#math-and-meta
1 messages Β· Page 507 of 1
So the whole nuclear power and the new power setup.. man I hope they have a good reason for this and do a major balance chance on nuclear for it
not yet
I'm holding judgment until I see new nuclear stuff, they are doing major changes to it and said they're adding something to deal with waste
we'll see if it's enough, it's all still a big mystery
https://prnt.sc/101m1we system's running well, until the cole drops
Yeah, 100% fuel consuption/production, as unrealistic as that could possibly be. That's cool, it shouldn't effect properly built turbofuel setups, and it'll actually flatten out the powergraph a bit.
it'll also stop people from doing power setup wrong when they're new
because there'll be immediate feedback when you've done it wrong, rather than well... points at screenshot
but with nuclear, man the reactors I was setting up are gonna produce so much waste at full load, it'll fill a ISC in just a couple of hours at the current way it works lol
again, they're changing a bunch with nuclear so I'm not gonna judge it based on current setups
You can underclock if you do not use 100% of it
fuel repossessing could be a thing in 4
I'm not gonna sit and underclock 120 buildings, and then turn them back up when I need it. NOT practical. but you do you lol
there's no way to mass underclock, that's silly
what are you gonna go run around to a bunch of buildings every time you need to use more power?
got an other setup too with i think at the moment 10 fuel generators and 5 raffineries, 4 more fuel generators in planning
We'll see, I trust their setups, and that they know what they're doing with their game, but it's not gonna stop my bitching lol
oh yeah, we just don't have the context to complain/give feedback yet
Personally, I'd just run all at 100% and turn off the ones unneeded. Maybe cut power cable, should turn off generators connected
it would be horrible with current nuke power, but we have no idea what U4 nuke power looks like
oh that's not bad, and actually viable with switches
if a bit more blunt than what we've got now
my guess would be waste would be reprocessed and used in new items
Still not all that great of a solution in my opinion
oh wait nevermind that doesn't work
I think the generators will keep running as long as a cable is connected though?
prob even if there isnt
you'd have to cutoff conveyor belts, as long as a generator gets fed it produces power
no, if there's no cable connected it doesn't run
I think they run even if there's not, it's just right now when there's not there's nothing to produce power for so they stop
well best case anyway they'd need to be cut off individually, which is also not a great solution
They don't run if there's no cable.
switch still wouldent work
but if there's a cable, even if it's connected to an empty powerpole with nothing connected. they run
bc there would still be a cable
Mhm.
yeah, so no go on that solution you'd still have to disconnect and reconnect individual buildings
maybe giant battery fields, to run off batteries for a long time
I mean you could, in theory, split up your fuel production lines to run banks of generators
like you get the energy from all those nukes, and you can still work for hours even after storage fills
and then flip the switch on that line.
how practical that would be to build... well I dunno
yeah no idea the specifics of batteries yet, MJ capacity or MW discharge limit
from what they've told/shown us, it's 100MWh or 100MW for 1 hour and they're supposedly cheap to build.
that's not a lot
I mean it's decent, but not like for something like storing nuke energy for hours on end
they seem pretty big space wise too
I mean, someone's gonna do eet.
so i havent actually done nuclear yet so what is the generation on that stuff?
Powerpole uses couple watts, which may make the generator run.
geothermal is getting a update too, The menu is going to work as intended now lol. Instead of a flat 200MW production jace said they'll be 100-300MW and it'll vary throughout the day
I don't like it, just forces you to build batteries
no poles do not use power
just seems like extra busy work
@heady echo
but, geo combined with the batteries.. will let you fire up just about any sized setup
As is, geo by itself couldn't start my turbofuel plant on it's own, with batteries, it can now
just build a TF powerplant that can start itself... its not difficult
Sure, or build one that once it's running it'll never die.
it might still die when you try to consume more power than you have
it won't
just have x generators needed to power it on a separate grid just for the plant
not if you build it so it produces slightly more fuel than it burns.
you could go the "separate grid" thing, but especially for turbofuel this is quite annoying because you have to take care of three resources and their delivery to the powerplant
separate grid is what I call the failsafe method, cause it will never shut off as long as you get the delivery right
gonna need to find another source of blackpowder for my munitions factory though, it's currently using sulfur/coal that's unused for a turbo fuel plant
worst power shutdown is the one when you accidently killed one of the input resources to a powerplant... so it runs dry.3
maybe just find more sulfur?
oh yeah it's fine, I just need to find more of both
or actually they're using mk2 miners, and I'm not sure how overclocked they are
coal should be no trouble... but sulfur can be a headache, even with maximum overclock
may be able to just upgrade the miners/conveyors
And here I am running around and placing mk3 miners on all the nodes lol
I didn't have mk3 at the time
I plan to wait with T7 until post U4
but one 15 GW turbofuel powerplant is hopefully enough until T7/U4
Should be. depends if you build a big factory between now and then lol
I think my "max" consumption is ~ 10GW at the moment
this is why i like power checker mod it shows max possible consumption
I had 9 GW of production and was unable to start my powergrid... so its most likely 10 π
and that's coming to vanilla soon, which makes me very happy π
I'm big on flattened power and overbuild, so I'm not sure I'll make use of batteries
batteries will definitely enable more spiky power without the silent danger of buffers running out
yeah... as long as the average power consumption is fine, batteries can do the rest
this is very nice
time for breakfast... cu later
which is technically true now with storage + buffers, but you run two risks currently:
- it spikes above max production because you can't see what your max power is and trips the grid
- the average actually is too high and it silently eats at the buffer until it runs out and trips the grid
(had to see the video first)
with batteries you'll be able to monitor your reserves, and the new max power line will let you know if you can handle any peaks
what do you guys think is better ouposts or centralized factory
I think it's preference, outposts are just stretched out big factories
I like outposts more because they give you more variety in selecting interesting building places
Also better for performance
I am thinking about a global coppersheet production for A.I. Limiters and Silicon Circuit Boards (I don't see any other item up to T6 that needs them)... do you think 225/min. is a good start or should I aim for more (maybe 450/min)?
(I am planning to use steamed copper sheets)
There's no answer to that without knowing what you want to make and how much.
as far as I can see I only need them for AI-Limiters, Circuit Boards and Computers (because they need Circuit Boards) at the moment...
hmm....
10 (Caterium) Computers/min is 154 Copper Sheets/min... 200/min. if I want to keep some spare Circuit Boards...
10 A.I. Limiters/min. would be another 50 Copper Sheets/min.
both doesn't see that many, but I already at 250 Copper Sheets/min...
maybe aiming for 450/min. is a safer bet, especially because Tier 7/8 might need more Copper Sheets
oh, High-Speed Connectors also need Circuit Boards
Sounds like good reasoning to me. Super computers currently need copper sheets too and I wouldn't be surprised if they're still involved after the changes.
I know, but I have more than enough Supercomputers stored from my old factory and they will change in U4
I think I have at least a train-station and an ISC full of Supercomputers π
We might need super computers for new buildings, though it sounds like you have plenty haha
build my SC factory just before I got angry about the belt-chaos and started to decentralize my factories (connected by trains)
I am even looking forward to get at least one good use for Crystal Oscilators... I have yet to automate a single one of them... but I never saw a point in building them
I keep some spare, but just because make a little too much for my crystal computers and store the excess
they're being stored at 0.5625 parts per minute 
I directly started with Caterium Computers...
COs felt so SLOW... so I tried to avoid them where possible (everywhere ^^)
but I think I got my numbers for my "copper/cat" base factory now...
240 Wire, 240 Cable, 240 Quickwire and 450 Copper Sheets per minute...
with the quickwire conversion rate, I wonder if I will ever run out of caterium ^^
having a use for Super Computers except Progr. Splitters also sounds nice...
especially since programmable splitters are rather limited usage
I mean it's not really their fault mixed belts are undesirable
yes... Smart Splitters are AWESOME... you could reduce them to "overflow splitters" and they would still be good.
But Prog. Splitters are niche hardware
even with mixed belts, normally a smart splitter is enough
oh and they're used in geothermal generators too, but you don't need a factory to make enough supercomputers for that
just a few manufacturers making it from storage or something
I have 15 GW of turbofuel... no need for Geothermal π
so now I have to decide which lake in the Crater Lake area... π
hey @wind spade do you think any of the changes from yesterday's video about power stuff will affect al the recipe choices etc with residual rubber and whatever?
not really, power production should be separate from rubber/plastic production anyway, now we have one more reason to do so
no, recycled is preferred
right but it uses fuel in those loops
yeah and you get fuel from diluted
so we will need to sink that in the future?
no, you'll have two fuel setups, one for plastic, one for power
or one setup and split
https://www.satisfactorytools.com/production?share=EqguV8KdtpN4v6icTEvX so I used this calculation
oh wait
it sends the fuel back to be converted to recycled plastic and rubber
yeah
it does open an interesting change to vanilla only setups though, cause now you can effectively sink fuel without extra steps
so a first oil setup could go for power primarily and do residual plastic/rubber into overflow into a sink
this is true, you can sink fuel into power without fearing it overflows
and residual fuel won't be as bad compared coke because there's no extra steps to sink it
its overall a rather positive change, only the nuclear waste complainers will continue to complain a bit more
still less power, but it'd be simpler cause you wouldn't need water
it could be a problem with nuke stuff, but like I've said before I'll wait for what nuke looks like in U4 to make up my mind
we already know nuke is getting lots of changes, so it's unfair to judge it right now without that info
for sure. but even without changes, shouldnt you build a nuclear power station so that it can run on 100%, otherwise what happens when it actually does once you use all the power?
i do expect the changes to at least reduce the volume of waste after processing so its a much smaller concern
you should, but on really big setups they're made a bit with the assumption you won't be near 100% as long cause it's so much power, so they rely a little bit on the scaled power to not make as man ISCs
a lot of those are done just to do 'em, not cause the power will actually be used
also sad that it kills packaging overflow fuel setups, or my clever little turbofuel bleed setup where I take excess rubber and sulfur/coal for my munitions factory so that it works between 30% to 70% power usage
but overall it's for the better, so I'm fine giving that up
is it possible on satisfactorytools to not have everything overclocked?
Most people UNDERCLOCK stuff actually
But yeah, it is possible. If one also manages overflow, you can even reach 100% efficiency still
Overclock miners underclock everything else
A non-overclocked power generator is a waste of space 
Didn't they say waste was getting a rework though?
With power changes I might actually opt for overclocking all of mine now
As long as you have the shards to do so
Wouldnβt overclocked generators suck more fuel? U4 could change how overclocking generators work.
Sucks when you run out, so keep a few tens shards in stock (or however much you find appropriate)
1 fully overclocked generator sucks as much as 2 normal generators and make as much power. So it's a "build one, get two"!
They did, but we dont know in what form, personally I hope (and expect) that you will not be able to get rid of it entirely
Once you get to 10ish, those shards really start coming in 
I had more power shards in my last playthrough than I knew what to do with them
Even if the way to get rid of them is a form of recycling?! But the process involved is huge?
Part of the reason why I'm going for a "full OC" playthrough now :P
Also, lower machine count should mean less lag
Yeah, just started a new playthrough with 2 other friends, pulling 1 noob along with us (I've only unlocked T7 and not made anything in it, so I'm still noob myself) I'm planning on getting the doggo farm running as quickly as I can to get power shards for when we get fuel and just go crazy
I loved my first setup in the first game where I had 148 power gens on turbofuel, but this time I want less lol
Hang on...That math doesn't check out
if 100% = 150MW then 250% should = 375MW but it's only ~300?!
Yeah, they scale weirdly
Just think that 250% on a generator equals 200% on production machines
Only costing 1 shard more xD
So, for the decimal in game...I know there are "hidden" decimals on machines, but when does it become hidden
Is it normal rounding? So 9.04=9 but 9.05=9.1?
As far as I know, the decimals are treated correctly internally, but you cannot INPUT any decimal in the overclock field (it gets rounded to the closest integer, with related production speed)
To clarify, the PRODUCTION SPEED of items can be decimal. But it increases/decreases by fixed steps, since the CLOCK of the machines is in integers
game does round it's decimals
So taking a fuel generator for example, 248% overclock = 9m^3 turbofuel and 249% = 9.1m^3 turbofuel is 248 not using 9.04?
for exact numbers you can check https://www.satisfactorytools.com/codex/buildings/fuel-generator
So if it says it makes "5.347 items/min" what does it actually output?
5.347 items/min
only displayed numbers get rounded
internally it's still the exact decimal
Always rounds got it, thanks!
Which display?
There are 2 indications of output. I noticed the one where the recipe is is imprecise, but thought the one next to the clock was correct
the "number of items" is always correct as it's always integer, "number of items/min" is rounded as it's usually a decimal
Yeah, I'm referring to items/min
This is actually using 9.049 not 9 like it displays, so I might starve the generator if I only produce 666 turbofuel with 89 overclocked fuel generators at 248%
Am I correct in my assumption?
for power gens the overclock one is broken
so the top left one is correct
relatively...
uses 9.04976 / min
This is what concerns me
I thought your tool didnβt do power generators @wind spade ?
Or wherever thatβs from.
@wintry aurora that's codex
yes, from my tool, but I was talking about production tool not doing power gens
Oh the codex in your tool? Ok.
If I produce 666 turbofuel, I can power 148 fuel gens at no overclock, but if I cut that in half to 74...I will have brown outs because I'm not producing enough fuel
When overclocking
For reference.
I thought A was the approximation of B, where B is the exact value. Or is B still a rounded value (even with numbers like the turbomotors or such complex items have)
yeah, for U3 it's not a big deal as you most likely won't use 100% of your power, for U4 you may need to calculate the exact numbers and rather overproduce fuel a bit than overbuild gens
those two should technically be the same number, neither of them is 100% accurate, both are rounded
IF you stay close enough to your power cap for long enough to run out, yes
Even at 250% it's 9.10584...
U4 is always power cap though
Dunno, staying clear of leaks for now
you may want to move to 246% for U4, or even better - stay at 100%
Yeah, even using "all" 300 oil you can only produce 666.66 turbofuel, which still doesn't get you to 74 gens at 250%
666.66*
Yeah fixed that
yeah, it actually is 73.21305 gens at 250%
Yeah, so 73 at 250 and 1 at...Don't want to do that math honestly
Oh, holy crap I didn't realize I was talking with the creator of my favorite tool π
one at 43.1120%
so 43%
@wind spade Yeah, just slight differences, no big deal...
I can't believe I actually planned my TM megafactory with the game's numbers 
you're wasting tiny bit of turbofuel, but it's pretty close to ideal
use https://www.satisfactorytools.com/production then π xD
Turbofuel is always wasted unless one is at 100% capacity, anyway 
Yeah, thanks...I would have done it when I was ready, but saves me a step knowing the exact clock speed π
I see that I need to finish that power production tool before U4 xD
NO! D:<
I'll use my brain till the bitter end! 
||Though, I definetly will use it more from now on for checking recipes xD ||
π
OOO you have one planned? As in I can ask it how much fuel I need to produce to power X generators??
yeah, it'll be integrated into the production tool, you'll be able to select "power" as one of the outputs
so you'll be able to do stuff like "maximise power from 200 oil and 100 coal" or "make a HMF factory, but also a factory that produces enough power to power the HMF factory"
but not sure when I'll be able to finish it
Soonβ’οΈ sounds like a good enough estimate, imo
currently working on helping wiki guys automate wiki a bit π€·ββοΈ
Right. Ondar ought to stop inputting things manually 
Great....Math doesn't work out on number of generators to number of rows with only 74 π¦
you can have 74 gens, just one underclocked π
Oh no I mean 148 gens was 16 rows of 9 back to back with a 10th gen on the end of the front to front rows (symmetry)
74 doesn't work out as well
don't overclock gens then π
But but but!!! I wan't to!! stomps feet
you are wasting your shards π€·ββοΈ
Are you for or against overclocking gens in U4? Because apparently Vencam is for it.
I'm against overclocking anything but miners π€·ββοΈ
but generators were always a little bit better to overclock than production buildings
Though he's doing a 'OC everything' build.
U4 doesn't really change much in terms of whether to overclock or not
4 rows of 18 gens with 1 gen on the end of the front to front rows, 74 gens with 73 at 250% and 1 at 43%...Got it!
Anyone else use Microsoft Visio to map out production lines?
no, I just use my tool π€·ββοΈ
Trades length for width of setup and halves number of gens needed
You lost me at "Microsoft", honestly ^^
I use a program called Myeyeballs, works great
Lol
Only thing that sets them off is the fact that I can't be compact AND grid aligned with most machines
I have to choose one
Do you need (or like) to build that compact? ^^
you never need to build compact π
So someday we'll have the real answer to what the max HMF limit is :P
is it worth it to use compacted coal over normal coal for power generators?
depends on definition of "worth"
do you have extra sulfur lying around, are you low on power and want some extra before you start building fuel gens? then yes, go for it
just starting on coal and the closes coal to where i am making my main base is also the 3 pure nodes thats "close" to 2 sulfur nodes so i am thinking of turning it into a compacted coal factory
if it's for power, then sure, go for it. Most of the other compacted coal recipes are pretty bad tho
laughs in turbofuel
but turbo fuel...
Most
lol
laughs in fine gun powder
no
One of those sulfur nodes is a normal + impure together at the bottom of a cliff
If you are taking about the coal next to the lake / waterfall
So not that easy to make compacted using both spots and 3 nodes
theres 2 normal nodes and 1 impure node
I guess if you've got sulfur nearby you could use compacted for power, but it's not worth seeking out sulfur to do it
exactly what I said π
it basically just replaces 1 coal with 1 sulfur with a small efficiency gain, so if you need to go find the sulfur just go find more coal
or overclock the extractor
ohh i did not under stand at first lol
also fine black powder is good? it's straight efficiency gain for extra machines
yeah but you don't really need to many nobelisks anyway
oh wait I just checked it actually uses less assemblers too anyway
it's better in every way
and wouldn't you like to use less sulfur on nobs and rifle carts and save it for other stuff?
I would like to not use any sulfur on nobs, bcs I don't need them
right you don't play the game haha
well that's not the point. I never understood why you need nobelisks, there's not too many encounters anyway and you can usually just outrun the enemies
if you want to be technical sure you can get away with a xeno zapper if you're really frugal, but nobs are nice weapons and good at clearing terrain
people build skybases anyway
well there's no accounting for taste π
<-- does not build sky base... self imposed rules do not allow base to "float" must be ground or on support structure
add in that all foundations must be to the same grid = spending 10 hrs building road
oh man I could never do that, one grid is as unnatural to me as sky foundations
I shape stuff around the terrain
i still do but i play modded so i use modded foundations that have curves and stuff
I don't even understand the need to place every single foundation in the same direction... you only realize that when looking at the save editor, but never ingame
But there are many ppl that think it "has to" be that way I think... like placing every belt in 90Β° π
how else are we suppose to heat up our spaghet
Unless you orientate the foundation using compass directions
Yeah I rather mean if you're running around and see the factory standing there I wouldn't care if it's pointing north
Rework of my little Generator-Farm, 18 Generators, 2 MK2 Miners for Cole, 6 Extractors, no tanks or something like this, direct feeding water and coal - its running beautiful π https://prnt.sc/10269tx
Anyone with an eye for measurements think they know how big the new battery storage units are?
around 6 x 6 x 10 m
Ok, so I should be able to replace ISCs for coal storage with batteries for power storage fairly easily
I really hope they're stackable
Probably won't need that fuel storage after the update anyway
Also, was there any screenshots that displayed any sort of capacitive values? Max power storage or max power in/out?
yep. in the UI Overhaul video with Jace
it seems those values are still up to date
lets see....
Capacity: 100 MWh (1 Megawatthour = 1 Megawatt for 1 hour)
Input Limit: 100 MW
Output Limit: Infinite
Hmm, well at least they're not going to be output limited, or at least not with weird numbers. Thank you for the quick answers
100mw seems kinda like a low number given that batteries were (but maybe less so after the update) a fairly complicated, endgamey item
it doesnt even use batteries
we even have the building costs for it
That seems... like an odd choice
It uses wires, modular frames and steel beams.... for now
which again may not be final
thats why i added "for now"
you type faster π€·ββοΈ
If it requires endgame resources, it will not be available at lower tiers, thus a jiche item/bandoned
I suppose tiered batteries could be in order then too
I would almost prefer that to an ever growing portion of every factory building needing more space for energy capacity, although aesthetically it could provide some interesting builds
Ideally if the new power switch comes (plz make it so) with a conditional operation, than I literally won't need to change anything other than just installing them
conditional?
there MIGHT be a priority switch.
What it will do and if we will even get it is up to CSS
Also batteries will hardly be required. They open up some new power logistics options and act as a more straightforward power safety net. But, it's perfectly reasonable to just set up safe, reliable power. Especially once we get the max power draw measurement in update 4
the best use case i can imagine is as power smootheners
like with the geothermal, and other cases
They'll be good for folk who don't want to overbuild power and/or bother to flatten power draw
So their power is spikier
Imagine if all the geothermal are on the save wavelength and you get to hear your power shutoff on every dip
Real talk I already was meh on geothermal, now I'm probably never gonna touch it
It's too little power for the effort already IMO, and they added more work to it
If they lower the requirements, to be about mid game/around oil, I could see it being better recieved. Esp given that a lot of the geothermal spots are with spitting distance of oil
Like setting up advanced fuel? Use this geothermal here to help get it up and running
I mean even around oil one geothermal generator is only 33% more power than a single, solitary fuel generator
that's my opinion of geothermal.. it should have slightly cheaper requirements so one could use it too jumpstart their large fuel gensetup that their coal grid might not have capacity for :/
Also give a small power buff, especially if they're gonna need more effort with batteries and such now
Maybe. maybe not? with the power storage you could in theory jumpstart a pretty large fuel gen setup with just a few geysers.. but I suppose you could use the power storage and do the same with your existing grid
Yeah you could do that with batteries and coal too
welp, I guess the only thing that'll make geopower more or less worth it then is if they double the amount they generate lol
yeah geo is already op
They're resourceless, but there's plenty of resources for power. They still cost time and effort to go find and attach to the electric grid. And now they'll need even more time and effort to set up batteries for. All for a meager 200MW each. Better to spend that time finding diluted fuel and then making fuel generators.
After spending hours setting up a DPF plant, I'm pretty sure that unless you're trekking halfway across the map to find a geyser, it's a lot less effort to build another geo plant.
Also it's a little disingenuous to paint them as "free" because just like any other power it comes from a limited number of nodes, sure it's not a resource on a belt but a geyser is a limited resource
You are to get anything of worth out of them, just grabbing nearby ones gets you nothing.
Unless they change how they connect to the node, using mods you can literally copy paste more geo thermals anywhere and they still generate power
if the wavelengths are just offset on same frequency, the dips would be canceled by the rising of other springs, and you'd just have the avg with them all linked. If it's different frequencies, the storage may be necessary next to them.
I don't think you'll need batteries for them. Sure they have variable output, but you'd need batteries only if you were using just geo for your power
you would need batteries if you are trying to ride the line at near 100% usage
But.. only a monster would do that >.>
??? why is this here
is this no media?
sorry
there's also no memes channel anywhere
team fortress or titan fall?
I thought TF2 was general for team fortress 2
sadly
Transport Fever 2
sigh 45 "Pure Caterium Ingot" Refineries running at 100%... and it still takes forever to fill up a train station...
Is it correct that way? I have 2 oil pumps at 5 refineries for fuel, 2 times crude oil to plastic and 2 times crude oil to rubber. I have the oil residue converted into fuel by a refinery. That makes a fuel production of 240 (all run at 100%). As a consumer I have 2 fillers for fuel canisters and currently 12 fuel power plants. That makes a consumption of 260 (here, too, everything runs at 100%). Now the "problem": I still have an overproduction of fuel, even though I'm actually 20 units per minute in deficit. Does that have an explanation?
is it because the plants don't produce 100% Energy so they don't consume 15/min?
most likely
scout the discs for recycled plastic/rubber
it makes dealing with it considerably better
all of the 12 plants producing 70% +/- 5%
im assuming you dont have some random issue with height
250% for the win π
1000+ caterium ingots power minute seems to be enough... I would need more ore to get more ingots anyways
so he said
Anyone could check my numbers? Got 2 pure quartz nodes (480/min) and would like to process that onsite into quartz crystals and silica, so outputs results sum up to 480 again. I've arrived at 300 quartz into 180 crystals and 180 quartz into 300 silica. Is that correct?
sounds right
I thought I had a lot with 10
I had a group of 3 Caterium nodes close together... so I setup a Refinery system that can work on all of them (with MK4 belt and Mk2 Miner)... thats why its 45 (no OC) π
but then, a single freight station for a train can store 3200 ingots, so filling up 4 train stations take TIME... lots of it
If you want your stations full, make fused quickwire ;)
Yes I know that's counterproductive
I yesterday finished a factory taking caterium and copper ingots and creates Wire, Quickwire, Cable and (most importantly) Copper Sheets... so I know what you mean π
(no, the first three are not for other factories, they are just for central storage)
When I last played I finished turning all that caterium into quickwire. Now have to find something to do with it...don't need that many AI limiters though. Caterium computer might be a good one
"Now I have a million quickwire... now what?"
interestingly I might need to establish a 3rd Copper mining area soon... I am running out of Copper Ingots quickly... never had the problem with Caterium.
and Quartz? I have yet to find a reason to build Crystal Oscilators π
and yes, Caterium Computer (and Silicon Circuitboard) is great π
@vast jungle
a number becomes an imaginary nimber if you multiply it with the imaginary unit
its called that way, but its not an unit like "meter" (as an example)...
not every number becomes imaginary if you multiply it with i
i*i = -1 π
every rational/real number multiplied by "i" (or any negative square-root) becomes imaginary... and the other way around
another name is the "unit imaginary number"
the point is, unit here does not mean a physical unit
yes
it is THE unit, the defining piece
you could easily use sqrt(-2)... would give you the same.
but using sqrt(-1) is easier... thats why they gave it the symbol...
but to be fair, the name "imaginary" is horrible
there is nothing imaginary about complex numbers
point is: the imaginary unit is indeed a number, its just a naming convention
yes... its a constant, like "e" or "pi"... but one thats not part of Q or R
thats why making it sort of seperate from the boring, ordinary real numbers makes sense
since, yknow, it IS special
to be fair, "real" numbers are nothing that exists "in nature" either...
Breaking news: numbers are fake
I prefer "they are parts of mathematics"... and mathematics is no Natural Science... because it doesn't use the Scientific Method.
Of course that doesn't change the fact that mathematics is the best tool we have for Natural Science π
there are no proofs in the Scientific Methods... there are "Hypothesis" and "Theories"... both can be falsified.
you cannot falsify a correct mathematical proof
science is "guesstimates" that are accepted
because nobody found a better guesstimate
natural science is about building models that predict reality...
models can always be incorrect...
I'm pretty sure there are very natural reasons to use sqrt(-1) as the unit instead of sqrt(-2)
how would Euler's formula work if we defined i^2 = 2?
it would introduce a factor... but things would still work...
yeah but that wouldn't be very natural would it
thats why "1" and "i" are similar special... you don't get easier than these two numbers (on the Complex plane)
still, "1" is more special than "i" I think
yes, because 1 is still the multiplicative identity
i, the way it's usually defined, isn't an identity element, but it certainly is a natural pick for unit
though, there are other such "natural" picks, however, they're not in the form of some other negative root
what was it about the most beautiful part of mathematics? "e^(i*pi) + 1 = 0" ?
yes, many consider it to be the most beautiful formula, cause it has a lot of fundamental constants in it
three crazy non-rational numbers and both the multiplicative and additive neutral element combined...
still, they could have chosen a much better name than "imaginary numbers" π
that's true
but the people of this time were not sure these numbers are "real"
also I'm not sure i is considered irrational
but you called it non-rational cause it's not a member of Q?
yes... rational numbers (Q) are something describing nature... and e/pi/i are definitely not from Q...
I tried to avoid "irrational" because it has a special meaning
alright, that's fair enough
but complex numbers very much describe a part of nature as far as I'm aware
they definitely help to describe a lot of phenomena... but you could even argue that irrational numbers cannot be really found in nature, because at the smallest scales everything becomes quantized...
whether space is actually quantized is an unsolved problem in physics
you could make the argument for uncomputable numbers
but I'm not so sure for the computable ones
we can still hope for a good theory of quantum gravity coming along and solving all these pesky issues with the smallest scales
let's hope so
also, just in general, as I think you stated previously, I think you need a different definition to consider naturality in math
so we moved from "Satisfactory" to "math-and-meta" and slowly getting towards "general-off-topic" π
Use this imaginary number to optimize production... duuuh.
is math philosophy considered on topic?
flight paths of hypertube cannons? Hmm...
Parabolic curve no?
use quantum annealing to optimize some problem idk
its always fun to see how bad some numbers in the game (e.g. stack size 500) can be for things like Manifolds...
ngl for a second there I thought you meant the math kind of manifold
in which case damn that's some hardcore strategy
LOL
high stack size is good for storage tho
and I really don't like to build dedicated small groups of machines... so I ended up with a 16-machine manifold producing Wire for an 8-machine manifold producing Cable...
that took an eternity to fill up
do you run it as you construct it?
no, at that time I had not connected the whole thing to the train-station that would deliver the ingots
or use lower belts to each machine, lifts look identical too
having looked up what manifold actually means in this context, why does it help compared to more normal forms of routing?
I understand for the more complicated ratios but wires to cable? really?
because you can feed a line (or double-line) of machines just with a line of splitters (and collect with a line of mergers)
it's simple and expandable
its very easy and compact to setup
not for complex lines like alum
is it really expandable?
if you run everything on one line, won't that bottleneck your throughput massively?
you have to keep each manifold below the belt limit
but thats quite long for most things
π€
in my case it was a production complex to create 240 Cable/min. from Copper Ingots
is it truly more compact than just going constructor to constructor directly?
so it was 2 lines with each 8 constructors producing Wire from Copper Ingots... and one line with 8 constructors producing Cable from the produced Wire... very nice rectangle and compact structure
how do you do it, load balance?
you need 2 constructors of Wire to feed one Constructor for Cable... so just adding them behind each other doesn't work
I used just a line of 8 splitters, with constructors for Wire left and right... and then combining all 16 outputs with mergers and feeding it into the 8-splitter line that goes into the Cable constructors...
perfectly efficient as soon as everything is full
it sounds extremely alien
it makes sense but man, am I not a fan of stacking splitters in a row
in this case load-balancing would have been "easily" possible (divide by 8) but with quite a bit of necessary space to reach the 8 constructors
I don't do that exactly I use lifts to hide the belt work beneath the floor
that's kinda smart actually
having started building from the ground, I never really considered that you could put stuff underneath the floor tbh
and just have a floor for conveyor spaghetti
I put a "crawling space" floor below each of my factory floors
somewhat on that note, more wall sizes when
very nice to put in belts between "more distant" parts of your factory floor
but yeah, you still need a 16 wide constructor line
balancers work better with more delicate beltwork like container lines
a block of 8x3 constructors... and just one "plane" of belts
no crawling space or lifts necessary
I could make a picture this evening... not having access to the game currently
#screenshots scroll up for an expl of mine if you want
you can see the upper level input belts, because it's under the glass, but the lower ones are overhead manifolds.
I built the reverse of the double-manifold (middle in, outer-part out) and connected it to a single normal manifold
yes, mine is a reversed double manifold, so flip s and m
yeah
and the nice thing with the Copper => Wire => Cable was that I need 8*2 Constructors for the first step (double-inverted-mirrored manifold? π ) and one normal manifold to take the combined output and create cable from it
okay now I get the concept better at the very least
it puts pipes and belt inputs neatly together, rather than splitting them, hence taking more time to build.
yeah, looking at the schematic I remember building these in factorio
I'll have to retract my statement about it being alien, oops
Though, I recommend sending products opposite of where the ingredients are coming from.
any particular reason?
less entanglement
depends on how you arrange it
I remember doing that exact thing in factorio for main bus lines so I'm somewhat unconvinced
wouldn't a double manifold with input on the inside be more space efficient?
though, making a main bus doesn't seem like a very encouraged strategy in this game
It also allows for an input side and an output side, so in theory you could add more lines if you want
would assume it depends a little bit on what you want your ratios to be
there are no priority mergers so main bus kinda doesnt work in here
this remains true for having output go back the same way, and it has the added benefit of not moving the output point
no priority mergers?
no priority mergers
you can workaround it with spaghetti but its pain in ass to build
this is my "Cable" setup
Why don't you guys like busses ?
had to click on "Done", please try again
you mean choosing which side to prioritise on a splitter?
"bus = multiple belts" or "bus = shared belt with multiple item types" ?
busses tend to get very laggy.
What do you need priority mergers for? Any example?
a main bus is a massive multi-belt structure that basically runs all your resources along the entire base
I think editing link sharing permissions gives you a new link btw
as the link still requires asking permission
I went from "huge base" to "distributed factories with smaller input/output"...
so my "buses" became railway lines/stations
I don't have any lag issue with my bus
in factorio you make main bus like this:
you got pile of belts so you transfer more resources than possible on single
example of a more developed main bus
ah I see
better ?
you split it to parts of factory, when those stop consuming resources completely, it overflows to next segment
very, thanks for your patience
you are welcome... I hope the diagram clears up what I did
it's quite nice, but I'd prefer the cable splitters in the opposite direction, just a me thing tho
and yeah about the main bus, but you also usually have balancers running along the bus line as well
not in factorio at least, thats the point of modern main bus
you always push resources to one side and consume from it
I don't think the Factorio bus design works well in Satisfactory... and its not necessary in Satisfactory anyways because we have 3D
that is entirely correct
I've never played Factorio so idk
it doesnt work here since its not possible to pull resources from additional belts while merging them with overflow from branches
you would need a pile of mergers and priority splitters and its pain to build
why would I even want to "re-merge" the remaining stuff?
you do need to keep your bus somewhat balanced across its conveyors
because you want to use those resources for next parts instead of having them idle at source
also that^
the idea is that you build factory in sequence of most desired to least desired components
you can just continue all belts, similar to a manifold
when something backs up, it goes to next part automatically
in satisfactory not too many products share intermediate ingredients. Also production and consumption rate is constant, so there's no need for bus. It's also pretty hard to build (a lot of materials wasted), even harder to track how many items do you have left on it and compared to factorio belts have pretty low throughput, so you need a lot of them. It's a different game so the build style is different too π
belts have less throughput in this game?
there are way better alternatives to busses
ofc they do
Trains! π
I was of the opposite impression
or you could make a hub a of industrial storage containers to merge it
fastest satisfactory belt is slower than slowest factorio belt
factorio's fastest belt is 2700 items per minute
oh yeah
780/min
trains can use the same "railway" infrastructure to go from anywhere to anywhere...
I was confused cause they use different time units
thats satrisfactory at 780
Hmm I guess we're not playing the game the same way ^^
no matter how you play, busses will introduce a lot of issues that you will earlier or later hit and have to resolve
Though wdym by production and consumption rate being constant? Natural resources disappearing?
yeah, if you connect a belt to a miner, you have guaranteed output forever
*with power
also in factorio, you got much more stuff to produce
since buildings are their own items there
here you need to make like 5 to 7 main components and your factory building factory is pretty much done
Yeah I've noticed this game feeling a lot more relaxed than factorio did
busses in factorio are mostly used due to the fact that miners run out and production is not constant (e.g. you have malls for items), so there it makes sense to essentially do a giant manifold (bus) and split unknown amount of resources between unknown amount of consumers
none of that is needed in satisfactory
nah, input exhaustion in factorio is not really relevant
I was of the idea that unknown number of consumers was the biggest part, cause you don't know where next is gonna need some iron plates or whatever
the problem is that you got a lot of small factorioes on the bus
just add up your rates and subtract when you use some
rates are of lesser importance in my experience
there are no sinks in factorio, most of your production will back up
and thats by design
what's much more important is space
because of underground conveyors being (comparatively) extremely limited, and everything else having to be in one plane, it's a lot harder to spaghetti your way out of lack of space
and the solution will almost always just make it worse
nah, space is unlimited in factorio
you almost never face the issue of something being unplaceable
mind you that satisfactory adds a 3rd dimension on top of it all
space is extremely limiting if your factory is poorly planned
that's why you shouldn't calculate from start, but from finish. "what can I do with my 800 iron plates" is bad question to ask, you should rather ask "what do I need to produce heavy modular frames?" (or any other final product)
you don't have to put everything in one factory
no, but in at least my own first few factories, it was practically fat chance that I'd be able to build real outposts with the abysmal production rates that resulted
thats actually a bad idea anyway, because a one-for-all factory suffers from poor expandablility and cluttering
nah, thats a bad advice. you should plan your factory with expansion in mind so that you can handle tier unlocks, instead of having to scrap part or most of line
again, you don't have to upgrade one factory, you can just build others
like you should consider that you will get faster belts and miners soon so you should reserve some space for more smelters
no need to put all production of "Item X" in the same place
often (in Satisfactory) its easier to produce locally
you arent going to go to new outpust just because you unlocked faster belts and can pull more from miners
what I usually suggest is to make a separate factory for anything new that you're producing, ideally somewhere around the nodes you need for it
thats a hard feat to do anyway since you would have to run stupidly long transport lines back to the production site
and then back
in case theres other factories there
monolithic megafactories > all
hell
that's your problem π
scared of the itty bitty spider-cats?
Satisfactory has a beautiful map with lots of interesting places to build stuff... you miss out a great deal of fun π
no, I'm scared of long ass trips
also: exploring means possibly finding alternate recipes
produce locally gather closer and closer to a base
luckily in the group that I played in, other people were doing the exploring lmao
to be honest, i wouldnt mind being able to demolish much more of the map decorations
Trains are a FAST and reliable way of traveling...
there is always some random big ass rock in the middle of place
and if you ever get lost or bored, you build a YEET Cannon and are out of there in 0.1 seconds
i guess thats why most people build floating stuff
I disagree... both with "map obstacles are bad" and "most people build floating stuff"
floating stuff doesn't look all that cool
add some pillars and boom, 100% better
exactly what I was gonna say
or just build in between what landscape gives you
or do both
what gameplay purpose does big white rock and poison zone near the starting grasslands iron/copper deposit serve
built in canyons... build in caves...
we did that, and now we can't add more iron rod production
what purpose does better graphics serve?
a e s t h e t i c s
you can easily add more iron rod production elsewhere...
exactly
a plain field would be just boring
yeah but I put a lot of effort into building an aesthetically pleasing megafactory warehouse and I'm gonna use it damn it
you CAN build up in the sky, but the landscape on the bottom gives you more options
but the point is not to remove it completely, its to have nobelisk or something destroy those π€·ββοΈ
well that's the challenge, you don't remove all of it, because otherwise it would be just flat grounds building π
we had the same discussion some days ago with the map developer present... making everything destructible would not really add anything to the game, but it removes things from the game. With everything being removable, the whole map just becomes "background".
but by that time, your factory becomes the foreground, this is perfectly fine
this used to be beautiful forest, now its a noisy industrial wasteland, isnt that the theme of such games
Greta Thunberg would just hate this game LOL
why not have the map just a flat land from start then π€·ββοΈ
because there is no factory yet π€·ββοΈ
well, to be honest, i think part of the problem is that some stuff that was designed to be destructible simply isnt due to bugs, for example those blue sparkling sponge trees
you can blow up their collision box but the graphic remains π
and you still want that map to provide background to your factory, just not necessary get in the way constantly π€·ββοΈ
working around bigger obstacles is fine, but having a lot of small things getting in the way all over is kinda annoying
then plan your factory around the map and not be like "I want my flat factory HERE, so nature get out of the way"
this
it's really hard to just know where things will fit
also, the environment clipping into your factory is just really un-aesthetic
there is no ruler either so you cant just plan floor at some height and hope it wont clip into ground or random rock somewhere
just having some special type of foundation block or something that removes ground mesh inside of it would be amazing
would also allow you to make completely underground factories, which would be incredibly cool
you can do those already with hypertubes or rail clipping map ground
being able to destroy ground isnt something necessary for me, being able to get rid of random rocks or indestructible plants would really improve the experience
Of course, it's more of a nice to have than a must have
https://photos.app.goo.gl/YP5abopUXtbf4Wcg9
I was really happy that everything went around this Coral quite nicely.
Also does rail delete overlapping ground mesh?
nothing deletes ground mesh
some things are (deliberately or not) missing full collision detection with the ground mesh... but this might still change
I don't wanna destroy everything and make it flat, but I'd like to be able to build something say, flush with a cliff wall
And not have to make some really janky setup or risk clipping with the wall
will not happen... Devs have said it multiple times that they decided against it
Technical or gameplay considerations?
both...
should've seen that coming
destructible terrain in a custom 3D map is a HUGE effort... and they decided against it both as a technical and as an artistically decision
the game already struggles with performance issues when your factories are large
i cant really imagine how terrain manipulation would impact that
I was personally thinking less terrain manipulation, more just not drawing the mesh if it's inside a foundation "block"
I like keeping a few medium sized trees and building intentionally around them.
that personally sounds like a nightmare of tiny clipping issues
Unfortunately, there's rarely a time when 'just don't draw the mesh' is an easy option.
Of course, hitboxes are a concern as well, and with a lot of foundations etc., finding all the mesh vertices that satisfy this criteria would probably be expensive
I imagine my building style is quite different from most. I don't fear clipping, for one, but if I use clipping, I try to make it look good.
that'd be fine if we had more options for fine detail building
but I've found that slightly lacking personally
lets wait and see what update 4 brings
Indeed.
the game is still in early access... we can expect to get more "cosmetic" stuff later in development...
but at the moment the "more content" and "less bugs" is more important
you can always suggest stuff on the QA website
ngl I personally find the cosmetics that do exist to be one of the best parts of the game
i wish the existing cosmetics were more.. aesthetically pleasing
I would really like (double)ramp versions of the frame-foundation
and foundation-holes for conveyer lifts! π
anything frame-foundation
Ooh, yeah that would be neat.
imagine: frame walls
honestly my biggest gripe is probably walkway alignment
like walkways having symmetric model from underside so that connecting T crossing wouldnt make ugly cut frames
or railings connecting to slopped foundations
That's why I basically never use walkways... And why I don't use rails.
also is there any summary of planned or speculated changes for update 4?
the walkways look amazing when you can get the alignment to work imo
What's the issue with that?
nice, thank you
walkways are half a foundation in length, but you can't for example start them in the middle of a foundation block
you sometimes can
Yes you can.
but its glitchy
one problem with walkways that in one direction you can place them every 1/4 foundation... but in the other direction only every 1/2 foundation
Oh, inside the foundation block...
also slopped walkways are two meters high so they dont align with 1m foundations if you have them anywhere
sometimes you need to place a few "helper walkways" to place the final one
but you have it be to the side on the other
and there is no way to make it look good
not sure if 1m foundations already existed when walkways were made
they came a bit later
I don't really get the issue. Isn't the point of then starting from the tlfoundations, the fact that they align with walls from there on?
I'll make a quick drawing
there are no 4m railings either, so if you start walkway from foundation, there is always an unprotected chasm next to it
You CAN clip walkways with fohndations to do some railing though not the best, but I think it can look cool in some situations
you can use a walkway for this
yeah i know
i do use them like this, but it just doesnt look super good
walkways have that hole like thingy in the middle that sticks from foundation when its overlapped
I'd like to have a foundation in the middle of those two red squares
because then it'd be in the middle as seen from the right
but it can only be in the middle on one axis
also 4m is wrong, I meant 8
like we said, we expect to get more cosmetics later during development... at the moment they just appear when devs have spare time and fun
So, I have a method of making offset foundations, but it involves placing a foundation on a stack of iron plates, so the foundation is vertically offset by the thickness of the plate stack... Are there any inventory items that are an exactly .5m thickness increment?
sounds very sketchy
Hmm.
I may be failing to see the issue again... Couldn't you just start from the middle of the 4m foundation and go up from there until you get in the middle of the reds too?
most likely... or 1 1/2 high...
just be aware that building foundations on top of items depends on the type of foundation you are placing... what works with 2m foundations doesn't necessarily work with 1m foundations.
no, because the walkway has to start somewhere flush to the foundation 8x8m grid
Right, the foundation is vertically centered on the top surface of the item.
imho, the problem here is that there is no "unalign" button
Correct. Which can be: left side, right side, or CENTRE
it would improve gameplay if we had it
you have three options to place a walkways at an edge of a foundations... but you still have to place it at the edge
so you can go 1/4 foundation steps in one direction, but not in both
easy to do with certain mods, but not possible currently in vanilla game
that's something at least
OHHH! Now I get it!
Sorry, I'm so used avoiding doing that (as I know I can't) I subconsciously excluded the option :laughing:
lmao, fair
^ when everything you have is 8m foundation π
it was really annoying trying to build a one foundation wide tunnel, walkway going through the middle, and a 90 degree turn in one place
Why would you want to center it though, knowing it won't align with other foundations without clipping, from there on?
ramps can be used to mitigate the ugliness
but the best solution would be 2m long walkway "snippets"
How about having it centered in the tunnel, but having the ramps leading down from there align with walls?
like, the solution I came up with is to just end the walkway in the turn
Btw, ramps do an AMAZING job at boxing in water extractors since they are exactly 2.5 foundations wide ;)
and then I didn't resume it for the latter part of the tunnel because the geometry didn't really allow for it
it's survivable, just a small nitpick I have about an otherwise great feature
you could make the 90Β° corner a 3x3 foundation room with a single foundation floating in the middle π
honestly the biggest thing I can ask for is smaller units of the current blocks
I could, actually
but the issue is that it's a skybridge that has to go up in one end to meet a cliff
Once I noticed this trick, a big portion of my alignment pains went away :)
https://cdn.discordapp.com/attachments/553550313533997057/785799774443798548/Screenshot20201123-17564900000.png
at the moment the developers have too much with priority on their list
i usually just cram them to each other side by side
but they are irregular in all directions unfortunately
also super high and gaudy collision box that prevents building around them
They are not. Exactly 2.5 foundations each side (just a bit less)
So if you place a walkway every 3 foundations (like in picture) or every 6 you can easily box them into the space you want :wink:
Notice how with 1 walkway the design becomes repeatable (2.5+0.5 makes for a 3 foundations wide design). Just omit walkways in between when you want and you get some nice water boxes
In picture, they actually have the right height for a pioneer to walk from extractor to walkway without jumping, but that is an added and unexpected bonus 
i usually build 3 foundations wide trench, smash them against back foundations and put walkway on front side
it works
I just find it nicer to axcess the extractors from the sides rather then the front ^^
yeah, you got the foundations at water level
so its possible to walk to extractor
i usually got it bit higher, like 4m above the water level
They are actually aligned with the floor above! Ahahah
Just a lucky fit
Issue I'd like to hear opinions on:
I'm turning 2 pure nodes of quartz into silica. I also have nearby the copper needed to make enough sheets to turn all that silica into circuit boards.
Would using 2 pure quartz nodes just to make boards be too much, leaving too little silica for other things, in your opinion? (no need to math it out)
I can always make more boards later, but doing the opposite is more complicated π
last quartz nodes on the map?
Nope. I'm using 3 pures and 1 normal out of 4 pures and 11 normals (if I remember right)
But a lot will need to be funneled for nuclear and I can't calculate how much since U4. Then alluminium but... U4. Then supercomputers but... You get the idea 
then I would just leave 1 pure node alone... make neither quartz crystals nor silica until you know what U4 brings... you might need one or the other for Tier 8 stuff
Using up more then half the normal nodes doesn't sound like leaving enough leeway though. I'm pretty sure nuclear + alluminium would be AT LEAST 4/5 normal nodes π€
just finised my 1st 100% eff factory,(120 wire 60 cable min) only just noticed my 2nd copper node is some distance away π
when you find the "Copper Alloy" alt things will get a bit insane π
i just realised i've been using a single copper node during my entire game so far
I am using two at the moment and will have to exploit a third one if my current production of Copper Ingots and Sheets run out...
Hey, slow-and-steady is a valid play style, too.
Me too, nothing special I guess. You don't need so much copper at the beginning. Only upgraded now that I went for adaptive control unit and the other stuff for tier 7
yea, that node in the grasslands can provide quite a good deal.
yeah i think i am overdoing it abit with the copper atm π
how much?
getting enough Wire and Cable is nice... but you will definitely also need copper sheets in Tier 3...
yeah got an 2nd node on about 500m from my current setup. guess imma bult an sep factory there for sheets and port them with T1 belts. but thats after i get my 1st iron factory up and running for plates/rods and screws
2 copper nodes total (or rather 1 normal and 2 impure).
Caterium wire FTW
just overclock the copper nodes when you can... and place better miners on them as soon as you get them. This should easily keep you supplied for a while
yeah didnt manage to unlock overclock yet. ill see to that after i get that T1 iron factory up and running and an T2 for the reinforced iron plates
got 3 pure iron nodes at my current spot an pure copper and an pure limestone
to make it workable i am spamming the foundations though π
having enough Limestone is really useful early on
Fun thing is, I only have 3 miners running at 100%, that gives me 240 copper total, yet my factory makes all the stuff up to supercomputers (no aluminium tier items yet)
I am just trying to decide what outputs to go for with my "high-tech" factory (Circuit Boards, Highspeed-Connectors, AI-Limiters and Computers)
and where to build the thing
bruh
1440 iron/min with miner mk2s
Someone can knows an easy way to split 432/min from a line?
I can't find an easy solution to balance it, I think I might just manifold it since it doesn't involve too many machines and wouldn't take too long to fill up 
The latter. Makes it easy to "read" the lines later and I like the aesthetic and no warm-up time
8 splits is 54pm
Coal lake, up and to the left.
or you can go very bottom right for coal, sulfur and tiny water pond
My friends abs I got the signs mod and we label lines with used / max
Everything is infinite
ok thx :)
except for sam ore, all resources are infinite
Well... It is infinite, you just have a max per day
(the photo is taken from the 3 iron nodes you spawn right next to in grassy)
... And what about that...? 
You wanted to split 432...wasn't sure how you wanted it
And now I realize I misread what you wanted
split 432 from how much?
embrace the dark side, we got cookies
Any multiple of 7.5 equals a manifold of balancers to me 
Not really relevant I think, but 720/min or similar
As long ad it's 200/300 items/min faster then needs of the manifold, it would make the manifold warm up pretty fast
I pre load machines most of the time if I need production to start immediately
Unnecessary splitting setup:
Assume mk4 input (480).
Split 60 off, direct 420 to output.
The remaining 60, use a 5 way splitter and merge one part into output to get 432 total. (merge remaining outputs into original belt.)
5 way splitter example -> https://www.reddit.com/r/SatisfactoryGame/comments/b5k4o0/how_to_split_one_belt_equally_into_5_your_welcome/
Yeah, that's the "not easy" solution I thought of before xD
I hoped there could be some dark woodoo to make it simpler, but I guess not
If you manifold with mk4/5 belt through all splitters and use a bit higher tier belts than necessary for machine, they will start faster I think
Considering it's just 18 machines, it wouldn't take long for the manifold to fill them up and output the overflow correctly (as I said, the main line provides at least more then 200 items/min in excess)
RIP... Well, U4 should be fun for everyone.
13.34 package/diluted/unpackage.. and.. lol
your capacity line was fluctuating, indicating a problem with input resources
Pipe manifold issue perhaps

So, Well.. my excuse is when i imported the blueprint from scim.. it broke all the pipes, and I had to replace every single one in this plant.. those two got missed >.>
Thats why you dont do scim
I don't know what I'm doing wrong but I've got 6 refineries making fuel from heavy residue. This should be making 40/m*6; assuming that I placed 16 fuel generators which each take 15/m according to them but I am still getting excess fuel, flow rate is also not limiting. Is there something with wrong with what the generators say they use or am I being dumb somewhere?
Fuel generators only draw the percentage of their full demand when you consume the full electrical power
so 50% power usage = 50% fuel usage
(which will change with the upcoming update 4)
gonna be fun. considering one little thing will kill the whole system after U4 xD
I don't think so... most of the powerplants in trouble would have failed at a point anyways... as long as you keep the "smallest part" at the end of powerproduction your are safe
we'll see in theory your power graph will just fluctuate a bit right?
it will by definition
tho for most players, it will likely fail catastrophically few hours after update
we will see... I don't think so
if it's not failing now, it wont fail in the future
unless you built a system that cannot run at 100% right now, which means that the error is on the player's side, and not the factory's
its funny how you spin same argument both ways to defend this change but ok
cant be bothered to argue with you anymore
the 'cannot run at 100%' comment is in regards to fake capacity
which is no different from my original comments on the subject
"its players fault that his power plant will fail in u4"
"its factorys fault that player's badly designed plastic production would clog"
see a problem here?
no because they are intertwined
the player builds it wrong > the factory still says it is ok because fake capacity exists > player doesnt know he did something wrong
with the changes:
the player builds it wrong > the factory says it is wrong > player fixes it before larger problems occur
part of it sounds like trying to fix stupid. no? player's power plant fails.. player looks at failling capacity and see's there's an issue. player investigates. I dunno
fix stupid game design? yea
right now, when a player looks at the graph, it doesnt tell you anything is wrong
Well, when it dies the capacity starts falling.
yeah butbefore it dies, you dont know it will die
I mean, I'll admit walking across the map did suck lol
because you can hook up 500 generators to a single mk1 coal miner on an impure node and a single water extractor, and the game will be like 'oh yeah this is totally fine! nothing to see here!'
But, I think I'm alright now
and then when your factory starts demanding the actual fake capacity it claims to be able to provide, your generators go 'lol sike' and crash
I mean, that's still on the player though. They didn't do the math.
imho its mostly due to game gui being useless af and hides details that could be used to debug such issues
not all players play this game using a calculator and stuff like that
But shouldn't you calculate what the generators will consume beforehand? If you make a constructor making 20 items per minute and the next constructor needs only 10 items to operate the player will still see the end product coming out although he is feeding too much ore into the first constructor
if something is wrong, the game should indicate it is wrong
if it doesnt, it should be viable to assume you did it right
hereifxiedit
I mean, if they just printed on coal gens this uses 15 coal a min rather than burn time.. that would probably solve confusion too.
where does it fix fake capacity?
It does not
player clicks the pole, it tells him he has 5% coal left, last time he checked he had 80%
so clearly it burns it too fast
Or the next train arrives in a moment
capacity isnt actually fake, he can pull as much energy as it shows
Trains arn't setup yet.
until his stockpile of resources rans out
lmao no
its a stockpile that is fake, not power
if you want to argue semantics, sure go ahead
Except there are no buffers in my system, unless you count pipes as buffers (:
power plants have buffers in them
not large but they do, they can work full power until they burn it
Yeah, 50 a building.
right, so how do 500 gens being able to provide 500x75MW for 1 milisecond help a player?
if you dont call that fake capacity, then what?
full fuel generator for turbofuel has iirc 50 units, so it can turn for like 12 minutes on stockpile alone at full power
I mean, if they checked the UI before placing their 500 gens, and the UI told them it used 15 a min. I was a bit confused first starting because everything has what it uses a min, but coal gens
Knowing the average storage of the powerplants is not that helpful in large powerplants anyway
im pretty sure all generators provide their consumption in time to burn, and not 'amount per minute'
Because it might be unevenly distributed
powerplant gui is kinda useless, it doesnt provide informations it should
But, I could make a counter arguement and side with tom in that I would've found my disconnected pipes much sooner, and without a load/test aka 4800 rubber and plastic into a sink. Now my capacity isn't fake
it should have max and current consumption per minute, not some arbitrary time to burn
not all generators use a single type of fuel though
biomass burners, fuel gens, coal gens, they all take multiple types
im pretty sure you cant feed it two different fuels at same time
current and max would've been nice
it should display usage for current fuel type
We'll find out soon(tm)
the problem is that there is no easy way out with the current way powerplants work... even if the sum of your powerplants have tons of storage, one of them might go out in a moment... there is not even a good way to detect this in advance for the game.
with the new systems it will be much easier to display what is going on...
doesn't capacity already drop if one of your power plants get exhausted?
tho those graphs display like 2 minutes worth of data so you wont be able to see that it flickers
no idea why they cant be scalled, factorio graphs display like 50 hours worth of data =.=
If it flickers it'll sooner than later start dropping. And the thing with storage is it runs out eventually.
dont immediately complain like Satisfactory will forever be "flawed"
Things still get changed and added over time
This is true. It's gotten better in the short about of time I've been playing. Well it's been 30 minutes and I'm holding a steady capacity now. I think I'm good
its an early access game, that's perfectly fine and acceptable. just because some design decisions seem puzzling to me doesnt mean i dont enjoy the game as whole
yeah but whenever you find something puzzling, you immediately jump to factorio, which is not in early access anymore
It's a fair comparison.
It's how this game started in the first place, so I don't think making such comparisons is counterproductive ^^
it quite obviously started as 3d factorio clone, nothing wrong about it
I'm pretty sure the Devs said they used to call it Factorio 2.0 before they came up with "satisfactory" ^^
yes, that is fine, but this is about "finished game" vs "unfinished game", not just "factory game 1 vs factory game 2"
Sure, but it's not like she said "the game should have this since factorio does". Just pointing out how factorio does something better then Satis in a certain context, showing possibility for improvement
speaking of unfinished vs finished game is also not very fair, factorio had a lot of those features for years, its not like they randomly polished everything last year for summer release
power graph in particular is very limited, your factory can experience massive swings in long periods and it displays only two minutes worth of data, it doesnt need to have factorio's complicated gui, it just should display.. more
(also should had used male avatar :D)