratios are just $

bleak coral
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why would the ratios be worse on the pac-it?

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*why would you think

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we don't know anything about that yet

oblique hollow
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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

scenic matrix
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I'd still like to have at least 2 outputs for a miner tho, just makes it easier imo

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not a huge deal, just qol

celest knot
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i'd just be happy if they put in the 1200 belts

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and made it so that my computer doesn't heat my home when i run a lot of machines

scenic matrix
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I wish that powered walls would be earlier and replace mk2/3 poles/outlets

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by the time you get to t8 it's kinda useless cuz most of your major production will already be built

bleak coral
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you mean the wall outlets you get from the awesome shop? cause if not powered walls aren't a vanilla thing

scenic matrix
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powered walls aren't released yet

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it's currently slated for t9, but by then it's kinda pointless

rustic briar
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I'd like to have powered foundations

glacial hemlock
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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

sand garnet
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@scenic matrix friendly reminder that anything about future content on the wiki cant be talked about here :)

keen patio
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@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?

sand garnet
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very old datamining

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versions before public early access

naive ingot
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So in all likelihood, it's not going to be accurate.

stark bronze
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One of the machines is shown in the E3 trailer
Wonder if talking about that is illegal

sand garnet
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im not sure which one you're referring to

glacial hemlock
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there are many things shown in E3 but are unconfirmed or unreleased. For example, nuclear power plant with robot arm.

sand garnet
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doesnt the current model of the nuclear plant also have an arm

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its visible in the transparant part

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actually has an animation too

stark bronze
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Not the dropping one

heady zealot
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i need the assistance of some people who are good at math

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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)?

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does anyone have any idea

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my math says at least 5 but i suck at math

fierce ruin
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Looks like 2.4 to me.

heady zealot
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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

fierce ruin
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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.

heady zealot
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ye 100 screws a minute

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but the iron rods are meant to help make more screws

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maybe i need to import some extra screws

rustic briar
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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.

heady zealot
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wait u say just below mk3 belt

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does that mean that my 2 mk2 conveyer belts are not sufficient

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wait no they are wait my math sucks

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nevermind

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im confusing myself so much

rustic briar
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does that mean that my 2 mk2 conveyer belts are not sufficient
@heady zealot they are exactly sufficient

heady zealot
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yeah but not overly sufficient

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MUST ACQUIRE NEW LOGISTICS

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meaning i really need to stop delaying steel production

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wait no the conveyer sufficiency aint a problem

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since the screws are produced and are moved by 3 conveyers

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not 2, the 2 conveyers are just for rods*

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wait a minute

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yup im stupid

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i never even crafted the outputs of the screw miner into rods

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meaning i would just be putting iron bars into the screw crafters

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and i dont yet got any casted screws unfortunately

fierce ruin
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Starting with the ore output I get 4 assembers, but I think that would take 10 constructors making screws.

heady zealot
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meaning i need to expand my 2nd floor

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or make a 3rd

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10 constructors is a lot

fierce ruin
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And 12 making rods.

heady zealot
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oh god

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ok so i have no idea what i am doing

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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

fierce ruin
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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.

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Though if you plan on redoing it I'd leave room to double the production when you get mk2 miners or overclocking.

heady zealot
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well i have overclocking unlocked

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and a few yellow power slugs

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in the form of power shards

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wait where did my yellow ones go

fierce ruin
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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.

heady zealot
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wait no i have 7 of them they just dont say "yellow"

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wait no all the power shards are the same

fierce ruin
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No, there's no difference except how many you get per slug.

heady zealot
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as always, i have no idea what im doing

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got 13 shards

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you know what

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since i have no space for the 69 or so constructors you say i need lets just overclock the screw production

fierce ruin
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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.

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69? I said 22! Didn't I? Plus 4 assemblers.

heady zealot
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same thing

fierce ruin
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LoL

heady zealot
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both of those numbers do not fit in my foundation size without 420 floors

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anyways i need to go eat some breakfast before i lose any more braincells

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breakfast has been eated

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time to lose 69 more braincells

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i dont know what to do

fierce ruin
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Or 22, same thing wasn't it?

heady zealot
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i still dont know what to do

fierce ruin
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Explore or build something else while you think it over?

heady zealot
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no i gotta figure this out

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so that i can get enough rotors for completing expensive objectives

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such as steel, which i have been putting off for too long

rustic briar
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@heady zealot Don't overthink it. They will all fill up and stop producing eventually

heady zealot
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must. get. rotor.

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and if it fills up i just use the overflow for some AWESOME stuff

rustic briar
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I'm at tier 6 now, my rotor production is still 8/min and I don't miss more than that

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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

heady zealot
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need

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rotor

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also im currently sinking a lot of my reinforced iron plates into the sink

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an entire container's worth, which is the size of my storage

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i just really need the awesome

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im getting 15,240 points a minute

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but now my storage is empty, meaning i have extremely low amounts of points/minute now

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anyways what to purchase...

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im thinking wall power outlets mk2 and corner foundations

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but im not sure

fierce ruin
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What do you have so far?

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The double ramps are really useful.

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Walls are nice, and let you easilly build forts to take potshots at alpha spitters from.

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Walkways are useful as well.

heady zealot
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Walls: nothing unlocked
Attachments: conveyor wall mount, wall power outlets mk1
Foundations: double ramp pack
Vehicles: the amazing factory cart
Organization: everything

fierce ruin
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The corner ramps and windowed walls are nice looking.

heady zealot
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corner ramp and metal door walls

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tho im not sure about doors

fierce ruin
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Yeah, I wish we had doors!

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Particularly on the loo!

heady zealot
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how about corner ramps and wall power outlets mk2

fierce ruin
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Corner ramps are nice!

heady zealot
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what about wall power outlets mk2

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ima get them

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got it

fierce ruin
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Probably useful, I should really get into using walls more.

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I've reached the stage when I'm begining to get laggy.

heady zealot
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i need to figure out this factory

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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

fierce ruin
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And the wall sockets should be less in the way than posts.

heady zealot
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and the overflow of the iron rod production of the other two miners goes to the 3rd thing

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and idk what to do because i dont have space and im just confusing myself

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except i do have space because as usual im being stupid

fierce ruin
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It's only 4 more constructors in each row if I remember correctly.

heady zealot
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conveyor wall mount has come in handy

fierce ruin
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Great!

heady zealot
sand garnet
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connveyorpoles

heady zealot
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no

fierce ruin
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At least it's neat!

celest knot
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could choose not to build so tightly

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space isn't limited

heady zealot
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boi i gave myself a ton of space

celest knot
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clearly not

sand garnet
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conveyorlifts 😄

heady zealot
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no tom

sand garnet
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they look fany in my factory to bridge over other conveyors

heady zealot
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those conveyors are what connect to conveyor lifts

sand garnet
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we've updated the dictionary:

'a ton' is now equal to '2 square meters'

wanton axle
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lol

heady zealot
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this is the biggest factory ive ever built

sand garnet
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then why are you building so compact at the very end?

heady zealot
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because i didnt realize that factories are so complicated and big

sand garnet
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why's there a gap in your walkways btw? is the conveyor going through it?

heady zealot
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yes

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i can jump that gap

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bladerunners are good

sand garnet
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why not just route the conveyor along the ground and then use a conveyorlift to lift it up past the walkways

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so you dont have to have a gap

heady zealot
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why not just death

sand garnet
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mostly because doggos dont love you anymore after respawning

heady zealot
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well there are no doggos who love me currently

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no idea how to even tame them

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plus i am the exact opposite of a pet person

sand garnet
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do you want to learn how to tame them?

heady zealot
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pets are a distraction

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anyways i have no idea how many constructors i need

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probably 420 constructors

fierce ruin
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My doggo gave me nuclear waste the first day.
Then it disappeared.

heady zealot
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sounds like a normal doggo

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totally normal

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i still dont know how many constructors i need

rustic briar
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Guy, it's simple math. Just match each layer's input with the previous one's output

heady zealot
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yeah but my system is a bit more complicated

rustic briar
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And forget the retrofeed overflow, not worth the trouble

heady zealot
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i already have overflow built must use it

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ill build 6 constructors but leave extra space for more

rustic briar
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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.

heady zealot
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im trying to use my iron deposits wisely

rustic briar
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Seriously, making rotors is not rocket science. It's 3rd grade math, just multiply and divide

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Also, have a look at #welcome. There are half a dozen different calculation tools there.

heady zealot
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making factories and figuring out all the production speeds is a bit more than just 3rd grade math

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it does use 3rd grade math as the basics, but 3rd grade doesnt teach you about building a factory

rustic briar
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Really not, bu it tells you how to add, multiply and divide, which is all the math you need to build that factory.

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You'll need a bit more when you get to fluids, but no a lot more, neither.

heady zealot
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what do i put in as the number of iron or whatever in the satisfactory tools calculator

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if i have 3 normal iron deposits

glacial hemlock
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Wiki rotor if you want a prebuilt layout

rustic briar
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if i have 3 normal iron deposits
@heady zealot then you multiply 3 by the output of the miners tier you are using

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You can get the output number either by hitting E on them or by looking at the wiki

heady zealot
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so do i just put 180

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or something

rustic briar
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Whatever rings your bell. Just place 22,or 79... They are all the same, anyways... Lol

heady zealot
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i have 180 production

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tho i could overclock

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i think i gotta use overflow stuff

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calculator wants me to split stuff into 100/m and 80/m, which i cant do easily

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must have overflow to get that to split right

frank epoch
heady zealot
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IT HAS BEEN COMPLETED

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i hope, i havent connected any electricity

fierce ruin
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Good luck!

heady zealot
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Its connected!

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Rotors are being produced!!!!

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:D

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imma intentionally get the whole system backed up so that the internal overflow system starts working and more screws get produced

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at peaks this is using just under 400MW of electricity

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with lots of fluctuations

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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

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internal overflow has begun

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im testing how overclocking the assemblers works

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nope cant get screws fast enough to keep up with it

fierce ruin
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That's to be expected.

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Better to overclock the miners and increase the numbers of everything.

sand garnet
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go big or go home lol

exotic isle
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Alternate recipes will help.

fierce ruin
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@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.

fierce ruin
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how can you find alternate rotor recipe guys

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does it worth doing it

sand garnet
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it's worth it, and it's just praying to RNGsus for the right recipe

fierce ruin
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RNGsus ?

sand garnet
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yeah, RNG jesus

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RNGsus lol

fierce ruin
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lol

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what does that mean

sand garnet
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RNG = Random Number Generator

fierce ruin
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oh

sand garnet
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it's randomly selected which recipes are shown in the MAM

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based on what you could get of course

fierce ruin
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alright m8

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thank you

hallow girder
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You could technically "reroll" if you're okay with rolling back about 10 minutes of gameplay

glacial hemlock
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Or just get them all, since there are extra hard drives

cedar mica
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10 min to reroll or 10 min to find a new hard drive 😛

glacial hemlock
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It takes only 4mins to find a hard drive

zenith heron
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Is it worth it to just pickup a bounch of stuff, and go out and find all the hard drives?

sturdy stump
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I recommend getting the exosuit mod for finding hard drives

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100 computers total

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And the fuel for it

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Get at least oil going and the. Go out and find some hard drives

zenith heron
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well, im almost about to have nuclear going sooo :p

sturdy stump
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Do you have any mods?

zenith heron
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Not at the moment

sturdy stump
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Ok

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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

zenith heron
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Alrighty, so it is worth it spending time gathering them all? And thanks for the tip

sturdy stump
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Np man

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I spent 6-7 hours total running around with the exosuit getting hard drives for imkibitz 16,700MW power Setup

zenith heron
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o.0 thats a lot of power

sturdy stump
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And you can make about 22,000 MW

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300 crude oil and 600 water gives you the 16,700 MW

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If you get more water, you can get the 22k MW

zenith heron
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Thats actually insane

sturdy stump
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Yep

zenith heron
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imma look into that

sturdy stump
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Watch imkibitz

zenith heron
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will do

hot ginkgo
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The Wiki has has it all spelled out.

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The full 22GW set up.

zenith heron
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Link?

hot ginkgo
zenith heron
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ty

sturdy stump
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Thanks, I will upgrade my power now

frosty sail
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I need to upgrade mine aswell lol

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I think I have about 60GW limit but my power keeps rising to about 55 and I’m scared lol

sand garnet
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@hot ginkgo might want to preface it with 'this setup will require rebuilding large parts in a few weeks lmao'

hot ginkgo
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I'm really hoping my packaging mods still work at that point. Otherwise its going to be a mad rush.

wanton axle
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lol

sand garnet
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i dont see why modded stuff would break

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i assume the packaging mod just negates the purpose of using refineries for packaging

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which this machine does too

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so switching from modded packaging to vanilla packaging probably™️ doesn't impact the setup

glass nebula
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TIL: "probably" has been trademarked

wind spade
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I don't think the update will break your saves tho

hot ginkgo
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I just assume updates will break mods and leave my world a hot mess of missing buildings and no power.

wind spade
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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

frosty sail
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Oh no

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I’ve done a bad

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I used the modded daisy chain machines and if the update brakes literally 300 hours go bye bye

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I actually want to die

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pulls gun out of pocket

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@hot ginkgo how do we fix such a problem lol

hot ginkgo
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Thats my concern. My entire aluminum set up is using the mk++ mod.

I use wireless power in some areas also.

frosty sail
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I use everything on the modded machines tho lol

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I’m so dead

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Imma have to spend the rest of this afternoon switching them all to default ones and adding 100’s of power poles lol

hot ginkgo
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@frosty sail are you joined in the modding server?

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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

zenith heron
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or just drag along some power from the base xD

rustic briar
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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

fierce ruin
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Some pods require at least 2 biomass generators.
50 MW I think it was.

sand garnet
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theres 1 pod that needs something like 420MW lol

fierce ruin
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That's not too bad, just half a Watt! 😉

sand garnet
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fixed lol

zenith heron
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I dragged power from my base out to that :p

fierce ruin
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Sorry, it's a pet peeve of mine.

sand garnet
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im indifferent 😛

rustic briar
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Sorry, it's a pet peeve of mine.
@fierce ruin mine is no map at start, and useless map when unlocked

fierce ruin
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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.

rustic briar
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Mínimap mod also doesn't help

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I'd have left the game already, if not for the external interactive map app

glacial hemlock
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rip to many of the fuel or turbo fuel setup on 27th October.

hot ginkgo
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🙋‍♂️

glacial hemlock
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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.

scenic matrix
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ya'll are so lazy, just do some big exploration expeditions to find the way to route stuff, doesn't really take that long

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especially if you prepare by bringing a good amount of concrete to get around obstacles you cant drive up/over/around

cerulean loom
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any expedition should leave with 1k+ concrete; more after you find the obstacle.

fierce ruin
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Is there any lists or anything of what some good outputs for every material for each tier?

bleak coral
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like the amount of parts per minute for each item?

fierce ruin
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Ye

bleak coral
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not that I know of, most people make more than they can use for building just from personal goals

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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)

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from my experience concrete is the easiest one to run low on

fierce ruin
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Alrighty

bleak coral
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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

fierce ruin
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Aight

cedar mica
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Unless its Concrete or belt materials, you dont need more then the small bin of it. Even that is overkill in some cases

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Also, in most cases so is 1-2 machines making the stuff, more then enough

bleak coral
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iron plates definitely need more than a small container if you build any walls, maybe iron rods too

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and wire as well

cedar mica
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1 small container is enough storage, as you dont grab a full inventory of Iron plates, rods or cable/wire

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Unlike concrete

muted crypt
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I seem to do one ISC for everything, and like four ISCs for concrete

long tangle
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i finally found a use for a 270 belt, nice (120+120+60)*2,5-480=270

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(2 normal, 1 impure sulfur node)

cedar mica
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Find a few shards and you have 300+300+150...

fierce ruin
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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

tame wyvern
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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

fierce ruin
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yup me too

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about to make a giant floating foundation island

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i have 3 40 slot concrete boxes full lol

long tangle
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@cedar mica (120+120+60)*2,5 = 300+300+150

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so that's one full Mk4 to one production site, and a full Mk3 to another

fierce ruin
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How do pasting in blueprints work?

wind spade
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there are no blueprints @fierce ruin

obsidian sluice
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might have to replace 72 refineries with packers in 2 weeks 🙃

oblique hollow
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Good, refineries are overrated

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Or more accurately: overused

obsidian sluice
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yeah for a while I was playing satisrefinery

hot ginkgo
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Satisfinery.

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Flowing fields of refineries. Walls upon walls of thick black smoke. That is our future.

oblique hollow
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Cant wait for Satispacktory

sand garnet
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new teaser on thursday 😄

hot ginkgo
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And its already Tuesday! Hype!

frosty sail
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They’re adding another machine maybe????

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Idk what it would be tho

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The better pipes?

hot ginkgo
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Maybe a gas

signal sky
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I stopped working on my diluted fuel to turbofuel set up to wait until the packers come out
Also addicted to genshin impact

stark bronze
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Mk2 pipes with windows or bust

frosty sail
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Idk if they add gas in 3.5

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Seems like more of a 4 thing

hot ginkgo
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Farts.

frosty sail
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And there already technically is gas in the game so it’s a high possibility

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As the geothermal uses the gas ground things

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Not attempting to spell it cause I will get bullied lol

hot ginkgo
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@sand garnet came with a new name for a gas related power shard.

The Powershart.

frosty sail
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Lol

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It do be like that tho

sand garnet
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lol

hot ginkgo
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Also, ||there's a blueprint mod now||

stark bronze
#

FICSIT is disappointed in their laziness

hot ginkgo
#

That's perfect. I'm used to disappointing my overlords.

wind spade
#

I don't think we need mk2 pipes

#

also it doesn't make much sense for mk2 pipes, how would that work?

neat light
#

600m/s hopefully

sand garnet
#

just more capacity and flowrate max

wind spade
#

pipe throughput is determined by it's diameter, not by material

sand garnet
#

IRL yea

wind spade
#

so mk2 pipes make no sense unless they are bigger

sand garnet
#

but this is a game, they can do whatever they want with it

wind spade
#

I mean the realism is pretty strong in this one

neat light
#

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

wind spade
#

but not double snuttstach_think

sand garnet
#

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

frosty sail
#

Very realistic

neat light
#

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?

obsidian sluice
#

when I build stuff, materials literally fly out of my ass, a hyperspace portal into a pocket dimension

#

I love it

neat matrix
#

Realistic in game? We get gravity? BlameSimon

glacial hemlock
#

@wind spade no, its internal lining, or smoothness can affect the flow rate to pressure function by some degree.

wind spade
#

yeah, but not double the flow rate

glacial hemlock
#

yeah, not double. What we need is 600 (mainly oil)

wind spade
#

doubt we need it

#

we can already do way more than most of the PCs can handle

neat light
#

Wouldn't mk2 pipes assist with fps cap? Less pipes for the pc to process the fluids of, less pipes to render etc?

frosty owl
#

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 👀

deft lichen
#

@summer field in the pinned message, the pythonanywhere tool no longer exists and satisfactorymap.com is still on update 2

signal sky
#

"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

cedar mica
#

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

hot ginkgo
#

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.

signal sky
#

Just gotta wait for 128 bit computing and 128 bit Unreal engine support so we can finally use more than 16 EB of ram

dull bolt
#

Ofcourse

bleak coral
#

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

summer field
#

@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.

deft lichen
#

I thought that you can edit it as you sent the message but sure

muted crypt
#

(( they can ))

deft lichen
#

@weary ravine I pinge'th you, the tools in the pinned message need updating, as mentioned a few messages above

weary ravine
#

Mmkay

#

Ugh, just add Daniels calc or something else you want?

deft lichen
#

That, and remove two outdated tools

wind spade
#

remove satisfactorymap, the author is no longer active and the project is abandoned

weary ravine
#

K, rarely use any tools so I am not up to date 😄

wind spade
#

kirk's calc is out of date as well iirc

#

not sure tho

deft lichen
#

The "pythonanywhere" tool no longer exists

weary ravine
#

The one by cornik and s4xxx?

wind spade
#

yeah

#

s4xxx left a long time ago and cornik stopped working on it somewhere around U2

weary ravine
#

K, anything else? Does Daniel have Discord so I can tag him in the message?

deft lichen
#

He only linked his reddit on the site

wind spade
#

also just checked kirk's, it's indeed not updated

weary ravine
#

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 )

weary ravine
#

There ya go

#

Gonna poke Snutt to update the other places this is mentioned

wind spade
#

nice

#

also can you put www. before satisfactorytools please? saves pple one redirect

muted crypt
#

isn't the direct link to the calculator also /production at the end

wind spade
#

well the tools are all usefull

muted crypt
#

fair

pulsar stratus
#

@weary ravine Gentle summon :p

weary ravine
#

Sorry, you gotta endure being given credit 😛

pulsar stratus
#

😄

weary ravine
#

Well now I can update without any more pings anyway if you want me to add/change something 🙂

fierce ruin
#

what’s the updated calculator ?

sand garnet
fierce ruin
#

okay, is there any other sites i should use if i plan remaking my whole base

sand garnet
fierce ruin
#

yeah people were saying a lot of them were outdated lol

hot ginkgo
#

That got updated very soon after that. They are all updated now.

fierce ruin
#

welp time to die inside

#

is there a specific order on stuff i should calculate or does anyone have a layout picture?

hot ginkgo
#

Just start planning for whatever you need at the moment. No real order necessarily. Just when you unlock stuff.

fierce ruin
#

yeah IG i just need to make it as best as possible

celest knot
#

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

hot ginkgo
#

It really depends on what I'm doing and how far its going. The longer the ride thr more cars you need.

glacial hemlock
#

@celest knot yeah, it is quite difficult to maintain 4min6s for longer distances. Use 2 cars per belt, sometimes 3

bleak coral
#

I wonder if a mk6 belt going 1200ppm would require making the trains faster

celest knot
#

it'd almost have to wouldn't it

bleak coral
#

cause it's pretty hard to justify using a train and keep the round trip time short enough to go 1200ppm now

celest knot
#

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

fierce ruin
#

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.

bleak coral
#

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

fierce ruin
#

over belts on foundations?

#

they snap and there's only three spaces; it's a cinch

#

also, not being a dick

bleak coral
#

?????

fierce ruin
#

I just find trains cumbersome to be honesyt

bleak coral
#

also, not being a dick
@fierce ruin this: ???????

fierce ruin
#

ohh

#

I don't know, I feel like it came off wrong

#

anywhozein, never found a real use for trains

bleak coral
#

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

fierce ruin
#

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).

glacial hemlock
#

@bleak coral but it doesn't change the fact that a railway has a throughput of 400k item/min

bleak coral
#

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?

fierce ruin
#

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).

glacial hemlock
#

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

steady jolt
keen patio
#

Are you asking how that was made?

glacial hemlock
#

It is grenny's calculator, link at #welcome

steady jolt
#

thanks!

obsidian sluice
#

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

worldly spear
#

(can't attest to its accuracy tho)

glacial hemlock
#

it is a nice presentation to see the item flow, but hey, have you turned on the alternates?

sand garnet
#

oh yikes you need to manually select ALL the recipes you want to use

#

that's a nightmare

worldly spear
#

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.

sand garnet
#

yeah but if you dont know what the optimal production chain is, you're not getting much benefit from using it

worldly spear
#

For a given value of "benefit", that may be true.

sand garnet
#

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

worldly spear
#

right but "benefit" here surely must be for the player, rather than for the game?

sand garnet
#

well the benefit is being able to produce as much as possible and wasting as little resources as possible

worldly spear
#

is it?

sand garnet
#

I'd say in general thats a good thing

#

well, your link is very wasteful

worldly spear
#

Sure, but it's very beneficial too! When resources are infinite, the concept of waste is pretty dubious.

sand garnet
#

but resource are not infinte

worldly spear
#

drained the sea already?

sand garnet
#

the nodes dont get depleted, but there is a finite amount of nodes available

#

the sea is irrelevant for this

worldly spear
#

That sounds pretty infinite to me. All that is limited is the delivery rate.

sand garnet
#

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

#

the calculator doesnt know this, so it will provide incorrect information

worldly spear
#

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.

sand garnet
#

you'd rather have fancy visuals than correct information?

worldly spear
#

I can have both.

sand garnet
#

but this is showing incorrect information

#

so... I disagree

worldly spear
#

Works for me, YMMV

sand garnet
#

-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
worldly spear
#

I think you should probably write a research paper

sand garnet
#

I think the value of fancy visuals does not outweigh the problems those issues create

worldly spear
#

So what problems will it create for me when I am planning my Nobelisk factory?

sand garnet
#

especially not for people who dont know the ins and outs of the game's math and recipes

worldly spear
#

specifically

#

and are those problems of such a magnitude that the benefits of using a sankey diagram for factory planning are negated?

sand garnet
#
  • 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
worldly spear
#

What would you estimate are the time benefit/deficit factors, and to what extent will it affect my combined enjoyment quotient?

#
  1. Resources are effectively infinite.
  2. Don't want max, because don't need max, need enough
  3. Waste isn't a thing (see 1)
sand garnet
#

resources are not infinite, as I described above

worldly spear
#

Resources run out when?

sand garnet
#

the miners produce infinite material, but there are finite amount of nodes on the map

worldly spear
#

and infinite times a finite number equals -?

sand garnet
#

not infinite

worldly spear
#

*infinity

sand garnet
#

i dont think you understand how this works

worldly spear
#

well you know your times tables. One time infinity is infinity, two times infinity is ...

sand garnet
#

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

worldly spear
#

am I? How do you know this?

sand garnet
#

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

worldly spear
#

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.

sand garnet
#

the point is the game already shows all that basic information

worldly spear
#

I must have missed that part of it.

glacial hemlock
#

@tom i guess you may stop giving opinion atmhehe

sand garnet
worldly spear
#

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

sand garnet
#

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

worldly spear
#

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
#

@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

worldly spear
#

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.

glacial hemlock
#

actually all satisfactory players are mind-controlled by the calculators, we build what the calculators told us to.

frosty owl
#

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

fallen gull
#

@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
#

@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)

fallen gull
#

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

frosty owl
#

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 ^^)

fallen gull
#

You said you enjoyed doing math, so I believe you will be able.

dusky dust
#

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

glacial hemlock
#

that is super brain

hard jay
sand garnet
#

its not possible to get straight belts down

rigid knoll
#

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

sand garnet
#

I think splitters get placed straight too though

#

not along the foundation slope

rigid knoll
#

and then remove the splitters/erges and redraw the conveyors in between, now with angled edges

#

you place the splitter on the existing belt

neat matrix
#

If you want it clean use an lift.

sand garnet
#

ah yeah like that

frosty owl
#

any tips to make it looks more clean ?
@hard jay
Get the inclined foundations and distance the conveyor poles as much as possible ^^

rigid knoll
#

which is angled and lets you cut a belt while keeping the end on the same slope

sand garnet
#

thats quite the hassle but might work

rigid knoll
#

yeah, it would be a major pain

#

but afaik is the only way to avoid it going horizontal once every N belt segments

sand garnet
#

yup

neat light
#

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

young rover
#

I would suggest the same. Go straight then use a lift ... no more slope

dusky dust
#

wtb rail lifts

bleak coral
#

Wtb train turntables

#

It wouldn't be better than loops, but it'd sure look cool

cedar mica
#

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

hard jay
#

finally i got it

#

it toke me almost 2 hours

cedar mica
#

Then another hour of upgrading the belt, once you have mk3...

nova orchid
#

lol

rigid knoll
#

nah, upgrading is like 5m even for that length

cedar mica
#

Dont think you can run that distance, in 5 min, while upgrading 3 belts

#

30m to 1h is more accurate, depending on inventory space

trim geyser
#

Is electrode circuit board alt recipe any good? it looks like an interesting easy early alternative to get rid of early petroleum coke excess

heady zealot
#

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

compact oasis
#

1+1=

fierce ruin
#

@trim geyser it costs too much oil to be a good way to produce circuit board.

heady zealot
#

someone pls help me

trim geyser
#

try using mk1 belts in key places to limit the throughtput @heady zealot

heady zealot
#

wait am i not intelligent cant i just use smart splitters in some way or another

#

im pretty sure i can

fierce ruin
#

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.

heady zealot
#

you know what i think ill just use smart splitters because those sure are smarter than me

signal sky
#

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

vague mirage
#

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.

dusky dust
#

The gens only use as much resources as are needed to supply the power demands

vague mirage
#

thaaat was not something I had thought of.

#

interesting!

dusky dust
#

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

vague mirage
#

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.

dusky dust
#

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

heady zealot
#

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

dusky dust
#

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

heady zealot
#

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

dusky dust
#

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)

heady zealot
#

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

#

48 generators, 9 fluid pumps, 3 mk1 miners

rigid knoll
#

you don't even need anything special on the generators, just the miners and pumps to support the bootstrap

heady zealot
#

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

#

a bit slow of a startup due to the very long manifolds for delivering the coal

#

but ive reached over 3000MW capacity

silk kernel
#

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?

heady zealot
#

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

silk kernel
#

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

heady zealot
#

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

silk kernel
#

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

heady zealot
#

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

silk kernel
#

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

heady zealot
#

well i did the math for mine

silk kernel
#

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

heady zealot
#

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

silk kernel
#

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.

heady zealot
#

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

silk kernel
#

pipe maxes out at 300 m^3/min, each extractor creates 120 - so 3 extractors will backup on one pipe

heady zealot
#

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

#

just a long line of pipes along the side, with lots of connections along it

silk kernel
#

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
Satisfactory Wiki

The Coal Generator is a building that generates Power using Coal and Water. It is the first fully automate-able power source the engineer has access to and also the first power source to use a mined resource.

heady zealot
#

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

hot ginkgo
#

3:8 is usualy the best. Perfectly feeds the gens. No clocking needed. Snd uses a nice easy 120 coal.

heady zealot
#

Well I basically got 6 of those

#

using 720 coal/min at max

silk kernel
#

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

heady zealot
#

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

glacial hemlock
#

48 generators with only 9 extractors? do you overclock your water extractors? there may be not enough water

heady zealot
#

no

#

9 on each side with 2 rows of 24 generators each

glacial hemlock
#

oh, you mean 9 pipeline pumps

heady zealot
#

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

glacial hemlock
#

looking great!

heady zealot
#

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)

glacial hemlock
#

I am so excited. What could be revealed tonight? Pipe overflow valve? Priority merger valve?

stark bronze
#

Pipes with windows

#

Washing machines

glacial hemlock
#

We already have pipes with windows

neat light
#

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

stark bronze
#

I would love that

bleak coral
#

"Fluids" update: now everything is a fluid

#

No more solids

#

No more conveyors

#

All pipes all the time

stark bronze
#

This would have been a better scare back when everything is refineries

glacial hemlock
#

@neat light like what they did for update3

neat light
#

I assume so? I wasnt around when update 3 launched. Am about a month since purchase maybe less

glacial hemlock
#

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

stark bronze
#

"kinda boring" is a huge undertake

neat light
#

Wouldn't be so bad if they weren't tall af

stark bronze
#

Or have moving parts

bleak coral
#

just some variety would nice

neat light
#

I'm sure the devs have a lot of crazy shit planned. We are still on the tip of a very effecient iceberg

sand garnet
#

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

vast prawn
#

cool idea kwjcool321

sand garnet
#

the '2 plates at a time' thing might be useful to mention

glacial hemlock
#

ok. thanks!

sand garnet
#

maybe also mention the amount of items in the inventory and amount needed to produce

glacial hemlock
#

that's great!

sand garnet
#

also, slight sentence mistake 'won't stuck at the machine' = won't get stuck

glacial hemlock
sand garnet
#

I dont think you should clarify it's 100 for a stack btw

#

as some stucks dont adhere to the 100 per stack limit

glacial hemlock
#

oh, that's right

fallen gull
#

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 ™

glacial hemlock
#

lol

#

i can see how you have burnt your life away in this screenshot

fallen gull
#

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

glacial hemlock
#

it is just an illusion. The above setup is built on the North sea.

fallen gull
#

Cool. It's a nice visual illusion, seems like a gigantic waterfall coming down on the world from above

bleak coral
#

@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

glacial hemlock
#

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'

chilly patrol
#

Pipe update? Pipe to the toilet, so u can finally flush it... after so long time.

fierce ruin
#

WHAT IS 100000000321321321312312321432432 +2128376218472314673816413

empty hemlock
#

about 3

hot ginkgo
#

Atleast 58. If not more.

neat light
#

42

tropic plover
#

@fierce ruin thats 1e+32

wind spade
#

not really on topic of this channel but it's 100000002449697539784626995248845

fierce ruin
#

wait would i be able to produce tat much lol

bleak coral
#

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

fierce ruin
#

1 549 982 screws/min, apparently (wire are the second best option, with around 500 000)

glacial hemlock
#

are they using up all the steels and oils?

fierce ruin
#

not all oil

#

just 7500/min

bleak coral
#

Thanks, I figured it was screws

#

There's just so much more iron than anything else, and nothing else inflates from iron like screws

glacial hemlock
#

Lemme think... that would be equal to 3mil points/min, still can be easily overcomed by 10 turbomotors/min

fierce ruin
#

i didn't said it was the best point/min, but part/min

bleak coral
#

oh huh everyone's always talking about 156 turbomotors, but 823 adaptive control units actually beats it by about 7 million points per minute

trim geyser
#

so feeding adaptive control units is better than turbomotors?

glacial hemlock
#

True, but which is more resource effective?

keen patio
#

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.

bleak coral
#

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

worthy copper
#

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

bleak coral
#

the missing parts of these problems I'm always too lazy to solve though: minimizing nuclear fuel rods to produce just enough power

worthy copper
#

unless maxing fuel rods is a better use of material than maxing acus as well

glacial hemlock
#

Caterium computer + silicone circuit board ftw, not the other way round

neat light
#

@bleak coral sink overflow fuel rods so the resources are always being utilized?

glacial hemlock
#

Sink the fuel rods to continuously strain the Power grid? hmmm..............

neat light
#

Alright, maybe not the best idea

worthy copper
#

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

obsidian sluice
#

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

Satisfactory Wiki

The Nuclear Power Plant is a building that generates power using Nuclear Fuel Rods and Water, producing Nuclear Waste in the process.
It generates 2500 MW at 100% Clock speed. At 100% power utilization, a Nuclear Power Plant consumes 0.2 Nuclear Fuel Rods and 300 m3 of Water p...

worthy copper
#

yeah you'd use a standard overflow setup, only rods that cant be directed to reactors cause theyre full would be sinked

young rover
#

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 🙂

worthy copper
#

right i was gonna submit math on this

worthy copper
#

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

stone vigil
#

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

worthy copper
#

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

stone vigil
#

yeah, I was making a separate point about why his solution shouldn't be thrown away just because it doesn't quite power itself

worthy copper
#

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

stone vigil
#

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

worthy copper
#

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

stone vigil
#

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

worthy copper
#

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

stone vigil
#

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

worthy copper
#

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

stone vigil
#

agreed

worthy copper
#

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

stone vigil
#

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

worthy copper
#

holy shit its using adhered iron plate and steel coated plate

#

the blasphemy

stone vigil
#

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

worthy copper
#

greeny's calc was right all along

stone vigil
#

Oh? I must have missed that

worthy copper
#

yeah greeny's calc favors steel coated plate

#

and its cause of rarity-weighted resource consumption

stone vigil
#

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

worthy copper
#

what gets me is that its still worth doing adhered plate despite the absurdly high value of sinking packaged fuel

stone vigil
#

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

worthy copper
#

must be, its overcoming 1 unit of crude oil turning into 540 points via the recycle chain making containers and then diluted fuel

stone vigil
#

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

worthy copper
#

he never did clarify how to connect it all thinking_helmet

stone vigil
#

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

worthy copper
#

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

stone vigil
#

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

worthy copper
#

that would be an interesting problem

stone vigil
#

do you happen to know what # of turbo motors amelie is shooting for?

stone vigil
#

Looks like the full 156

fresh elm
#

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

hot ginkgo
#

I hope you added instructions on edits to load that beast.

sullen cloud
#

@fresh elm you did want to make a post on reddit about your build. Is there a link to this as well?

trim geyser
#

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?

hot ginkgo
#

@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.

https://youtu.be/t2X3wlvoShg

#

ImKibitz has also done some hyper tube stuff in the past. But I dont know what videos off hand. Somewhat recently.

royal ice
#

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"

sand garnet
#

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

trim geyser
#

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.

sand garnet
#

how are you checking the speed

trim geyser
#

timed how long it took to get out of a fixed length

wind spade
#

that assumes your speed doesn't change in the tube

trim geyser
#

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

wind spade
#

I'd still like if they removed the accelerator thingy

trim geyser
#

im not a big fan either, but i wish hypertubes were faster. So accelerates are the way to go for now.

sand garnet
#

if they give us back belt launchers they can take away the acceleration

wind spade
#

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

sand garnet
#

but balanced for what? singleplayer? why limit intentionally what people can do with it

glacial hemlock
wind spade
#

even for singleplayer you should have some balance

#

if there was a recipe 1 iron ore -> 10 turbomotors, it would be OP

sand garnet
#

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

wind spade
#

I mean this is not a bug, it's just exploit of game mechanics

sand garnet
#

bug, exploit, all the same in this context :p

wind spade
#

and power draw is super small, you have 100s of refineries, a few entrancnes with 5 MW draw don't do anything

sand garnet
#

would you also nerf the perfect turbofuel setup, for example? because it kinda makes nuclear power obsolete for the majority of players

wind spade
#

not really

#

it has it's drawbacks

#

but nuclear is still superior

sand garnet
#

I'm fairly confident the setup provides more than enough power for the majority of players

wind spade
#

so far

glacial hemlock
#

why balance hypertube launchers? they are the best :<

wind spade
#

you just answered your own question

glacial hemlock
#

I believe speed is multiplicative instead of additive, but more systematic measurements (for example, launch distance) should be made

#

@wind spade 10MW*

wind spade
#

still

#

manufacturer is 55 MW

#

refinery something around that as well

#

the power draw is pretty much nothing compared to your base

glacial hemlock
#

yeah, a typical launcher is only about 150MW

wind spade
#

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%

glacial hemlock
#

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

wind spade
#

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

glacial hemlock
#

let's see what a jump pad can do first, maybe they will be the inferior alternative to cannon

sand garnet
#

booster-tubes

bleak coral
#

I just don't understand why you want to put a speed limit in the tube, what fun is that?

wind spade
#

you don't need 500000000km/h hypertube for it to be fun

bleak coral
#

but doing that is fun

#

and what does stopping it get the players?

#

also 2x speed is still really slow over long distances

wind spade
#

more consistent hypertubes

#

less confusing and more balanced

#

and long distance is supposed to take longer. Use a train, it's pretty fast

bleak coral
#

hypertube cannons are a pretty deliberate thing, if you're not doing that hypertubes work exactly as you'd expect

sand garnet
#

if people want to build 500000km hypertube they should be able to

wind spade
#

by the same argument if people want a constructor that makes 780 rods/min, they should be able to

sand garnet
#

no

bleak coral
#

that's not the same thing

sand garnet
#

1 affects factory gameplay, the other has no impact on the actual factory gameplay

#

Im all for not limiting creativity

wind spade
#

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

sand garnet
#

how does 50000km hypertube affect it?

#

sure, but we've moved away from launchers and now just talking about actual hypertubes

#

right?

wind spade
#

no?

bleak coral
#

km/h not km

wind spade
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^^

sand garnet
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oh lol

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i thought it was distance

wind spade
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nope, I'm talking about speed

sand garnet
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and well for the km/h thing, there's still needing to set it up

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I'd argue it's only really useful for inter-factory outpost transportation

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for exploration its more like a one-way ticket

wind spade
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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

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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

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and again, this is just my opinion

sand garnet
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right but then you're in the middle of nowhere, you still need to do the regular walk of shame back

bleak coral
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I can see that, but I just don't agree 🤷‍♂️

sand garnet
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I think your logic applies to belt launchers, but not necessarily to hypertube cannons

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belt launchers are a 5 sec setup

wind spade
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why not take the same hypertube back?

sand garnet
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hypertube cannons are not