#math-and-meta

1 messages Β· Page 507 of 1

tardy horizon
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is there a way to see how much energy my whole production cosumes at 100%?

topaz hedge
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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

bleak coral
#

not yet

bleak coral
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we'll see if it's enough, it's all still a big mystery

tardy horizon
topaz hedge
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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.

bleak coral
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it'll also stop people from doing power setup wrong when they're new

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because there'll be immediate feedback when you've done it wrong, rather than well... points at screenshot

topaz hedge
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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

bleak coral
#

again, they're changing a bunch with nuclear so I'm not gonna judge it based on current setups

versed violet
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You can underclock if you do not use 100% of it

tardy bough
#

fuel repossessing could be a thing in 4

bleak coral
#

it's the wrong context

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but yes I'm wary of how the changes will affect waste

topaz hedge
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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

bleak coral
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what are you gonna go run around to a bunch of buildings every time you need to use more power?

tardy horizon
#

got an other setup too with i think at the moment 10 fuel generators and 5 raffineries, 4 more fuel generators in planning

topaz hedge
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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

bleak coral
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oh yeah, we just don't have the context to complain/give feedback yet

versed violet
bleak coral
#

it would be horrible with current nuke power, but we have no idea what U4 nuke power looks like

bleak coral
#

if a bit more blunt than what we've got now

tardy bough
#

my guess would be waste would be reprocessed and used in new items

topaz hedge
#

Still not all that great of a solution in my opinion

bleak coral
#

oh wait nevermind that doesn't work

topaz hedge
#

I think the generators will keep running as long as a cable is connected though?

tardy bough
#

prob even if there isnt

bleak coral
#

you'd have to cutoff conveyor belts, as long as a generator gets fed it produces power

topaz hedge
#

no, if there's no cable connected it doesn't run

bleak coral
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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

tardy bough
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at the moment no but that is because there is now consumption

#

no*

topaz hedge
bleak coral
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well best case anyway they'd need to be cut off individually, which is also not a great solution

topaz hedge
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They don't run if there's no cable.

tardy bough
#

switch still wouldent work

topaz hedge
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but if there's a cable, even if it's connected to an empty powerpole with nothing connected. they run

tardy bough
#

bc there would still be a cable

topaz hedge
#

Mhm.

bleak coral
#

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

topaz hedge
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I mean you could, in theory, split up your fuel production lines to run banks of generators

bleak coral
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like you get the energy from all those nukes, and you can still work for hours even after storage fills

topaz hedge
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and then flip the switch on that line.

#

how practical that would be to build... well I dunno

bleak coral
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yeah no idea the specifics of batteries yet, MJ capacity or MW discharge limit

topaz hedge
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from what they've told/shown us, it's 100MWh or 100MW for 1 hour and they're supposedly cheap to build.

bleak coral
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that's not a lot

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I mean it's decent, but not like for something like storing nuke energy for hours on end

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they seem pretty big space wise too

tardy bough
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just need a few thousand

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ez

topaz hedge
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I mean, someone's gonna do eet.

tardy bough
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so i havent actually done nuclear yet so what is the generation on that stuff?

bleak coral
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next let's game it out video?

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battery city?

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2500MW per nuke plant

versed violet
topaz hedge
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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

bleak coral
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I don't like it, just forces you to build batteries

tardy bough
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no poles do not use power

bleak coral
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just seems like extra busy work

tardy bough
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@heady echo

topaz hedge
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but, geo combined with the batteries.. will let you fire up just about any sized setup

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As is, geo by itself couldn't start my turbofuel plant on it's own, with batteries, it can now

vast jungle
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just build a TF powerplant that can start itself... its not difficult

topaz hedge
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Sure, or build one that once it's running it'll never die.

vast jungle
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it might still die when you try to consume more power than you have

topaz hedge
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it won't

tardy bough
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just have x generators needed to power it on a separate grid just for the plant

topaz hedge
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not if you build it so it produces slightly more fuel than it burns.

vast jungle
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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

bleak coral
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separate grid is what I call the failsafe method, cause it will never shut off as long as you get the delivery right

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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

vast jungle
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worst power shutdown is the one when you accidently killed one of the input resources to a powerplant... so it runs dry.3

bleak coral
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oh yeah it's fine, I just need to find more of both

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or actually they're using mk2 miners, and I'm not sure how overclocked they are

vast jungle
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coal should be no trouble... but sulfur can be a headache, even with maximum overclock

bleak coral
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may be able to just upgrade the miners/conveyors

topaz hedge
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And here I am running around and placing mk3 miners on all the nodes lol

bleak coral
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I didn't have mk3 at the time

vast jungle
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I plan to wait with T7 until post U4

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but one 15 GW turbofuel powerplant is hopefully enough until T7/U4

topaz hedge
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Should be. depends if you build a big factory between now and then lol

vast jungle
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I think my "max" consumption is ~ 10GW at the moment

tardy bough
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this is why i like power checker mod it shows max possible consumption

vast jungle
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I had 9 GW of production and was unable to start my powergrid... so its most likely 10 πŸ˜‰

bleak coral
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I'm big on flattened power and overbuild, so I'm not sure I'll make use of batteries

tardy bough
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yea the new power system is what refiend power uses rn

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constant max output

bleak coral
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batteries will definitely enable more spiky power without the silent danger of buffers running out

vast jungle
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yeah... as long as the average power consumption is fine, batteries can do the rest

tardy bough
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this is very nice

vast jungle
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time for breakfast... cu later

bleak coral
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which is technically true now with storage + buffers, but you run two risks currently:

  1. it spikes above max production because you can't see what your max power is and trips the grid
  2. the average actually is too high and it silently eats at the buffer until it runs out and trips the grid
vast jungle
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(had to see the video first)

bleak coral
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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

tardy bough
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what do you guys think is better ouposts or centralized factory

bleak coral
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I think it's preference, outposts are just stretched out big factories

vast jungle
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I like outposts more because they give you more variety in selecting interesting building places

sand garnet
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Also better for performance

vast jungle
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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)?

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(I am planning to use steamed copper sheets)

bleak coral
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There's no answer to that without knowing what you want to make and how much.

vast jungle
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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

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oh, High-Speed Connectors also need Circuit Boards

bleak coral
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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.

vast jungle
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I know, but I have more than enough Supercomputers stored from my old factory and they will change in U4

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I think I have at least a train-station and an ISC full of Supercomputers πŸ˜‰

bleak coral
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We might need super computers for new buildings, though it sounds like you have plenty haha

vast jungle
#

build my SC factory just before I got angry about the belt-chaos and started to decentralize my factories (connected by trains)

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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

bleak coral
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I keep some spare, but just because make a little too much for my crystal computers and store the excess

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they're being stored at 0.5625 parts per minute jacelul

vast jungle
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I directly started with Caterium Computers...

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COs felt so SLOW... so I tried to avoid them where possible (everywhere ^^)

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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 ^^

vast jungle
bleak coral
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especially since programmable splitters are rather limited usage

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I mean it's not really their fault mixed belts are undesirable

vast jungle
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yes... Smart Splitters are AWESOME... you could reduce them to "overflow splitters" and they would still be good.
But Prog. Splitters are niche hardware

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even with mixed belts, normally a smart splitter is enough

bleak coral
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oh and they're used in geothermal generators too, but you don't need a factory to make enough supercomputers for that

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just a few manufacturers making it from storage or something

vast jungle
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I have 15 GW of turbofuel... no need for Geothermal πŸ˜‰

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so now I have to decide which lake in the Crater Lake area... πŸ™‚

sand garnet
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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?

wind spade
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not really, power production should be separate from rubber/plastic production anyway, now we have one more reason to do so

sand garnet
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isnt residual stuff the preferred recipe though?

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or am I mistaken lol

wind spade
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no, recycled is preferred

sand garnet
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right but it uses fuel in those loops

wind spade
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yeah and you get fuel from diluted

sand garnet
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so we will need to sink that in the future?

wind spade
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no, you'll have two fuel setups, one for plastic, one for power

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or one setup and split

sand garnet
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oh wait

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it sends the fuel back to be converted to recycled plastic and rubber

wind spade
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yeah

sand garnet
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now I get it lol

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thanks

bleak coral
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it does open an interesting change to vanilla only setups though, cause now you can effectively sink fuel without extra steps

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so a first oil setup could go for power primarily and do residual plastic/rubber into overflow into a sink

river night
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this is true, you can sink fuel into power without fearing it overflows

bleak coral
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and residual fuel won't be as bad compared coke because there's no extra steps to sink it

river night
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its overall a rather positive change, only the nuclear waste complainers will continue to complain a bit more

bleak coral
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still less power, but it'd be simpler cause you wouldn't need water

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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

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we already know nuke is getting lots of changes, so it's unfair to judge it right now without that info

river night
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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?

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i do expect the changes to at least reduce the volume of waste after processing so its a much smaller concern

bleak coral
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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

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a lot of those are done just to do 'em, not cause the power will actually be used

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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

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but overall it's for the better, so I'm fine giving that up

carmine lantern
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is it possible on satisfactorytools to not have everything overclocked?

frosty owl
#

Most people UNDERCLOCK stuff actually

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But yeah, it is possible. If one also manages overflow, you can even reach 100% efficiency still

severe bluff
#

Overclock miners underclock everything else

frosty owl
#

A non-overclocked power generator is a waste of space disappointed_snutt

deep root
deep root
frosty owl
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As long as you have the shards to do so

wintry aurora
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Wouldn’t overclocked generators suck more fuel? U4 could change how overclocking generators work.

frosty owl
deep root
#

Fuel/power ratio is always the same

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I make doggos find power slugs for me πŸ™‚

frosty owl
river night
frosty owl
deep root
#

I had more power shards in my last playthrough than I knew what to do with them

deep root
frosty owl
deep root
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I loved my first setup in the first game where I had 148 power gens on turbofuel, but this time I want less lol

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Hang on...That math doesn't check out

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if 100% = 150MW then 250% should = 375MW but it's only ~300?!

frosty owl
#

Yeah, they scale weirdly

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Just think that 250% on a generator equals 200% on production machines

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Only costing 1 shard more xD

deep root
#

So, for the decimal in game...I know there are "hidden" decimals on machines, but when does it become hidden

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Is it normal rounding? So 9.04=9 but 9.05=9.1?

frosty owl
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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)

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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

wind spade
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game does round it's decimals

deep root
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So taking a fuel generator for example, 248% overclock = 9m^3 turbofuel and 249% = 9.1m^3 turbofuel is 248 not using 9.04?

wind spade
frosty owl
wind spade
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5.347 items/min

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only displayed numbers get rounded

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internally it's still the exact decimal

deep root
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Always rounds got it, thanks!

frosty owl
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Which display?

wind spade
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e.g. recipe in a manufacturer

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that one rounds to two decimal places iirc

frosty owl
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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

wind spade
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the "number of items" is always correct as it's always integer, "number of items/min" is rounded as it's usually a decimal

frosty owl
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Yeah, I'm referring to items/min

deep root
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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%

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Am I correct in my assumption?

wind spade
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for power gens the overclock one is broken

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so the top left one is correct

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relatively...

deep root
wind spade
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uses 9.04976 / min

deep root
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This is what concerns me

wintry aurora
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I thought your tool didn’t do power generators @wind spade ?

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Or wherever that’s from.

wind spade
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@wintry aurora that's codex

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yes, from my tool, but I was talking about production tool not doing power gens

wintry aurora
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Oh the codex in your tool? Ok.

deep root
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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

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When overclocking

frosty owl
#

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)

wind spade
# deep root This is what concerns me

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

wind spade
frosty owl
deep root
#

Even at 250% it's 9.10584...

deep root
frosty owl
#

Dunno, staying clear of leaks for now

wind spade
deep root
#

Yeah, even using "all" 300 oil you can only produce 666.66 turbofuel, which still doesn't get you to 74 gens at 250%

wind spade
#

666.66*

deep root
#

Yeah fixed that

wind spade
deep root
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Yeah, so 73 at 250 and 1 at...Don't want to do that math honestly

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Oh, holy crap I didn't realize I was talking with the creator of my favorite tool πŸ™‚

wind spade
#

so 43%

frosty owl
#

@wind spade Yeah, just slight differences, no big deal...
I can't believe I actually planned my TM megafactory with the game's numbers tired_jace

wind spade
frosty owl
deep root
wind spade
#

I see that I need to finish that power production tool before U4 xD

frosty owl
wind spade
#

πŸ˜›

deep root
#

OOO you have one planned? As in I can ask it how much fuel I need to produce to power X generators??

wind spade
#

yeah, it'll be integrated into the production tool, you'll be able to select "power" as one of the outputs

deep root
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I'm generalizing of course

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That was my one wish for the tool πŸ™‚

wind spade
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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"

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but not sure when I'll be able to finish it

frosty owl
#

Soonℒ️ sounds like a good enough estimate, imo

wind spade
#

currently working on helping wiki guys automate wiki a bit πŸ€·β€β™‚οΈ

frosty owl
#

Right. Ondar ought to stop inputting things manually hehe

deep root
#

Great....Math doesn't work out on number of generators to number of rows with only 74 😦

wind spade
deep root
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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)

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74 doesn't work out as well

wind spade
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don't overclock gens then πŸ˜›

deep root
#

But but but!!! I wan't to!! stomps feet

wind spade
#

you are wasting your shards πŸ€·β€β™‚οΈ

wintry aurora
wind spade
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I'm against overclocking anything but miners πŸ€·β€β™‚οΈ

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but generators were always a little bit better to overclock than production buildings

wintry aurora
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Though he's doing a 'OC everything' build.

wind spade
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U4 doesn't really change much in terms of whether to overclock or not

deep root
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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!

proper laurel
#

Anyone else use Microsoft Visio to map out production lines?

wind spade
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no, I just use my tool πŸ€·β€β™‚οΈ

deep root
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Trades length for width of setup and halves number of gens needed

frosty owl
#

You lost me at "Microsoft", honestly ^^

deep root
#

I use a program called Myeyeballs, works great

proper laurel
#

Lol

deep root
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Only thing that sets them off is the fact that I can't be compact AND grid aligned with most machines

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I have to choose one

frosty owl
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Do you need (or like) to build that compact? ^^

wind spade
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you never need to build compact πŸ˜‰

bleak coral
wind spade
#

indeed

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or even max sink points

severe bluff
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is it worth it to use compacted coal over normal coal for power generators?

wind spade
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depends on definition of "worth"

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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

severe bluff
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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

wind spade
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if it's for power, then sure, go for it. Most of the other compacted coal recipes are pretty bad tho

fierce ruin
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laughs in turbofuel

severe bluff
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but turbo fuel...

wind spade
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Most

severe bluff
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lol

fierce ruin
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laughs in fine gun powder

wind spade
#

no

deep root
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If you are taking about the coal next to the lake / waterfall

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So not that easy to make compacted using both spots and 3 nodes

severe bluff
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theres 2 normal nodes and 1 impure node

bleak coral
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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

wind spade
#

exactly what I said πŸ˜‰

bleak coral
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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

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or overclock the extractor

severe bluff
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ohh i did not under stand at first lol

bleak coral
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also fine black powder is good? it's straight efficiency gain for extra machines

wind spade
bleak coral
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oh wait I just checked it actually uses less assemblers too anyway

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it's better in every way

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and wouldn't you like to use less sulfur on nobs and rifle carts and save it for other stuff?

wind spade
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I would like to not use any sulfur on nobs, bcs I don't need them

bleak coral
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right you don't play the game haha

wind spade
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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

bleak coral
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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

wind spade
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people build skybases anyway

bleak coral
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well there's no accounting for taste πŸ˜›

severe bluff
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<-- does not build sky base... self imposed rules do not allow base to "float" must be ground or on support structure

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add in that all foundations must be to the same grid = spending 10 hrs building road

bleak coral
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oh man I could never do that, one grid is as unnatural to me as sky foundations

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I shape stuff around the terrain

severe bluff
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i still do but i play modded so i use modded foundations that have curves and stuff

jade minnow
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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

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But there are many ppl that think it "has to" be that way I think... like placing every belt in 90Β° πŸ˜›

fierce ruin
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how else are we suppose to heat up our spaghet

keen oyster
jade minnow
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Yeah I rather mean if you're running around and see the factory standing there I wouldn't care if it's pointing north

tardy horizon
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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 πŸ˜„ https://prnt.sc/10269tx

Lightshot

Captured with Lightshot

edgy vault
#

Anyone with an eye for measurements think they know how big the new battery storage units are?

edgy vault
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Ok, so I should be able to replace ISCs for coal storage with batteries for power storage fairly easily

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I really hope they're stackable

topaz hedge
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Probably won't need that fuel storage after the update anyway

edgy vault
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Also, was there any screenshots that displayed any sort of capacitive values? Max power storage or max power in/out?

oblique hollow
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yep. in the UI Overhaul video with Jace

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it seems those values are still up to date

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lets see....

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Capacity: 100 MWh (1 Megawatthour = 1 Megawatt for 1 hour)
Input Limit: 100 MW
Output Limit: Infinite

edgy vault
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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

wind spade
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those values may not be final btw

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they said most of the numbers aren't yet finished

edgy vault
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100mw seems kinda like a low number given that batteries were (but maybe less so after the update) a fairly complicated, endgamey item

oblique hollow
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we even have the building costs for it

edgy vault
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That seems... like an odd choice

oblique hollow
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It uses wires, modular frames and steel beams.... for now

wind spade
oblique hollow
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thats why i added "for now"

wind spade
#

you type faster πŸ€·β€β™‚οΈ

versed violet
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If it requires endgame resources, it will not be available at lower tiers, thus a jiche item/bandoned

edgy vault
#

I suppose tiered batteries could be in order then too

oblique hollow
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perhaps

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Storage Mk 1 and Mk 2, who knows

edgy vault
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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

oblique hollow
#

conditional?

#

there MIGHT be a priority switch.
What it will do and if we will even get it is up to CSS

bleak coral
#

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

oblique hollow
#

the best use case i can imagine is as power smootheners

#

like with the geothermal, and other cases

bleak coral
#

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

edgy vault
#

Imagine if all the geothermal are on the save wavelength and you get to hear your power shutoff on every dip

bleak coral
#

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

edgy vault
#

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

bleak coral
#

I mean even around oil one geothermal generator is only 33% more power than a single, solitary fuel generator

topaz hedge
#

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 :/

bleak coral
#

Also give a small power buff, especially if they're gonna need more effort with batteries and such now

topaz hedge
#

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 gridthinking_helmet

bleak coral
#

Yeah you could do that with batteries and coal too

topaz hedge
#

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

oblique hollow
#

its free energy

#

you dont need to burn any resources to get energy from them

wind spade
#

yeah geo is already op

bleak coral
#

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.

iron prairie
#

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.

bleak coral
#

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

bleak coral
edgy vault
#

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

shy mason
#

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.

wind spade
river night
#

you would need batteries if you are trying to ride the line at near 100% usage

keen patio
#

But.. only a monster would do that >.>

sand garnet
#

??? why is this here

fierce ruin
sand garnet
#

no

#

this is the math and meta channel

fierce ruin
#

sorry

sand garnet
#

there's also no memes channel anywhere

sand garnet
#

yeah but this was offtopic

#

some TF2 nonsense

sinful vale
sand garnet
#

I thought TF2 was general for team fortress 2

fierce ruin
#

It's both

#

but I'm pretty sure team fortress is much more popular

wind spade
vast jungle
#

sigh 45 "Pure Caterium Ingot" Refineries running at 100%... and it still takes forever to fill up a train station...

tardy horizon
#

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?

wicked tinsel
#

most likely

#

scout the discs for recycled plastic/rubber

#

it makes dealing with it considerably better

tardy horizon
#

all of the 12 plants producing 70% +/- 5%

wicked tinsel
#

im assuming you dont have some random issue with height

vast jungle
#

1000+ caterium ingots power minute seems to be enough... I would need more ore to get more ingots anyways

fierce ruin
#

so he said

versed violet
#

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?

unkempt grail
#

sounds right

quaint sage
vast jungle
# quaint sage 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) πŸ˜‰
but then, a single freight station for a train can store 3200 ingots, so filling up 4 train stations take TIME... lots of it

quaint sage
#

If you want your stations full, make fused quickwire ;)

#

Yes I know that's counterproductive

vast jungle
#

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 πŸ˜‰

#

(no, the first three are not for other factories, they are just for central storage)

quaint sage
#

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

vast jungle
#

"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 πŸ˜‰

#

and yes, Caterium Computer (and Silicon Circuitboard) is great πŸ™‚

oblique hollow
#

@vast jungle

#

a number becomes an imaginary nimber if you multiply it with the imaginary unit

vast jungle
#

its called that way, but its not an unit like "meter" (as an example)...

oblique hollow
#

however, 1*i is ALSO an imaginary number

#

but 1 * i can be written as just i

vast jungle
#

not every number becomes imaginary if you multiply it with i

#

i*i = -1 πŸ˜‰

#

every rational/real number multiplied by "i" (or any negative square-root) becomes imaginary... and the other way around

oblique hollow
#

another name is the "unit imaginary number"

#

the point is, unit here does not mean a physical unit

vast jungle
#

yes

oblique hollow
#

it is THE unit, the defining piece

vast jungle
#

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

oblique hollow
#

point is: the imaginary unit is indeed a number, its just a naming convention

vast jungle
#

yes... its a constant, like "e" or "pi"... but one thats not part of Q or R

oblique hollow
#

thats why making it sort of seperate from the boring, ordinary real numbers makes sense

#

since, yknow, it IS special

vast jungle
#

to be fair, "real" numbers are nothing that exists "in nature" either...

oblique hollow
#

Breaking news: numbers are fake

vast jungle
#

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 πŸ˜‰

fierce ruin
#

math doesn't use the scientific method.

#

many math proofs are crying rn

vast jungle
#

there are no proofs in the Scientific Methods... there are "Hypothesis" and "Theories"... both can be falsified.
you cannot falsify a correct mathematical proof

oblique hollow
#

science is "guesstimates" that are accepted

#

because nobody found a better guesstimate

vast jungle
#

natural science is about building models that predict reality...

#

models can always be incorrect...

earnest chasm
#

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?

vast jungle
#

it would introduce a factor... but things would still work...

earnest chasm
#

yeah but that wouldn't be very natural would it

vast jungle
#

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

earnest chasm
#

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

vast jungle
#

what was it about the most beautiful part of mathematics? "e^(i*pi) + 1 = 0" ?

earnest chasm
#

yes, many consider it to be the most beautiful formula, cause it has a lot of fundamental constants in it

vast jungle
#

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" πŸ˜‰

earnest chasm
#

that's true

vast jungle
#

but the people of this time were not sure these numbers are "real"

earnest chasm
#

also I'm not sure i is considered irrational

vast jungle
#

"irrational" is just "real" minus "rational"

#

so "i" is not irrational

earnest chasm
#

but you called it non-rational cause it's not a member of Q?

vast jungle
#

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

earnest chasm
#

alright, that's fair enough

#

but complex numbers very much describe a part of nature as far as I'm aware

vast jungle
#

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...

earnest chasm
#

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

vast jungle
#

we can still hope for a good theory of quantum gravity coming along and solving all these pesky issues with the smallest scales

earnest chasm
#

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

vast jungle
#

so we moved from "Satisfactory" to "math-and-meta" and slowly getting towards "general-off-topic" πŸ˜‰

dull bolt
#

Use this imaginary number to optimize production... duuuh.

earnest chasm
#

is math philosophy considered on topic?

dull bolt
#

Not really πŸ˜„

#

More about discussing recipe ratios etc.

vast jungle
#

flight paths of hypertube cannons? Hmm...

dull bolt
#

Parabolic curve no?

earnest chasm
#

use quantum annealing to optimize some problem idk

vast jungle
#

its always fun to see how bad some numbers in the game (e.g. stack size 500) can be for things like Manifolds...

earnest chasm
#

ngl for a second there I thought you meant the math kind of manifold

#

in which case damn that's some hardcore strategy

vast jungle
#

LOL

fierce ruin
#

high stack size is good for storage tho

vast jungle
#

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

fierce ruin
#

do you run it as you construct it?

vast jungle
#

no, at that time I had not connected the whole thing to the train-station that would deliver the ingots

fierce ruin
#

or use lower belts to each machine, lifts look identical too

earnest chasm
#

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?

vast jungle
#

because you can feed a line (or double-line) of machines just with a line of splitters (and collect with a line of mergers)

fierce ruin
#

it's simple and expandable

vast jungle
#

its very easy and compact to setup

fierce ruin
#

not for complex lines like alum

earnest chasm
#

is it really expandable?

#

if you run everything on one line, won't that bottleneck your throughput massively?

vast jungle
#

you have to keep each manifold below the belt limit

#

but thats quite long for most things

earnest chasm
#

πŸ€”

vast jungle
#

in my case it was a production complex to create 240 Cable/min. from Copper Ingots

earnest chasm
#

is it truly more compact than just going constructor to constructor directly?

vast jungle
#

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

fierce ruin
#

how do you do it, load balance?

vast jungle
#

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

earnest chasm
#

it sounds extremely alien

#

it makes sense but man, am I not a fan of stacking splitters in a row

vast jungle
#

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

fierce ruin
#

I don't do that exactly I use lifts to hide the belt work beneath the floor

earnest chasm
#

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

vast jungle
#

I put a "crawling space" floor below each of my factory floors

earnest chasm
#

somewhat on that note, more wall sizes when

vast jungle
#

very nice to put in belts between "more distant" parts of your factory floor

earnest chasm
#

but yeah, you still need a 16 wide constructor line

fierce ruin
#

It was after a lot of resetting

#

that's just the ratio

earnest chasm
#

16 wire -> 8 cable

#

what kinda arrangement are you smoking to make it more compact

fierce ruin
#

balancers work better with more delicate beltwork like container lines

vast jungle
#

a block of 8x3 constructors... and just one "plane" of belts

#

no crawling space or lifts necessary

earnest chasm
#

what

#

pic related?

vast jungle
#

I could make a picture this evening... not having access to the game currently

fierce ruin
earnest chasm
#

I checked your image posts and I ain't seeing it chief

#

link to the message?

fierce ruin
#

you can see the upper level input belts, because it's under the glass, but the lower ones are overhead manifolds.

earnest chasm
#

is this a relevant schematic

#

(taken straight from the wiki)

vast jungle
#

I built the reverse of the double-manifold (middle in, outer-part out) and connected it to a single normal manifold

fierce ruin
#

yes, mine is a reversed double manifold, so flip s and m

vast jungle
#

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? πŸ˜‰ ) and one normal manifold to take the combined output and create cable from it

earnest chasm
#

okay now I get the concept better at the very least

fierce ruin
#

it puts pipes and belt inputs neatly together, rather than splitting them, hence taking more time to build.

earnest chasm
#

yeah, looking at the schematic I remember building these in factorio

#

I'll have to retract my statement about it being alien, oops

fierce ruin
#

Though, I recommend sending products opposite of where the ingredients are coming from.

earnest chasm
#

any particular reason?

fierce ruin
#

less entanglement

earnest chasm
#

depends on how you arrange it

#

I remember doing that exact thing in factorio for main bus lines so I'm somewhat unconvinced

errant sable
earnest chasm
#

though, making a main bus doesn't seem like a very encouraged strategy in this game

fierce ruin
#

It also allows for an input side and an output side, so in theory you could add more lines if you want

earnest chasm
wicked tinsel
#

there are no priority mergers so main bus kinda doesnt work in here

earnest chasm
#

no priority mergers?

wicked tinsel
#

no priority mergers

#

you can workaround it with spaghetti but its pain in ass to build

vast jungle
#

this is my "Cable" setup

quaint ridge
#

Why don't you guys like busses ?

earnest chasm
#

you haven't enabled link sharing on that drive link

#

what's a priority merger

vast jungle
#

had to click on "Done", please try again

earnest chasm
#

you mean choosing which side to prioritise on a splitter?

vast jungle
#

"bus = multiple belts" or "bus = shared belt with multiple item types" ?

fierce ruin
#

busses tend to get very laggy.

jade minnow
#

What do you need priority mergers for? Any example?

earnest chasm
#

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

vast jungle
#

I went from "huge base" to "distributed factories with smaller input/output"...
so my "buses" became railway lines/stations

quaint ridge
#

I don't have any lag issue with my bus

wicked tinsel
#

in factorio you make main bus like this:

#

you got pile of belts so you transfer more resources than possible on single

earnest chasm
#

example of a more developed main bus

vast jungle
#

sigh... not my day

earnest chasm
#

ah I see

vast jungle
#

better ?

wicked tinsel
#

you split it to parts of factory, when those stop consuming resources completely, it overflows to next segment

earnest chasm
vast jungle
#

you are welcome... I hope the diagram clears up what I did

earnest chasm
#

and you're right, that is compact

#

I'll have to consider it for smelting setups

fierce ruin
#

it's quite nice, but I'd prefer the cable splitters in the opposite direction, just a me thing tho

earnest chasm
#

and yeah about the main bus, but you also usually have balancers running along the bus line as well

wicked tinsel
#

not in factorio at least, thats the point of modern main bus

#

you always push resources to one side and consume from it

vast jungle
#

I don't think the Factorio bus design works well in Satisfactory... and its not necessary in Satisfactory anyways because we have 3D

earnest chasm
#

that is entirely correct

quaint ridge
#

I've never played Factorio so idk

wicked tinsel
#

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

vast jungle
#

why would I even want to "re-merge" the remaining stuff?

earnest chasm
#

you do need to keep your bus somewhat balanced across its conveyors

wicked tinsel
#

because you want to use those resources for next parts instead of having them idle at source

earnest chasm
#

also that^

wicked tinsel
#

the idea is that you build factory in sequence of most desired to least desired components

vast jungle
#

you can just continue all belts, similar to a manifold

wicked tinsel
#

when something backs up, it goes to next part automatically

wind spade
# quaint ridge Why don't you guys like busses ?

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 πŸ™‚

earnest chasm
#

belts have less throughput in this game?

wind spade
#

there are way better alternatives to busses

wicked tinsel
#

ofc they do

vast jungle
#

Trains! πŸ˜‰

earnest chasm
#

I was of the opposite impression

fierce ruin
#

or you could make a hub a of industrial storage containers to merge it

wind spade
wicked tinsel
#

factorio's fastest belt is 2700 items per minute

earnest chasm
#

oh yeah

vast jungle
#

trains can use the same "railway" infrastructure to go from anywhere to anywhere...

earnest chasm
#

I was confused cause they use different time units

wicked tinsel
#

thats satrisfactory at 780

wind spade
#

ah

#

sorry, can't read πŸ˜„

wicked tinsel
#

and 780 is super end game here

#

i expect most players reach around 480 ones

quaint ridge
#

Hmm I guess we're not playing the game the same way ^^

wind spade
#

no matter how you play, busses will introduce a lot of issues that you will earlier or later hit and have to resolve

earnest chasm
#

Though wdym by production and consumption rate being constant? Natural resources disappearing?

wind spade
#

yeah, if you connect a belt to a miner, you have guaranteed output forever

fierce ruin
#

*with power

wicked tinsel
#

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

earnest chasm
#

Yeah I've noticed this game feeling a lot more relaxed than factorio did

wind spade
#

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

wicked tinsel
#

nah, input exhaustion in factorio is not really relevant

earnest chasm
#

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

wicked tinsel
#

the problem is that you got a lot of small factorioes on the bus

fierce ruin
#

just add up your rates and subtract when you use some

earnest chasm
#

rates are of lesser importance in my experience

wicked tinsel
#

there are no sinks in factorio, most of your production will back up

#

and thats by design

earnest chasm
#

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

wicked tinsel
#

nah, space is unlimited in factorio

#

you almost never face the issue of something being unplaceable

oblique hollow
#

mind you that satisfactory adds a 3rd dimension on top of it all

earnest chasm
#

space is extremely limiting if your factory is poorly planned

wind spade
wind spade
earnest chasm
#

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

oblique hollow
#

thats actually a bad idea anyway, because a one-for-all factory suffers from poor expandablility and cluttering

wicked tinsel
wind spade
wicked tinsel
#

like you should consider that you will get faster belts and miners soon so you should reserve some space for more smelters

vast jungle
#

no need to put all production of "Item X" in the same place

#

often (in Satisfactory) its easier to produce locally

wicked tinsel
#

you arent going to go to new outpust just because you unlocked faster belts and can pull more from miners

wind spade
#

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

oblique hollow
#

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

earnest chasm
#

monolithic megafactories > all

oblique hollow
#

hell

earnest chasm
#

I don't wanna go outside

#

just make more floors lol

wind spade
#

that's your problem πŸ˜›

oblique hollow
#

scared of the itty bitty spider-cats?

vast jungle
#

Satisfactory has a beautiful map with lots of interesting places to build stuff... you miss out a great deal of fun πŸ˜‰

earnest chasm
#

no, I'm scared of long ass trips

oblique hollow
#

also: exploring means possibly finding alternate recipes

fierce ruin
#

produce locally gather closer and closer to a base

earnest chasm
#

luckily in the group that I played in, other people were doing the exploring lmao

wicked tinsel
#

to be honest, i wouldnt mind being able to demolish much more of the map decorations

vast jungle
#

Trains are a FAST and reliable way of traveling...

wicked tinsel
#

there is always some random big ass rock in the middle of place

oblique hollow
#

and if you ever get lost or bored, you build a YEET Cannon and are out of there in 0.1 seconds

wicked tinsel
#

i guess thats why most people build floating stuff

vast jungle
earnest chasm
#

floating stuff doesn't look all that cool

oblique hollow
#

add some pillars and boom, 100% better

earnest chasm
#

exactly what I was gonna say

vast jungle
#

or just build in between what landscape gives you

oblique hollow
#

or do both

wicked tinsel
vast jungle
#

built in canyons... build in caves...

earnest chasm
wind spade
oblique hollow
#

a e s t h e t i c s

vast jungle
#

you can easily add more iron rod production elsewhere...

wind spade
#

exactly

vast jungle
#

a plain field would be just boring

earnest chasm
#

yeah but I put a lot of effort into building an aesthetically pleasing megafactory warehouse and I'm gonna use it damn it

vast jungle
#

you CAN build up in the sky, but the landscape on the bottom gives you more options

wicked tinsel
#

but the point is not to remove it completely, its to have nobelisk or something destroy those πŸ€·β€β™‚οΈ

fierce ruin
wind spade
#

well that's the challenge, you don't remove all of it, because otherwise it would be just flat grounds building πŸ˜›

vast jungle
#

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".

wicked tinsel
#

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

wanton axle
wind spade
wicked tinsel
#

because there is no factory yet πŸ€·β€β™‚οΈ

#

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 πŸ˜„

wicked tinsel
earnest chasm
#

working around bigger obstacles is fine, but having a lot of small things getting in the way all over is kinda annoying

wind spade
earnest chasm
#

it's really hard to just know where things will fit

#

also, the environment clipping into your factory is just really un-aesthetic

wicked tinsel
#

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

earnest chasm
#

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

wicked tinsel
#

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

earnest chasm
#

Of course, it's more of a nice to have than a must have

vast jungle
earnest chasm
#

Also does rail delete overlapping ground mesh?

vast jungle
#

nothing deletes ground mesh

earnest chasm
#

Damn

#

I misunderstood then

vast jungle
#

some things are (deliberately or not) missing full collision detection with the ground mesh... but this might still change

earnest chasm
#

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

vast jungle
#

will not happen... Devs have said it multiple times that they decided against it

earnest chasm
#

Technical or gameplay considerations?

vast jungle
#

both...

earnest chasm
#

should've seen that coming

vast jungle
#

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

oblique hollow
#

the game already struggles with performance issues when your factories are large

#

i cant really imagine how terrain manipulation would impact that

earnest chasm
#

I was personally thinking less terrain manipulation, more just not drawing the mesh if it's inside a foundation "block"

naive ingot
#

I like keeping a few medium sized trees and building intentionally around them.

earnest chasm
#

that personally sounds like a nightmare of tiny clipping issues

naive ingot
#

Unfortunately, there's rarely a time when 'just don't draw the mesh' is an easy option.

earnest chasm
#

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

naive ingot
#

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.

earnest chasm
#

that'd be fine if we had more options for fine detail building

#

but I've found that slightly lacking personally

oblique hollow
#

lets wait and see what update 4 brings

naive ingot
#

Indeed.

vast jungle
#

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

oblique hollow
#

you can always suggest stuff on the QA website

earnest chasm
#

ngl I personally find the cosmetics that do exist to be one of the best parts of the game

wicked tinsel
#

i wish the existing cosmetics were more.. aesthetically pleasing

vast jungle
#

I would really like (double)ramp versions of the frame-foundation

#

and foundation-holes for conveyer lifts! πŸ˜‰

oblique hollow
#

anything frame-foundation

naive ingot
#

Ooh, yeah that would be neat.

oblique hollow
#

imagine: frame walls

earnest chasm
#

honestly my biggest gripe is probably walkway alignment

wicked tinsel
#

like walkways having symmetric model from underside so that connecting T crossing wouldnt make ugly cut frames

#

or railings connecting to slopped foundations

naive ingot
#

That's why I basically never use walkways... And why I don't use rails.

earnest chasm
#

also is there any summary of planned or speculated changes for update 4?

wicked tinsel
earnest chasm
#

the walkways look amazing when you can get the alignment to work imo

frosty owl
earnest chasm
#

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

wicked tinsel
#

you sometimes can

naive ingot
#

Yes you can.

wicked tinsel
#

but its glitchy

vast jungle
#

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

naive ingot
#

Oh, inside the foundation block...

earnest chasm
#

yeah

#

you get a center alignment from one axis

wicked tinsel
#

also slopped walkways are two meters high so they dont align with 1m foundations if you have them anywhere

vast jungle
#

sometimes you need to place a few "helper walkways" to place the final one

earnest chasm
#

but you have it be to the side on the other

wicked tinsel
#

and there is no way to make it look good

vast jungle
#

not sure if 1m foundations already existed when walkways were made

#

they came a bit later

frosty owl
#

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?

earnest chasm
#

I'll make a quick drawing

wicked tinsel
#

there are no 4m railings either, so if you start walkway from foundation, there is always an unprotected chasm next to it

frosty owl
wicked tinsel
#

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

earnest chasm
#

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

vast jungle
#

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

naive ingot
#

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?

oblique hollow
#

sounds very sketchy

wicked tinsel
#

im not sure if there is a table of item height somewhere

#

try with fuel canister

naive ingot
#

Hmm.

frosty owl
vast jungle
earnest chasm
#

no, because the walkway has to start somewhere flush to the foundation 8x8m grid

naive ingot
#

Right, the foundation is vertically centered on the top surface of the item.

wicked tinsel
#

imho, the problem here is that there is no "unalign" button

frosty owl
#

Correct. Which can be: left side, right side, or CENTRE

wicked tinsel
#

it would improve gameplay if we had it

vast jungle
#

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

earnest chasm
#

exactly

#

I want center from both directions

vast jungle
#

easy to do with certain mods, but not possible currently in vanilla game

earnest chasm
#

that's something at least

frosty owl
#

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:

earnest chasm
#

lmao, fair

wicked tinsel
#

^ when everything you have is 8m foundation πŸ˜„

earnest chasm
#

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

frosty owl
#

Why would you want to center it though, knowing it won't align with other foundations without clipping, from there on?

earnest chasm
#

ramps can be used to mitigate the ugliness

#

but the best solution would be 2m long walkway "snippets"

frosty owl
#

How about having it centered in the tunnel, but having the ramps leading down from there align with walls?

earnest chasm
#

like, the solution I came up with is to just end the walkway in the turn

frosty owl
#

Btw, ramps do an AMAZING job at boxing in water extractors since they are exactly 2.5 foundations wide ;)

earnest chasm
#

and then I didn't resume it for the latter part of the tunnel because the geometry didn't really allow for it

wicked tinsel
#

ugh, water extractors

#

i feel physical pain each time i have to build those

#

=.=

earnest chasm
#

it's survivable, just a small nitpick I have about an otherwise great feature

vast jungle
#

you could make the 90Β° corner a 3x3 foundation room with a single foundation floating in the middle πŸ˜‰

earnest chasm
#

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

vast jungle
#

at the moment the developers have too much with priority on their list

wicked tinsel
#

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

frosty owl
#

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 jacelul

wicked tinsel
#

i usually build 3 foundations wide trench, smash them against back foundations and put walkway on front side

#

it works

frosty owl
#

I just find it nicer to axcess the extractors from the sides rather then the front ^^

wicked tinsel
#

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

frosty owl
#

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 πŸ˜…

vast jungle
#

last quartz nodes on the map?

frosty owl
#

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 dad

vast jungle
#

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

frosty owl
#

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 πŸ€”

open meadow
#

just finised my 1st 100% eff factory,(120 wire 60 cable min) only just noticed my 2nd copper node is some distance away πŸ˜›

vast jungle
#

when you find the "Copper Alloy" alt things will get a bit insane πŸ˜‰

errant sable
#

i just realised i've been using a single copper node during my entire game so far

vast jungle
#

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...

naive ingot
jade minnow
#

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

wintry aurora
#

yea, that node in the grasslands can provide quite a good deal.

open meadow
#

yeah i think i am overdoing it abit with the copper atm πŸ˜›

open meadow
#

120 wire 60 cable a min

#

only just started

vast jungle
#

getting enough Wire and Cable is nice... but you will definitely also need copper sheets in Tier 3...

open meadow
#

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

versed violet
vast jungle
#

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

open meadow
#

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 πŸ˜›

vast jungle
#

having enough Limestone is really useful early on

versed violet
vast jungle
#

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

errant sable
#

bruh
1440 iron/min with miner mk2s

frosty owl
#

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 thinking_helmet

deep root
#

Are you balancing for a specific reason?

#

Or just because you like to?

deft summit
#

guys

#

in grassland where is a coal node with water near it

frosty owl
versed violet
deft summit
#

kk

#

im a tad new so are water sources infinite

deep root
#

My friends abs I got the signs mod and we label lines with used / max

deep root
deft summit
#

ok thx :)

sinful vale
deep root
#

Well... It is infinite, you just have a max per day

sinful vale
#

(the photo is taken from the 3 iron nodes you spawn right next to in grassy)

frosty owl
deep root
#

You wanted to split 432...wasn't sure how you wanted it

#

And now I realize I misread what you wanted

versed violet
#

split 432 from how much?

sinful vale
deep root
#

You need multiples of like 7.5 or 15 though

#

That's why I manifold lol

frosty owl
#

Any multiple of 7.5 equals a manifold of balancers to me why_so_snutt

frosty owl
#

As long ad it's 200/300 items/min faster then needs of the manifold, it would make the manifold warm up pretty fast

deep root
#

I pre load machines most of the time if I need production to start immediately

versed violet
# frosty owl Not really relevant I think, but 720/min or similar

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/

frosty owl
#

I hoped there could be some dark woodoo to make it simpler, but I guess not

versed violet
#

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

frosty owl
#

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)

topaz hedge
#

RIP... Well, U4 should be fun for everyone.

#

13.34 package/diluted/unpackage.. and.. lol

sand garnet
#

your capacity line was fluctuating, indicating a problem with input resources

topaz hedge
#

Oh, and it's not a shortage of canisters

#

i unno

#

I'm stumped, really.

oblique hollow
#

Pipe manifold issue perhaps

topaz hedge
#

I found the problem!

#

ahaha.. I'm an idiot >.>

oblique hollow
topaz hedge
#

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 >.>

oblique hollow
#

Thats why you dont do scim

feral ice
#

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?

vast jungle
#

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)

topaz hedge
#

gonna be fun. considering one little thing will kill the whole system after U4 xD

vast jungle
#

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

topaz hedge
#

we'll see in theory your power graph will just fluctuate a bit right?

vast jungle
#

the capacity should never fluctuate after U4...

#

unless you use biomass burners ^^

wicked tinsel
#

it will by definition

#

tho for most players, it will likely fail catastrophically few hours after update

vast jungle
#

we will see... I don't think so

sand garnet
#

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

wicked tinsel
#

its funny how you spin same argument both ways to defend this change but ok

#

cant be bothered to argue with you anymore

sand garnet
#

the 'cannot run at 100%' comment is in regards to fake capacity

#

which is no different from my original comments on the subject

wicked tinsel
#

"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?

sand garnet
#

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

topaz hedge
#

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

sand garnet
#

fix stupid game design? yea

#

right now, when a player looks at the graph, it doesnt tell you anything is wrong

topaz hedge
#

Well, when it dies the capacity starts falling.

sand garnet
#

yeah butbefore it dies, you dont know it will die

topaz hedge
#

I mean, I'll admit walking across the map did suck lol

sand garnet
#

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!'

topaz hedge
#

But, I think I'm alright now

sand garnet
#

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

topaz hedge
#

I mean, that's still on the player though. They didn't do the math.

wicked tinsel
#

imho its mostly due to game gui being useless af and hides details that could be used to debug such issues

sand garnet
#

not all players play this game using a calculator and stuff like that

jade minnow
#

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

sand garnet
#

if something is wrong, the game should indicate it is wrong

#

if it doesnt, it should be viable to assume you did it right

wicked tinsel
#

hereifxiedit

topaz hedge
#

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.

sand garnet
#

where does it fix fake capacity?

vast jungle
#

It does not

wicked tinsel
#

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

vast jungle
#

Or the next train arrives in a moment

wicked tinsel
#

capacity isnt actually fake, he can pull as much energy as it shows

topaz hedge
#

Trains arn't setup yet.

wicked tinsel
#

until his stockpile of resources rans out

sand garnet
#

lmao no

wicked tinsel
#

its a stockpile that is fake, not power

sand garnet
#

if you want to argue semantics, sure go ahead

topaz hedge
#

Except there are no buffers in my system, unless you count pipes as buffers (:

wicked tinsel
#

power plants have buffers in them

#

not large but they do, they can work full power until they burn it

topaz hedge
#

Yeah, 50 a building.

sand garnet
#

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?

wicked tinsel
#

full fuel generator for turbofuel has iirc 50 units, so it can turn for like 12 minutes on stockpile alone at full power

topaz hedge
#

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

vast jungle
#

Knowing the average storage of the powerplants is not that helpful in large powerplants anyway

sand garnet
#

im pretty sure all generators provide their consumption in time to burn, and not 'amount per minute'

vast jungle
#

Because it might be unevenly distributed

wicked tinsel
#

powerplant gui is kinda useless, it doesnt provide informations it should

topaz hedge
#

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

wicked tinsel
#

it should have max and current consumption per minute, not some arbitrary time to burn

sand garnet
#

not all generators use a single type of fuel though

#

biomass burners, fuel gens, coal gens, they all take multiple types

wicked tinsel
#

im pretty sure you cant feed it two different fuels at same time

topaz hedge
#

current and max would've been nice

wicked tinsel
#

it should display usage for current fuel type

sand garnet
#

that I agree with

#

and with the changes to power, Im sure that is what they'll do

topaz hedge
#

We'll find out soon(tm)

vast jungle
#

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...

wicked tinsel
#

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 =.=

topaz hedge
#

If it flickers it'll sooner than later start dropping. And the thing with storage is it runs out eventually.

oblique hollow
#

dont immediately complain like Satisfactory will forever be "flawed"
Things still get changed and added over time

topaz hedge
#

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

wicked tinsel
oblique hollow
#

yeah but whenever you find something puzzling, you immediately jump to factorio, which is not in early access anymore

frosty owl
#

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 ^^

wicked tinsel
#

it quite obviously started as 3d factorio clone, nothing wrong about it

frosty owl
#

I'm pretty sure the Devs said they used to call it Factorio 2.0 before they came up with "satisfactory" ^^

oblique hollow
#

yes, that is fine, but this is about "finished game" vs "unfinished game", not just "factory game 1 vs factory game 2"

frosty owl
#

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

wicked tinsel
#

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)