#math-and-meta
1 messages Β· Page 491 of 1
Check the foundries, left side of the panel, items required per minute
The standard recipe uses 45, I'm assuming you're using that
ok, so then definitely
I'm making steel which is three coal and three iron a minute per ingot
I don't know my coal though so
3 for 1?
BRB AFK shower time
There is some confusion...
The standard recipe for steel is 3-3 to 3 (iron-coal to steel)
The speed at which the resources are consumed is displayed by the machine if you interact with it, at the left side of the panel
yeah, i though i was remembering something wrong, i was sure that my 270 belts needed just 270 of iron and coal
Yeah, you should be able to fit 2 const and 1 ass in that
so you made a 4x6, and are asking how to work with a 4x5?
Have a floor below for that
1 wall high can be enough. Half if you don't care about walking easily in it
i don't have much experience with underfeeding, i will leave this to you
normally i leave space so i can do this
I don't have much experience with AxB challenges, so your help would probably be appreciated
For the challenge you can't have lifts going along the outer side of the building?
but there should be a foundation of space between the platform and the glass, right?
a walkway should take half of the space, so i think there is enough space to work with lifts
hold on
that should make this easier
only the first lair needs to be 4x2 then after that i can do stuff like this
Seems like you have space for many possibilities then
yes!
You can fit 9 lifts in 1x1, so thats one way to reduce size
Granted, you still need to leave belt room
also if any of you want to join and look for yourselves your welcome to it
So should I just have 72 foundries?
@wheat saddle
https://www.satisfactorytools.com/production
This site will help you immensely.
how do i use it
Bando I'm not allotted time on PC after 630pm on a weekday exclude Friday
And Actually I'm here not in #old-questions-and-help just so I don't get booted to a calculator
Thanks for nigh almost always punting me to
Using the calculator would be the quickest way to find out how many machines you need.
But what are you trying to make? Standard recipes? And how many resources do you have?
Standard as start for factory I may use Alt for later recipes like past like the double input machines
And rn trying make steel ingots at foundry
And you have what for iron and coal? 720/min of both?
Iron at 720 idk my coal rate as of yet
I can't really give you an answer without the number of coal. But if it is 720/min, then 16 foundries.
Here is the calculator that goes with it.
https://www.satisfactorytools.com/production?share=7x8vvtxcDWGNL7DzevxY
That only works with 720 iron and 720 coal per min though.
Imma check tommorow, I have to work the next day for school
So I'm still on the fence about how many Modular Frames I truly need to make. Like, do I need to make 10/minute? Do you need Modular Frames for a lot of things to say it's worth needing that many?
Please note this is my first time playing, and with me I only make what I really need instead of make because it exists.
Not really
I make 0.3/minute of the heavy ones
then again been a while since I checked how many normal ones I made...
fudge your talking about normal ones? Your gonna need more than 10/minute. Sorry.
So 10/min is the 'bare minimum'?
And what about steel? Because I haven't started with that either yet.
Ah
Yeah your gonna need a decent amount
in mid game recipes steel is about as common as iron is early game.
Almost all the recipes use either steel or something made from it midgame
Alright.
at least it feels like that sometimes
Either way, encased beams are how you make conveyor mk 4s and those are steel beams + concrete
So for faster conveyors youll need a lot as well
heavy modular frames consume a decent bit too
since 2 of the ingredients for them require steel
Alright, thank you.
np
@fallow vector I'll try seeing if I can explain as well as you do π
Like everyone wanting to maximize turbomotors, I first calculated how much of each resources and what number of machines I needed to turn the 7788 bauxite of the map into TMs. Then I realized I should leave some sheets for personal use so I reduced the heat sink assemblers by 1, leaving a 34.5 sheets/min for storage.
In the end that meant having in the chain (from allu solution refineries to turbomotors manifacturers) 111.25 ref, 98.88ref, 61.8 foundries, 82.4 assemblers, 65 assemblers (even number since I deleted the uneven one to take out the 34 sheets), 68.22 manifacturers and the final 54.57 manifacturers for TMs.
But when thinking about how to place them I wanted to spice things up. In the end I grouped the machines in arrays that allowed me to feed them easily. I decided for the solution refineries to be in buildings containing arrays of 6x4 (100 water each, noice, 480 solution output each 6).
But then came the realization... All the other machines (excluding the TM manif) actually number less then the refineries I need... so why not fit them IN FRONT of them since the refs are the biggest anyway?
Thus I came to make arrays of 5 allu scraps refs (450 solution, so 30 OF [OverFlow] for each pipe). Those feed 3 allu foundries exactly leaving only 30 OF per array. Lo and behold, the ingots are just enough for 4 assemblers, great! Then... would you look at that, if I clock the heat sink's assemblers to 80% they go 1:1 with the previous line... No brainer there. Finally the manifacturers... which in groups of 3 each at 112% take ALL the heat sink with no extra. Great!
Once decided with the 5:3:4:4:3 design, I made it 3x and stacked it into 6 buildings. All that is left is to feed the OF to a smaller array taking care of it and finally load everything into the manifacturers for TMs! Of course everything is perfectly balanced (everything not produced comes through trains)
Sorry for the textwall, enthusiasm got the best of me π
shouldn't you be sleeping?
No manifolds there, btw :P
I mean, there are some sort of manifolds, but they are balanced
Sleep is for the weak. Today I'm way too powerful for that ||can't sleep||
idk if dicord is the best way to want to sleep
Nah, I'm actually being productive. Sleeptime is precious, so I can't waste it all on Disc just cause I'm... too powerful to sleep
I have a fixed minimum amount of everything to produce and just stick with that π
@frosty owl p.s. this is one of the channels I keep muted, so I didn't see your message right away.
No worries. I didn't actually expect you to read all that o.O
Btw (I'm still in the learning curve), does "muting" disable mentions too?
No, you have to suppress those
an icon appears indicating there's a mention but it doesn't go ding
@frosty owl 7788 instead of 7800? Shame on you lol
Sacrifices had to be done to have all miners at 100% efficiency :P
(777.6/min from pure nodes)
I think it's worth the loss xD
You can put in additional extractors too
What do you mean?
You say extractors all run at 100% and have to sacrifice 12 bauxite, so just put one more extractor and make it 7800
I don't really have any way to just add another bauxite node, though :\
I mean, I could just hook up some portable miners and unload them regularly in a storage...............
Oh, the extractors you mean are miners
You overclocked them to 162% instead of 163%, is it?
On one side, totally my fault...
On the other hand... Bauxite extractors? Really? 
Exactly
So setting them 163% solves the problem, but somehow you prefer 162%.π
As I said, I want them to run at 100% efficinecy. 163 would make that 97 or something

So yeah, I do that for each pure node and then have to deal with the .6 resource everytime... But I want that smooth graph
I was also bored and made 20 refineries for plastic and 20 refineries for rubber which feed into 13 refineries each for recycled plastic/rubber to get me a 780 output of plastic/rubber. Turning all the extra heavy oil into fuel with fuel dilution supplies the machines almost perfectly building up minimal excess. I think throwing things into sinks is weird so I tried to brainstorm something. Obviously not perfect but I was proud. (I think it was 20 packagers, 20 refineries for dilution and 20 packagers to unpack. Also two full mk2 pipes for oil input)
20 refineries for plastic and 20 refineries for plastic
confusion 1000
also it's not optimal setup, but whatever floats your boat π
Whatβs optimal π
alt HOR into diluted into recycled
I'd like to ask your opinion about the setup I described above, @wind spade , but I fear it might be too much text to request that π π
What is HOR π
heavy oil residue
you lost me at not using all bauxite, sorry
Oh using the polymer resin?
huh?
no, using the heavy oil residue to make diluted packaged fuel and then using the fuel to do the recycled loop
π€ I think thatβs what I did but maybe my explanation was not good
hm maybe I misunderstood
Guess I need to sharpen my explanation skills even further...
The part about not using all the allu sheets you mean? (I was referring to the huge text block above, not the conversation with kwjcool321)
Shameless autopromotion xD
Aye
Well, it's not 7800 cause I clock miners to 162% instead of 163%. No big loss there
yeah but I hate you for that and don't read futher xD
How else would you have mk3 miners on pure nodes run at 100% 
why would you want to run the miner at 100% over having more resources
Because I don't really lack resources, so I'd much rather have a flat power draw and compensate the lost coupons making more HMF or something rather then having the miners stutter
It's a 2.4 loss for every pure node, not really that big a deal IMO
either you're maxing something or you aren't π€·ββοΈ
It's not even worth 1 turbomotor/min, I think
Maximizing EFFICIENTLY
I mean, it's still not maximized since I still need allu sheets for myself (so a couple TMs lost)
Endgame falls flat imo also. Itβs just coupon maxing as a goal ?
You can set different goals at your preference.
Mine is: 100% efficiency on all machines. Making many coupons is secondary to that
I had just been having fun balancing the machines. Strong dislike for the exploration and long distance resource moving logistics. Maximizing anything seems like a total drag of inventory management to make stretches of logistical networks lol. But to each their own. Still fun π
Things were super lame too until automated power
Heh, I used to think that too. Then studied how the bauxite nodes are positioned and noticed I could make the whole TM factory close to both Baux, water, coal and some copper too. Meaning (once finished) it should produce 150ish TMs using only 3 trains (less then 15 cars) and a stretch of less then 5km of belts going to the nodes IN TOTAL
Less then I had in many other less complex and less compact factories I had in the past
Thatβs pretty sick to plan out tbh.
Things you can do only if you think about the WHOLE picture (so a maximized factory of some kind, usually)
But overall I agree with you: making big streches of logistics can be pretty useless if not planned properly. Item count goes through the roof too xD
Also a fistbump for a balancing brotha π€
Rechecking my math my stuff wasnβt balance at all LUL. Ohwell it was better than it was before π
Emptying tanks of fuel oil every trip back to the base so I can have plastic again. π
Ughhh, I hate having to remember to do that xD
That's the weakpoint of your world I guess (since you explore little): too few alt recipes!
Well, we learn and improve :P
Haha. First day I streamed this, some dude joined my chat and said βbro go find the recipe for casted screwsβ. I made those 400 extra constructors out of spite. It was more fun to make those jank builds with jank recipes than it was to find those silly hard drives anyways π
LMAO
You still use to stream? ^^
I may need to cool it as I logged like 100 hours last 2 weeks π
Just make a run for it as soon as you have jetpack and hypertubes. If you're quick and prepared you can get them all in 3 hours or less. Tedious, but the payoff with the recipes is huge (just think about not having to empty those fluid buffers ever again!)
Imagine going to rehab playing too much factorio and then you just play satisfactory instead
My favorite way of travel has been placing down a small aluminum belt and using the forward momentum and jet pack
True lazy style π
End game falls flat cuz end game isn't complete.
Combine that with materials to make hypertubes and some biomass and you can travel the hole map and cannon yourself back to base ;) ahahah
Sure. It sounds like a complaint more than it really is. Iβm probably just comparing it to its other narcotic (factorio) too strictly. I think the package deliveries would benefit for by requiring more of smaller things or like something like science packs opposed to something that you can fit in your inventory or cheese by tractor crafting. The game is also way to efficient running in AFK mode imo. These are tiny complaints and odd solutions tho
Belt speed/cost was tremendously imbalanced imo also
For the insane value it provides
i think the cost is ok, but i think belts should draw power
like, maybe the belt draws power from the last machine it come from.
Is power ever going to pose a problem ?
Game's perfect like this, no faults at all xD
having experience in factorio when playing satisfactory (or even other games) really ruins the fun
wube software are really the best
well, if belts would draw power, i think vehicles may be a slightly more viable option
and belts v train wouldnt have the trains use so much power arguement
Tbf I didnβt use vehicles hardly at all except a day I spent trying to get a tractor to work the way I wanted too until I got flustered and quit and made mile long belts π
The downside to belt versus train in factorio was cost/time/speed
Which are somewhat non factors in this game
(I say ignorantly)
if the belt was too long and pulled much power, then vehicles may be more of an option
Yeah I see your point. Making vehicles desirable because they work better is just the better route, opposed to handicapping the alternative imo.
Maybe some logistic bots or amazon drone deliveries 
IMO the tediousness of making long conveyors is enough of an incentive to go for vehicles trains, but I've seen so many make incredibly huge and long buses that make me feel the boredom of building them just by looking π
This is my thing. Trains are just easier to build than mass buses of belts.
Plus also, it looks cool having all the trains coming and going through the factory.
Trains are so much fun hope they don't do collisions yet as I need to sort my transport system out. Trains over belts for long distances, trucks for short flat no obstacles route, and then belts for any other route that would be deemed too short for a truck due to the fuel logistics you would also have to do. But mainly trains for everything.
Good day to you all
let me check real quick
Well the thing is, the alt is probably better if you want to save some time and resources so i would go for the alt recipe
Do you think it makes sense to build a combined factory for Steel (Pipes and Beams) and Advanced Steel (Encased Industrial Beams , Heavy Modular Frames and Stators) ?
(I have no useful Alt Recipes at the moment)
I am trying to find some useful synergies in the ratios at the moment
Okay, I just saw the dependency chain for the Heavy Modular Frame... forget what I said, this doesn't look like something to "add" to a larger factory π
Oh it's not that bad..
except for the 8 Alternates I don't have π
You'd be surprised by what machines you can fit close together fiddling with OC
Don't give up!
( Ijust managed to rush to TIer 4 and got some Hypertubes running) but my steel factory is more than a little bit adhoc
I don't plan to give up... but when the caluclator tells me I need 20+ machines just to fuel one production engine for Heavy Modular Frames, I have to rethink how I do things ^^
At the moment every floor of my factory does all things on its own... because I forgot to plan a good system how to redistribute stuff when I added the 2nd floor...
I may be repeating myself, but having a floor below the machines help greatly with belt management. Even if there are no belts it can be used to make belts pass through buildings easily
Also leave some space for pillars. They are nice as decoration and give the idea of supporting the place... But more importantly, they mark a free vertical space you can use to move stuff with lifts between floors!
I did this starting with the third floor... a bit tight maybe, but good for prevent blocking belts.
The time when you need to dismantle half a floor just cause you can't get a belt through...
Been there, done that... got a slightly different problem a floor later π
@dark depot https://www.satisfactorytools.com/production put 40 turbo motor output into this website, it's the updated version of the one you are using. I can't really read that small text to check the alt recipes, but I have a strong feeling some of those numbers may have changed over the past couple updates
Yeah, your outline is using 840 coal p/m, on the updated calculator it's using 1990 coal p/m to create the same amount of turbo motors with the same recipes
OOF
Almost all your inputs are different.
is this calculating alts though?
Yes. You can enable them on the drop down menu to the left of where you put in what you want to craft
go to recipes, and then enable each individual alt, or enable all at once
plus you can disable the base recipes if you so wish to force it to use a certain alt recipe
this hurts my inners
i guess it's worth it to just go for 10 then or something
just want to max out storage for T8
when did this change?
Henning if you have the solid steel ingot alternate you can make quite a bit of useful stuff with a single 240/240 supply as it means each foundry can supply directly to steel beams. Also possible to make more use of steel with the pipes alternate for encased steel beams. definitely some useful ratios there
I have no (zero) useful alternates at the moment... opened two pods and got things I don't need ^^
Yeah it's randomly chosen i think
But with 240 you can manufacture... 3 steel beams and 2 steel pipes i think
@frosty owl asked me for a few screenshots of my current factory... shall I just add them to "#screenshots" ?
3 constructors and 2 constructors of the above materials sorry
Which is 45 steel beam and 40 pipe all told
sorry, have to convert the screenshots to a more compact form... too large to upload I think
Shouldn't be.... I always upload the raw, even if the game saves in a uselessly big PNG format
Windows+shift+S gives you a clipping tool. Copy right to clipboard and ctrl+v right into chat.
One screenshot per MINUTE? WTF...
10 MB per picture would be bad π
We have a 100mb upload.
And I made my own that opens with Win + W (I overriden the windows key for that whiteboard thing) And I can use it to draw on the screen and then press escape and save a screennshot with the drawing done in 1:1 scale... because I was bored one day. π
That sounds incredibly convenient.
okay, this was much easier than uploading it into Discord...
I don't want to wait for 6 minutes just to upload 6 screenshots...
I wish I was part of that "we"....
Pardon me, I expressed myself badly: I wish I could make use of that limit
Would take me days to upload that much
At 1 picture power minute I will just upload them to Google I think
Compact base
Is everything in there??
Except for power generation and cement
Eyy plenty of space for expansion then! Both on the canyon and in the river valley
@frosty owl should I make a big PDF file with my Pipeline research data, besides just whats on the Wiki and my Diagrams?
You haven't yet?
What're you waiting for?
Chop chop!

Think about all the pain we have to go through explaining pipes to noobs just because you were to lazy to update your diagrams π€£
I have documentation, just not suited for external use
We'll make do...
How "perfect" do you want them to be...?
Also, if you want to test sloshing, @dusky dust got a good example (that showed issues, but not once I tested for some reason) for that ^^
Im thinking of making it a kind of guidebook. First "chapter" research data and facts, second is a problem solving guide, last are issues i noticed
A full MK1 not working properly, much like mk2 it seemed
Third is copyright and licensing of it 
Well, I got a lot of work ahead of me.
Third will be "Open questions and To-Do stuff"
Imagine licensing guidebooks for someone else's game... 
Like "does frictional loss exist? What are the viscosity values for the liquids? What do they affect?"
... Just a TAD
I don't really envy you there π
π
Still, I'm up if you need help with testing or stuff
We should try having a Coffee strainer answer those rather then finding by experimentation
Yeah but i doubt they will xd
Who do you think would know?
Aka? Don't see him in Disc
I think hes "Snygglich"
Never seen in chat :/
Oh boy, hard way it'll be then... Testing.... And more testing...
Yep
Heh, I'm still not convinced that my issue is actually "sloshing" or something
It really feels in my case like some floating-point errors just silently accumulate in the background and eventually become noticeable.
Some kind of slow-but-inevitable growth.
Like even on that 300/min oil pipe -- with a manifold, it took 40 minutes for any of the refineries in there to be showing any problems at all -- they'd all hop right back to 50 mostly immediately
When I swapped that test over to something more like a balancer, it took about 90 minutes for any of them to start showing problems
That or maybe some spike in CPU load, or an autosave interrupting some timing processes right at the worst possible time, etc.
To add more context, I filled the refineries and let them run for 20ish minutes... I couldn't notice any defect other then some sloshing and half/empty pipes in the manifold sometimes. All ref were refilling properly and at max capacity
So it doesn't completely bar the possibilities of those half-enpty pipes to actually start having issues later on... Maybe... Possibly...
Once again, its a complicated issue. Its hard to test for
Satisfactory is not even simulating pressure in pipes, they just do "maximum height" in a quick-and-dirty way... so most likely its some kind of software issue, maybe related to some iterative updates.
Dylan actually said that the calculations use pressure systems
Head Lift is disconnected from that, it seems
I still think viscosity would be unnecessary and unneeded :/
it uses viscosity, pressure and stuff like that
similar to real world, but the actual algorithm is hidden
Someone's got to get some Ghidra going or something. :P
Confirming the Frictional Losses is still an open task though
Memo to myself and everyone... placing two hypertube exits right besides each other is bad for getting of the tube
Build the fence, problem solved.
Leave about 4 "units" of space to get out
Not sure what you mean with "build the fence"
I have 3 next to each other for different factory floors, divided by conveyor poles 1 or 2 steps high.
Whole thing is... 12 by 8.
"fence" is an organization item. Can block you from flying away from the entrance/exit of the hypertube
12 by 4 for hypertubes entry points, 12 by 4 for free space.
Fence is... Of questionable utility right now.
Very limited placement option and it is strictly horizontal.
I think they're pretty cool. Love to use them around foundations next to machines for easy access to the machines without falling in peasants' ground level
Also, build entry points 1 step high (one move upward than setting how high it will be) and angle it downwards one step.
Hard Drive for a single fence walkway ramp :3
Upvote
As a Frame Foundation user, I make decent use of Walkways. Also, aesthetics...
How I wish for Walkways and Foundation being adjustable entities like Poles...
I would like half fences... To seal of the part without the walkway
...At least Walkways clip in to foundations... Not the best solution, but with lack of option... :Π·
Our maybe just a 1/4 foundation... For smaller holes in the ground
Hmm... Conveyer-ground-holes? Like hypertube holes?
Foundation "holes" similar to wall's ones are in a steady demand, yes.
A belt is smaller than hyper tube
Also why can't we have excessively high requirements for teleportation
Teleportation trivialize literally everything about the game? :Π·
Isn't coal on mk3 miner mk5 belt on pure node go 720 ppm
Not if it connects two points by a machine on each side larger than a manufacturer... π
Manufacturers use raw coal ore?
Also i mean short range teleportation, like less than 300 metres
agreed, its more likely to be short range
Idk how I feel about teleporting.. Maybe it'll be limited throughput with a very high per item power cost?
like 20MW per item? I dunno
that would be stupid expensive even for nuclear
I mean, if you want to teleport something, you have to pay for it right?
but if it's that expensive you may as well use anything else rather than set up all the uranium in the map
Maybe not that expensive, but it's just an example.
if its based on quantum tethering it would consume something at the target destination proportional to the mass of the object being teleported and leave behind useless bits of particles at the point where it is teleported from
if you are gonna waste almost 16gw for a single belt, it may as well not be there
I mean, I did just make up numbers, what I was trying to get across was the concept of spending power to move a part.
As someone who has yet to adopt trains.. I like belts.
which, surprisingly, teleportation through this type of system where particle A is destroyed in the process of learning everything about its quantum state, B is tethered to A and we figure out the information about A remotely through it, then we can, with no time delay based on distance, turn particle C into a perfect copy of the quantum state of particle A has been done on the scale of one or two particles in the real world if I remember correctly
the concept is called "Quantum Teleportation" though really its "Destroy and make somewhere else practically instantaneously from new particles."
more reason why it should have a per item power cost if you ask me.
I like the idea of connecting the personal inventory to a stationary that can be fed from a belt
Spoiler for un-released content: ||That was a thing in un-accessible content in the past.||
It should.
Neat. Thats definitely something that would have quantum computers in the recipe for it too.
Wiki has a complete list for a un-released content dug out in older version of the game. Mostly, Q-Physics related.
nice
I like quantum theory and such even if my understanding of it is extremely superficial.
Hey since it says "Disable Seasonal Events" In the menu, with events being plural... theres more than just FICSMAS isnt there.
Quantum theory would most likely day "you cannot teleport"π
I'll stick to what I do know.. and that's electrical theory and AC waveform. lol
Well you cant, but destroying and then making an exact replica of yourself elsewhere at a speed that may as well be teleportation is game.
thats what "Quantum Teleportation" is
According to modern science, you cannot used Quantum Teleportation for transfer of information.
On the other hand, modern science is build on a lot of assumptions and extrapolations, so...
:Π·
The whole trouble
with wavefunction collapse and observers suggest that we have good math but are bad are bad at interpreting what is going on.
well actually you kind of can. Its not "Quantum teleportation" exactly but it does use concepts from quantum theory: Tethered particles are never in the same state, this is part of how quantum computers work, as you can share information encoded in binary so long as there are only two possible states, which for a computer there have always been only two states, and the complex stuff is just a combination of these two: On and Off.
This escalated just a tad over what we normally refer to as "math and Meta" in Satisfactory π
So, I posted a screenshot of satisfactory calculator and made some remark about it lying or something, something about .5 machines
Well, here's what I've done with that screenshot so far, please excuse the missing belts and unpowered machines.
Basically if you really wanted to you could have one half of a quantum computer on one side of planet and the other half on the other side, and so long as they were communicating through tethered particles properly, it would function, albeit it would be a horrific task for an engineer to face to find a way to set up the system without messing up the tethered particles.
Also to get us back on satisfactory topic, here's some factory.
Once set up though it would function fine.
How so? This is pretty normal for me.
You specifically, unless something was discovered recently, cannot transfer information using entangled particles. Done my research in the problem due to Mass Effect 2 using them as means of FTL communication.
yeah
Missed "cannot".
quantum teleportation is an expansion of that concept
Edited message.
and while you cant transfer it directly
you can cheat a little which is how quantum computers work
because if something can only be on or off, and one of the tethered particles is on, then the other would have to be off for example
which happens to work really well with computers when you realize how binary works
Or at least, thats one approach to it.
Technically the thing we usually refer to as quantum computers is more messy and not based in this at all but hey
some concepts like quantum teleportation that are based on this idea do work in practice, so somethings going on
Don't let the catchy name distract you, says Philip Ball: the questions inspired by this arguably misnamed phenomenon go to the heart of quantum theory.
theres one site that explains it here ill find some more
Quantum teleportation is a technique for transferring quantum information from a sender at one location to a receiver some distance away. While teleportation is commonly portrayed in science fiction as a means to transfer physical objects from one location to the next, quantum teleportation only transfers quantum information. An important note i...
A university quantum algorithms/computation course supplement based on Qiskit
I think if I pull up some sites to back up my claim that should end it
While we're talking about all this quantium stuff.
Something that's always fascinated me was the universe is 12 billion years old, we know this for a fact(big bang theory w/e) but the universe is something like 150 billion light years big.
ah if I understand correctly I believe the universe is actually expanding faster than the speed of light if that helps
Well, I did note "if something was not discovered recently". I am pretty sure my own dive in the issues is older than first article linked. Still, that is a lot of "ifs" and "buts" to make the concept meaningless in grand scheme of things.
so the universe is expanding FTL. yeah. I had to have Einstein explain as to how that's possible. I think it falls under his theory of relativity, as the speed of light is relative whatever excited that photon/emitted the light
it remains consistent with the speed of light limitation, the acceleration of the expansion is attributed to dark energy I think
I can't really type the whole thing out. but it involved two lights on a train that was moving at 50% the speed of light, and the observer was standing on the platform, if the lights were turned on at the same time he would see light on the far end of the car moving past him turn on first. however if he was inside the train car, they would turn on at the same time.
and all our red shift measurements and background radiation measurements are consistent as well
yeah there are a few thought experiments to explain what relativity does to keep speed of light constant in a vacuum etc etc
so the universe expanding FTL is because it's relative to itself expanding and as it expands it like adds up or something. Idk man I watched cosmos with neil degrass a few years back on netflix. awesome show lol
it would be fun if it wasn't so oppressive for space travel and galactic exploration
Heh, I think we've got plenty of hurdles to overcome space-travel-wise before universe expansion starts becoming our main issue. :D
Though yes, the ever-expanding universe is rather depressing from a far-future perspective. I think the general consensus is that we're heading for an infinite expansion, rather than eventual Big Crunch?
No... you cannot use entanglement to send information...
I have no idea. Either or sounds good to me. I don't really follow all that stuff that closely, but don't get me wrong it's cool af. but most of it is way over my head.
the speed of light is a speed limit for causality... for information, energy and matter... not for space expanding itself.
iirc the eventual heat death of the universe was the most likely outcome so far
well... technically you can... but it's random
like you can't send a text line or whatever
no... you cannot transmit... you can measure the value on side X and then you know what side Y will see... no information is transported from X to Y.
Thats just cheating it. Which is still transferring information
okay, lets assume you want transfer a single bit... you take the measurement, yours says "head"... you now know the other side will measure "tail"... but you still have not delivered your bit. You just measured a part of the entangled quantum system... you can use QE as a common source of "randomness"... but you cannot transmit information. The limit of "lightspeed" is integral part of quantum theory.
just an unrelated (Satisfactory) question... is there a way to put a sign on a wall?
signs aren't implemented in vanilla yet
I probably misunderstood something at some point then
my limited understanding of quantum theory is superficial and comes largely from sheer curiosity and trying to grasp things way over my head.
@vast jungle You could spell things out really hugely using pipes and a bunch of walls. :D
You'd be able to read your signs from all the way across the factory!
colour coding is how I sign things
Memory and patterns for me.
I was thinking about signs for my hypertube hub ^^
speaking of maths.. Is this just because of the way the sink works? it's getting a steady 20 supercomputers a minute
but when they're produced they kind of come out in bundles of 5-7 and then there arn't any for probably 10 seconds or so. and that's why the graph isn't flat?
What increment graph in, actually? It can be precise enough to notice uneven input.
come out in bundles of 5-7 and then there arn't any for probably 10 seconds or so - that's generally been what I assume for graphs like that
It presumably just polls frequently enough that it catches those up/down periods. If there was a function to specify a time in which to average the data, the line'd probably even out
I know it's producing 20 a min. which is like 1.9M ppm, but it swings from 2.3 mil to 1.8/1.7 mil
(relatedly, I also wonder if a similar effect is happening on these maxed-out pipe setups that I'm using. Like if you end up with a bunch of machines that reach the end of their cycle at the same time, could that be starving the system? Though if that were the case, I'd expect the problem to become apparent much more quickly, since those things are otherwise producing at exact intervals. And I'd expect to see fluctuations on the input pipe, as well)
It's possible, I learned while I was building that factory, actually. it's best to simply not max a belt/pipe
because max belts/pipes just act strangely and don't do what they're supposed to
Oscillating nonsense like this is why I just build with redundancy.
So, you're gonna come and rework all our factories with redundancy to stop them from oscillating right? :p
one drawback of hypertubes... they are LOUD
Bounce. Pads.
Much safer once you get the blade runners
Fun fact... you cannot colorize a Hypertube Entrance
they change color when you change the default.
I wanted to color-code the Hypertube-Entrance's in the hub... sigh
it's something they might add in the future, maybe
How far out did I take this!?
if you are not hitting the death barrier, not enough
OK IM GONNA KEEP GOING
No, I don't think the timing of the refineries' refill matters
Yeah, I agree it was a longshot. :D And the input-pipe flow rate is a strike against it, too.
I'm sorry but that topic actually turned more to #off-topic-general than it did #math-and-meta
Or was that what u were sayin
Also I think my coal line is 2*480
So 960ppm
I want to build a giant factory but I have no plan on where to get started or how to layout my buildings/conveyers.
How can I get started?
I remember a website where a lot of Structures were shown with building instructions but I don't find it anymore
I basically dedicate the first few floors to mass basic production, storage, and resource intake. After that i start building everything else.
The desert map so far is my favorite for big builds
I shared a #screenshots
This layout works at the moment but I don't think it does scale enough for these big factories π€
Need to have you own production goals, but that'll help with the math side of it.
Seriously
1 biomass burner, 1 packager and 2 fuel gens...
the issue is I had run out of concrete and couldnt connect multiple power producing buildings together
Just reclaim concrete as you go along...
Yes, but only to about 60MW
Pic show 16 limestone. Along with plate and rods. Enough to make a workbench and 5 concrete
wdym by flowchart/diagram?
yeah that's fine
Yes π
I made a skate park
skamtebord
skmatbord
well its been nearly 2 and a half hours and I just cant wait
Also we need some sort of skateboard-like item to play with. Factory carts are fun and all, but they just aren't able to get it quite right with the center of gravity they have
Wish we had 'Short-Range Teleporter'
Max distance before 'temporal rift too far' 250m
There is a mod for that
weawy?
really*
I am so π§
I also think we ned hypertube thrusters, like no entrances but to speed up inside as u go
The mod for that scared Kibs.
Power suit mod and power modules
nvm we talking about it in #satisfactory
F
F
Is it done
now you have access to tier 7, remember it is facing reworks in the update coming sometime feb-march
I'd say embrace it and stockpile everything you can
or make more tier 3-6 things to prepare for final products
https://satisfactory-calculator.com/ is weird, how do I change it not to pull resources out of nowhere?
Satisfactory helper to calculate your production needs.
You can try https://www.satisfactorytools.com/, I know you can adjust how much of each resource it uses for the calculation, and can even add items being made elsewhere
It doesn't do the logistics for you though, just number of machines and input/output
Yeah it works better, but still kinda bad on small quantities
What do you mean?
Alternate recipe selections not always make sense with their efficiency
It's a weighted efficiency, it takes into account how rare a resource not just the total amount of resources used.
That's why you can turn off alt recipes and resources though, cause a calculation can't judge based on complexity or logistics overhead
Or well I guess a different one could, but this one doesn't
well specifically it ignores alternate Casted Screw recipe, even though it requires additional machine that will be producing iron rods for same resource use
ah no wait, bolted frame, need to calculate it again....
Huh, I was pretty sure it used casted, but bolted isn't resource efficient it just uses less machines
ah, Bolted Iron Plate takes more screws
I suppose there could be a items/min solve for power efficiency or one for solving for least machines, that'd be neat
46x for 3 in base recipe versus 50x for 3, but then it means power is not taken into account
If you want those you've got to fiddle with the recipes right now
yeah I now know how it works, so I can disable some base recipes to get what I want
Thanks for tips!
No problem!
re: even though it requires additional machine, I don't think any of the calculators attempt to minimize the number of machines you have to build -- they tend to be focused on getting the most out of your ore
On the https://www.satisfactorytools.com/production one you can also change the weighting values for the various resources, which can help tune things to exactly how you want
as far as I know changing available resources doesn't change the weight value for efficiency calculations it just changes the max amount allowable; it should always use the max map resources for the weighted efficiency value
@wind spade ?
it's on my todolist for quite a while
but right now the main focus is on updating the code and libraries to newer stuff
which should help with speed as well as make futher development easier
@earnest drum I forgot to also mention maximize solves for most items and not for efficiency, so if you want efficient and most you use maximize then take that number and use it with items/min
that sounds good, making development easier is always good
this is something I want to add eventually, although not for machines, but for power
(which in the end is usually the same)
I'd imagine the pure recipes might be the exception, since you can run a lot of smelters with the power it takes to run a refinery
would you take into account the additional water extractors for a power calculation? obviously miners/oil extractors would be difficult because of node rarity, but there's only one water extractor rate
pretty much everything is planned in one way or another
the issue is not coding it, the issue is coming up with a system that's easy enough to use, but allows for any usage people may want
miners are one example, where I'm still struggling to find a good solution
Easy - just have it ask for permission to a webcam, snap a photo of the user's face, and glean their intended parameters from their facial expression
Easiest UI ever!
that's also why for now miners are excluded and only the raw ores are displayed
If they look real grumpy they might not be in the mood to put down more machines than necessary, etc
well user's facial expression doesn't tell me how many pure iron nodes he has available π
Well yeah, that's all in the eyebrows
Some folks might have a harder time expressing that
or a face....
That's a question for the engineers! I'm just the idea man.
I'll take my VC money now.
anyway, let's get back on topic π
unless you have a good idea how to implement the miners, it's something that's on on my todolist, but not to be implemented soon
Yeah, I have no good ideas minerwise, sorry. UI is far from my strong suit
yeah I'm not a good UI designer either.
I'd written some code of my own to do my own production flowcharts which sort of takes miners into account, but assumes everything's a mk3, and makes various assumptions about what node types I was willing to tap for it
you could have a drop down for the max mk of miners, belts, and pipes then make the ore count have an arrow to expand the menu so you can put in the number of each type of node you have, and then calculate the ore count from that
(so it was rather custom-built for my own purposes)
And, y'know, also it's just code that outputs text and SVGs. :P
So the UI is just whatever text editor you'd use to edit the thing.
miners are pretty complex because you have to take all of this into consideration:
- count of nodes
- purity of those nodes
- mk of miner available (or max user wants to use)
- mk of belt available (or max user wants to use)
- overclocking capability
Indeed
maybe I'm just ok with busy UI, but I would just like dropdowns and entry boxes for all of those in the resources, items tab
and I'd probably just assume max overclock capable, it seems like it'd be too much trouble to try and take each individual miner's overclock into account. Though I guess you would need to if you wanted to include miners in power calculation
Then you'd have to account for those weirdos who don't even overclock to max and leave miners at weird output numbers like 777.6 just to have them run at 100% efficiency.... What a bother
Im still not sure what the maximum efficiency of OC Generator and OC Miner / extractor combinations are
In terms of mining there is always the tradeoff between "less overclock because of efficiency" and the amount of resources you get from the limited amount of nodes.
I was more talking about a question Joshie asked me recently: how much profit can you get out of OC'd Generators (be that coal, fuel, etc)
OC'ing generators is an acceptable thing to do
You don't get more efficiency out of them at all, because your power comes from fuel not from generators. The generators just convert the potential energy into power, and overclocking let's you do that with less generators. No efficiency gained nor lost.
I'd even argue it's harder to have the correct number of generators for converting your fuel with overclocked because of the decimals introduced so your max output will either be lower or higher than what you can support with the provided fuel, though not significantly so.
The only efficiency i could calculate was Shard Efficiency, at equal OC percentages for Power Consumer and Power Producer.
Its a function, (x/100)^- 0.83
X is once again the OC, from 0 to 250
With a limit of about 46.7% at 250% OC
Besides, Supplying Generators is very unsteady anyway, there is no perfect input
I think that's why i like coal generators so much
They have the same behaviour anyway
Hi Im just randomly jumping in because of interesting topic :D
I would make "basic" UI for new users and advanced one for more complex settings. This could be changed with a switch. Basic UI assumes most common settings for miners and advanced will have all possible settings essentially in spreadsheet form. where columns are miners with different settings and rows are settings for each miner + count for that kind of miner
@hexed forum who hates coal generators? Lol
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com for suggestion @eternal slate
<3 @dull bolt
@eternal slate lol the bot thought you are facing problem. If you are a modder, consider satisfactory modding discord
regarding to greenys work :P
Me2
well it seems I was looking through old messages :D should check the timestamps
I do that quite often on discord mobile. Post something, realize the conversation was 8 hours ago and discord didn't auto scroll down, them delete my seemingly random message lol.
rebuilding my factory was gonna make it neat but i got a bit lazy
i like that you can make convairs go through each other
examples
oh wrong channel thought said maths media
oh #screenshots
well gonna copy all of this over hehehe
clipping is bad, mmmk?
Well, ppl dislike clipping in general.
yeah well it came in handy lol
most people refuse to clip(unless necessary) bc it doesnt look nice
yeah
has someone experimented with using smart-splitters (overflow mode) to re-fill a long manifold? I am experimenting with a vertical manifold and a single belt might run dry...
Use the answer feature to avoid confusion ;)
I don't quite get what you mean by that... Could you explain in more detail?
A picture would help explain
A manifold is limited by belt speed... so for long lines you would need multiple belts. Instead of balancing multiple small manifolds, you could use a smart-splitter to merge stuff from the "feed belt" into the work belt and sent anything that doesn't fit along the feed belt.
I am building as vertical manifold... standard stuff, just conveyer lifts (between factory floors) instead of conveyer belts
I will make a screenshot of one of the splitter stations...
That's a modification of the "injection manifold", I think. This is any manifold where you add some mergers along the splitters to "refill" the manifold
Should work and looks good π
"injection manifold"... okay, learned a new term ;)
my idea was (because I am not sure how much stuff I take out the manifold at each station) to use a smart-splitter to fill as much from the injection belt into the manifold (and run the rest along the injection belt). This way doubling the capacity of the manifold without sacrificing flexibility
As a sidenote: if you connect a lift to the conveyor wall, can you snap a splitter/merger to that on the inside and have it feed or take items from a conveyor mounted on conveyor wall mounts? π€
the vertical manifold works quite nicely with the "under the floor belt floor"... get the stuff out of the conveyer lift section down there, split it, move it up to the factory, split it again, then back into the conveyer lifts. This way you can easily access the lift on both levels.
okay, have to experiment if I can decrease the distance between the splitter and the conveyer wall.
hmm... if I try, the splitter appears halfway inside the wall
@oblique hollow have you got the water tower + valve (0 flow) actually working in vanilla? I am going to test that, and if it actually works, I will update the head lift page too!
@vast jungle , you don't need smart spliters. just put 2 merges to avoid backpressure in the injected belt. S->S->M->S->M->S->S, The machines are connected in each S.
How do I avoid injecting "not enough" stuff into the manifold (e.g.) if at a certain place I would need more than half of the remaining feed-belt?
lets number the Ss in my diagram. the S number 3 and 4 would starve without injection.
Do math: input / consumption = N.xxxx, i want just the integer. N is my fourth S in diagram.
If you use smart+overflow, your N can be the second, and it must be a smart splitter, With smart is easier to understand what is happening.
I will try without Smart Splitters (I don't have them currently anyways ^^)
What's the best place to make coal power plant in grass fields like where coal and water is close
There's a lake a little to the north of grass fields which has four coal deposits right next to it
(one of the deposits is blocked by some rocks that you need to destroy with nobelisks, which you might not have yet, but the other three are open)
So head for your northernish scan locations
I'll try thanks mate
np, happy exploring!
https://satisfactory.gamepedia.com/Head_lift#Exploits
@oblique hollow
Head lift determines how high fluids can be pushed up. Only the vertical distance, or the difference between the elevation of starting and ending points, matters; it does not depend on the Pipeline's shape. Each meter of head lift can lift the fluid by 1 meter vertically. Fluids can flow freely along perfect horizontal Pipelines.
Head lift does ...
Nah, I wouldn't personally worry about it
With smart splitters sending overflow into sinks, and underclocking literally anything that "needs" it, you could probably flatten it out more
But I wouldn't personally worry about that much variation
OK also does this look right
My power readings look like they are having a seizure
...
The general way to smooth out spikes is to combine the overflow-to-sink thing, so that your factories are constantly producing, and making sure that any machine that can't run at 100% gets underclocked to the rate at which it does get material
Like if you've got 45/min Iron Ore coming in to 2x Smelters (which take in 30/min Iron Ore each), you'd either run one at 100% and the other at 50%, or both of them at 75%
Yeah I do that. I just have some old setups im scared ill break
Personally I tend to just prefer building more power over fiddling with all that too much
As I say, the graph you posted wouldn't bother me, personally. :)
yeah. I prefer to be efficient the first time. Also im in T7 and I dont rely on nuclear at all.
Nor do I plan to until after U4
Turns out one of my water extractors was OCed as I forgot to undo it after I installed the rest.
wow
It means your machines efficiency averages at less then 80%
Yeah, we don't want that happening ahahah
At least the splitter/lift combination on the image does fit within one foundation square, so I don't need to remove more floor...
but I underestimated how many different items I am already producing... not enough conveyer lift positions π
How about dedicating a few foundations to always have vertical space free and use those to move most resources through a bus (even INSIDE the building, so you can have 6 or 9 lifts per foundation) , while a different area for vertical transport outside the building only for the most needed items in that part of the factory?
Hope I explained well enough...
At the moment I have 6 wall segments each with 3 conveyer holes for transporting stuff up and down on each floor
and I am in the process of feeding a whole level of my factory into the awesome-sink (the factory, not the products)... this will help with the headroom ^^
That much is ok for in-factory transport (I mean just the items needed for the machines to run), but it probably won't suffice at handling all the outputs, if you plan on having them share all the same transport area
I do "in-floor" transportation as normal... if it gets tight, I will move some of it to the "flood below"
It all depends on the amount of production and distance to storage, really
I had to do that only for one floor of refineries since it was high up and required 4 belts and 4 pipes of stuff, for instance. Everywhere else I could just belt to bottom floor and bring to storage
Especially since I make items share belts, so I have very few belts going to storage 
nice... the whole factory floor was worth 6 awesome points π
My first power plant was designed inefficiently as I had to do a ton of rounding to get it to work
it also had a lot of poorly built addons meant to improve its output, at this point I don't even understand how or why it still functions.
I wasn't referring to the power plant. I meant that if you calculated the average efficiency value of ALL your machine, it would probably be less then 80%
ah im just saying that my first power plant is highly inefficient and that probably has something to do with it
Nah, overall machine's efficiency doesn't depend heavily on your power generation when using coal or biomass
Fuel and nuclear do that more as they have many machines attending to the production of their fuel
huh. Myabe all the patchwork addons to my main factory are up to something like how my entire 100% efficiency iron ingot production is backed up by everything else... TIME FOR OVERFLOW SINKS
Once you get smart splitters, remember to always put them before your storage and sink all overflow π
Yeah I have a lot of stuff from before I got them that hasnt been improved yet
@glacial hemlock sorry for the late reply. Yes, i actually got that working. Right now, though, im abusing a bug with my valves that gives me free head lift below the 0 coordinate for height. Im not sure if its reproduceable on other saves, but mine have ever since been broken
What is the fastest way to move the content of a "storage container" to a new one? Carry it yourself... ;)
(just re-did all my central storage area in my base, had to move the content of lots of containers)
Last time I moved my storage I used a train to move the old storage and routed the existing storage train to the new storage. Took a while. But allowed me to go do other things.
I've only ever used conveyor belts or manual transfer to relocate storage
15 storage containers had to move... 4 meters up, ~10 meters sideways and from a normal into an industrial storage container... Putting my whole stuff into 2 personal storage boxes and doing the rest by hand was the fastest way
p.s. it turns out my math is wrong
Boy oh boy, ain't that just always so nice to realize... How bad? :\
condensed coal is 5 units per craft, but 25upm
so I don't need 288 assemblers, i only need 57.6
5 seemed a bit low as a number... ahahahah
I only made compacted coal once, so I don't remember π
Well, better then ending up SHORT on machines, right? ^^
well for one thing it means I can shift to 3x20 single manifolds
Or balance them all since they're less....
Just throwing it out there π
Why would you underclock them all? Makes no sense to me o.O
Unless one wants to get a specific number of machines that can't get in any other way...
20*25 = 500, currently limited to mk4 belts
underclock all to 96% and that's 24upm instead of 25upm
Do 250*2?
I mean, you'd still need 2 belts no matter what, right? Or just underclock to stay under 480?
oh, clarification
I have 3x 480upm coal miners
so due to mk4 limit would need 3 manifolds
Quite
20 machines * 25upm = 500upm condensed coal
So why not still have 20 machines, but have the last one in each row underclocked?
20 machines * 24upm = 480upm condensed coal
Just like you said here. I don't get why suddenly we were talking about underclocking them ALL instead of 2 xD
last machine at 20% vs all at 96%, which would save most power ?
Oh right... Sorry, I never bothered myself keeping that into account
Since I never use planners, that would increase my workload too much π
I don't use planners for building construction, prefer to figure that out myself. only use them for "produce this much stuff"
I actually even prefer overclocking a tad just to skimp on machine count
Like if I have 50.6 I'd make 50 and OC one to 160%
ok so i keep seeing this word, manifold
wat dis
I'm a pure head guy, so I skip that part too :P
splitter L/R go to machines, center goes to next splitter
Don't mind it, it's useless anyway. Just keep balancing stuff :)
Jokes aside, it refers to input or output systems where you put splitters or mergers in series
S - S -S -S <- - - -
| | | |
M M M M
Where S is splitter, M is machine and the arrow is the belt to feed them all
so i have been using manifolds this whole time?
Probably
But balancing is better
You know what balancing is?
But soo beautiful and easy to understand afterward
yes
#screenshots message
Can't avoid sharing this, it's just gorgeous
noice
Just to be sure, if all a production line is overclocked, from miner to manufacturer, it will drain only more power but not more ressources to product the same amounth of final product?
Correct
You just save on machines
in fact overclock isn't a speed gain but a space gain
Sorry, got confused, more power, more resources and more product.
You just multiply the speed at which machines go, but power increases by MORE
But the power increases more than the production.
unless itβs on the miners/extractors
I don't agree, but kinda...
It is a space gain on those too, it just technically space is limited on those because they can only be placed on nodes so the space gain is more appealing
i'm actualy planing to max out the production of Nuclear Fuel Rod by using all 3 uranium nodes. So it's better to save more power, to don't overclock the production line on Nuclear Fuel Rod, but overclocked only raw ressources production?
Technically you could just add more nodes instead of overclocking, but that's more work than adding another constructor for example
Just the idea of someone overclocking a miner to be able to build over another node triggers me so much...
Yeah, that sounds weird.
Don't do that, that's like a 500+ hour project and they're about to change nuclear in a couple months so it'd all break
Why not overclock miners on both nodes?
i'm gonna start a new game for the update 4, so it's fine for me to work on nuclear now π
If you ever come even close to maximizing nuclear power, you should never worry about running out of power due to overclock
in fact, my project is to gathering all the nodes of resources in the game and maximise the production of all items in the game. So, if all my building are overclocked, can i just run out of power with a max nuclear power plant?
I STRONGLY suggest you try overclocking as much as possible if you plan for that. Theguy with the biggest save known so fal (klepdar if you ever heard of him) is not even close to maximizing everything and yet had to resolve a boatload of issues with the game crashing due to too many items and machines in the game so... OC would help with that
To give you an idea, it's to the point he had a developer help him modify gamefiles to let the game run his save
whoa i hadnβt heard of that before
oh boy, what i've plan π
He maximized nuclear, though... And close to finish up sulfur and quickwire too, I think
We could just ping and ask ^^
yeah heβd need to maximize nukes to power all of that lmao
Not really, he's not even close to power cap
eventually i mean
power cap? wdym
He could probably power all his base with 1/5 of it or even less I think
Power capacity
oh capacity, i was thinking limit
Since he's got maximized nuclear, that's literally the same (unless he makes fuel too....)
For reference, he's running about 4k machines
I need to know if it's the visual rendering or if the management of a billion values ββthat stress the game more
i've ask yesterday in #old-questions-and-help but people say 50/50
It looks like he left the server.. last time I talked to him he said something about waiting for them to upgrade the game engine to play satisfactory again. so I dunno
well hopefully ue 4.25 helps him have more than 1fph
3600 spf is not a strong sun screen
lol we talking from recent experience here?
the game is doing ok now thanks to some help from here
I was running into death lines
solution: don't make your stuff on deathlines
yeah
I got that working even at positive z.
I hope with the new update and engine and all that, they improve the game's handling of decimals.
Like foundations rounding error, and to allow power shard accepting decimals
I don't think the engine upgrade will address floating point precision errors. That'd have to be addressed by using a larger datatype, switching to fixed point, or both.
All of which have positives and negatives
Prehaps, yeah you probably right, I'm still working on how to deal with it personally, and I don't really have a solution myself. Something like .07 items/min doesn't seem like it would matter much, it does when you scale up production, and it hurts when you do all the math, everything inside the production windows adds up, and yet this happens
I switched which end of the row i have underclocked, and it seems like it's holding on a bit better, before that every 15 miuntes or so, it'll run empty and drop to 99%.
allowing decimals in clockspeeds would go a long way to solving the issue, but I don't know what the performance impact of that is if that means switching from integers to floating point
I personally just always round up the clockspeeds to make sure my machines can process everything I'm giving them and not underfeeding something later
like say if the last machine needs 40ppm but it runs at 45ppm at 100% I would make it run at 89% for 40.05ppm instead of 88% for 39.6ppm
I try to do that now as well, building my sc factory was definitly a learning experience, I'm not a 100% efficiency nut, but I do have to meet my production target, if a machine down the chain has to run at 99% so be it.
that pretty well sums up where we're at with only integer clockspeeds
Supercomputer, hehe, going to have problem after update 4
Lets not talk about that.
if we could adjust clockspeed by a tenth of a percent that'll probably solve most of the issues we have with decimals.
as far as my factory, well. in all honesty, it could probably use a rebuild, it was my first megafactory and mistakes were made.
If fraction is accepted it would be even better
Im not talking about the normal valve headlift exploit.
I have a valve on an empty pipe segment. There is no liquid in that pipe. Yet it applies a headlift to the junction it is connected to
Hey. Question about what I should be using as an upgrade (aka if I need more).
Right now I have the default/min of Steel Pipes and Beams. Do I go by the power of 10 or the power of 2 to hopefully not fuck the ratios up?
To go from 20 pipes to 30 pipes, or go from 20 pipes to 22 pipes. Or do I go by the power of twenty, and have 40 pipes?
What number works best with this game, and using the default recipes by the way.
You should better unlock the next tiers and you gonna see how much pipes you need for succeeding productions
Beams are not that important atm
That doesn't really answer my question. I'm talking about general upgrading (for anything).
The Pipes/Beams are only an example.
well, I am producing one machine at 100% just for storage (=building items). Thatβs 20 pipes ppm. I also produce approx. 500 pipes ppm for succeeding production lines
But what did you use when you said "I need more X"?
What math power did you use?
2? 4? 10? 20?
My personal playstyle is: one machine at 100% for every item, that is then stored
So every input is calculated by the output
Exceptions are eg heavy frames at 10 ppm in order to produce a higher amount because I need a lot of them for building
I'm not sure whether this also works to avoid your decimal mis-matches but if you had 250 something going into four machines, and they'd need to all be at 62.5% to produce the goal amount (250/4) could you put two of the machines at 63 and two at 62 and split the 0.5 difference that way
you'd be producing 250% then or you know the correct amount without decimals
@sullen cloud for me, upgrading generally is an upscale of 3 or higher
Well, my power graph isn't that coveted flat line, but I tried, decimals make things very difficult, add in a little inexperience building big factories and there you go.
if you're trying to get to higher tiers, you'll need beams, pipes, and some other stuff I can't remember. the worst of it is phase 3 where you need 100 adaptive control units to unlock tier 7 and 8
If you make an independent heavy frames and computer site the adaptive requirements look a lot less demanding
Although it's all the same work in the end
I found in a previous play through that one large container of heavy modular frames was more than enough to 'finish' my factory
Computers are in more demand though π
Yeah, as long as you have enough of the basic stuff, you could skip buiding a factory for space elevator parts and just use a container(s) fed mfg, mfg's or assemblers feed your space elevator. might save a little time.
You are doing better than most. The goal isn't perfect flat, just flat enough so you know what your maximum consumption is, and that is pretty damn close.
Its very nice indeed. Most real life Powerplants would be jealous of such a "flat" graph
"Hey, can ya'll just keep all of your electronics on at once? I'm trying to get a flat graph over here!"
But that risks getting the machine to 99% efficiency on the long run, right?
Why not gijng for the 1% less and just keeping it in mind for the next machine (which will still get 1% less clock in the same scenario and so on...)
Having one machine at a lower percent is more reccomendable than having a high power machine in on-off-operation
Since Power Fluctuations are the devil's tool
It IS a bit of 50/50
Fiest issue is the game's internal object count limit
Once you pass that, there are the issues of which will be struggling first:
your CPU for handling all the items and machines (being efficient in building helps, like using OC as possible, non building senseless amount of storages and deleting useless parts of conveyors)
your GPU for the clusters of items/machines you may have (spreading out your factory and walling things up help)
Or your RAM due to the sheer amount of data in the world
I agree, even just because I personally aim to reach the "perfect" power draw eventually
Lowers the Risk of blowing the fuse and makes reading the power graph easier
I really need to town down how much iron I produce...
Tasty spaghett
this sink handles iron ingots, plastic, rubber, and some project assembly parts I never bothered to stop producing.
yet all I see right there is iron. Why? Because I make way too much
anyway, Im slowly improving efficiency at my base, one smart splitter at a time.
thats how Im preparing for U4 anyway since I dont do anything with T7 yet.
lol.
@oblique hollow ah, the infamous duck curve
A good start.
Now if I actually do it π
u can do eet
Anyone got a design for fuel generators with 300 m^3 oil pr min
@topaz ingot Heres multiple different versions depending on what alts you have.
https://satisfactory.gamepedia.com/Tutorial:Setting_up_Fuel_Power
thanks
If you need more help with it. I suggest one of the calculators located in this channels pins. Will give you all math for any scenario you can imagine.
As for building placement. Well, that's part of the fun.
.-.
What alts do you have? Just the basics?
Sorry was eating, yea pretty much the basics @hot ginkgo
No worries. 300 oil will feed 5 refineries doing the basic fuel recipe. Produces enough fuel to feed 13.33 fuel gens. Around 2kMW. Then set up a sink for the resin.
yea i just set that up π
Once you get that all set. I would just build more of the "modules" if needed until you get all the alts for turbofuel. Then build that monster set up.
Stage 6?
Yup.
Heh, I've just finally gotten around to doing the big ol' turbofuel setup myself. Just have sigh almost 150 fuel gens to plonk down and pipe. QQ
only 750 computers
I rebuilt mine when the packagers released. Didn't save a ton of space. But definitely much nicer to set up. I love the stacked inputs. M
The packager building has the inputs stacked on top of one another, rather then at the side of each other like in other buildings
For my building style it worked way better.
Hey. When it comes to Steel Beams and Pipes, are there any alt recipes that would have better ratios? Looking at the wiki for Beams alone, I'm not seeing any notes about "highly encouraged to use X".
No. Only those recipes
in general alts that require pipes rather than beams are better 'cause they use less steel
Alright, alright. :)
And what about the steel ingots themselves? Like, I saw something where you can use iron ingots instead of ore, but I dunno if those are better ratios or not.
You got a pic of the stage 6? I wanna see the reused canisters @hot ginkgo
That one uses less coal. Less iron too if you have alt recipes for iron too
that is the solid steel ingot alt
it's one of the best alts, by turning your ore into ingots beforehand, you get a free 50% more steel
@topaz ingot this section is the recycled containers.
Hmm. Alright. I'll try to aim for that one. Thank you.
The next best one is the one using compacted coal, but you can only do so much of that as there's not that much sulfur around (just use any you have leftover if you ever do)
Alright. Are there any other good ones I should keep my eyes open for?
That's about it for steel
But any "pure" recipe gives the best out of your metal ores
maybe steel screws
except copper, we don't talk about pure copper
...But Pure Copper is pretty good?.. :p
there is no such thing as pure copper, anyone that claims otherwise is a heretic
After Factorio, I find it puzzling how little use of Copper is in Satisfactory.
heh
Pure Copper is good for usage ratios, pretty hideous to set up, though. (As I've mentioned before, I've still got to finish up the majority of my 98-refinery Pure Copper array.)
My planned Steamed Copper Sheets array is pretty huge as well
I am not talking about that kind of S t e a m, Dyno. Shush.
steam
I thought we didn't talk about copper o.O
3 new project assembly partyβs in update 4. looks like production will finally get more complex and combine more items
How is the ratio good?
15/min input aside (which is nice, though a tad low), I really dislike the 37.5/min output. I don't find it much convenient
More than double the amount of copper ingots out of the same amount of ore
I agree that if you're comparing versus Copper Alloy Ingot then the extra ore efficiency isn't as pronounced, of course
As for numbers, I've stopped caring about decimals and stuff for the most part
Just add up the totals and manifold stuff; so long as your inputs don't exceed your outputs, you're fine.
37.5 is not that bad... double it and you get a good number π
It's hard to balance for those who don't lower themselves to always use manifold xD
Some people do insist on making things as hard as possible for themselves, I agree. :D
75, 150, 300... All not much convenient numbers in my builds
Since I usually convert all the ore from a pure node, it makes it harder to get decent belts out of the building compared to other recipes
Gonna have a 72-smelter manifold in my ficsmas lines once I get everything expanded for Wonder Stars
Say that when you're troubleshooting any manifold longer then 50 π€£
You'll be losing all the time gained by not setting up a few balancers, in most cases (unless you're really good and fast at troubleshooting)
It's not really time that I like saving by using manifolds so much as utterly trivial expansion
Just leave room at the end and you can expand all you like, up to your belt limits anyway
I suppose I will find out once I go up to 72 (it's at 52 currently).
Relative compactness is enjoyable as well; I like not having to leave as much belting room
Ever since I started having a floor for belts I stopped caring about keeping belts compact. It gives so much space that not only you can balance easily, you can even manage and redistribute belts coming from other buildings or the output itself (though I usually keep the output on machine floor just for show)
I just care for them to have as few segments as possible
Yeah, I've been doing the under-floor belting, too. I still like having them much more compact. :)
I try to keep my builds realistic and use Foundation Frames - and even these are really good for under-the-hood belting.
Plus no trying to cope with weird ratios and decimals, etc.
Problems is, "maximum compact" is poorly compatible with "building by grid".
Since increments are dictated by Lifts and Splitters/Mergers sizes, which are 4 meters.
Oh, I'm definitely not trying to be maximally compact
Eh, but it leaves the whole floor empty... Just need to add some "lonely wind sound effect"
Just if I've got the option to manifold a line of 18 refineries versus trying to balance them, I'm gonna go with a manifold every time nowadays.
Screw balancing 
Not with current Logistic options.
I stopped trying to fit them in with horizontal belts or pipes... Other then for vertical transport, I always use pillars to support stuff
Oh yes. Pillars at the edges and paved in Foundation Frames (upper layer filled with 1m thick foundation) for floor.
Flexible HMF go 1:1 with steel screws :P (maybe have to change the clock on the screws, can't remember)
For example, my typical bridge section is 4 frames with filled upper 1 m, Pillar, 4 filled frames again.
To my surprise, worked really well for Coal setup if building it as second floor over Extractors.
CSS sunk a lot of though in to all ratios between collision boxes for entities - at least by my impression. Very well done.
390 PPM for screws on 100% clock, it appears.
Oh, right, silly me. It's a 2:3 (manif - const)
Still pretty convenient, though
how would i split 40 into 4?
either using a manifold
--S--S--S--S
| | | |
X X X X
or using a balancer
--S------S--X
| |
S--X X
|
X
how do i do it with balancer?
that's the second schema
then I highly recommend manifold
because otherwise you'd have to do some crazy stuff
if you really 100% insist on balancer (don't know why, but it's your choice), you have to split the line into two first and then make two 1 to 5 balancers (first a merger, then split into two, then split each one into three to get 6 outputs and put one output back into the merger at the start)
alrighty.
i think they are meaning about outputs of 10 from an input of 40
no, they want 10 belts π
[00:46] Elemental Rose: well. not into 4. but one output equals 4
oh, mb then
no i ment i want 10% of it on one belt. so 4 items per minute instead of 40
yeah that's what I said
yea π
then i agree with greeny, i would manifold it rather than load balance it
and I still think that manifold is better for this, since you can put as many splitters as you want and it'll work
i know. i just like the look of balancers and prefear all my machines to work immediatly rather than have a start up time
the startup time is really minimal
and you can pre-fill the machines for immediate working
if the start up time is an issue, you can make 2 manifolds rather than 1, by splitting the belt before, and sending half of it to feed half of the machines
You could also make a manifold using smart splitters. Have each smart splitter set to feed a machine, then overflow to the next smart splitter. This allows the first machine to fill before the 2nd gets anything... and so on.
although that doesn't help at all with startup time π
It doesn't help the overall start up time, but it does have a nicer look.
Almost load balancer look, but without the headache of setting up a proper balancer only to redo it when you upgrade your factory.
me: okay, I need 18 foundries, that divided by 2 is six foundries on each side
me: continues building for 6 hours
me: why aren't the output numbers what they're supposed to be
conclusion: I am an idiot
if you use mk2 pipes at 600m3 flow rate, then there is the problem
Normies 
don't speak to me load balancing heretic
Memes aside, wouldn't it take forever with lines of 4/min?!
With manifold, the lower the flow on belts the longer the warmup, time, right? (With same item consumption speed, ofc)
no one will expect the manifold inquisition
it will take a while, yeah, but unless the stacks are of 500, i would tolerate it
Dear lord, the patience you have... I can't handle waiting or having to fill machines to see if they run exactly as I want or not :/
I'd much rather spend time connecting splitters... I guess...
You're not alone, my friend. Despite being berated my many, the school of balancing is a very aesthetic and useful one
[...] the school of balancing is a very aesthetic one*
I can English very well
well, you did add 2 nonsensical words
What where?
I'm in my low IQ mode, pardon if my writing and comprehension skills are lower then they usually are ...
towards the end
the 3rd and 2nd to last
Eff off, you all just want to be mean to balancers π’
the church of the manifold doesn't lie
Spit on da fake church! They do not know da way!
there is no need to keep fighting, they church is willing to forgive your sins if you just embrace the enlightenment
Spits harder
Indeed. Very annoying when you ask for something in the balance formate and IMMEDIATLY 70 people say use manifold. After the 30th time you said you dont want too
Now, now, people just try their best to help π
I'm sure the suggestion you got were all in good faith
Still, for any balance-specific issues, feel free to at me if no answers satisfy you. I quite enjoy discussing balancing
Only time i really use a manifold is if it was like. .25 of an item. Like. Yeah sure. Ill edit the game code and split an ingot into 4 seperate pieces.
Well, it's not impossible to balance that too... XD
It's just 1 item every 4 seconds after all
Still, I'd OVERFLOW that from other productions. Having to actually divide a line to get that number would be quite the pain...
Indeed. So that is the only time i manifold XD
I don't think that defines ad manifold π€
It's just an overflow system (that could be overflowing out of a balancer, maming it more aking to a balancer then a manifold)
But it's semantics really xD
XD indeed
if I load balance I just stick to stuff that's a multiple of 2 or 3, and mess with clockspeeds and build more machines to get a number of machines that works
I don't fux with that 5 balancer stuff
I quite like 5 ways balancers' design. I like how the belt with the merger and backfeed line looks pretty cool ^^
Though I obviously try to avoid them as they're more cumbersome to build
I had the first manifold yesterday where the belt speed was the limit... 9 smelters for iron ingots... and a mk 3 belt... damned, last smelter needs something extra. Still, the layout was much more compact than it would have been with balancers... and thats the easy version, doing a balancing for Foundries/Assemblers or even Manufacturers sounds like hell.
Heh, you'd think... ;)
Well, realistically it all comes down to how much space and what belts do you have. If you plan in advance for it, balancing can be achieved easily
But your base seems a bit too compact for that ^^
Considering that part of your "belt floors" are already occupied by other belts and lifts going around
x^3.1415926535897932384626433832795028841971693993 = 1
what is x?
||I am such a funny man I know||
π¦
not funny, just spamming this pure channel
I mean you can call 3 messages spam... but a bad joke every now and then should also be possible right
spam = unwanted message
then you're spamming too
that doesn't justify your spam and also I'm just telling you that what you wrote doesn't belong here, probably in #off-topic-general
but lets not continue this conversation here or at all
Lets rename the Channel to "Greeny's-Math-and-Meta"
my guess is the extra build and planning time for a balancer of sufficient complexity will be greater than or equal to the warm-up time for a manifold. (though building and planning time are harder to measure)
the build complexity of a manifold is constant; it's always the same pattern
@wind spade one question, how long do you think you need for implement the new building and parts into your calculator?
also a manifold is always expandable if you leave room for more machines
@boreal cypress new buildings?
U4 things
after U4 drops π
but how fast? xD
15 mins
thats fast o.0
it's automated
nice ^^
and I see, your calculator now use more fused wire instant of iron wire when i use all alternates ^^
that depends on what you ask for π
also maximize mode doesn't optimize for items yet
120 Turbo Motor, few months ago it gave me iron wire, now it give me fused wire
@green kettle the answer to your math equation has 3.1415... solutions, where x1 = 1, x2 = 1@2rad, x3 = 1@4rad, where (x2, x3, ...) are complex numbers.
But as soon as you include troubleshoot, time goes to the advantage of balancers
Also, consider that with smart splitters, it's no big deal to expand a balancing line ^^ (split the overflow and keep on balancin', baby)
pretty sure there is a rule against bad jokes
can we forget it already it was a terrible joke (ON PURPOSE) and deserves no more attention
you can't escape your sins
How can you have decimal solutions.... isnt it either an integer or infinite
You redeemed yourself here IMO xD
So excited to finally have packaged acid and allu solution
Finally no issues with the turbomotors production having an excess of solution!
Oh wait, by the time those will be out, the factory won't work.........
F
Um the water is the part you had/have to loop in aluminum
Yes
Yeah, being able to overflow those and deal with 'em will be nice
Can be a little less precise with your setups.
Exactly. Gives a much appreciated wiggle room
you're all weak, recycled loops for lyfe! π
@frosty owl hm. "modular" aluminum production. do tell.
In my case I made the calculations for a maximized alluminium production (so using all the bauxite of the map), but the smaller blocks should be small enough for most uses
OW, yeah, i'll probably just be using the red forest area.
Here's a description I made of the setup, you can check that out and ask any questions if you want (lemme just find the link)
Best idea, as it has coal and water close too
there's still so much map out there. I'd probably be more amenable to exploiting resources elsewhere if not for the commute time.
Here's the complete description of it (you can ignore the part about the productions you don't need)
It's really up to you. I preferred building next to the forest to limit the numbers of trains and cars needed to transport materials (as many are close by)
that's pretty massive, eek. i don't think my cpu would enjoy that, LOL.
(also, i appreciate the conveyor-less pic for clarity)
Of course you don't need to go on that scale. But each array of 5 allu scraps refineries gives you an output that you can manage quite well with the next machines (see the 5:3:4:4:3 ratio part)
that's pretty solid
There is a conveyor "with" screen too, but yeah... Not as clear