#math-and-meta

1 messages · Page 512 of 1

icy pumice
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game gets more complicated

fierce ruin
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small vertical expansion followed by H O R I Z O N T A L

torpid robin
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Wait till you see the OC super computer lol

icy pumice
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oh no

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im happy where i am rn hahah

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did the recipe for computers changed in update4?

oblique hollow
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A bit, yeah

fierce ruin
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It did?

icy pumice
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mh then I cant use the tools site

fierce ruin
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oh right they just switched round'

torpid robin
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Normal computers no ? I thought just sucomps

icy pumice
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but the ratios are still the same?

torpid robin
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Or am I mistaken

fierce ruin
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Greeny's on it

oblique hollow
icy pumice
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lol

fierce ruin
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I thought the default comp recipe was switched out like with alum scrap recipe

icy pumice
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thats great, thanks

fierce ruin
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IDK maybe I saw it wrong

icy pumice
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r 5 computers/min good for starting with trains or is this way to much?

oblique hollow
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5 / mim already seems pretty high

icy pumice
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so like 2 per min?

oblique hollow
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Heck maybe even 1

icy pumice
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uh

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then the numbers r so weird haha

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well thats also with 2

oblique hollow
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Underclock or smthn

icy pumice
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yea of course

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but i always think that its bad to not use like full capacity of a oil resource or smt

oblique hollow
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You wont be able to at the beginning

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Thats for later on

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Start small

icy pumice
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k

icy pumice
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but yea gonna start with 1 com/min

reef ermine
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can someone help me out with a 3-6.66 Balancer?

fierce ruin
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y tho

reef ermine
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We only have Mk.2 Conveyors, and have 300/minute of Limestone

oblique hollow
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Manifold, but balance the manifold

reef ermine
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yeah but I'm looking for the overly and unnecessarily complicated way

fierce ruin
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why, it'll balance out since the first rows will fill up and the overflow gets sent down the line

reef ermine
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I know that makes the most sense, but I enjoy figuring out complicated things

tender grove
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How many constructors does a single caterium smelter need for max efficiency?

torpid robin
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Well if you enjoy figuring it out . Why are you asking others to figure it out for you ?

reef ermine
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I need help with it, I'm having a very hard time with it

tender grove
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No problem asking for a second opinion

upbeat tide
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How many pipe junctions can be on one pipe before the flowrate bugs?

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Splitting into machines

cedar mica
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Is there a flowrate bug?

fierce ruin
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it's in pipes not machine AFAIAA

upbeat tide
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I have 10 hor refineries on one mk2 pipe, 400m3 feeding 14 diluted packaged oil refineries

cedar mica
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Never had it, but maybe because I always overfill the pipes?

upbeat tide
#

Flowrate is very screwy down the line

fierce ruin
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because of rounding error and probability

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give it some time

cedar mica
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So flowrate bug is only an issue, if you go for exact numbers?

upbeat tide
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Its not exact there should be a bit left over

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Total build, makes me 2800 rubber when working

cedar mica
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48 refinerys on 1 pipe?

upbeat tide
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Oooh god no 3

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Just stacked down the line

fierce ruin
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lol

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underclock nightmare

upbeat tide
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Not really only one underclock per segment

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Segments of 6.67 total 6 segments

fierce ruin
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no I meant all on one pipe

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a massive waste of space just to underclock the lot of them

upbeat tide
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Oh yes if so

fierce ruin
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but yeah the new % system should allow for better underclocking

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Not sure bout the junction stuff I've never tested it.

upbeat tide
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Think I found it, neglected a pump or 2 at the very beginning

fierce ruin
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rip

upbeat tide
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The back HOR refineries arent emptying properly

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My favorite part tho. Corridor of pipes and belts

fierce ruin
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yikes

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just put it under less verticality

upbeat tide
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Not a option. Under = a floor of cheap silica

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Under that a floor of fused quickwire, than eventually swamp level

cedar mica
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If mk1 is not good enough, there is always mk2...

upbeat tide
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Brah...all mk2 here 🙂

cedar mica
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Not on pumps

upbeat tide
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Oh the water pipes isnt the issue

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Those are not the HOR pipes

fierce ruin
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gotta work on choosing colors

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they're so loud

upbeat tide
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likes it that way

fierce ruin
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sadist

upbeat tide
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guilty

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This will explain better why going down isnt fesible

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SCIM before the recycled rubber plant went in tho

fierce ruin
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build locally

upbeat tide
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Map-wide

fierce ruin
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rocky desert visible pain

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your oil is one spot no wonder

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a cramped one at that

upbeat tide
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The oil for that build in the swamp is piped from the desert nodes

fierce ruin
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why

upbeat tide
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I would not call my blue crater crampt

upbeat tide
fierce ruin
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water is closer to the north west

upbeat tide
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Still was simpler to take it to the ocean where I already have water infrastructure

torpid robin
daring sonnet
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I was checking the recipes after U4, turbo motors are the same still, right?

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if possible, is there anyone with a turbo motor setup that can confirm it for sure?

bleak coral
round forum
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I just did the math, with mk 3 conveyors, one mk 2 coal miner and one mk 2 sulfur miner both producing 270 coal/sulfur each to make compacted coal can supply 188.82 coal generators.......I will never need power again after this bullshit

worn galleon
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Anyone have a link to a good belt divider calculator?

round forum
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I am going to pray that once I get mk4+ conveyors I MIGHT be able to get away with using a bunch of splitters to deal with the increased speed

mystic crag
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In terms of nuclear power, For the alternative fuel rod, has anything other than the amount of uranium cells been changed?

topaz hedge
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my poor 408 fuel gens

mystic crag
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Hahahah, dont worry, you shjould be fine so long as you charge a field of batteries

past dock
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Anyone else having trouble seeing the value proposition of drones? They seem to be using a massive amount of power compared to trains, can't transport decent numbers of things because you can only use one drone per pad, and you also have to use alumina and sulfur to build batteries for them, and you even have to fly batteries out to any place you actually want to use drones to deliver stuff.

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I'm really having trouble wrapping my head around how they help... it's not like you even save having to run power out to where the drones are.

mystic crag
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They are extreamly fast.
IF you needed a small amoutt of say, caterium, you can set up a drone pad, have a small amount of batteries and the drone will get there in under a minute

torpid robin
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and you dont need to lay big train tracks everywhere

mystic crag
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that too

past dock
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But you still need to run power.

torpid robin
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thast not too hard

past dock
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I need EIGHT drone pads to move one bauxite node 1 kilometer.

mystic crag
topaz hedge
torpid robin
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i kinda of feel its not gonna be great to use them like that. i feel they are gonna be better to say transport the 20pm motors you make at6 one factory to another on the other side of the map

river night
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drones are not designed for high volume stuff like bauxite, they are designed for low volume things, like a finished product etc

past dock
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Yeah but you can run power with train tracks, so if you just build a train out to where you're going, you have power AND transport in one go.

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Have the devs stated that drones are not meant for high volume stuff?

topaz hedge
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lets take my example, I want to make 20 nuclear pasta's a min, I'll make the cubes and fly them by drone out to wherever my accelrators are

river night
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pretty much right in the intro video

torpid robin
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no. but normally a bit of common sense goes a long way in this game.

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i mean at end of the day you can playh and use them how you like

topaz hedge
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but everything else involving large numbers will be train. small stuff + small stack size = drones

mystic crag
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yea, they are super cool for sorting systems
and can transport finished products super quickly

torpid robin
topaz hedge
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Prehaps, but do I really want to move 4800/min of material by done?

river night
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no

torpid robin
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why not?

mystic crag
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noooooo

topaz hedge
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dones are faster, and finished products are normally stacks of 50, which is very hard to move by train.

past dock
topaz hedge
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I say it's hard, I haven't actually tried...

torpid robin
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im just saying the devs dont really tell you what they put in the game and why. they sorta leave it up to you to figure out the best use

topaz hedge
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I'm still burning about them putting a hitbox on the 8x1 down corners... gr

river night
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obviously they devs still have an idea how they think something should be used, and the drone is designed for low-volume/long-distance transport, which fits something like a finished high-tier part the best

topaz hedge
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Hey look me and Nev actually agree on something >.>

past dock
topaz hedge
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oh no im gonna have to use pure copper..

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fk and it's still not enough. using all the copper in dune desert, (9300) I can make 19.38 bowls of pasta a min

torpid robin
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huh so funnily enough. if you try to build about 60 of everything. copper is what you run out of before anything

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with coal not far behind.

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bauxite,quartz oil,cat next

naive ingot
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So, I'm going to guess that the limiting resource on Pasta is Nitrogen, not Bauxite?

torpid robin
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nope

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its not one you would think lol

naive ingot
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Copper?

torpid robin
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yea

naive ingot
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That dust do be like that tho.

torpid robin
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i have spent the night going over alts and playinbg arosund with different combos. copper is almost always the limiting factor

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makes the pure copper alt waaaaaaay more needed than copper alloy now

naive ingot
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Fascinating. Even if you use pure copper.

torpid robin
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yup

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so read above. i put in 60 of everything. apart from the elevator parts. that was 40 . copper ran out before i used half of tha cat and oil

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and it uses 8k bauxite

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would use 40k iron ore though

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and was only 2 k coal left

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hmm so that makes me think steel screw isnt so good now 🤔

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wonder what other steel alts i could use from iron instead

naive ingot
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At least now there's that alt Turbofuel recipe that uses coke instead of coal...

torpid robin
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funnily enough i found the original turbo rigor motor was still better for resource usage

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one of the biggest savings though is the OC super computer

naive ingot
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They changed that alt, didn't they?

torpid robin
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oh shit im not too sure/. lemme check

wind spade
torpid robin
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look at that they did too

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so they swapped the stators for rotors and ai limiters for electromagnetic control rods

naive ingot
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Yeah, I really like the greater use of control rods.

torpid robin
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ye. im struggling to decide what is better out of the standard RCU or the radio control system alt

topaz hedge
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I think instead of a pasta factory and a sea of accelerators, I'd be better off sinking thermal rockets :/ more points and doesn't require a brand spankin new 200GW nuclear setup

torpid robin
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yeae they make more

wind spade
topaz hedge
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X3

torpid robin
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wait wtf. they changed turbo fuel?

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dw big dumb. wrong alt

topaz hedge
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more alts (:

vast jungle
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still the new TF alt is interesting

torpid robin
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hmmmm coal is gonna be an issue

torpid robin
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but it can cost a decent biut more of oil

vast jungle
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and less Sulfur!

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yes, more Oil

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but Sulfur was a limiting factor for TF before

torpid robin
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this is also very true

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but in saying this. you also now need stuff all sulfur for nuclear

vast jungle
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Dilluted fuel (BLender) is also changing quite a few numbers

topaz hedge
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if you spend all your sulfur on nuclear then there's none for drones and bullets tho xD

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I suppose the nuclear rebalance is to push you to not sink plutonium rods?

sullen cloud
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Until now, one can sink plutonium rods

topaz hedge
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if you do it's throwing away 50% of your power.

torpid robin
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oh wow. so 5.5k oil can do the same job as 25k coal

torpid robin
wind spade
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this has been fixed, hopefully

glacial hemlock
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TM nerfed, now the new end game goal is to farm the spelevator parts. All the alts may need to be re-eveluate

torpid robin
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yea its really interesting how some of these numbers are working out

glacial hemlock
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Especially tier 7 and 8 items. Too much brain power involved

torpid robin
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so much steel is used lol

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steel and copper oh my lord

vast jungle
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before U4 it was relatively clear what is "rare" and what is "don't know what to do with it"... now?

torpid robin
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and oil is hardly touched

torpid robin
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cat ,quartz,oil go ham

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copper,coal well

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bauxite gets hit pretty hard too. but still 1 k left for whatg i have while copper and coal have run out

vast jungle
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you can go for Petrolium Coke for Aluminium

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if you run out of coal

torpid robin
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5.5k oil can do what 25k coal does

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so yea you can, but copper then has still run out

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im trying to find alt combos to bring copper cost down. but im not having much luck

vast jungle
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Iron Wire 😉

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is it just the Pasta that grabs all the Copper, or is there more to it?

torpid robin
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copper sheets is still used en mass

vast jungle
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yeah...

torpid robin
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so tried swapping out circuit board alts.

vast jungle
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my "electronics" factory is eating them for lunch... and dinner... and .... midnight snacks?

torpid robin
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cat circuit board and silicon use pretty much same amount of copper in long run

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all you are doing there is swapping quartz for cat

glacial hemlock
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Caterium=copper

vast jungle
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not for copper sheets

torpid robin
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no but for cat circuit you make fused quickwire. so eats copper. for silicon it uses sheets so east copper lol

vast jungle
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you can easily make Quickwire just from Caterium... (I normally do this)

torpid robin
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that is an option but it will eat your cat up quickly too

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i think the cat circuit board is going to be better logn term in very large scale factories

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cause it looks liek more quartz is used in nuclear production and reuse than cat

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but all that uses steel as well. so it may be a case of using coke ingot at the end as oil isnt getting hit hard

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they have also pushed us into using crystal osciallatorsa

vast jungle
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crystal oscillators were really awful before U4 I think

topaz hedge
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U4 made my huge 4800 a min plastic and rubber setup almost useless

torpid robin
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cat computer and crystal computer work out much the same as well

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so from what i can see. they have balanced things so you are hitting the cap with most resopurces around the same time ish

topaz hedge
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You can't win.. I kinda noticed that too

torpid robin
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oh wait. here we go

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insulated crystal oscillator alt. getting rid of that. obviously costs more quartz. but dropped copper by 2 k. now it only uses 26k copper lol

topaz hedge
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That's a difference, not much of one but it's still less

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Ai limiters chew through copper with fused wire

torpid robin
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i find doing a plan in the bigger numbers on greenys calc can show the difference the most. 2k ore can turn into a bit of ingots

topaz hedge
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It's not much off the total, but if you plan on building it, that's several less svelte to run and hook up

torpid robin
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electric motor is good to save on a heap of coal

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at the cost of 800 copper though lol

vast jungle
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but doesn't it cost copper?

topaz hedge
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Maybe I will build my pasta farm thinking_helmet

torpid robin
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well no maybe dont

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cause pasts farm is the thing that eatsg the mostg copper

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48k copper ingots to make 40pm

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and they dont get as many points

topaz hedge
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It is. I was thinking about using 9300 ore from the desert for 19 pm

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They don't, just uses more power than anything else

vast jungle
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1.2k copper for 1 paste/min????

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omg

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hey idiots at ficsit, can we just use something else? if you squash protons and electrons into neutrons, the source material should not matter!

topaz hedge
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And a silly amount of power

torpid robin
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120k difference

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and no eating all the dam copper lol

topaz hedge
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Yeah it's less points for sure, but less..ish completely

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Complexity* I dunno. I'm on the fence. 2000 different machines or a few hundred and 310 pure copper refineries.

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Not including a new powerplant that will be 1000 machines lol

torpid robin
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wowzers

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those thermals you can get 128,548,323 points PM

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pasta you can get 31,163,695.4

topaz hedge
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Thermals it is

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Maybe I can stay on fuel power too. No way that was going to happen with pasta

thin siren
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Can Someone Check If my math is correct?

wind spade
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what the

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• Changed the number of decimals in overclocking from 1 to 4

vast jungle
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decimals before or after comma? hmm...

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10.134% sounds a bit crazy to be true... but who knows

wind spade
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well we could do 10.1% already

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so it seems like we can do 10.1234% now

vast jungle
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interesting

fierce ruin
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And it still wont work due to amount of splitters and junctions

vast jungle
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this should allow any kind of output with good precision

frosty owl
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I think the last 3 digits are useful mostly on the late game. Especially the last 2 😆

upbeat tide
frosty owl
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Eh, the pure recipes are fine... Electronic is the pain with those weird ass digits

upbeat tide
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Pure alu makes 27 a min. Not soo fun

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And actually is useful now combined with slopppy alu solution and electrode scrap

frosty owl
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The allu one is the only pure I haven't tried :P

upbeat tide
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It made no sense in U3 since it losee 25% ingots

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But in U4 its actually useful

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This is the setup I am going toward

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Based on the bauxite limit. Its 2580, so will have 80 bauxite a min unused

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The sloppy alt removes byproduct silica from the picture. But lower bauxite usage

viscid raft
#

Just to confirm, there is still only 1800 Uranium/Second, yes?

upbeat tide
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2100

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They added a impure node on north shore

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In U4. In U3 yes 1800

viscid raft
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neatoooo

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tyty

upbeat tide
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The encased uranium cell alt is still broke

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Current max in U4 is 31.5 rods a min

sullen cloud
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Have you incorporated that they added several new bauxite nodes?

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6 new ones

upbeat tide
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Not in the swamps (I think)

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Should be 2 normal, 2 impure, 1 pure here

sullen cloud
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No, west of the swamps

tired raptor
upbeat tide
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2580 is my total max in the Swamp region

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But 1200 alclad and 2800 casings is insane

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This same total used to make only 819 alclad

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I went heavier on casings than alclad as those seem to be used more in stuff

frosty owl
# thin siren

@wind spade is this accurate?
I might have to rethink my "all OC idea" if it is... 😅

upbeat tide
#

It is because the encased uranium cell alt is not uodated to work in U4 yet

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So the max nuclear rods you could make is 31.5

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Once that is fixed we should be back to a max of 94.5

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Actually higher now the uranium is 2100

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On the plutonium side, cant confirm

iron prairie
#

I'm not 100% sure encased uranium cells will be making a comeback. It seems to me that the intent is to require players to move onto plutonium power if they want the old terawatt+ power outputs.

upbeat tide
#

Going by the numbers thats impossible to replicate with plutonium

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Even with alts I think

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Let me run some numbers. Also plutonium burns faster than uranium rods

glacial hemlock
#

2x rate exactly. And 1 rod only 5 waste

upbeat tide
#

Isnt plutonium 150 sec life?

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And uranium 300

glacial hemlock
#

yes, and that means 2x burn rate

upbeat tide
#

Yea

glacial hemlock
#

you continue with your U3 saves?

thin siren
#

Plutonium would bei an Option If it would burn at a lower rate than uranium or when u would get more rods in the production process. A quarter of the burnrate of uranium or about 8-10 Times the amount of rods.
Terawatt is only nessesery for real big factorys that use nearly every orenode.
But the New accelerator needs also a LOT of Power :yum:

sullen cloud
#

The question is more if you really go for nuclear. And if that’s the case it would be rational to use plutonium as well

fast urchin
#

Has anybody calculated how much energy you can make with nuclear + no waste (by sinking plutonium rods)?

thin siren
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Yeah but plutonium Just doesnt give enough. 74k plutonium in compare to 400k by uranium

thin siren
fast urchin
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but it doesn't list the power used

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but thanks ... and so it means now we can generate a lot LESS power?

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even though the energy consumption increased

thin siren
#

True 🤣

bleak coral
#

Honestly meta analysis of nuclear power is a little pointless until they fix the encased uranium shell alt

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We don't know how that looks yet

thin siren
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Did they Said that the recipie gets Changes?

bleak coral
#

It's straight broken right now, so they have to do something to it

sand garnet
#

yes, for months they've been saying that

bleak coral
#

Unless they just remove it, I don't know what the precedent for just removing alts is

sturdy flicker
#

How many sink points equals 1 ticket in the sink?

misty bolt
bleak coral
sturdy flicker
#

Ohhh, I was thinking I could pull big stonks and produce infinte points by buying super computers and then feeding them back in

bleak coral
#

haha no

fast urchin
#

I think it was changed because initially people did exactly that

bleak coral
#

So currently the recipes are the same efficiency, we're just missing a really good one cause it hasn't been updated yet.

hazy fossil
#

Sloppy alumina with pure aluminum ingots might provide a better silica > aluminum bar ratio with the silica from the bauxite alone

wind spade
#

infused uranium cell will be removed

bleak coral
#

did they say that somewhere?

wind spade
#

in patch notes they said they rebalanced nuclear and part of that is removing uranium pellets

bleak coral
#

infused uranium cells doesn't make pellets

wind spade
#

it uses them tho

bleak coral
#

so did the old uranium cell vanilla recipe, doesn't mean they'll axe the alt instead of changing it

wind spade
#

🤷‍♂️

bleak coral
#

I mean I don't know either, maybe they will get rid of it 🤷‍♂️

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I hope they update it, cause otherwise that's a big nerf to nuclear

wind spade
#

iirc that's because your power should come from plutonium, not nuclear

wicked tinsel
#

plutonium is like half the nuclear quality tho isnt it, according to wiki

bleak coral
#

yeah, and the total between plutonium and uranium is less than just the uranium from U3

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I mean maybe they did decide we didn't need 1.2TW potential power, and honestly that's not wrong lol

rare surge
#

Am dumb, need math checked for a 4x reinforced iron plates setup without overclockers or alt recipes

I need:

  • 180 Iron ingots -> 6 constructors -> 120 plates
  • 60 Iron ingots -> 4 constructors -> 60 rods -> 6 constructors -> 240 screws
bleak coral
#

yeah that's correct

fast urchin
#

60 iron per reinforced iron plate, 45 iron per rotor

rare surge
#

Was making sure I had machine count right aswell, Xunil.

Thanks you all for the check; much appreciated

bleak coral
#

gonna have to be creative with those belts, assuming you only have mk1 and maybe mk2

rare surge
#

got mk2s

fast urchin
#

yeah, so you should probably make a 2x reinforced iron plates setup?

rare surge
#

have mk3s but don't have a setup for them yet; redoing factory specifically for steel production

bleak coral
#

nothing wrong with just having screws on two different belts

fast urchin
#

you can just use 3 constructors with a splitter from the middle, going to a merger on each other side

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at least that's how I am always doing that

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but that's when I am short on reinforced iron plates, i.e. just have researched logistics mk2

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avoids mk2 belts altogether (except for the miner)

rare surge
#

yea, belting isn't hard for this. 2 constructors for rods -> merger -> splitter -> 3 constructors for screws -> merger -> assembler

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something like that anyways

fast urchin
#

yeah

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but if you merge all 3 constructors, you have to use an mk2 belt

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at least for a short segment

glacial hemlock
#

This will explain the math in detail.

rare surge
#

Yea, I know that. I was asking about ratios, not how to set it up 😛

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Or rather wanted to make sure my math was correct after second guessing myself

glacial hemlock
#

I see. To check for math, you can use the online calculator in the pinned links.

fast urchin
#

Does anyone have a reliable tool where you can put in desired output ratios (like 1000 concrete, 5 turbo motors, ...) and it calculates you an optimal production plan (considering all alternative recipes, or only a select portion of them) using all available resources in the game?
I actually tried doing that myself and failed a few times, so I wanted to ask before I try once again

#

The formulas are pretty easy to write down, but at least the choco solver I tried is really slow for that problem

bleak coral
#

you'll want to use https://www.satisfactorytools.com/ for that, the other calculator in the pins doesn't do large builds very well because it tries to figure out the logistics too

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that one just tells you the number of machines and what recipes

fast urchin
#

does it also consider power? That's one of the problems I had

bleak coral
#

it has two solves:

  1. items/min solves for most weighted resource efficient as in it considers how rare resources are for resources efficiency, so it considers 1 iron worth less than 1 copper for example
  2. maximize which solves for most items but not resource efficiency yet
#

no power solves yet, that's being worked on

#

it does calculate average and max power

fast urchin
#

Ah, yeah, one of the issues I have/had was with cycles, and power generates a lot of them

bleak coral
#

what do you mean cycles?

fast urchin
#

yeah, but power needs resources, and the resources might be also needed for producing stuff, so depending on what to produce, the energy required would make some recipe better or worse

past dock
#

Power in general shouldn't be much of a problem in Satisfactory, what kinds of power issues are you running into?

fast urchin
#

like you can get water from water extractors, but also as byproduct

#

and the cycles between packaged and unpackaged fuel

bleak coral
#

oh don't mix power and production

fast urchin
#

I am not necessarily running into power issues, just wanted to optimize stuff

bleak coral
#

I mean you can solve for the fuels, just not power itself
Also I'm still not clear what you're trying to do. Are you wanting to use the waste water in power production?

fast urchin
#

no

#

I want a program where I can put in some output products (like in the site you mentioned) and it calculates me how many times the output products can be produced with the world's resources (including power) using optimal recipes

bleak coral
#

oh, not just max stuff but max sustainable including how much power is needed to support it

fast urchin
#

and you actually can't ignore cycles, because for example the residual rubber --> plastic --> rubber is a sensible cycle

#

yeah

bleak coral
#

yeah I don't think there's a tool for that yet, but greeny is working on it for that one I linked

fast urchin
#

Alright, so I will probably have to start another attempt for solving that problem 🙂

bleak coral
#

Have you seen the update 4 changes to power yet?

fast urchin
#

seen yes, but I don't think they make the problem much harder or easier, as for any given production, you can just manually clock the generators

bleak coral
#

constant 100% power removes some fluctuations due to buildings providing fuel for power production not turning off and on as they back up, and batteries allow another solution for power fluctuations

fast urchin
#

like, the strange thing is the formulas are REALLY easy. It's a simple linear optimization problem

bleak coral
#

that's what I was thinking of at least

fast urchin
#

maybe I just need a better solver

bleak coral
#

maybe you should talk to @wind spade

#

he's deep in the math

wind spade
#

yeah, I do use linear optimisation problem solver on the tools

#

and power is being added to the tools

#

however there's another big core update that needs to be done first

fast urchin
#

which solver do you use, if I may ask?

wind spade
#

lp_solve

fast urchin
#

strange, because I think choco also is based on it, but maybe I need to use it directly

wind spade
#

it runs on the server, clients just query the API

#

choco?

fast urchin
#

it's something for java

#

I like programming in java, so I picked something I could easily use

wind spade
#

I see

#

lp_solve is language agnostic tho

#

you can just run the binary and pass text file to it

#

that's what I do

past dock
#

Heh oh man I just had to do a whole bunch of linear optimization stuff by hand with my kid for an honors math project.

#

When you have kids, you get to take all your math classes over again!

fast urchin
#

yeah, sounds like a possibility

river night
#

lp_solve also has direct java bindings

median thunder
#

there's only so many reasonable trees you can build, you could just generate all of them, reduce them to their inputs/outputs, remove useless ones, and show the rest to the user

wind spade
#

yeah it has a lot of direct stuff, but I wasn't able to run the PHP one and it's easier to just pass a text file to binary anyway

wind spade
past dock
#

So I'm going to go on record right now and say that trying to use one bauxite node for aluminum production and sulfuric acid is a logistical nightmare

#

The math won't balance on the recycled water or the alumina solution

median thunder
wind spade
#

it's 2^n possibilities in worst case

median thunder
#

that makes quite a lot of assumptions about recipes

#

the fact that most recipes don't depend on their output helps cut that number down a lot

#

there's only so many ways to make screws

wind spade
#

still, you could easily pick 10 different recipes that can be used in any combination with different tree outcome

fast urchin
#

well, as you have cycles, it's actually an infinite number of trees in theory

#

if you had infinite resources, of course

median thunder
#

🤔 do you consider 1 a -> 1 constructor -> b the same as 2 a -> 2 constructor -> 2 b

fast urchin
#

well, yeah, but I am talking about the e.g. residual plastic-> rubber -> plastic cycle

#

if you build a tree, you could go on forever

#

using more and more fuel

median thunder
#

oh, i see what you mean
that would be a rather inefficient tree lol

fast urchin
#

and if you consider power and do stuff the naive way, pretty much all your trees would be infinite as you need power to mine resources to produce power

median thunder
#

I guess a better term would be a graph, not a tree

wind spade
#

obviously I'm trying to find the worst case scenario, but that's what you have to do to determine how many options you'd have to go through

so let's imagine we're producing one or more items that together make use of every resource in the game, so technically you need to produce everything.

that essentially means that any recipe is a valid inclusion to the tree. There may be some exceptions where a given set of recipes get rid of one item, but it wouldn't be that many. So essentially you have 150+ recipes, with 2^150 possibilities. Even reducing it to 2^100 or even 2^50 still means you're dealing with 10^15 different trees

fast urchin
#

true, there is actually only a single graph, but basically the "weights" would still be different and thus generate an infinite number of different graphs

#

but if you want to calculate stuff, you have to get an order, and that's where the problem starts

#

but I shouldn't write here, but try our lp_solve now

median thunder
#

say you're making screws. There's only, what, 4 or 5 recipes that outputs screws. For each of those inputs, there's only max 5 different ways to make them (rods, steel bars, i forget the rest, etc). That's only going to go a max depth of 2-5 more constructors

#

2^150 assumes that to make any given object there's 150 different options

naive ginkgo
#

i feel like i should drop this here:
After a lot of debugging and trial and error I've finally managed to make an always 100% efficient layout for bauxite production.

fast urchin
#

for these low-level items, yes

wind spade
fast urchin
#

but for the higher-level items, the problem is that you can build the lower level items on many different ways and depending on which resource is more scarce due to the other stuff you produce, different recipes are better

#

and what greeny said

median thunder
#

especially doing A+B two different recipes for screws, I could easily see it getting out of hand

bleak coral
#

You run into that a lot with "map solves" because you often run out of resources for half of one alt so it needs to use another.

wind spade
#

yeah exactly

#

so basically it's 2^150+

bleak coral
#

Or even if you restrict the resources yourself that can happen on a realistic solve

sullen cloud
bleak coral
#

Take the new aluminum stuff, a lot of the good solves involve using both pure and default ingots because of the new sloppy aluminum which doesn't make silicon

#

so it depends on how much quartz you want to dedicate to aluminum ingots

naive ginkgo
wind spade
#

ok, so we have 231 recipes, so technically worst case is 2^231, obviously there's a lot of cases where there won't be a recipe for a given item, but it's still A LOT

#

that's 3*10^69 options btw

sullen cloud
naive ginkgo
naive ginkgo
sullen cloud
#

kk

fast urchin
#

the java api of lp_solve seems to be really low level, I think I'll write myself a wrapper

wind spade
#

I use the raw lp_solve file format 😄

#

talk about low level

#

also I'd bet there's an existing wrapper somewhere

naive ginkgo
#

like the only reason why i can see the belts not carry their full amounts right now is because of the miner taking a while to re-boot once it reaches max capacity, but since you can actually set machines to specific output rates and not just percentages anymore that amount hasn't moved in a while

fast urchin
#

lol, this format seems to be higher level than the java api

#

not even variables there

wind spade
#

miners have 100 item buffer, so they start up before that buffer is used

naive ginkgo
iron prairie
wind spade
#

and also that issue appears when merging two belts to max, not just miners

bleak coral
#

also mk5 do go fast enough that it depends on your performance, if your FPS drops low enough it can make them slow down

sullen cloud
naive ginkgo
bleak coral
#

I don't know what the threshold is, I'd assume it's low enough it's not a problem most of the time or we wouldn't have mk5 belts

naive ginkgo
iron prairie
#

As to bauxite setups: I'm unsure about U4, but with U3, I tended to design bauxite refineries as multiples of 420 bauxite/minute.

bleak coral
#

we also have 4 decimal places in the clockspeed now, that should help with weird decimals

naive ginkgo
sullen cloud
naive ginkgo
#

i'm going to leave it running for a day or 2. See how it does and if efficiency goes down i'll let yall know

iron prairie
#

That's using some underclocking? What I'd probably do if I ever needed huge amounts of aluminum is do simpler setups based on numbers which work out for the refinery, and feed overflow to additional refineries.

#

As the number of bauxite refinery setups, N, becomes sufficiently large, the fraction of bauxite underutilized approaches zero.

naive ginkgo
sullen cloud
#

I mean I have a full 780 rubber output setup with a overflow leading to a sink. And one machine goes down to 90 efficiency because the output gets stuck for some time

naive ginkgo
#

one of the burdens of my previous designs where those refineries that finished with just under the amount needed and kept blanking out

naive ginkgo
iron prairie
#

For example, one max-600-per-min bauxite mine could feed one 420 baux/min setup with 30% bauxite underutilization... but three such mines can feed four 420 baux/min setups with just 6.67% bauxite underutilization.

sullen cloud
iron prairie
#

With the numbers for bauxite being as miserable as they are, I'd rather have slight underutilization of the mines than tinker around too much with underclocking.

naive ginkgo
sullen cloud
#

With your grouping of refineries and limiting the fluid numbers you should be fine

naive ginkgo
#

like i've had pipes that have a constant 600/m output that never fluctuates

#

and some just look at me funy and go no

sullen cloud
#

I don’t think you need any buffer in between, but that’s your choice

naive ginkgo
#

it's more of an alarm bell to tell me something has gone wrong and a buffer in case something happens, it's pure safety

iron prairie
#

Buffers can do odd things to head lift and fluid delivery, and I've stopped using them.

naive ginkgo
#

hence why i always put my above that height

sullen cloud
naive ginkgo
sullen cloud
#

We were not able to derive a real pattern

gloomy idol
#

How do i split 1 conveyor into 4 equal lines?

fast urchin
#

ok, maybe I am stupid, but: How do I declare a variable as "normal" (positive bound) in lp_solve?
I only see several "special" variable definitions

naive ginkgo
#

like in that rubber setup: if do a single line for the oil it dies constantly, but if i split into 2 then into 2 again and then into 5s i'm ok.

#

but the water for the diluted fuel?

#

all in one line, no issues, always 600/m

sullen cloud
#

Yeah, same for me

#

But if I remember correctly, there are not many splits for water needed

#

as for oil

naive ginkgo
#

i mean there is 9/water line and 19/oil at max so i guess

#

the worst part of this is that my fuel plant is able to consume 100% it's input and stay at max power without any issue while all it's oil inputs are in one line

sullen cloud
#

How much oil input and fuel output/ min that is?

naive ginkgo
#

the old max for diluted fuel

fast urchin
#

lol, lp_solve is fast

naive ginkgo
#

hold up

#

they changed the fuel consumption rate

#

wasn't it 15 before?

fast urchin
#

Like the same problem which choco couldn't really solve in eternities is solved in like a second with lp_solve

wind spade
#

yeah they changed it from 15 to 12

fast urchin
#

thanks @wind spade for that pointer!

sullen cloud
#

my ‚old‘ and still current turbo fuel setup is maxed out for 780 sulfur and coal input.

naive ginkgo
#

that probably explains why my power is stable

wind spade
bleak coral
#

oh is that part of why your tool is faster than satisfactory calculator?

#

or is it all the logistic stuff it solves?

sullen cloud
#

Oh, and greeny. Many thanks for awesome work in such a short time re u4, again.

fast urchin
#

is there lp_solve for the browser or have you written something for that yourself?

wind spade
iron prairie
#

Oh, and possibly odd question: is it easy to make the calculator optimize for potentially odd goals like "make the factory needing the most belts"? There are not-serious questions the framework could answer.

wind spade
fast urchin
#

ah, ok

bleak coral
#

imagine solving for the even more complex items now with nitrogen uwot_jace

torpid robin
iron prairie
#

(and, if I understand: greeny is running the calculations on his server rather than having your own browser run the calculations)

naive ginkgo
#

welp time to add a few fuel generator and hope my power doesn't go out it's fine my coal generators can boot up the factory .. i think

torpid robin
#

All hail the brilliance of greeny

wind spade
wind spade
iron prairie
#

Including intermediates, yes.

sullen cloud
bleak coral
#

if they increased the burn time of the fuel in generators, did they also increase the burn time in vehicles?

iron prairie
#

Like, for giggles, I calculated that on U3, you can make over a million screws/min, because Satisfactory is best enjoyed as a slideshow.

iron prairie
torpid robin
#

Pity they didn’t do it to turbo fuel

wind spade
bleak coral
#

oh ok, didn't know if there was an actual MJ component they buffed or if they directly changed the burn time

torpid robin
#

Actually no . Thatl suck more fuel gens lol

bleak coral
#

lol like turbo fuel isn't already broken enough

torpid robin
wind spade
torpid robin
#

I maxed coal out last night on the calc

bleak coral
#

dammit all these pings are hitting my phone lol

#

I'm on the computer, stop it discord!

torpid robin
iron prairie
#

I'm not sure I would characterize turbofuel as all that "broken".

torpid robin
torpid robin
sullen cloud
fierce ruin
#

it works

bleak coral
#

oh I just realized my advice about using petrocoke for excess HOR in vanilla systems is now completely dead

iron prairie
#

Relative to its inputs (i.e. regular fuel, compacted coal) and subtracting the extra processing costs, even in U3 it's only about 50% better: you could get ~2/3 as much energy from regular fuel and compacted coal plants.

bleak coral
#

fuel will just be better, period

fierce ruin
#

lol

bleak coral
#

more energy and the generators effectively sink it

fierce ruin
#

not really since overflow is not stable

bleak coral
#

generators run at 100% now, no overflow needed

fierce ruin
#

it may create "false capacity"

iron prairie
#

Are you sure? In U3, I know petrocoke produced more energy than residual fuel. I'd have to re-run the numbers with the new 750 MJ energy of fuel.

bleak coral
#

I'm pretty sure, it was close enough that any buff to fuel would flip it

#

but yeah we should probably run the numbers

#

I was already gonna advice fuel on the simplicity sake because the 100% uptime of generators meant it was simpler to setup than going to find water and now effectively sunk the excess fuel to not stop up the other side

naive ginkgo
wind spade
bleak coral
#

yes residual fuel is vanilla

#

the parameters of the solve is for new oil setups that only have vanilla recipes

wind spade
#

hmmmm thonk3D

iron prairie
#

If I did the math right, while the margin is now very narrow (3% more energy), petrocoke is still every so slightly better for generating power than residual fuel.

bleak coral
#

interesting, that's the net gain right? with power drain from water extractors etc.

wind spade
bleak coral
#

guess it's related to byproducts somehow

iron prairie
#

120 HOR makes 360 petrocoke, which has a raw content of 64.8 GJ. Subtract out 5.4 GJ for the petrocoke refineries and 6.48 GJ for the water extraction, and you get 52.92 GJ of net energy from 360 petrocoke.

#

Similarly, 120 HOR makes 80 residual fuel, worth 60 GJ, minus 3.6 GJ for refinement, and I get 56.4 GJ of net energy.

Either my first round of math, or my second round of math, but one of those two has an error because they disagree.

#

Ah. The second round: I found my error. So it is 56.4 GJ per 120 HOR for residual fuel, 52.92 GJ per 120 HOR for petrocoke, with a 6.6% advantage to residual fuel.

bleak coral
#

So the second round is right? I can run the numbers too to double check

iron prairie
#

Given that, unless you're willing to underclock, residual fuel has now overtaken petrocoke, and is just generally better for anybody who has the HMF/computers/motors/quickwire/rubber to spare for fuel generators.

bleak coral
#

that's what I thought, though the materials is an interesting point

#

someone first setting up their oil maybe not have the parts spare (even handmade not automated) to make fuel generators

iron prairie
#

I had recent painful experience with the materials for a 4000 turbofuel/min power plant, so I'm keenly aware of it.

Also, now that I think about it: your first oil plant will be before you even have the technology for fuel generators.

bleak coral
#

true, though the solution may actually be coke -> sink then switch to residual fuel when you unlock it

#

cause fuel generators aren't hard to unlock

torpid robin
bleak coral
#

I'm glad this a consideration now, a much more interesting place to be than just "petrocoke is better"

torpid robin
#

Obviously this depends on how big you plan on going

fierce ruin
#

or filters

bleak coral
#

oh these are musings for early setups, but yeah lots of interesting options if you have waste HOR and I'm glad residual fuel is now a part of them

fast urchin
#

Now with lp_solve, I could finally attempt my first try at sorting (still Update 3) alternative recipes: https://pastebin.com/CdTCFfME
I basically looked at all the items needed in either milestones or for building, tried to get one producer for them, and then tried to see how many producers (for each) I could built.
Then, each alternative recipe had the value for me of the average of ([How many producers I can have having only this recipe]-[How many can I have with only standard]) and ([How many can I have with all] - [How many can I have with all except this])
It's not perfect, but a start

I also excluded anything nuclear, I don't like the waste

#

(using Miners MK2 I should add)

#

The synthetic fabric stuff obviously is on top because you can't produce some stuff without it ...

bleak coral
#

@iron prairie just for thouroughness I double checked the math, and also got an about 6% advantage to residual fuel vs coke:

From 120 HOR
Coke:
Raw power: 1080 MW
refinery power: -90 MW
water extractor power: -104.61664MW
Net power: 885.38336

Residual Fuel:
Raw Power: 1000 MW
Refinery Power: -60 MW
Net Power 940 MW
#

that's assuming the water extractors are 5x 100% clock + 1x 40%, might be able to make them even or have petrocoke come out on top if you mess with water extractors

iron prairie
#

I usually just treat water extractors as "10% off of the sticker energy content". At 100% clock speed, 3 water extractors consume 10% of the energy generated by 8 coal generators.

bleak coral
#

true, but 14.4 coal generators isn't exactly divisible by 8, so I thought clockspeed was relevant

iron prairie
#

"10% water loss" was quicker for me to calculate, so that's what I did. It works for all coal generator fuels, with the assumption of no underclocking.

crisp pelican
torpid robin
#

If you are talking about update 4 there is no uranium pellet

crisp pelican
#

Yeah, thought that was the case. I haven't re-checked them all in game, have been running off Satisfactory Tools

torpid robin
#

That is accurate

#

Any off there is right so you don’t really need to check in game

crisp pelican
#

Cool

#

Means I can spend in-game time redoing my mall & setting up a drone field. I may be over doing it but I'm planning on having a drone port for each item, so I can set up remote drone platforms as needed

hazy fossil
#

Is it more energy efficient to extract water through resource wells than with extractors?

torpid robin
#

Id say it depends on how far you gotta pump it

hazy fossil
#

Well, just to get it into the pipe, how much energy does it take compared to an extractor?

torpid robin
#

I think. Maybe the well .

#

Hold up maybe not

#

How many satellite nodes are there on a water well ?

fierce ruin
#

7 on a nitro, but it might vary

cedar mica
#

The extractor is always going to be more energy efficent, as you can place more then you need an underclock

torpid robin
#

So power for a pressuriser is 150 with 60pm from a normal node

#

For 140 power form normal extractors it gives you 840 water

#

So from what I can tell . Say if the water has 7 nodes . You get 420 from a well for 10 more power

#

Compared to 840 from the extractors

#

Over clocking not included

fierce ruin
#

pressurizers are pretty power hungry

bleak coral
#

most of the water nodes are pure

#

like the vast majority

#

impure: 5
normal: 8
pure: 42

according to SCIM

cedar mica
#

I see wells more as a "if closer or if no other options" atm

torpid robin
#

Water nodes look like they vary

torpid robin
hazy fossil
#

Just trying to figure out the most energy efficient way of getting water to save energy to get the most points possible

torpid robin
#

So even if they are pure . You still get less

#

On a pure with 7 satellites . You get 840 for 10 more power

cedar mica
#

Water Extractors, is the most energy effiect. No contest, as unclocking wins every time

torpid robin
#

6 is 720 and most of them are 6

torpid robin
#

But with extractors . You very well may need to pump

bleak coral
torpid robin
#

So you are starting to lose out the further you gotta go with them

cedar mica
#

We are comparing a limited mining spots vs unlimited placement. I will say clock speed is quite relevant

hazy fossil
#

Assuming no pumps are needed

bleak coral
#

some of them make sense, like grasslands, but a few them are in kinda weird spots

cedar mica
#

From what I saw durring a test, a fully overclocked well was 650W, just from the pressuricer.

torpid robin
bleak coral
#

I mean I guess it's nice to get more water spots without heavily changing the map, but also it's late game and I'm not sure many people were asking for more spots late game

#

by then you can just build wherever anyway

torpid robin
#

If you start talking over clocking the wells are better

#

If you start talking under clocking the extractors are better

#

I think it is a little situational tbh

cedar mica
#

So back to "If wells are closer or if no other choice". At least for water wells

torpid robin
#

Yea

#

I mean a couple k outta water wells right beside you ain’t gonna hurt lol

#

So curious . Cause I started again I’m not sure

#

Do you get water only out of the surrounding nodes . Or the actual well as well ?

#

It’s just the satellite nodes right ?

hazy fossil
#

Yes

cedar mica
#

I think the well production rate, needs to be increases, to make sense. At least for water

torpid robin
#

I agree with that

#
  1. 900 .750 depending on how many nodes there are . Isn’t actually that high
#

Unless they bring a mk2 out

cedar mica
#

Plus most of us build with more then a few pipes, so water wells dont fit many projects, by them self atm

bleak coral
#

what's used to make them?

cedar mica
#

Plastic + Rubber, rest is steel tech

torpid robin
#

Generally it’s better to move to the water for projects like that anyway

fierce ruin
#

does make a good temporary solution

cedar mica
#

Add an mk1 that only works on water wells, place it T3-4. That way the numbers make more sense

bleak coral
#

by the time you're in T8 you're not looking for temporary solutions

torpid robin
#

Exactly lol

cedar mica
#

T8, you quickly need 10+ pipes, so unless each satalite node gives a full pipe, its just a supplement source, to save you a little work. Assuming they are not in stupid places

torpid robin
#

They are in stupid places though lol

bleak coral
#

they're placed away from other water sources, so the intention is obviously to not be supplemental but give water access where there was none before

cedar mica
#

The once close to the red forest, can half make sense, for an Aluminium factory, but I dont see many building it there, do to the trees

bleak coral
#

I do wonder if CSS has a heatmap of popular building spots, because my gut feeling is they're all in spots that are kinda meh to build in

#

except maybe the grasslands ones

cedar mica
#

And the moment you start moving bauxite elsewhere, you got bigger water sources more available

hazy fossil
#

Okay
Ive got another question
What is the most point efficient product you can make using only iron
By point efficient I mean the product that makes the most points for each iron ingot it needs
Im assuming it would be smart plating since it’s the most complex

fierce ruin
#

the wiki has a page on this

#

also points are subject to change

cedar mica
#

Send smart platings and supplement with Xeno-Zapper/Rebar Gun

hazy fossil
#

Packaged water might actually be really efficient, since its worth 130 points, but u can make 2 canisters with 3 8 point steel ingots

cedar mica
#

You said only iron, not later tech

hazy fossil
#

Yeah, thats just something I found on the side

hazy fossil
#

stitched iron plates with iron wire is more iron efficient than the stock recipe right?

fierce ruin
#

I believe so check with SF tools

hazy fossil
#

ok yeah it is

upbeat tide
wooden pond
#

@gray kayak simple recipe now lol

#

around 390GW of power from maximum oil with 7800 resin to spare

gray kayak
#

Ye thx chief

#

Got it covered

fierce ruin
#

it always was

wooden pond
#

Turbo fuel

fierce ruin
#

compared to nuclear

wooden pond
fierce ruin
#

that's not a fair comparison

cedar mica
#

With all the new stuff wanting sulfur, like batterys, max turbo is not really an option

wooden pond
#

Meh

fierce ruin
#

the first one uses the blender

wooden pond
#

with turbo fuel you can get 456GW of power

#

thats really not a lot to chose it...

upbeat tide
fierce ruin
#

also it uses the blend recipe which is not the greatest

wooden pond
upbeat tide
#

Also you will need rubber, plastic, and some petro coke. Unrealistic to dump only into TF

fierce ruin
#

gross coke

upbeat tide
#

says somebody with a 2333.33m3 TF setup

upbeat tide
fierce ruin
#

I mean nothing was really changed just the default recipe

#

for alum

wooden pond
#

nuclear seams much more interesting for power anyway

upbeat tide
#

I beg to differ

#

Alot has changed for alu

wooden pond
#

no longer Ref simulator

upbeat tide
#

I hope they get the encased uranium cell alt fixed tho

fierce ruin
#

I was referring exclusively about coke yes alot has changed

cedar mica
#

You can do better on turbo fuel, if you dont insist on using all the oil

wooden pond
fierce ruin
#

gross blend recipe

#

it's an alt

upbeat tide
wooden pond
#

i wonder who makes steel from coke...

upbeat tide
#

Nobody

#

I hope

cedar mica
wooden pond
#

i don't want to touch turbo fuel seeing sulphur is now much more valuable

fierce ruin
#

I don't use sulfur for anything so I guess I'm alone on that

#

low level gamer

upbeat tide
wooden pond
#

not max but still

cedar mica
#

Not to mention, batterys for the drones

wooden pond
#

New cluster of bauxite nodes i see

wooden pond
kind crypt
#

No homeopathic fuel ? 😮

wooden pond
#

to bad drones aren't to useful with it's 9 slots and batteries as fuel

fierce ruin
#

drones I see as mostly for the player or as a temporary solution a mix of trains and belts

wooden pond
#

yeah probably

#

but then again..

bleak coral
#

I see them being good for bringing building material to a new base from your main warehouse

wooden pond
#

i think id still use a supply train over drones seeing i can get a lot more items in a train then needing 20 drone ports

bleak coral
#

and transporting waste far, far away

cedar mica
#

9 slots is a decent amount, for stuff like turbo motors. So you can now make them closer to source, like in Red forest, then set drones to send stuff to mall

bleak coral
#

that too

wooden pond
#

it's highly situation dependant

fierce ruin
#

that's what I said

wooden pond
#

Trains is a "one size fits all" for transportation

#

no need to worry about it getting stuck in a path, on a train, no worry about it turning off bc you are running out of fuel, brings power with it pretty fast

cedar mica
#

Trains have quite a large footprint. Making a track up into the red forest, for 10/m turbo motors, is lot of work, compaired to a drone

wooden pond
#

the downsides are that it sucks ass in the red and pink forest

#

and for very very low amount of item transportation where a belt doesn't make sense and a train doesn't make sense and a truck or tractor is just a waste

bleak coral
#

it's also a lot of work to set up a new track across a long distance

wooden pond
#

lots of people follow the ingame paths

cedar mica
#

Trains have another downside, they use a lot of space right next to your factory. Even 1 wagon, is 5x4 foundation for station + track

shy mason
#

I have a track using concrete pillars to lift above the trees, as well as creatures and poison and radiation.

#

commute time around the loop isn't the greatest to be fair

wooden pond
#

yeah but the fun is tackaling the forest

#

building above just makes it ugly and boring unless built right

cedar mica
#

But hey, we have more options now

wooden pond
#

Yeah

fierce ruin
#

trains big distance and loads

wooden pond
#

Drones fits that void that trains, belts, and trucks can't in the "to long and to short"

shy mason
#

crater lake seems a good place to make batteries from the aluminum to service rest of red forest with the sulfur on top of the mountain to the north.

cedar mica
#

Speaking of, I wonder if drones works as item elevators, instead of the belt towers?

fierce ruin
#

it's more of a part train long distance but low load

wooden pond
fierce ruin
#

hmm

cedar mica
shy mason
#

though wonder how many drones you can service at a time with 240 batteries per minute from the 600 sulfur and basic battery recipe, the classic seems too much pain bringing in wire and oil for plastic refinement for first base

wooden pond
#

for like one or two looong conveyor lift then yeah that would look cool. but like 10 belts at a time? no

wooden pond
shy mason
#

so 48, gotcha, can do most of red forest then

cedar mica
#

Drones can use more then 5/m, if you are crazy enough to make a round trip shorter then that...

shy mason
#

though 8 stacks of bauxite per minute is going to need multiple drone ports

cedar mica
#

Then again, if they go across the map, I assume the drones will use far less then 5/m

wooden pond
#

i think some sort of setup is gonna become popular with drones

#

one drone for the items one that carries batteries, then they both stop at a port in the middle to refuel them selfs

bleak coral
#

do drones need batteries at both start and end?

shy mason
#

only one

wooden pond
#

only one is needed

cedar mica
#

Drones consume battery in flight, like a truck would fuel?

wooden pond
#

but they also work 24/7

#

most of the time

cedar mica
shy mason
#

haven't seen one crash midflight yet so think they don't take off until they have enough for batteries for a trip

cedar mica
#

But think thats more visual, as it cant be planned for

wooden pond
wooden pond
#

if you are close enough to load them

cedar mica
#

Havent tested, but I think when the drone hovers over an occopied drone port, they recive power from said port. Would be stupid if they could run them self out of power, that way

shy mason
#

I build my factories up from the ground, so sticking a drone port at top above final product may suffice for a quick add on If i deal with batteries on receiving port

gray kayak
#

After a few more calculations, I've recently discovered my factory cannot support 1000 fuel generators

#

But i still can support 82 of em tho

#

That's like 12300MW per min

torpid robin
#

1000 is a big difference to 82 😂

fierce ruin
#

y 1000

torpid robin
#

Why not ?

#

I had 888 go big or go home

gray kayak
#

So get this... i can produce oil at 1500/min. That then geta refined by 250 refinaries to produce fuel at 1000/min. Which then can supply enough fuel for 82 fuel generators, which then can provide me with 12300MW.

#

But i seem to find a weird issue

torpid robin
#

Why don’t you move to turbo fuel and spend your time on that

gray kayak
#

250 refinary needs 7500 MW

torpid robin
#

You can get a lot more power from that amount of oil with turbo fuel

gray kayak
#

Ye but still

fierce ruin
#

296 gens from 600 oil that way

gray kayak
#

I don't understand why the power ratio is like thay

torpid robin
#

Imo it’s only a stepping stone

#

Not a large long term solution

#

You can get 133000 mw of power from 1800 oil

#

So from 1500 you could get 116000mw

wind spade
#

you can also use the diluted fuel recipe to get more fuel out of the oil

gray kayak
#

1 fuel gen needs at least 3 refinary to produce 150 but then 90 MW gets used on powering the refinery to fuel the fuel gen so i only get 60MW

fierce ruin
#

and also HOR

torpid robin
#

That’s a little rounded btw cause I can’t recall the exact number

gray kayak
#

The power ratio is so off

fierce ruin
#

and compacted coal

gray kayak
#

Ye that

torpid robin
#

Yea cause it’s a stepping stone

#

It’s like coal you don’t actually get that much power from it once it’s all set up and done

gray kayak
#

Ye but why is so damn steep

wind spade
torpid robin
#

So better just to do a small set up to get you moving

wind spade
#

where did you get the 90 MW usage?

gray kayak
#

The 3 refinaries

#

I expected there to be a bigger amount i get from what i use

wind spade
#

3 refineries produce 120 fuel, so 10 generators

#

which means 1500 MW minus those 90 MW used

gray kayak
#

Last time i check 1 refinary produce 4 fuel per min

#

And fuel gens need 12 fuel per min

wind spade
#

40 fuel per min

#

it needs 4 fuel per cycle

#

but can do 10 cycles per minute (as the recipe takes 6 seconds to complete)

gray kayak
#

TF

#

OKOKOOK

wind spade
#

you probably just looked at the wrong number 🤷‍♂️

gray kayak
#

where tf did my mind go

wind spade
#

(you aren't the first and probably not the last)

fierce ruin
#

greeny self promotion

gray kayak
#

i feel like a dumbass ngl

#

i had a crisis

bleak coral
#

like greeny said, you probably just looked at the conversion rate, not the full /min rate

gray kayak
#

@wind spade thank youuu

fierce ruin
#

don't panic that's not how this game is designed

bleak coral
#

cause it's 6 oil -> 4 fuel + 3 resin

wind spade
fierce ruin
#

60 -> 40 + 30

gray kayak
#

@wind spade you have my respect

bleak coral
#

panicking and self-depreciation is not Satisfactory jacelul

gray kayak
#

Now if you guys don't mind ina go rewrite my entire layout plan realquicm

#

back to the drawing board

torpid robin
fierce ruin
#

back to draw io*

wind spade
torpid robin
#

So humble 😂

fierce ruin
#

I bet it uses a Greeny algorithm

gray kayak
#

WOOOOUUUU

wind spade
#

wiki loads for a long time (and not sure how much is it updated for U4) and SCIM doesn't have search on item page so I have to scroll down or use ctrl+F

gray kayak
#

750 MW usage and 12350MW produced

#

Heck ya

wind spade
#

there you go, nicer numbers 🙂

torpid robin
#

When I was looking last night . Wiki is missing a lot of info atm

fierce ruin
#

FAT

gray kayak
#

Math is such a pain when you have the wrong variables

#

Thx greeny. You are my lord and saviour

wind spade
#

can't really blame wiki for missing data, the update was gigantic and even with the few automations they have, it's still mostly manual work (and those guys want to play the game too! 😛 )

#

I just run a script and call it a day 😄

fierce ruin
#

greeny vs ondar

gray kayak
#

Who's ondar?

wind spade
#

one of the guys who maintain wiki

gray kayak
#

Ah ok

wind spade
#

also czech translations

gray kayak
#

Damn

manic tartan
#

Guys, is there a solution to ask to S-Calculator to make in sort that all building have 100% efficiency? (i know it already tries to be as close as possible, but not adjusting the number of the wanted item or using alternative recipes which we have to do manually)

wind spade
manic tartan
wind spade
#

check the pinned post 🙂

manic tartan
#

Thanks! 👌

wind spade
#

three are pinned, one is missing apparently (most likely because it's not updated too much and missing some stuff)

manic tartan
#

What i ask is probably very complicated though, but its hard to explain, im French

wind spade
#

but all of them show 100% efficient factories 🙂

#

maybe you're talking about machines running at 100% overclocking?

manic tartan
#

Yea, but some buildings are used only at 98% or 7% and so on, the calculator add more buildings to balance but thats not what i want. In fact i want that all building runs on 100% (which is clearly impossible with some recipes)

wind spade
#

yeah it's pretty much impossible in mid/late game. Also not really needed, underclocking can save you a lot of power and you can build factories that don't run at 100% OC nicely that way 🙂

#

ofc you can try it just for the sake of the challenge, but if you just want to play, it's wasting time

manic tartan
#

Not talking about overclocking, its hard to explain lol

wind spade
#

well building used at 98% means that if you underclock it to 98%, it will run at 100% efficiency

manic tartan
#

Its possible to do that? i thought that under/over clocking was 25/50/100 ect

wind spade
#

you can underclock to any number between 1-250%

#

on update 4 (experimental), you can do even decimals

#

so you can underclock to e.g. 23.5784%

manic tartan
#

Damn thats neat

#

Thanks for the tip thats very useful to me, im glad lol

wind spade
#

no problem

#

you can either adjust the slider, or even type the % manually

#

so there should be no problem setting the underclock to whatever value you need

manic tartan
#

In fact, what i want to do is super simple when i thought that was very complicated lol

wind spade
#

and you can also just leave the machine as it is, it won't matter too much, it will just sometimes shut down for a while until it gets enough resources, but you won't really lose anything

fierce ruin
#

math can do that

unkempt quest
#

pretty sure you can also type in the parts / min you want now aswell and it will adjust the %

fierce ruin
#

kinda

wind spade
fierce ruin
#

depends on the version since that determines how % is calculated

unkempt quest
#

yeah i never used that was in update 3 but now in 4 its pretty sweet

manic tartan
#

Damn! Just tested the underclock, it just works! i thought that slider was just a filled bar simon_smile

cedar mica
wind spade
#

since the startup time is never so long that the machine fills up completely

cedar mica
#

Lets say the resouces coming in, is enough for 91%, but with startup time, it pushes it down to 90%. That adds up over time, so its better to clock it down to 91% and stick with it

wind spade
#

why would it push it down to 90%?

#

the resources coming in are still enough for 91%, if it starts later, it'll work longer since it will have more resources 🤷‍♂️

manic tartan
#

In fact its just that i'm fancy and i don't want to see queuing on my conveyors hehe

cedar mica
cedar mica
wind spade
cedar mica
wind spade
#

so it still runs at it's 100% capacity

fierce ruin
#

personal use or sink

cedar mica
#

Too tired for this kind of math. Will come back, if I dont find up I'm thinking wrong

wind spade
# cedar mica Too tired for this kind of math. Will come back, if I dont find up I'm thinking ...

imagine simple case, single building, needing 100/min, but the belts only provide 90/min. If the startup time would make it use e.g. 85/min only, then the 5/min would have to disappear somewhere. Since resources can't disappear, it'll just fill the machine with those extra resources instead, making the machine run for longer, as it has more resource stashed, essentially removing that startup time delay

cedar mica
wind spade
#

unless you ofc loop the water into the same machine, then you indeed can't reach 100% capacity, but for completely different reasons than startup time

manic tartan
#

For a weird reason calculators doesn't give the same results, for the test (10 Modular Frames/min) ST gives 8 assemblers/ 16 constructors and SC 10 assemblers / 20 constructors

fierce ruin
#

depends on alts and how you work the settings

manic tartan
#

Nothing, no alts at all and settings appears to be the same

fierce ruin
#

SCIM works on belt speeds not sure if that changes it

#

SF tools is raw

manic tartan
#

gonna do the test ingame to see who is accurate

fierce ruin
#

SF tools is better

manic tartan
#

SF? I see ST (satisfactory tool) and SC (satisfactory calculator)

fierce ruin
manic tartan
#

Seems so

#

I test just for the sake of the thing

fierce ruin
#

it gives you raw numbers easier to work with

manic tartan
#

Mmmh i see now

#

Satisfactory Tools is way better since it tells you to redirect excess of production when SM create a new building

fierce ruin
#

I think you mean SCIM

manic tartan
#

ah yea sorry

upbeat tide
#

I just installed my 50th train station...think I got a bit of a train obsession goong on 😄

glacial hemlock
#

Wait until the game automatically name your stations 'train simulator'

gilded maple
#

I have plans for getting everything to my factory and getting a ton of resources there, I just realized I have absolutely no plans on what to do with it once it’s there😅 I mean I know what iron will be turned to steel and ingots and I know all the ingot math, but now I have got to figure out what to do with them

torpid robin
#

turn it into things

#

and stuffs

gilded maple
#

I also think I may have a mad rush to nuclear bc I’m done with making coal/fuel generators, so if I start this factory up it uses more power than I’m outputting I’ll have a 1,000 battery bank to carry me over through the mad rush

upbeat tide
#

Also, if you can hold out unti they get the encased uranium cell alt fixed, I would attempt that

wind spade
#

or removed 🤷‍♂️

upbeat tide
#

Or that too

#

We shall see either way.

icy pumice
#

did the recipe for heavy modular frames changed with u4?

fierce ruin
#

I don't think so

upbeat tide
#

No

icy pumice
#

okay

tired raptor
#

Does anyone know how many resources you need to make the maximum amount of Plutonium rods?

fierce ruin
tired raptor
#

Is SF tools updated?

fierce ruin
#

select your product and use the dropbox to maximise

#

mostly

#

it's just recipes so

tired raptor
#

ok, last time i checked it was not, thats why i asked