#math-and-meta
1 messages · Page 510 of 1
i think i did a pretty good job on these
(yes, i know, blender isnt out yet and i kinda cheated with it's connections. but its easier to view this way)
blender has 4 ins (2 belts 2 pipes) 2 out s(1 belt 1 pipe)
i know, i cheated with the blender's inputs.
the way we are looking at it here, the 4 inputs should be visible from the front
but idk if thats great for diagram purposes....
this is what it would actually look like
problem is: you cant see the outputs this way
thats why i chose to cheat and just put them on the side
I'm a bit of a noob. Whats a good basic factory design to make smart plating or whats a good way to design one for my self?
get an idea what your planned "production tree" (from factory input to factory output) will be... then look up the input/output rates for each recipe... or use a calculator tool.
then you have to decide how much you want to produce and this then produces the number of machines you need for each step
if they are all below belt-limit, you could just build a couple of manifold lines... (I would suggest not manifolding stuff with stack-size 500)
Currently for Space elevator parts I just put 3 assemblers down, fed by 6 storage containers, and then hand feed the specific number of parts needed to make the items.
You don't need them in bulk//mass produced, you just need a specific amount.
ok, Thanks to both of you @vast jungle & @keen patio. For larger things I will make a tree but for this I will just do what Jeslis said! Thanks again!
You are creating infograph? How about using a single alphabet, like C, A, M, P, R, B, etc
Usually i do indeed add single letters or thr full name onto a machine icon
maybe it could also be a packager MK II?
there's no mk2 building so far beyond miners, would be weird if just a packager gets an upgrade
when you can just.. package more stuff by placing more of them
any upgrade is weird, unless you get some advantage other than speed
mk2 versions make sense for objects that are limited to fixed amounts in the world like miners and oil extractors
not for other buildings where you can just make more
Terminology wise, you‘re right. I was more relying on the function. Combing two items with a fluid inside
mk 2 buildings would only make sense if their cost to reward is only viable with very high item numbers.
there's space saving if anything. Energy shard overclocking can do that in a pinch if you're stuck adding 1 machine into an established and cramp factory.
Especially with refineries that only take in a few tens of ore at a time for a 10x20 is area 8 walls high
but with finite (not counting doggo), and no end game besides mining everything, you'll eventually use all shards for miners
we have practically infinite space but theoretically limited power 🤷♂️
I like to preserve the landscape cuz it's gorgeous af
I need to get better with walls and coloring to save the eye ache seeing my factories in the valleys
so using more machines at the expense of space but using less power is generally better thing (obviously when we are talking about people that want to build as much as possible, if you just play the game to have fun without some giga goals, then whatever floats your boat, overclock everything if you want to)
dang
add some alts to it 😉
i wish i had alts
get alts then 😛
tier 4
you should get alts as soon as possible 🤷♂️
i'm definitely not going around without a vehicle or good weapon
a lot of them are pretty much free tho
i'll probably get them once i have an explorer and some inhalers
and a few others are fine with just "run for it" tactics
actually no that's a dumb excuse
i'm just lazy
i can understand not wanting to go out without the xenobasher, the zapper is just crappy, but everything else .. alts are so powerful, at least those nearby i would do early 😄
I once made a cross country journey with a basher and a Tractor. I wound up with so many rare resources I wanted to bring back that the Tractor's inventory was full, so I had to drive it all the way back through the north forest. There's still random foundation ramps there to this day
I'd imagine the new ladders would get more use for the drop pod peak climbing, conveyor poles were easier if a watchtower wasn't enough
Can confirm, ladders are busted for exploration. Never knew the greatest superpower was making floating ladders appear out of thin air
oh right i havent been exploring since ladders were added
Yeah, unlimited space, and but very limited power. underclock everything to 50% and you'll be able to make more than twice as much with your 100,000+ power setup.. right? Yeah! But wait, the amount of real world computing power you have to run your game is the real limited resource here... In that case, you're much better off overclocking hard vs worrying about power usage for a giga build.
because your game will become very laggy and unplayable long before you get close to any of the power limits, oil, nuclear, and possibly even coal
I'll let you know how that works out once I get over the 2 thousand machines 😂
I'm already there on my old save, 2800 machines at last look according to scim.. It's painful @frosty owl
All OCed?? :O
If you're building something, you have to wait a second. the jetpack will throw you way up into the air or slam you into the ground
this was before I realized that cpu power was the real limiting resource on this game. so very little OC
Does game become more cpu instensive the more you build?
yes
all belts, trains, machines, everything has a cpu cost.
even foundations, although not near as much as a machine, they have a price when they're rendered
I would think passive elements shouldn't need cpu
Still, it's quite the chunky base 😆
By the way, at the moment I'm making an "all OC" megabase for the same reasoning you explained above, thus my "I'll let you know"
Would you be interested in updates, if any important one comes up @topaz hedge ? ^^
Sure, I'm doing the same thing in my new world ven. my AI limiter factory doesn't have a single machine that's not at least 180% OC 🙂 .I might've cheated a bit to get 2500 powershards lol
that's not always true
We do what we gotta do to not waste the most essential resource of them all ⏲️
Tbf, once you got over 10/15 doggos you pretty much get more shards then you can use unless you build terribly fast
How many machines are you up to in the new save, and how did your planning change? ^^
I'd argue that, greenie. very few people have managed to cross even 1/5th of the total power you can produce with oil, and the ones that do have performance issues.
unless you have access to some NASA rig you would be hard pressed to run out of power before the pc takes flight
well if you put all your machines to one place then sure 🤷♂️
even if the machine is on the other side of the world. it still has cpu cost :3
if you have factory that is fa far away, soes it simulate every single item on belt, or just goes 'yeah, 20 input, 21 output, make one stop 1/20th a minute
Luckily, belts are considered only when visible, it seems.
So hiding them with walls and such help with performance too, even when close
I'm up to ~1500 machines currently. and as far as planning, I've spread out major factories across the world, and set up a train network to bring everything to one place where I'll be able to make ~40 supercomputers a miunte (at current recipe- in theory, my HSC factory isn't done yet) with minimal machines
Isn't that already more production then your previous base? 🤣
Should be close to it, at least ^^
it's about the same, I guess last save made 20 supercomputers and 20 acu's/min in one factory in the dunes.. this one so far just sinks 1.5 million points in plastic/rubber and ingots xD
this is my current world, using trains
and this is my old one.. with the megafactory in dune desert
Is the humongous amount of trains needed when so spread out worth the performance?
Rather then just having the base in one area though not too concentrated (like separated by cliffs and stuff)
(I might have moved the turbofuel powerplant from one to the other... shhh) I'm not sure. I'm pretty sure trains are cheaper than belts, but in theory you shouldn't need a bunch of trains? if each train can move 4800 ingots or stuff a miunte, in theory you'd have less vs the number of belts needed to move the same amount
I guess I'm gonna find out in a couple of months lol
Depends on the amount of trains Vs belts, I think. I mean, I'm pretty sure my game gets pretty laggy whenever I boot trains up (I build moslty in creative lately, so it's been a while since I turned them on because performance)
I'm going the opposite route: belts rather then trains (I still use them, just the least possible), base concentrated in "one" area (very spread out, but all a single base, no outposts)...
It'd be interesting to confront the progress and performance every now and then 
Yeah for sure, we'll see how this works for the both of us.. may our frames stay above 30 and our temps low lol. everything has a cost, and the major breaking point is when the belts lag like mk3/mk4 belts stop moving 270/480. at that point the save is toast.
Just keep a small "check system" running in loop. If you lose efficiency, it means your frames are too low for the game to run properly anymore 
Then
You upgrade your pc.
Sure
Me and what money :why_so_snutt:
maybe, but the belt lag effects some systems and not others, your check system could be running fine but another system on the otherside of the world... or right next to it could be lagging
thankfully simply upgrading the belt seems to fix it xD
Its a sidequest. Go outside, gain $. So you can progress.
That's the point of the checking system, it needs to be done accordingly ^^
Mk6 wait for us... 
Well, most of this chat has been about performance issues, that fingers crossed as the game matures and they optimize, it'll be much less relevant closer to 1.0 than it is now. and as it is now (provided you already have a powerful machine) most people won't have any issues.
only when rendered
So that's everytime you move your camera (:
Perhaps, I don't know much about how that stuff works.
Unless it's behind a wall (not in view)
Which brings the everlasting issue: to cover up or to showcase with glass?!
Which one will my PC allow me to have?
Does anyone have handy how much space in squares I need to make a loop, when track goes along station like this? Need to connect them up basically
6x6, pretty much
It's nearly always the same, regardless of the kind of loop 🤔 (unless you try to make it BIGGER ofc)
well, 5x5, if you don't mind track sticking off last square a bit. definitely 6x6 if you want walls around it
Hopfully someone knows, but this is posted in the Official Satisfactory Wiki, and Im assuming it is old/outdated/incorrect math????
By my math, the Current Recipes allow for 300 Crude Oil to be made into 500 Turbo Fuel, only enough fuel for 111.11 generators, not 148, 16,666MW not 22,222...
Unless im missing somthing...?
Crude -> Heavy Res -> Pack'd Dilut Fuel -> Turbo Fuel.....?
works fine for me @mossy needle
300 HOR only makes 600 Fuel, not 800??
Alternate Recipe: Heavy Oil Residue
yes, so 300 Crude, makes 400 HOR, which makes 600 Fuel, which makes 500 Turbo Fuel?
400 HOR does NOT make 600 Fuel
300 HOR makes 600 Fuel
1 sec, my math must be wrong then... ill brb, lol
ok, sooo... im confused....
the recipe above says 30 HOR + 60 Packd Water = 60 Fuel
So times 10, is 300 and 600... ?
So your saying the recipe on the Wiki is wrong?
i was until i realized im jus an idiot too, lol
was so totally doing my math just doubling the HOR, bahaha

instead of the water, hahahha
yeh, 400 HOR + 800 Water = 800 Fuel
yea lmaoo... my excel file sheet i was using to do my math is just stupid rn, hahaha to many side equations and stuff, lol
thanks though!!
np, dont get tangled in another equation 
So relatable :)
That's oil and math in a nutshell ahahah
how many generators can I work if Im making 600 fuel a minute?
If my memory of them consuming 15/min isn't incorrect, that's 40
ok so I was right before, nobody was bothered to answer
The wiki answers
Wow, that's rare... Also, I confirm after checking the wiki: 15/min, thus 40 gens
anyways, thanks vencam
Most welcome. You've made enough spaghett to kept me fed for a long while, this is the least I can do 
haha
I am so blown away by how you can't get 200 exact water/min, but you CAN get 499.2 (both numbers I need) 
wdym, no exact 200.
put Extractor on 200, then, if needed, use a Flow Rate Equalizer or Interpolator
As in "you can't get that exact number produced"
You'll have overflow
water extractor doesnt have exact 200 setting?
200/120= 1.666...
499.2/120 = 4.16 (clockable)
use a valve?
Still, overflow will be left :P
I'm not complaining here. Just surprised. Like you said, one would think "isn't there a 200 setting"? Ahahaha
but there IS a 100 setting, right?
Nope. Like all machines, it switched to the closest integer clock, so no
0,833333......
You either have 0.6 lacking or 0.8 overflow
tbh valve plus interpolator works quite well for me
Which still takes more then 150h to fill a big buffer, so I'm ok with not caring or just storing it xD
also, worst case: water extractor backs up.
so what?
Nothing. As I said, I'm not complaining here 
I'm just blown away.
I mean really, you have an easier time with 499.2 rather then 200 or 400, it is pretty nonsensical in many ways :jace_smile_2:
thats why they mentioned "yuh, decimals would be nice"
Wouldnt be surprised if they snuck that into U4, but we'll see
Happy pi day nerds
oh yes today is pie day
oh yes the limitations of representing an irrational number
its a shame that you need to use the bad US date format to make that happen at all
cant wait for the year 3141 .. pi year!
Crashes multimillion dollar probe into mars
3/14/1592 was a good day 🙂
Taking a final tour of my world before update 4 reaks havoc on it
My baby blue 🎵
Yea I know that it will be on experimental for a few weeks/maybe month just like when U3 came, but I plan to clean sweep my save
Keep tech progress but raze everything
Even foundations?! Why?
more like get loststations
My foundation setup is custom based on the build. I like to remove excess
fair, keep the computer alive
guess it's just time to nuclear some things out
The factory that makes the rods among other things.
Tbh, as long as fused quickwire and cheap cilica dont get messed with, I may not raze this.
Most of those assemblers in the long rows to the right side are just for quickwire and silica
oof not cardinally oriented so beautiful but so close.
Ingame.
Circuit board tower to the left off screen and nuclear rod house in front
Ok, im revisioning a total raze. Lets see how bad it is first
does anybody have a good design for a 5:4 balancer?
i can't figure out a working design
This game tends to find manifold areays far easier than balancers. That said what exactly are you balancing?
split in three, split one of the output in three again... 1/3 + 1/9 = 4/9, 1/3 + 1/9 + 1/9 = 5/9
so I guess you need 2 splitters and 2 mergers
as Verios said, it's usually easier to not balance and use what's on the belt 🙂
also is that 5 belts to 4 belts, or one belt split to 4/9 and 5/9?
5 belts to 4 belts
should have been a bit clearer
and all 5 belts have different amounts?
then I'd suggest using what's on each belt rather than balancing.
Remember splitters do not split at the same time to all outputs. If you have all 3 outputs connected, its center > left > right > center > left > right > repeating
I rarely post a question here. I've always assumed that when using trains one Freight station is only as good as what you fill it with so you had one belt to 480/m fill it the receiving station should be same 480/m on short track . But I'm guessing if you have a longer Loop play a loop around the entire map however much product can fill in the time that it takes the train to do an entire Loop would be the extra that you should have access to on the output?
Depending of course if the product that you're eating from the receiving station you're not eating all of it before the train gets back makes my head hurt trying to figure this out
The table in ‚train throughput‘ should answer all your questions https://satisfactory.gamepedia.com/Electric_Locomotive
The Electric Locomotive is a vehicle used to transport cargo and engineers along the Railway. Connected Freight Cars can be loaded or unloaded via Freight Platforms. The Electric Locomotive can be automated, by setting a list of Train Stations for it to stop at.
Multiple cargo freight cars and locomotives can be chained together to form a single...
However, you should notice that a train station‘s storage is not filled or putting items out when the train is docking for approx 30 secs
To achieve ‚full throughput‘ it is therefore recommended to have an ind container between train station and the consuming buildings
@paper yacht
@paper yacht its best to have one input and one output station per train. And have only one item for that train. Mixed trains can get wonky.
Also, you need a buffer before the input and after the output. The stations cease unload/load for 20 seconds during the animation.
You can have a single or double track as the main, but simply create branches for the stations them selves
You can ‚fix‘ wonky mixed trains by using smart splitters to make sure that only the desired items are put through
I don't know if I fully understand the question to be honest. If you have a 480 belt going in one station and a 480 belt coming out the receiving station, that's the maximum throughput you can get. If you empty the receiving station before it gets refilled, like on a longer loop, then you've got a lower throughput than 480.
That was exactly my point I saw some extensive models that were run on YouTube by some popular broadcasters on the subject but I'm not been a huge follower of the trains until recently
You have to consider time too. Here is some advice on time
time the round trip (without loading/unload) first, then add 50 seconds. If the total time less than 4m06s, then 1 car per belt. If more than 4m6s, use 2 cars per belt or 2 equal trains. If more than 8min12s, use 3 car per belt or 3 similar trains.
I never thought about adding a buffer though of a storage container before the filling unless you're on an extremely short track for instance I have a short track going from one end of the dunes to the other end just delivering Coal.. oh but wait that's right when the train is docking it just disrupts the belt traffic. Man ever since trains were introduced I'm still learning s***
Yea buffer is only to impede the stoppage of movement on the belt or pipe
I see some of these train posters that have these monster loops interchanges you got to wonder what all those fancy interchanges are doing to their overall balancing
And if its a liquid train put a pump after the buffer tank
Most of those are just being fancy
Trains have no colission model with one another (currently)
Its not like Factorio trains
Every single time somebody mentions train collisions I think back to the Munsters or Addams Family crashing trains is a family pastime
And I bet trains will receive collision in the future.... best to plan for it now, and not get into bad habits. 😉
So is that pump after a fluid buffer at the train station something new that's been tested or is that like you said just an eye candy Overkill I would think there'd be plenty of pressure from the tank itself without a pump
I'll stop with the questions I'm getting off track here back to the other room
No the punp for fluid is to reset the flow rate. It used to bug out with buffer tanks and could be 0
Are fluid trains worth it? I like using train for regular items, but the 1.6k load seemed a bit low to be worth it to me.
Usually id say no. Exception IMO is the desert oil field as there is no water there.
If your using diluted fuel + recycled alts anyway
Best to refine on site
does this apply to all kinds of fluid buffers?
You can tell even by the map, thanks ti the humongous amount of belts they produce 
If you orient that way, you most likely will lose your chance to really fit in the surroundings ;)
its for both flow rate and head lift
because the buffer's head lift is inconsistent (as most should know by now)
it depends on the fill height of the buffer.
Until the buffer is filled 100%, any pump BEFORE it will not be able to transmit its head lift through the buffer
Technically, it should be just for headlift 😅 
yeah, but it also acts as a one-way valve, so that prevents backflow and ensure a steady outward stream
"Steady"... 
so... I fixed that annoying "maximize doesn't work with input" bug
and it was the most stupid bug I've ever fixed
it's working fine now at least https://www.satisfactorytools.com/production?share=htpzDe6Or7wGTLASuIvp
do you have an updated version of one of your charts for that matter?
as steady as can be with liquids. if its not steady enough for you, build a flow rate equalizer or interpolator into your system
e.g. I have fluid buffers in a row, which are filled by one pipe (merged from several refineries), which is going down from a platform, which is 50m higher than the buffers. is the resulting head lift inconsistent?
Reported for self-promotion
I don't get what you mean by "inconsistent headlift" but... The buffers will be all filled up correctly. The fluid can still climb all the way back up the 50m higher platform
so link in #welcome is good, but in #math-and-meta it's bad? 😛
Ofc!
Makes sense, right? :D
Vencam being vencam. Tsk tsk

'inconsistent head lift' was a term used by McGalleon above
How is that relevant with only an array of buffers? 🤔
The point was that if you put a pump BEHIND a buffer, you will have to wait for it to fill up before the fluid start filling up some of the pipes after the buffer
'Until the buffer is filled 100%, any pump BEFORE it will not be able to transmit its head lift through the buffer', that's what he wrote
Yeap
Which means all your buffers will fill up together, not one at the time if that's what you're worried about ^^
is there any performance difference between walls and foundations? I'd like to "encase" my train spiral so you can't see whats outside. Foundations have gaps while walls don't?
before does not mean "in front of it", aka after
before means it is incoming, not outgoing
(yes, though, i see, there are two definitons for "before")
afaik its miniscule
found one reason against walls: when you forget to load a wagon of plates
I don't think any of the systems I touched up to now would benefit from that...
Most issues I fear come down to the gargantuan pure copper manifolds 😅
You know, just 30 splits each 600 water ||lucky me that I overclock, or it'd be 60 splits
||
proof that the rubber cable alt isn't trash (: https://www.satisfactorytools.com/production?share=gxBiQdoGigFTJoPZGRSZ
https://www.satisfactorytools.com/production?share=lNtatnMVcrDa2lgiXFTa if you only care about machine count 114 machines vs 284
why's that called Shared: Shared: Shared: Iron Plate Factory lol
Shh.
Copy of copy of copy of final copy of final final copy.
Did you mean Recursion?
Machine count is not the sole factor in "what is best".
For example, rubber cable consumes well over 50% more energy, requires more complicated piping/belting, uses a decent chunk of oil (which is relatively scarce and concentrated in a few locations), and refineries do take up substantially more floor space than the smelter/constructor spam of regular cable manufacture.
Couldn't agree more
well
If that's the way you want to look at it. then sure, it's trash. The way I look at is, machine count is the most limited resource in the world. If you want to maximize production, and minimize lag, reducing machines is the way to go. As far as the complicated piping and belting, Maybe that's you. I'd rather hook up assemblers and refineries than constructors, it's more interesting.
Every additional belt, splitter, merger, train line, power production building, etc.... those also contribute to lag.
There's also the issue of you need 3.5 copper nodes with mk3 miners at 200% with the standard vs 1 node.
If you just need a little bit of cable, by all means the standard way is best (: but if you need thousands, rubber cable is best. Although for reducing machines and belts. you could overclock the wire constructors to 200% and 1:1 them with cable constructors, but there goes your power savings (: But yes, you're right everything you build counts against lag.
If you wanna minimise lag don’t build so many foundations lol
Get to around 300k and it starts to lag lol
I've never built that many lol. my previous save had almost 3k machines and half of those were inside one factory lol
And if you are going for massive builds . Atm rubber is one of the most limited resources . Not space or power . So if you look at max production rubber cable is bad . Where iron is pretty much unlimited
Going into update 4 though . With the new wells . It will make oil alts more of a viable solution
But if you are starting to also max production . You will get sick of building refineries pretty quickly lol
Like I need 560 just for my iron
I keep hearing oil is the most limited resource over and over.. But has anyone preaching this actually run out of usable oil completely? o.O Well, overclock them all to 200% and you only need 280 (:
In what situation would you want to underclock any miner or machine? Just started playing again and trying to maximize my proficiency still in early game but trying to make my starting factory as proficient as possible when creating motors and reinforced plates early on
underclocked uses less power per item
Then again, maybe I like rubber cable because I'm the special case and built a 20/min adaptive control unit factory 
plus it uses a constant amount of power. By having everything in your factory run at 100%, you will have much less power fluctuation, and will be able to use more power
Anyone got a simple way to balance 5 belts in and out? This isn't load balancing so much as making sure the inputs on one side are spread over all 5 belts on the other side and overflowing if one is full. Basically I want all 5 inputs to behave like I'm pulling from one big buffer. Also all 5 belts are at max capacity and are my best belts.
Ohh i see so you are making exactly how much you are using so there in no fluctuation in power. Thank you
You would presumably need to split the 5 maxed belts into more belts, and potentially have smart splitters with overflow. If line X overflows, it sends some onto line X+1, and the final belt's overflow loops around to merge into the first lien.
@iron prairie so I kind of have this but I'm going to hit a bottleneck if 2 lines get full with my current design. If two belts get full I will be limited by the final belt. Basically I'm dealing with canister recycling but the items are slowly creeping onto different lines then they started on.
This is why, for my DPF plant, I color-coded each of my lines and made sure they never crossed.
Otherwise, 1) Don't max out your belts (that means no slack capacity anywhere), and 2) Use smart splitters with overflow enabled to shift canisters from one line to the next.
It’s not the most limited . It’s just one of
(also, there are a decent number of people who have overclocked most of the nodes in the game: they have no more nodes, no more OCs to take advantage of)
Lemme find a screen shot
And the 2 below that one . That’s how I do mine
Plug any amount of resource in on one side. Then pull any amount out on the other side. All I need to do is work out how much goes in and out
It works on over flow splitters on the outgoing side then merge into the one beside it
But I have all the buffers full . And connected to each other so they cycle . So I can put any amount into the system at any point along the line and it all works out
Oh interesting @torpid robin ... so you first try to fill the container then use the smart splitter to send it down like a normal manifold to fill the rest?
At 100% efficiency how much coal does a 1 coal gen need to make its power?
15/min, with 45 water/min
Thank you
So each belt I have . No matter what is on it goes into the bottom input . Then on the output. It then smart splits to the left (or right . Depends what way you set it up ). Then it merges with the line to the left . Then that line smart splits to the left and merges so on and so forth
You do that right to the end . On the last belt you smart split to the left still but then send it all the way back to the 1st to remerge
So once the 1st line is full or backed up . It all over flows to left . Then the 2nd line will fill up and over flow to left and so on
But what I found is you need to connect all the containers up too. Cause if you plug a heap of belts half way down the line . The 1st ones starve
So if they are all full to begin with . And all connected together so it’s all just cycling through the system . You can plug any amount Into any container and it will all even itself out
How many pups can be connected to one pipeline ? Says max flow of 300 is there any way to up that or is that cap?
Sorry nvm i see that there is a mk2 version down a few tiers :) Dont think that was a thing when i last played or dont remember it
It came last update
Bruh, how rude of me. I remembered to make jokes but not the most important part 🤦♂️
Thanks for the hard work! 💯
you don't want to know what the issue was tho
I didn't ask :P
then I won't tell you 😛
what was the reason? 😉
Drums rolling
I always assumed it's something deep in the matrixes used to calculate stuff with linear programming methods... Spent a lot of long evenings over the course of last year doing the math, trying to figure out what's the problem, never got to the issue.
Now as I am preparing tools for U4, I'm rewriting some parts of the code, so I decided to look at it again... And after two hours I found the issue.
solution was replacing
$input = [];
with
$input = $productionRequest['input'];
oh...
turns out that for maximize requests, I've been just throwing away the whole Input for no reason
welcome to the party... I remember debugging a "slightly" defective dijkstra-algorithm... only to discover I managed to NOT clear all former data before starting the next iteration... 😄
but good that you found the bug
literally the stupidest mistake I've ever made, almost made me quit programming for good
glad that you got over this point without throw up all the tables ^^
(second most-stupid mistake was when I was sending mass emails for subscribers and forgot to clear email object before sending next email, so it looped and sent email to A, then sent the same email to A and B, then sent the same email to A, B and C, ... Luckily I caught this during testing, otherwise it would be pretty bad GDPR fee 😄 )
I'm considering breaking my keyboard since I recently ordered a new one 🤔
if it helps, why not 😉
it won't help with my bad code tho
keep this in mind next time you're gonna want to trust the tools
I think its a sign of improvement if someone recognize its old code as "not that good"...
I've been calling that code "pretty bad" since I wrote it 😄
Insert buffed greeny explaining a guy how he does one push up each time he regrets a programming mistake
it was a prototype replacement to do the calculations on server instead on client (as most browsers started dying with U3 calculations) and I never got to implement it properly
I gained like 10kg in last two years 🤷♂️ I wish I could lose some 😄
Blame simon the quarantine
yeah, mostly that. But also me being lazy and just doing bed -> pc -> food -> pc -> bed cycles 🤷♂️
I used my bike a lot to get to work... but that is a bit unnecessary for homeoffice
I work from home for last 5 years 🤷♂️
Heh, I thanks my weird DNA mix for allowing me not to get fat despite doing exactly that 
I'm just... Fat on the inside 
Put a cyclette between your bed and your PC, fix it to run the distance you had to make before
Now you can imagine biking to the office again! :why_so_snutt:
its just not the same 😦
I'd say make a bike that powers your pc so you have to keep riding it. but unless you have some kind a low powered laptop(chromebook), that's just not possible lol
I remembered an ad about human-powered things. Took an Olympic champion to toast a single slice of bread, so I think you right 
That's pretty impressive considering a toaster is ~1200W. but it's also a resistive load that doesn't care about low voltage. 1hp is ~750W and as much as I'd like to think so, I'm no where near that strong, and even if you could push a bike turning an alternator to generate that much power, there's no way you'd sustain it at a stable voltage or for very long lol
Took him a minute of very hard work
I just noticed.... If priority switches work as i expect, i could build new pipeline control circuits, because then i can control pumps conditionally and divert fluid based on that
Man had thighs wider then my chest though 
any ways to solve this?
is it even possible to achieve 100% efficiency when making concrete
yes, you can underclock the miner or constructors
add another constructor and downclock it
alr one sec
the only redeeming fact of limestone is that wet concrete at least has a rate that agrees with miners
45 per min
is kinda frustrating
i think its solvable but ill leave that to my resource-rich smart future self
i still need to make a caterite farm for smart splitters or mergers, not sure which one it was
3 constructors, one at 67%, they eat pretty much exactly 120 limestone/min
You can do it with two constructors tho i think
sure, one at 100% and one at 167%, but that eats more power 🤷♂️
Im trying to do stuff using my own brain too, ive heard itll come in handy in the future
No like
Hold on
if you want to consume 120 limestone, then you need a total of 267%, doesn't matter how you split it between any number of constructors, as long as it totals to 267%
other way is to underclock the miner, but that produces less concrete at the end 🤷♂️
nah, it's fine
Why ficsit, why 😩
Concrete is nice... WET concrete is great
i mean you could do it with uh
180 limestone coming in
right?
splits into 90 and 90, then into 45 45 45 45
manifold?
that ^
what is that
how most people split their resources 🤷♂️
im kinda new lol
S = splitter
X = any machine
it allows you to easily expand later when you upgrade miners and belts
by just adding machines to the row
@pliant zephyr the trick with spitters is that if one output blocks, its "share" is redirected to the rest of the outputs
the trick is dont listen to @frosty owl and all his lies about balancers
Balancing is love, balancing is Shrek life
does a (specially) unbalanced merger counts?
a smart engineer uses both methods as appropriate 🙂 Clean easy splits with maybe 2 levels of splitters (maybe 3 in rare extreme cases), sure i'll build a balancer (eg. 4/6/9), complicated stuff? Manifold that thing. 🙂
So i play a bit of satisfactory, and think of myself as an enguneer, then i check in on this discord and just close the game and play something else
Im self conscious of my intellect
just don't take this too serious here...
so which category does a 2 way split fall into? Does it depend where I place the splitter and which side i put the input if its a balancer or manifold? 😄
The trick is dont ask questions in here, itll make it worse
Because im very confused
Ill just do the thing with three constructors
I think the thing you should try out is how over- and especially underclocking makes things easier
its the way SF allows you to adapt non-fitting rates of machines to your problem
Sf?
SF = Satisfactory
underclocking isnt strictly required, especially very early on when you build the first concrete constructor you might not have underclocking yet, but it of course saves you power
If it is made to provide the right amount from a belt immediately, it's a a balancer imo
Tbf, most of my balancing is just 1 to 3 levels of splits. Then I just balance/manifold those small sets :P
Old times, when a "small set" didn't imply "between 2 and 12 machines" 😆
Things generally just work
It's how close you wanna get to 100% efficiency that brings you into the shenanigans :jace_smile_2:
i'll often build hybrid systems just because of where my input belt arrives, so i might split it 50/50 and manifold the two sides, etc
Whenever I manifold, I want my belt to bring at least double the item/min needed by machines. The waiting time for it is what annoys me the most after all (also looks, but those can be adjusted)
ooh actually u can do mk2 on a pure node and then sink a part of the liestone into the awesome sink
im gonna do that later
wait can you chuck in nuclear waste into the sink?
no
damn
Try and find out
r u supposed to just put it as far from yourself as you can?
Unless you like keeping your hazmat suit on ^^
Bruh, if you say like this you turn people away from finding Easter eggs 🥺
o easter eggs?
👆
okie
So I discovered something, if you're running a max belt manifold ie mk4 belt with 480 going in and 480 being used, feeding it from the center avoids the max belt glitch
I'm unsure what glitch you're referring to
More of a bug? Max belts losing speed in manifolds due to fps or some other issue
you're already having FPS issues at mk4 belts?
It doesn't take me long. Lol. But I think if you max a manifold ex 16 smelters using 30 ea = 480 and if you feed it from one side, it just has issues getting to the last two machines. But if it's fed from the middle it's fine
Most people probably don't max belts.. for some reason I enjoy doing it
what hardware do you have and what FPS?
Fps locked at 30. 3600x, 32gb@3600mhz and 2080ti
why locked at 30? how big is your save?
Haven't checked the fps in the console yet to see what it's doing. It's about 7mb and 1600 machines
why dont you just unlock your FPS?
I feel like you're artificially creating a negative scenario for yourself where there wouldnt be one otherwise
i have a 2060, with a 1K HR save, and don't have an fps issue
Perhaps, there's no harm in letting vsync lock it at 60 for now. Eventually I'll have to lower the graphics settings and turn it back down.
My last world had nearly 3k machines and the dune desert was almost unplayable. Fps averaged 10-20
I suggest not building everything in 1 spot
especially a spot that has long sightlines
Because I like having vsync on, as I can't stand tearing, I don't like the extra noise caused by my gpu going fullpower, unless there's some sweet rtx happening. And many people have said unlocked fps causes issues
unlocked fps causing issues? never heard of that
Yeah, I learned my lesson, dune desert is empty except for a trainline on this save (:
the only FPS issues I know of are the 'very low fps' kind
well that, and the high fps causing insane speedboost issue
but that has been fixed
I'll unlock it and let vsync handle it, and leave it that way until I start running into issues because of machine count. Fingers crossed the engine upgrade helps with that
If i were to overclock a Mk1 miner to 200% on a pure node it would give me a 240 output. But My current conveyor can only push 120. Could I put it on a 1 to 2 Balancer and keep the 240 output from the miner or would I still be bottle necked by the belt to the splitter ?
Sounds like it doesn't depend on belts MK then
The latter 👍
belts and pipes are always the limiting factor in this game
being able to connect a splitter to a device without a belt in between would be nifty, but alas, its not possible, so you cant avoid the limitation of your belt speed
it would break the whole logistic system and the game design revolving around upgrading your tech
Thank you
Hi guys, i was wondering if anyone has a second to discuss an idea i had around creating automation wire with powerlines...
Im close to getting it right but i need help with some weird ideas i had
"creating automation wire with powerlines"... I think you should explain this sentence...
Ok so... At the moment the outcome is a signal light using the new batteries.
The idea is that you would have a power consuming system for example and unpackager and a packager, fueled by a SMALL amount of fuel on a conveyor belt
Something like fabric, and you would get the output of a factory, and merge it with the fabric, and then smart filter it out later
As the rate of the factory increases its output, there is less coal* (i meant coal <.< >.> ) getting through in the belt, less fuel gets to a reactor, battery turns on
So basically, reduce the amount of coal more and more by producing more items until it activates the power storage....?
correct
And the top of the battery looks pretty like a LED hahahaha
So if you look at the battery, and its on, then the factory is producing items
If you look at the battery and its off, then all the coal is getting into the gen, meaning that its not producing
I think the priority switches would be better for that purpose
Though its not quite clear how exactly they would work
As they havent been (officially) teased
or if they even exist 😄
At this point im dead certain. They HAVE to
Else power management is an absolute incomprehensible nightmare
its really not changing
everyone keeps throwing that around, but for a fully running factory there is really no major difference
or else power management is inefficient*
But here is what im thinking in turn...
Is there a way, i could detect this change with conveyor belts and turn it into a not gate...
To explain, what i think would be amazing if i could see the output of the factory is low, and use this to turn on other power generators, in turn turning up the factory
Or else power management is disappointing 
Conveyors... No.
Pipes? Absolutely. NOT Gate is a proven concept for pipes
please explain
But is a mosfet a logic gate?
I always thought those were very complicated pairs of fet that created logic
well, yes
he made the gates from those tho
conveyors logic is possible, but requires priority mergers
that we dont have :<
So from your pipeline logic.
Mosfets can be used to construct logic gates
if I fuck it's been a miunte
Thats a real thing
if I apply voltage, or fluid to the gate does that turn the mosfet on?
Yes.
Mk.
if I remove the voltage or fluid, does it float the gate and stay on as a real mosfet would without a gate drain?
And like real mosfets, they need drains to ground to clear their state
hehehe.. that's niftly
the schematic at the bottom is for the nand gate?
Yes, a bit reduntant, but it works nontheless
I could simplify it, but i was too lazy
and then you use the water to fuel a coal-powerplant to turn "water" into electrical power and from there to factory-activitity?
@static rock lost for words? xd
The exact usage is still..... Fuzzy
But the new power system could help there
I dunno if that could be simplified.
The pipe one not, but the electric circuit definitely can be simplified
the last two mosfets are to keep the led from getting backfed and turning on, the first mosfet is the input switch/gate but I've no idea what the one in the middle does
yes, im considering how i can use fuel as the flowrate tracker, and therefore turn flowrate into bool logic
I'm not a EE. the best I can do is read those and find what's broken lol
Very first mosfet at the bottom is basically the AND, the ones and the back are a CMOS Inverter, aka NOT
but then i need to figure out how to reverse it and turn the bool logic back into flowrate to other generators
The only problem with fluid logic gates is the constant need to sink any "drain" flow rate
which takes plastic
Buuut.... That could be solved with generators!
lol
i like cheese
I wonder if you could use two different liquids for the two binary states
Im afraid not.
Mixing is prohibited
The binary state is the direction of where the fluid flows to
It either flows to Y or NOT(Y)
The only circuit I tried to design, next time I'll come to you. I drew my groundplanes wrong and had signal traces next to power traces and the power trace induced voltage on the signal trace and fried my driver IC
Ouch
SMPS circuits are kinda complicated. lol
They're simple on paper, but by design where those traces/wires go to drive the gates matter at 150kHz lol
Yeah, you usually never want to have power traces. You mostly try to switch a relais with a transistor for anything thats not on the control circuit
I would go the save route and just use cables soldered to the circuit board to deal with the power circuit.
Or use optocouplers
this was supposed to be kinda small and compact. it was low voltage stuff, 12V @ 10A bucked to 5V at 40A
not for continuous, just for ~3S at a time
(we might wanna move to #off-topic-general for this)
Maybe xD
12V @ 10A ? Output goes to a Motor?
I'm beginning to get into a larger factory now and have unlocked the casted screw alternate recipe... i haven't really been paying attention to ratios/clocking up until now, but i figure that it's about time.
Can my learning be as simple as matching the output of a node (i'm only on ... normal right now I think) to the input of the smelter that it's going to, and in turn matching that to the constructor/assembler?
When do I need to start factoring in belt speeds, and when do I start upgrading all of my mk.1 belts? So many questions.
"When do I need to start factoring in belt speeds" Always
I mean in relation to trying to learn ... ratios?
not sure what term i should be using.
Buildings conveniently display their input/output per minute.
I'll boil it down to this: When looking to match speeds of machines, can I blindly match the ore production rate to the smelter numbers?
For the most part, yes, assuming that the belt leading out of your miner is fast enough.
The most notable exception is T3 miners on pure nodes, which have a theoretical capacity of 1200 ore/min when overclocked to 250%, but are limited by T5 belts, which max out at 780 items/min.
I'm really, really far from that, and hoping to understand enough of the basics so that when I get to that point it'll just be second nature 🙂
If you're wondering:
T2 belts: 120 items/min (reinforced iron plates)
T3 belts: 270 items/min (steel beams)
T4 belts: 480 items/min (encased industrial beams)
T5 belts: 780 items/min (alclad aluminum sheets)```
ah. that's all super helpful, and i now see that i have to upgrade my RIP production lines... lmfao ... thank you Silly! I appreciate you taking the time 🙂
RIPs are the first chance to build a decent self-contained production line for a product you actually need quite a bunch early on, so I enjoy making those 🙂
Reinforced iron plates feature nice, beautiful ratios which work out neatly.
<screams in alclad aluminum sheets w/ electrode aluminum scrap>.
or silica ratios
ratios be damned.. that's what Sink's are for
Is 10,000 steel/min too much for any real use?
depends on what you use it for. if you have every recipe and can use different things with steel, then no.
I have a refinery set up that can make 9,600 coke/min which I could cut down to 7500 coke/min and use the rest for diluted fuel. Then use the alt recipe for coke/iron to make 10,000 steel/min
ok
ask yourself. why do you need so much steel? just for the kicks or are you really making that much other stuff?
well. steel can make anything that can be made from iron. plates, rods, screws. etc
just faster and more efficient. issue with using coke though, is you tend to need plastic for steel coated plates. but it's not much. 60 plastic a min makes 480 iron plates/min
Well I’m trying to plan out a base in my head before I build it, I have the logistics for 4320 iron ore/min set up, so I’ll need to get enough to get me to 10k to still produce iron ingots. I’m kind of leaning more towards 6,000 coke/ore and 8,000 steel so I can still make more easily make iron wire. If I get more ore
I was thinking still using basic iron plates bc plastic may be limited and I need it elsewhere in the computer line
Sounds like a beginning of bottle cap collector tale. Then you get invited to tv and share stories how you got there 👍
All that steel and no steel coated plates and iron wire </3
My initial plan was just to do all coke bc I have so many coal generators and make steel coated plates, but I’m realizing I would have to set up a lot more coal power before I could safely run my factory on all coal/geo
I haven’t gotten T7 yet, I’ve unlocked everything else just been focusing on this base and maxing it out and now I’m kind of like why on earth would I need 10,000 steel
I like ironwire, but I hate it. 22.5 is such a nasty number to try to work with
Well, youre not on Earth
Facts
Well if youre gonna go for all steel, beef up your plastic production with recycled loops for steel coated plates and Beef up your rubber production for caterium computers.
That’s with the heavy oil residue alt recipe, is that efficient at all with making plastic/rubber?
Diluted fuel sounds like perfect opportunity for a pun.
Cue someone new come in.
Ask:
- How do I make Dilated Fuel?
- You need to get closed to light speed.
I’m kind of thinking 6,000 coke for 8,000 steel, then 2400 diluted fuel for 24,000 MW and then honestly straight resin to plastic/rubber then optimizing for plastic/rubber elsewhere and making this one more of a coke/power plant.
Well.. one of the beauties of this game is you're free to do stuff however you please (:
I'm actually planning my own steel factory right now, with similar inputs (oil for Coal Coke and iron ore). Here are the stats:
I set the goal for Heavy Modular Frames to be 60/min, with the biggest limiting factor being iron plates and reinforced iron plates (due to the limited amount of plastic and rubber without bringing any in via train). Turns out you can get there with 80 leftover polymer resin/min and 3940 steel ingots/min in excess. The amount of plastic and rubber needed is just that small. Even then, there's still plenty of leftover iron ore to just use basic recipes with. Note that this assumes T3 drills, fully overclocked. The numbers will obviously be lower if you don't have T3 drills.
Also, once the frames fill up in storage, you're now making 160 Modular Frames/min, 200 Encased Industrial Pipes/min, and 720 Steel Pipes/min. Then, once the Modular Frames fill up, you're making 960 Steel Rods/min, 240 Reinforced Iron Plates/min, and 720 Iron Plates/min. Or you can just limit the HMF and MF early on by splitting off resources for storage.
Yup, and 720 iron plates a min, probably uses like what, 120-140 plastic to make steel coated plates, they're rather cheap considering how much you get out of it
Yup, this setup only uses plastic and rubber from the polymer resin produced by making Coal Coke, so those Alts are extremely useful in this case. And I still have about 4000 Steel Ingots leftover
I like that, I’m getting almost all my iron from the desert and the oil from crater lake so I’m transporting all the final oil by train to just north of the red forest where my main base is being built
Slightly NorthEast of the Pink forest is three oil nodes. If you combine that with all of the iron and limestone from the north forest, you can build the factory I'm building now.
Too bad I used that pretty pure node for power lol
There's two normal nodes and two impure nodes nearby that you can use, but that's 300 less oil.
I’m basically at 4 pure oil nodes each pushing OC to 600, plus an impure
I could honestly probs just use those 3 in my factory to make up for any plastic/rubber shortages
i need to understand the water line pumps better
or my math is off, does a Nuclear plant need two water pumps merged into one MK2 line?
Line Pumps or Extractors?
Five extractors to fill mk2 pipe, can power single OC nuke
So when adjusting clockspeed some of the % had a decimal value say like .15 does that have much effect on how much it consumes or would it just be the full number rounded...
So i am trying to run 3 Foundries for steel off a 120 belt. I can run 2 full ones and im trying to underclock the 3rd and trying to find the correct % im at 67% right now but it is taking 30.15 coal and iron ore if im running it all off of a 120 belt would there be any issues on resources of the foundry not having enough or would it be fine
it would just pause once in a while as it runs out of resources
but without higher precision input thats the best you can aim for
45/min with default Steel recipe
grim can to get it to like 65%
the problem is that 45 = 3x3x5... and there is no precise percentage for a factor of 3... and a factor of 5 is not that useful in this case. so either go to 67% (a bit more input to make sure it doesn't starve) or build a larger system
well 240/5
you can always multiply with the "bad" divider to get a round number
360 = 8x45
I don't think you can find a smaller flat number scheme which is a multiple of 120...
no
or you could take one 120 and on 60 belt and distribute them to 4 foundries...
thats still funny math
Thanks for the help will just push it to 65% now so i get the most output for my current belt
to get it exaclt 100% requires funny spliter/merger work
Huh what is this funny spliter/merger?
there is nothing wrong with setting it to 67 and just having the machine pause occasionally, I would favor that largely over having it be below peak efficiency 😄
if you want it exact 100% belt 3 240 and 5 founderies puts it 48 each
15 extra
could belt 15 extra to the coal generator
but geting it exactly 15 is a little tricky
So a 1 to 3 240 splitter ? or run 3 separate drills
1 to 5
just get solid steel, it makes for nicer factors
pure Iron, Solid Steel and Copper Alloy! 🙂
soild steel
Is there a specific hard drive i need to find for those recipes or is it random
can easier do a 120
random
but you can do the save before maming hard drive
then reload if its not there
you have to wait the 10 minute research time every time, in that time you could just go collect more harddrives
but you need 120 iron ingots a min
yes, you can build a temporary MAM when you find a HD, activate the HD, remove the MAM and continue on your quest...
yup thats what I do
the need for pure iron is debatable with solid steel. without pure iron, you can OC 1:1 smelters with foundries very nicely, and you'll need equal amounts of coal and iron. with pure iron, it's a bit more complicated, and you still need the same amount of coal, but less iron
and water...
pure iron is never "wrong", you just have to find extra uses for the extra iron 😄
I'd rather not build refineries if I don't have to (:
and there are a few really good places on the map... with lots of iron, lots of coal and some copper... and a lake for water
youll need a node thats 120min with a mk1
i like a steel factory at crater lake, coal and iron nearby, as well as water
or 2 normal nodes
if equal coal and iron nodes, water or no water I'll opt for smelters. if there's more coal than iron and water, well pure iron is definitly worth it at that point.
exactly... get coal from the crater lake, iron and copper and water from the rocky desert just down the ramp... perfect for 2000 Steel, 800 Iron and 1000 copper ingots 😉
more with mk3 miners
crater lake.. if that's the area in the middle of the map with the 1 pure and 2 normal, that area is by coal and sulfur.. nice for power generation too.
there are 3 pure coal nodes near the rocky desert in crater lake
there is 3 pure coal near 3 pure iron and 1 pure copper
and a ramp for getting a nice train line between the upper part (crater lake) and the lower part (rocky desert)
and its right at the end of the tunnel below the red forest too
When pure nodes mean nothing to you. 
i always had a conveyor there, mostly because i build that very early 😄
I have a station called "Coal Hill" up at crater lake and the huge Smelting complex down at the lake in the rocky desert
Pure nodes are nice for midgame though ^^ but once you get mk3. normal is the only pure you need
unless oil.
Will have to look into this crater yall speak of
"Belt not fast enough" problem...
count calc had a nice area pointed out in the middle of the map for steel, now I'm torn between exploting all of the coal in dune desert for steel, or going his route and using coke steel
not sure coke steel is really worth the effort...
it is.
if you're willing to invest in it. it's the fastest per machine way to make steel, and it uses the least amount of iron
iron is not a very limiting factor though
and speed .. well thats just power
at the expense of oil? that seems far more limited
I still prefer Solid Steel over Coke Steel... no oil involved
Sure, but our priorities are all a little different here (: my world has it's own problems. and until I get a nasa supercomputer, I doubt I'll run out of oil, or iron
I like solid steel too. however coke steel is by no means a bad way to do it if you need a bunch. @manic oak
similar to me liking Copper Alloy...
Yeah, I mean in this case, there really isn't a wrong way to make steel, coke or solid with coal. I don't remember what count said he was able to pull out of that area though
Hm, it actually doesn't look like the return is that great on coke steel
henning with the more oil nodes
solid steel has the best "iron for steel" proportion.when combined with Pure Iron... but all these Pure Iron refineries are "not that great"...
I could've swore coke steel used less iron, well I'm mistaken
solid steel always has the best iron for steel ratio
maybe endgame with oil pressurizes will make us re-consider using more oil for things, we dont know exactly how common those will be
or how much oil it generates
I already now I will be hunting for more sulfur in the future... for a second TF powerplant
Maybe, It already feels like the whole oil is such a limited resource thing is very much overstressed here already xD
75/min iron orr wolf
even if they double it, I doubt the attitude towards that will change lol.
its not like its wrong, what are you going to do with coal later on 😄
This is true, the only use for coal on my world IS steel making
my issue with the there's plenty of iron argument is; yes there's lots, but I'm not gonna go try to tap every node in the world lol
I go by what's available within a radius to where I decided to build whatever. as I don't enjoy running long belts, or setting up a train line for a handful of nodes.
quartz and sulfur (and uranium if you want to go nuclear) are the bottlenecks for lategame... and maybe nitrogen will become one too
I am thinking about setting up a trainline all the way from Northern Forest to the outer edges of the Dune Desert to get these three pure sulfur nodes... most likely making some compacted coal before I even ship them back
I am still unsure how much I will use nuclear... I am very happy with TF at the moment
the 3 pure sulfurs in the dunes are definitely worth getting eventually
its still a ?? on what to do with new waste
store it like old waste :p
Same, If I can keep up the rate of slug deaths in my world, I should actually be able to use all of the 61200MW I'm generating and I'll have an excuse to build a nuclear setup
which means people will not touch it
their loss
Otherwise, this will be another playthrough for me where I won't touch nuclear, but fingers crossed
because its powerful and fun? 🙂
It's a new kinda factory to build. nothing wrong with that.
cause people dont want deal with waste
most people that say that likely never even tried
good lord
<--- hasen't tried
people dont want to deal with havimg to build a place to deal with it
I have no real reason to go nuclear currently, I am still using ~ 10 GW of power... thats easy to do with TF... even double it would be doable.
But if Tier 8 has lots of power hungry stuff, I might reconsider
kill more slugs (:
there is an assumption that the new buildings might use more power
why should we be hamstring into not playing with some stufg cause.we dont want to deal with the waste
I do hope they give the nuclear powerplants a facelift, if anyone's ever looked at one closely... they recycled the ass end from the coal generator on it. and overall i'm kinda disappointed with the way the plants look. the power line connections don't look right even.
The waste however, didn't seem like that big of a deal before. and with the U4 changes, it looks like they produce even less waste, and it should be intresting, recycling spent fuel into new fuel and feeding it back into the system
but there is the new waste though
yes but in the teaser they showed a bunch of regular waste turning into just a little bit of the new waste
that doesnt really adress the issue
I think most people believe you will get less waste, but the waste will be even more radioactive
storage space never really was the problem for nuclear waste... because its stack size and ISCs...
You gonna have to balance the number of nuclear plants fed by plutonium and the ones fed by uranium
most people who did nuclear setups before didn't really seem to complain about waste. so idk.
i for one am happy that they didnt take the waste out entirely, it makes nuclear require actual considerations, instead of just being the next thing you build without any changes
the big questions remains, is there anything what one can do with the plutonium waste except just storing it
in fact they dont think its an issue
Idk, as far as balancing it with recycled fuel and new fuel. I was kinda of thinking that might be the first use for a sushi belt in the game
its you who does that 😄
and yet they didnt remove it, they must not agree with you, did that ever occur to you
dude knock it off
there might be a trick to get waste-free nuclear tech... but we will have to wait for the details in U4
you act like it doesnt matter what people who wants nothing to do with that waste
think
getting riled up based on assumptions doesnt help anyone
for the game designers all power techs have tradeoffs... removing the waste completely would be against this principle... so I don't think the waste will EVER go away completely
i'm sure there is people that dont want to deal with pipes
why not just wait until U4 releases and then talk about it
but escalating complexity is what keeps a game fresh
I think we're experiencing what I'd now want to name 'close to home syndrome' lol
it's where with sports, when you've ran or cycled etc a long distance, and you're almost home, you'll exponentially be more aware of the fatigue etc, specifically because you know how close you are to your home
Well it's a good thing they don't lock us all into a room together.
locking all SF fans into a room would be worrisome, even without Covid-19
tom that kinds beside the point he badicly saying thst our thoughtd a meaning like who cares..
what i mean is that people are getting really passionate in this debate now that U4 is really close
what the devs end up doing is how things will be
but that still doesnt change that there are more or less a lot of players there that want nothing to do with it
the waste
sure, but it's not the game of the players
this also applies to factory defense and blueprint systems
as much as players may not like it, in the end the devs decide what they implement
differrnt thing altogethet
still the same
not really
players dont like feature X or want it to be different
devs have a reason for not implementing what the players want
sure, players may not agree with their reasoning, but it's valid nonetheless
Its a different thing for each player... but from a viewpoint far away its very similar...
best to just wait until U4 releases to find out what the devs' new stance on this is
waste is also reason they wont do anything with doggos
"not enough tools to build big mixed main busses" is another one of these similar "feature X" things
they being us
so far, waste has been in the game to prevent nuclear from being even more OP than it already is
Maybe they just gave us too many choices with how we can do things? Tom has his way of factory building and the alts he likes, I have mine and you have yours. If it works who's to say what's right or wrong?
so time will tell if they've been able to figure out another way to balance it due to added complexity, or if they figured the waste being a balancing mechanic is good as it is
why punish some players out of content cause of a item
how are you being punished
players decide to not use it, there is no punishment, a nuclear storage facility isnt really that special of a build
there are ways to desl with the nee waste with out elimiting it
I don't think they feel punished, I feel like they're given a choice, and it's up to the player to decide how they want to play
reprocess pw into new p-rods
doggos give you nw
I get what you're saying though Sounder, the idea of my waste storage filling up after 1k hours or so bothers me too
right, doggos giving waste is a bit meh
and doggos give you infinite slugs... there are a lot of slugs in the world you can get without doggos
I feel like a good change for that would be to make it so they give you uranium ore or pellets
and then also reduce the amount of slugs you get from them to balance it
giving uranium would be a good balance change, still dangerous but you can deal with it
you can just remove uranium from your inventory, right? Which would make giving it by doggos pointless
it will still scare the player
the idea of an item just sitting there doing nothing
Or kill them lol
if you have no protection, even a tiny bit of uranium will do damage fast if you dont pay attention
make it a full stack so it does a lot of damage
Damn Tom.. that's a little harsh
hmm... can you kill the doggo with the nuclear waste and then re-capture it when it respawns?
so not a real problem if you want both "infinite slugs" and "no waste"
yup
just have to remember which doggo came from where 😄
all i want is s way to where its a usable item and just not sitting there doing nothing
doggos are pretty OP though
without a risk to them, there's no way anyone would go out exploring for slugs anymore
i usually just collect slugs while harddrive hunting, those tend to last me a while with only OCing miners and extractors
msybe theres a use with pw
I always get distracted when building a new factory... "Oh, a slug I didn't see easlier"
nsybe its in future content to happen later
the funniest thing is it happens multiple times when you slowly add floors to a factory... because some slugs are just hidden from vision if you are below them
cleary in teaser they left vague on what to do with it
if it was nothing but store it snd forget it
wouldnt they said as much?
not necessarily, because they know "nuclear waste" is a hot topic
<@&370483737957236737> https://www.youtube.com/watch?v=hC1QZ0h4oco
Simple and physic based way of creating conveyors in Unity
@fierce ruin just a little advise... don't ping Community Managers of Coffeestainers unnecessary...
They can probably tell me that without your "help" @vast jungle btw.: it's spelled "advice"
jeez could yuo imagine the lag if every single item on conveyors had individual calculating physics
How would you like 0.1fps? 😄
ah yes, the game is already so CPU heavy lets make it calculate live physics
Just throw the physics calculation on the gpu 👀
sm0rt
well...the release is still far ahead, maybe the CPU/GPU performance will get accordingly better, so it might be an option some time in the future...
what surprises me the most is how many people think there GPU is the issue and then when they lower there quallity only 3 fps comes
it will likely never happen or even come to there minds to do it
I doubt it honestly 
you really dont want phyiscally correct conveyors in such a game, now items will fall off and pile up in corners? no thank you 😄
you underestimate how incredibly optimised satisfactory is
it's such a bad idea to make every item physics based, it's not as simple as you think
considering what you can see happening at once
Tho you could abuse the physics to make fun stuffs happen 😄
plus mark 5 conveyors would be launching stuff to the moon
Nuclear waste? Just dump it in the ocean 
i never said it's simple, it's just something that COULD be done at some point. and by me posting that video, it will surely cross devs' minds
wouldn't need the delivery rocket, just point a ramp skywards
Im pretty sure they thought about that before spending 4 years working on belts
Game is already so ram and cpu heavy, no amount of optimisations will make PHYSICS on belts better. it's just a stupid idea to make every item physics based
Physics simulations are too expensive to be ran at this scale to be honest. Even when everything is boxes. 😐
Or even with a simpler shape, spheres
just because that demo showed the game at 60fps or whatever, doesn't mean it will be the same when people have 10000s of belts
spheres would be even worse, they roll of conveyors! 😄
i realise it's not possible atm, but in the future, when hardware gets better... 10 years ago nobody dared to think about the kind of details games are capable of showing today
Sure
the real question is, does that improve gameplay if stuff can move and fall off? because i'm not sold on that 🙂
for me it would yes
its just a very different game concept then
it's not like we are currently hitting a performance limit on cpus and gpus
Moore's law is dead
What I mean by that is that spheres are the easiest shapes to compute collisions for physics engine (if memory serves me right) 😆 But yeah, that wouldn't be very practical 
brb time to go break into nasa
the ram usage tho xD
Blah, just get more ram 😄
download more ram
DownloadMoreRAM.com - CloudRAM 2.0
that's a scam. for only 0.01BTC i can email more RAM to you 
Just because hardware can get better in the future doesn't justify it as an excuse for a game to be laggy. Not everyone is going to upgrade to amazing pcs or whatever
what you do is you get a potato and shove it in the ram slots on your mobo
it's the activision way
by better hardware i kinda implied there wouldn't be as much lag...just saying...
not to mention the amount of computing power to simulate ALL belts with physics would be insane
better hardware doesn't mean less lag. at the end of the day it all comes down to the software
and software uses hardware resources...so yeah, it does mean less lag
#off-topic-tech guys
So if i lets say try to simulate earth then i upgrade to a 6000 core cpu but then decide to simulate the entire universe does that mean the software will run better?
with enough hardware resources yes
still doesn't justify a game to be ignored for optimisations/add whatever laggy feature the devs want and when people complain about lag the devs response is only "get better hardware"
also should be noted that software adapts to new hardware by updating it, so it can use those resources better
ah..pointless debate i see, have a good day
am i right? 6 fuel rods per minute for 30 nuclear power plants?
yes
Damn thats crazy
yo @wind spade does your calculator always prioritise alternate recipe?
it really likes oil
if you tick the box that you have a certain recipe, you only say "I can use this", but the tool decides by itself whether or not it's actually good
you can always just disable oil in raw resource list, but technically they are super resource efficient
that wasnt clear
you can also unselect default recipes to force a specific path
that as well
I always do thanks for that
there's a lot of options that user can choose
but it just seems like it always takes alternates
well most of the alternate recipes are way better than normal recipes
(again, regarding resource efficiency)
have you considered adding other graph sorting methods?
wdym graph sorting?
make it 3d lol
no thx xD
*graph layout
yeah, what about that?
you can drag stuff around and re-sort it if you need to for clarity, just in case that wasnt clear 🙂
i know
how does one sort it then
Also all arows go through each other and you have to move it anyway
it just isnt the focus of a calculator to have a full graphing app built in
yeah. Current implementation tries to place them to minimize crossing arrows
What happened, did someone not read the pins again?
it's an inside joke
a lot of people added update release time to their nick
since there's a "is it out?" message every 5 minutes
so I just wanted to be different 😄
(it's pinned in #satisfactory )
Ah, I thought it was related to the tool since it's you 😅 
did anyone ever build a turbo plant with more than 1 oil node? do you have reasons to or not to do it?
maybe overkill?
all depends on what's the amount of power you need 🤷♂️
there's a lot of bases that have use way more power than what you can get out of one node
it's not overkill in the endgame
but rn I'm 7k out of 44k off one node
But I don't make anything
Since I've been doing infrastructure in prep
how do you make 44k from one node? I thought 22K~ was the most a node could generate
yeah
IDK
225 oil is 16.5 GW
I asked because TheRSO said he did 44K from one node
so 600 oil 44GW sounds okay
that or I sure wasted a lot of time
can we already get 600 from one node? with mk2 stuff?
most likely 22GW was with MK1 pipes
240 m^2 pure oil at 100%... should be 600 at 250%
nearly 300 generators? WOW...
296 and some odd
1070 sulfur is not easy to get
no it is not
I thought it was about 90 generators actually
4.5 TF/min
450 Turbofuel looks like a nice number to produce... easy to scale up too
and everything below belt/pipe limit
9 packager/unpackager for 450 Turbofuel... that not much
yeah I made this at 480 belts
you don't need to merge the package/unpackage belts anyways
I'll just have to make a new one since I built this a awhile ago in a cruddy spot
Do any of you feed packaging loops with actual canisters PRODUCTION? ^^
Then manifolding the canister belt can be pretty convenient :P
I have to build a second (TF powerplant) one soon... West Coast, I am coming for you... except that I need import compacted coal from the Dune Desert
no, this easily imbalance the loops
Just add in a storage, fill it with how much you need and don't worry about putting stuff into tens of machines :P
each loop can store more than 600 canisters (3x 100 input buffer + 3x 100 output buffer + belts)
You just need to stay over 300 to be sure it works fine ^^
not sure about this... I fear the manifold would make trouble in this case
Worked fine to me 😁
only acceptable way of building diluted packaged fuel is in 1:1:1 modules with canisters looping only in that module 😄
Why have tens of modules rather then one? 
less belts, less splitters, less mergers, less containers... same performance
More loading time as far as I'm concerned too :P
Also, less belts?
That's debatable :hehe:
Eg: depending on how you set the loop, one belt connecting the water to the fuel packagers can be less then many connecting them
Example: fill 1 storage Vs fill tens of machines. Storage please! (Storage below the pipe, CENTRE of the picture)
Also a good way to evaluate the efficiency of the whole setup by looking at the merged belts ;)
https://cdn.discordapp.com/attachments/553550313533997057/813849817696305162/Screenshot20210223-00222800000.png
fill 1 storage with 2k+ canisters vs fill 10 machines with 20 canisters each 🤷♂️
If you have an ISC full of canisters, transferring that to another ISC is WAY quicker then: taking stacks, dividing them 5 times, put them in each machine....
You'd know if you try
(splitting stacks is quite inconvenient, IMO, unless you di by halves)
Still takes more then transferring stuff to a single container 
but the point is that with dedicated lines per module, you don't risk stuff failing because you didn't put enough canisters in the system
Also easy to feed if you ever say: I wanna actually feed it with production. How I used to do once (part of the packaged fuel went away to storage for use, thus needing to refill the containers)
the problem with feeding it from production is that I worry about clogging the loops with empty containers
unless you Sink the containers at the end of the loop 😉
😓
Just feed in as much as you take out ;)
Though, I ended up having a double storage since I took out quite random amounts for... Reasons 😅😂
you could maybe do a priority balancer between the rotating containers and the new ones
Oh no, now I remember what I did!
Since I had a smart storage connected to sinks, I just sent the overflow from canisters WITH the packaged fuel to storage :rolljace:
oh look, that seems familiar 
Building in creative, not many of my setups are running 😅 (performance 🤷♂️ )
@vast jungle I used to prefer the solid steel recipe as well, but then someone pointed out that there's just too much iron on the map to care about using it efficiently. Instead, I found it better to compare how much of the other resource you'll have to bring in. The ratios for both recipes are:
- Pure Iron Ingot -> Solid Steel Ingot: 1.857 Coal:Iron Ore
- Heavy Oil Residue -> Petroleum Coke -> Coke Steel Ingot: 0.25 Oil:Iron Ore
As you can see, you need significantly less oil for each iron ore, so if you're worried about using up too much oil, don't be. A couple of normal nodes and a pure node lying on the ground can get you up to 6000 steel ingots/min. You also have the benefit of having plastic and rubber right at your doorstep to make iron plates and reinforced iron plates after using the Polymer Resin to make plastic and rubber
Solid steel isn't so much about efficient use of iron. It's about efficient use of coal... and there's other priorities for your crude oil.
Each petrocoke spent on steel this way is worth 2/3 of a unit of plastic, rubber, or fuel. Coal, meanwhile, is still fairly common, and its only large-scale uses are steel or power.
Also, on a very belated note for the turbofuel production, my experience from building a 4000 turbofuel/min plant was:
First floor at sea level was sufficient to contain all the water extraction, packaging, and residual rubber.
Second floor handled the HOR and DPF steps.
Floors 3-6 handled fairly densely packed fuel generators.
Floor 7 handled unpackaging of fuel and the turbofuel refineries.
Everything except floors 3-6 had plenty of empty space.
I finished doing the math. I checked two ways to use 45 iron ore, 40 coal, and 15 heavy oil residue.
Using regular iron smelters, solid steel and the DPF -> fuel generator path, you get 60 steel, 5 leftover iron ore, and +14920 MJ of power (30 fuel, minus processing losses).
Using coke steel and burning the coal for power, you get the same 60 steel and +9429 MJ of power.
One can use up to ~3000 coal/min on bauxite refinement, a token amount on gas filters + black powder, 3200* on turbofuel, and then you're left with well over 20000 coal/min for either power or steel.
The above math demonstrates that it's more efficient to spend coal on steel and oil on power than the other way around.
*Making more than 3200 compacted coal/min starts to infringe on sulfur needed for max nuclear power
I agree that, mathematically, you'll get more out of using coal on steel. However, I also don't feel like building enough train lines to gather enough coal into one spot to make a large amount of steel, as rarely (if ever) is there enough coal in one spot to make full use of all the nearby iron nodes. There's plenty of oil on the map, so you aren't giving up that much by sacrificing a couple of nodes for steel production, while simultaneously eliminating the need to have import train lines running to your steel factory to supply plastic/rubber/coal.
It's fine if you're only making a small amount of steel and only want to use up your nearby coal. However, if you're planning to make a large amount of steel to supply late game factories, it's easier (though slightly less resource efficient) to use a couple of pure oil nodes as it reduces complexity
I have no idea why this is better.
You can either import oil or coal to the megafactory: either way, you're importing stuff. Sure, coal's a little more spread out, but... here's the thing. Iron is also pretty spread out.
You could solve the iron problem by having octabajillion train lines... but most coal nodes outside the Red Forest have a decent amount of iron nearby anyways. You can just turn the iron+coal into solid steel at subsites, and send the solid steel ingots to your megafactory using the same octabajillion train lines that you'd use for iron anyways.
Actually, there's a nice spot just East of the Pink Forest that has some random oil nodes lying around. Combine that with Iron Ore and Limestone from the North Forest Spawn, which is nearby, and close enough to just use conveyor belt instead of trains
And ~700 meters east of that, there's a spot with 3x pure + 1x normal coal, plus 3x pure iron nodes. Enough for 4410 solid steel/min: I should know, because I built a foundry there (using pure iron ingot, which I regret, and shall never make the mistake of using again).
EDITS: 1) Corrected the solid steel output, and deleted a needlessly confrontational bit of the message.
@sand garnet no priority switch :c
yeah what's up with that
For the deleted bit (which I assume you saw Count): I apologize.
@iron prairie My point is that using two pure oil nodes and the 6 pure iron ore from the north forest, you can make 6,400 solid steel ingots/min, while gaining enough plastic and rubber as a byproduct to make about 60 Heavy Modular Frames/min. Now, I haven't played much in the late game yet, so I don't really know what a good target of HMF/min is, but if you wanted to hit that target with your foundry you'd have to bring in more coal. Ultimately, if you're looking to use up every resource node on the map as efficiently as possible, I would agree the best bet is to bring all the coal together and use it for solid steel (with some set aside for Bauxite). However, if you're just looking for a good steel factory that requires minimal inputs, you're not giving up that much by using two pure oil nodes and a bunch of iron ore, and you wind up making a good amount of a late game item, which means you might not even need to expand your steel production further.
I did see it, thank you for removing it xD
I sort of see the point about imports complexity, but I'd argue there's enough spots with good coal+iron to make that mostly moot... and I'm not as afraid to build train lines.
I'm not afraid to build train lines either, but I'm trying to make all my factories look nice, and having to make lots of room for train stations is really annoying xD
Can anyone tell me the new default Supercomputer recipe?
I keep seeing alt SC recipes in screenshots, but no word on the default.
indeed
So my SC factory is safe, but holy crap those alts are juicy.
oh you've already updated? cool
it's not live
