#math-and-meta
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small vertical expansion followed by H O R I Z O N T A L
Wait till you see the OC super computer lol
oh no
im happy where i am rn hahah
did the recipe for computers changed in update4?
A bit, yeah
It did?
mh then I cant use the tools site
oh right they just switched round'
Normal computers no ? I thought just sucomps
but the ratios are still the same?
Or am I mistaken
Greeny's on it
You can use SCIM to check for the new recipes. Just remember to set it to "Experimental" in the top right
lol
I thought the default comp recipe was switched out like with alum scrap recipe
thats great, thanks
IDK maybe I saw it wrong
r 5 computers/min good for starting with trains or is this way to much?
5 / mim already seems pretty high
so like 2 per min?
Heck maybe even 1
Underclock or smthn
yea of course
but i always think that its bad to not use like full capacity of a oil resource or smt
k
can someone help me out with a 3-6.66 Balancer?
y tho
We only have Mk.2 Conveyors, and have 300/minute of Limestone
Manifold, but balance the manifold
yeah but I'm looking for the overly and unnecessarily complicated way
why, it'll balance out since the first rows will fill up and the overflow gets sent down the line
I know that makes the most sense, but I enjoy figuring out complicated things
How many constructors does a single caterium smelter need for max efficiency?
Well if you enjoy figuring it out . Why are you asking others to figure it out for you ?
I need help with it, I'm having a very hard time with it
No problem asking for a second opinion
How many pipe junctions can be on one pipe before the flowrate bugs?
Splitting into machines
Is there a flowrate bug?
it's in pipes not machine AFAIAA
I have 10 hor refineries on one mk2 pipe, 400m3 feeding 14 diluted packaged oil refineries
Never had it, but maybe because I always overfill the pipes?
Flowrate is very screwy down the line
So flowrate bug is only an issue, if you go for exact numbers?
Its not exact there should be a bit left over
Total build, makes me 2800 rubber when working
48 refinerys on 1 pipe?
no I meant all on one pipe
a massive waste of space just to underclock the lot of them
Oh yes if so
but yeah the new % system should allow for better underclocking
Not sure bout the junction stuff I've never tested it.
Think I found it, neglected a pump or 2 at the very beginning
rip
The back HOR refineries arent emptying properly
My favorite part tho. Corridor of pipes and belts
Not a option. Under = a floor of cheap silica
Under that a floor of fused quickwire, than eventually swamp level
If mk1 is not good enough, there is always mk2...
Brah...all mk2 here 🙂
Not on pumps
likes it that way
sadist
guilty
This will explain better why going down isnt fesible
SCIM before the recycled rubber plant went in tho
build locally
Map-wide
The oil for that build in the swamp is piped from the desert nodes
why
I would not call my blue crater crampt
Mostly because lack of water there
water is closer to the north west
Still was simpler to take it to the ocean where I already have water infrastructure
Might be a bit late . But as long as you aren’t at full flow I believe you are fine to do multiple splits and not worry
I was checking the recipes after U4, turbo motors are the same still, right?
if possible, is there anyone with a turbo motor setup that can confirm it for sure?
turbo motors are very much not the same, U4 turbo motors recipes: https://u4.satisfactorytools.com/codex/items/turbo-motor
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
Anyone have a link to a good belt divider calculator?
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
In terms of nuclear power, For the alternative fuel rod, has anything other than the amount of uranium cells been changed?
Hm... I think I'm going to need more power https://u4.satisfactorytools.com/production?share=1VkcQ2hRIiDzkxWcC7mO
my poor 408 fuel gens
Hahahah, dont worry, you shjould be fine so long as you charge a field of batteries
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.
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.
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
and you dont need to lay big train tracks everywhere
that too
But you still need to run power.
thast not too hard
I need EIGHT drone pads to move one bauxite node 1 kilometer.
If you have a factory, you should already have power over there

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
drones are not designed for high volume stuff like bauxite, they are designed for low volume things, like a finished product etc
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.
Have the devs stated that drones are not meant for high volume stuff?
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
pretty much right in the intro video
no. but normally a bit of common sense goes a long way in this game.
i mean at end of the day you can playh and use them how you like
but everything else involving large numbers will be train. small stuff + small stack size = drones
yea, they are super cool for sorting systems
and can transport finished products super quickly
large stack would probs work better than small stack
Prehaps, but do I really want to move 4800/min of material by done?
no
why not?
noooooo
dones are faster, and finished products are normally stacks of 50, which is very hard to move by train.
That felt a bit unnecessary, I'm just evaluating a new feature in the game.
I say it's hard, I haven't actually tried...
wasnt having a dig at you or anything dude
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
I'm still burning about them putting a hitbox on the 8x1 down corners... gr
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
Hey look me and Nev actually agree on something >.>
I'm just really disappointed I guess because I was hoping when I saw drones that it would finally solve the things blocking decoupled design due to belt limitations.
oh no im gonna have to use pure copper..
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
huh so funnily enough. if you try to build about 60 of everything. copper is what you run out of before anything
with coal not far behind.
bauxite,quartz oil,cat next
So, I'm going to guess that the limiting resource on Pasta is Nitrogen, not Bauxite?
Copper?
yea
That dust do be like that tho.
i have spent the night going over alts and playinbg arosund with different combos. copper is almost always the limiting factor
makes the pure copper alt waaaaaaay more needed than copper alloy now
Fascinating. Even if you use pure copper.
yup
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
and it uses 8k bauxite
would use 40k iron ore though
and was only 2 k coal left
hmm so that makes me think steel screw isnt so good now 🤔
wonder what other steel alts i could use from iron instead
At least now there's that alt Turbofuel recipe that uses coke instead of coal...
funnily enough i found the original turbo rigor motor was still better for resource usage
one of the biggest savings though is the OC super computer
They changed that alt, didn't they?
oh shit im not too sure/. lemme check
look at that they did too
so they swapped the stators for rotors and ai limiters for electromagnetic control rods
Yeah, I really like the greater use of control rods.
ye. im struggling to decide what is better out of the standard RCU or the radio control system alt
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
yeae they make more
I'd like to see people's reaction to this sentence without context
X3
more alts (:
still the new TF alt is interesting
hmmmm coal is gonna be an issue
yea cause you can do it without coal. and coal is lackiong more than you would think now
but it can cost a decent biut more of oil
this is also very true
but in saying this. you also now need stuff all sulfur for nuclear
Dilluted fuel (BLender) is also changing quite a few numbers
if you spend all your sulfur on nuclear then there's none for drones and bullets tho xD
I suppose the nuclear rebalance is to push you to not sink plutonium rods?
Until now, one can sink plutonium rods
if you do it's throwing away 50% of your power.
oh wow. so 5.5k oil can do the same job as 25k coal
and with only been able to make 31 rods now. actual power from uranium has been cut down 2 thirds of total power.
this has been fixed, hopefully
TM nerfed, now the new end game goal is to farm the spelevator parts. All the alts may need to be re-eveluate
yea its really interesting how some of these numbers are working out
Especially tier 7 and 8 items. Too much brain power involved
before U4 it was relatively clear what is "rare" and what is "don't know what to do with it"... now?
and oil is hardly touched
what i can tell its all been flipped around
cat ,quartz,oil go ham
copper,coal well
bauxite gets hit pretty hard too. but still 1 k left for whatg i have while copper and coal have run out
5.5k oil can do what 25k coal does
so yea you can, but copper then has still run out
im trying to find alt combos to bring copper cost down. but im not having much luck
copper sheets is still used en mass
yeah...
so tried swapping out circuit board alts.
my "electronics" factory is eating them for lunch... and dinner... and .... midnight snacks?
cat circuit board and silicon use pretty much same amount of copper in long run
all you are doing there is swapping quartz for cat
Caterium=copper
not for copper sheets
no but for cat circuit you make fused quickwire. so eats copper. for silicon it uses sheets so east copper lol
you can easily make Quickwire just from Caterium... (I normally do this)
that is an option but it will eat your cat up quickly too
i think the cat circuit board is going to be better logn term in very large scale factories
cause it looks liek more quartz is used in nuclear production and reuse than cat
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
they have also pushed us into using crystal osciallatorsa
crystal oscillators were really awful before U4 I think
U4 made my huge 4800 a min plastic and rubber setup almost useless
cat computer and crystal computer work out much the same as well
so from what i can see. they have balanced things so you are hitting the cap with most resopurces around the same time ish
You can't win.. I kinda noticed that too
oh wait. here we go
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
That's a difference, not much of one but it's still less
Ai limiters chew through copper with fused wire
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
It's not much off the total, but if you plan on building it, that's several less svelte to run and hook up
electric motor is good to save on a heap of coal
at the cost of 800 copper though lol
but doesn't it cost copper?
Maybe I will build my pasta farm 
well no maybe dont
cause pasts farm is the thing that eatsg the mostg copper
48k copper ingots to make 40pm
and they dont get as many points
It is. I was thinking about using 9300 ore from the desert for 19 pm
They don't, just uses more power than anything else
1.2k copper for 1 paste/min????
omg
hey idiots at ficsit, can we just use something else? if you squash protons and electrons into neutrons, the source material should not matter!
And a silly amount of power
no pasta says its 518272 while thermal propulsion is 637514
120k difference
and no eating all the dam copper lol
Yeah it's less points for sure, but less..ish completely
Complexity* I dunno. I'm on the fence. 2000 different machines or a few hundred and 310 pure copper refineries.
Not including a new powerplant that will be 1000 machines lol
wowzers
those thermals you can get 128,548,323 points PM
pasta you can get 31,163,695.4
Thermals it is
Maybe I can stay on fuel power too. No way that was going to happen with pasta
decimals before or after comma? hmm...
10.134% sounds a bit crazy to be true... but who knows
interesting
And it still wont work due to amount of splitters and junctions
this should allow any kind of output with good precision
I think the last 3 digits are useful mostly on the late game. Especially the last 2 😆
You have no idea...looks at you my little friend, pure iron ingot, pure aluminum ingot, supercomputer, etc
Eh, the pure recipes are fine... Electronic is the pain with those weird ass digits
Pure alu makes 27 a min. Not soo fun
And actually is useful now combined with slopppy alu solution and electrode scrap
The allu one is the only pure I haven't tried :P
It made no sense in U3 since it losee 25% ingots
But in U4 its actually useful
This is the setup I am going toward
Based on the bauxite limit. Its 2580, so will have 80 bauxite a min unused
The sloppy alt removes byproduct silica from the picture. But lower bauxite usage
Just to confirm, there is still only 1800 Uranium/Second, yes?
No, west of the swamps
The total max for all nodes together or from one normal?
2580 is my total max in the Swamp region
But 1200 alclad and 2800 casings is insane
This same total used to make only 819 alclad
I went heavier on casings than alclad as those seem to be used more in stuff
@wind spade is this accurate?
I might have to rethink my "all OC idea" if it is... 😅
Yes its accurate
It is because the encased uranium cell alt is not uodated to work in U4 yet
So the max nuclear rods you could make is 31.5
Once that is fixed we should be back to a max of 94.5
Actually higher now the uranium is 2100
On the plutonium side, cant confirm
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.
Going by the numbers thats impossible to replicate with plutonium
Even with alts I think
Let me run some numbers. Also plutonium burns faster than uranium rods
2x rate exactly. And 1 rod only 5 waste
yes, and that means 2x burn rate
Yea
you continue with your U3 saves?
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:
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
Has anybody calculated how much energy you can make with nuclear + no waste (by sinking plutonium rods)?
Yeah but plutonium Just doesnt give enough. 74k plutonium in compare to 400k by uranium
See the Picture earlyer today. I Postet U3 -> U4 nuclear comparison
About 400k
but it doesn't list the power used
but thanks ... and so it means now we can generate a lot LESS power?
even though the energy consumption increased
True 🤣
Honestly meta analysis of nuclear power is a little pointless until they fix the encased uranium shell alt
We don't know how that looks yet
Did they Said that the recipie gets Changes?
It's straight broken right now, so they have to do something to it
yes, for months they've been saying that
Unless they just remove it, I don't know what the precedent for just removing alts is
How many sink points equals 1 ticket in the sink?
you need more and more points for a ticket
Formula is on this page: https://satisfactory.gamepedia.com/AWESOME_Sink
Ohhh, I was thinking I could pull big stonks and produce infinte points by buying super computers and then feeding them back in
haha no
I think it was changed because initially people did exactly that
@frosty owl @thin siren Btw I checked what the max U3 fuel rods are without the infused uranium cells alt (the one that hasn't been updated for U4 yet), and it's 27 rods/min. This is the same max for 1800/min uranium in U4.
No infused uranium shell U3 max: https://www.satisfactorytools.com/production?share=vbEvJWEcxfciu5Z1C4nE
U4 max uranium rods with only 1800/min uranium (same max as U3): https://u4.satisfactorytools.com/production?share=dza9ORSyKFFLkVkVOGho
So currently the recipes are the same efficiency, we're just missing a really good one cause it hasn't been updated yet.
Sloppy alumina with pure aluminum ingots might provide a better silica > aluminum bar ratio with the silica from the bauxite alone
infused uranium cell will be removed
did they say that somewhere?
in patch notes they said they rebalanced nuclear and part of that is removing uranium pellets
infused uranium cells doesn't make pellets
it uses them tho
so did the old uranium cell vanilla recipe, doesn't mean they'll axe the alt instead of changing it
🤷♂️
I mean I don't know either, maybe they will get rid of it 🤷♂️
I hope they update it, cause otherwise that's a big nerf to nuclear
iirc that's because your power should come from plutonium, not nuclear
plutonium is like half the nuclear quality tho isnt it, according to wiki
yeah, and the total between plutonium and uranium is less than just the uranium from U3
I mean maybe they did decide we didn't need 1.2TW potential power, and honestly that's not wrong lol
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
yeah that's correct
60 iron per reinforced iron plate, 45 iron per rotor
Was making sure I had machine count right aswell, Xunil.
Thanks you all for the check; much appreciated
gonna have to be creative with those belts, assuming you only have mk1 and maybe mk2
got mk2s
yeah, so you should probably make a 2x reinforced iron plates setup?
have mk3s but don't have a setup for them yet; redoing factory specifically for steel production
nothing wrong with just having screws on two different belts
you can just use 3 constructors with a splitter from the middle, going to a merger on each other side
at least that's how I am always doing that
but that's when I am short on reinforced iron plates, i.e. just have researched logistics mk2
avoids mk2 belts altogether (except for the miner)
yea, belting isn't hard for this. 2 constructors for rods -> merger -> splitter -> 3 constructors for screws -> merger -> assembler
something like that anyways
yeah
but if you merge all 3 constructors, you have to use an mk2 belt
at least for a short segment
This will explain the math in detail.
Yea, I know that. I was asking about ratios, not how to set it up 😛
Or rather wanted to make sure my math was correct after second guessing myself
I see. To check for math, you can use the online calculator in the pinned links.
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
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
that one just tells you the number of machines and what recipes
does it also consider power? That's one of the problems I had
it has two solves:
- 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
- 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
Ah, yeah, one of the issues I have/had was with cycles, and power generates a lot of them
what do you mean cycles?
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
Power in general shouldn't be much of a problem in Satisfactory, what kinds of power issues are you running into?
like you can get water from water extractors, but also as byproduct
and the cycles between packaged and unpackaged fuel
oh don't mix power and production
I am not necessarily running into power issues, just wanted to optimize stuff
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?
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
oh, not just max stuff but max sustainable including how much power is needed to support it
and you actually can't ignore cycles, because for example the residual rubber --> plastic --> rubber is a sensible cycle
yeah
yeah I don't think there's a tool for that yet, but greeny is working on it for that one I linked
Alright, so I will probably have to start another attempt for solving that problem 🙂
Have you seen the update 4 changes to power yet?
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
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
like, the strange thing is the formulas are REALLY easy. It's a simple linear optimization problem
that's what I was thinking of at least
maybe I just need a better solver
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
which solver do you use, if I may ask?
lp_solve
strange, because I think choco also is based on it, but maybe I need to use it directly
it's something for java
I like programming in java, so I picked something I could easily use
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
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!
yeah, sounds like a possibility
lp_solve also has direct java bindings
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
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
there's A LOT of possibilities already
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
is it? I guess with alts it gets a bit funny but it can't me more than, idk, a thousand trees, right?
meh, you can easily reach thousands with just 10 recipes
it's 2^n possibilities in worst case
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
still, you could easily pick 10 different recipes that can be used in any combination with different tree outcome
well, as you have cycles, it's actually an infinite number of trees in theory
if you had infinite resources, of course
🤔 do you consider 1 a -> 1 constructor -> b the same as 2 a -> 2 constructor -> 2 b
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
oh, i see what you mean
that would be a rather inefficient tree lol
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
I guess a better term would be a graph, not a tree
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
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
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
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.
for these low-level items, yes
even 2^50 is still a lot. Also, having two recipes for screws at the same time is a valid option, it's not always A or B, it can be A and B together as well
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
ah, that makes sense
especially doing A+B two different recipes for screws, I could easily see it getting out of hand
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.
Or even if you restrict the resources yourself that can happen on a realistic solve
You should consider lowering your bauxite input of 780 or use two miners/ nodes. Because maxed out belts have same issues as maxed out pipes
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
i mean this is to fully exploit a pure bauxite node, so no matter what i do i'll have a 780 belt full somewhere
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
I have tested A LOT with different setups and always ran into the issues. With the current problems you cannot max out a node when you have many splits
sloppy is the next one i want to figure out a 100% efficiency layout. Belts seems to have less issues carrying their full amounts than pipes so so it's going to be a challenge.
i mean all machines say 100% efficiency, and the belt hasn't stopped moving in about 3 hours, so i feel comfortable saying it's ok
kk
the java api of lp_solve seems to be really low level, I think I'll write myself a wrapper
I use the raw lp_solve file format 😄
talk about low level
also I'd bet there's an existing wrapper somewhere
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
lol, this format seems to be higher level than the java api
not even variables there
no, it's just some not ideal game code that can't make the calculations correct
miners have 100 item buffer, so they start up before that buffer is used
welp i'm waiting for my machines to say 99 percent or see a gap in the belts
I believe the issue is with splitters and possibly belts, where subtle rounding errors mean belts run at less than max capacity, especially the high-speed belt.
and also that issue appears when merging two belts to max, not just miners
also mk5 do go fast enough that it depends on your performance, if your FPS drops low enough it can make them slow down
Maybe this bauxite setup works flawlessly because there are no crazy decimals involved
last i checked splitters had buffers to deal with that
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
i feel like that's what the issue was with my previous designs fluid wize so likely
As to bauxite setups: I'm unsure about U4, but with U3, I tended to design bauxite refineries as multiples of 420 bauxite/minute.
we also have 4 decimal places in the clockspeed now, that should help with weird decimals
i posted the design above, scroll up and you should find it pretty easily
Yeah, should (tm) at least help to reduce the resulting ‚loss‘ of items/ efficiency
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
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.
yeah it's using under-clocking in the left most refineries so they can stay at 100% efficiency. Machines take a while to restart, often going pass the recipe requirements before they actually start processing
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
one of the burdens of my previous designs where those refineries that finished with just under the amount needed and kept blanking out
i still don't know how my 1802rubber/m setup stays consistent, I just played with the pipes for ages and at somepoint it started being ok...
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.
I have managed to eliminate every issue with this update (pipes esp) but the stucking output for this one machine remains. Fun fact: the identical 780 plastic setup doesn’t have this problem
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.
i swear these pipes are going to make me go nutz
With your grouping of refineries and limiting the fluid numbers you should be fine
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
I don’t think you need any buffer in between, but that’s your choice
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
Buffers can do odd things to head lift and fluid delivery, and I've stopped using them.
they usually do that if you put your buffers at the same height or lower than the thing they feed into
hence why i always put my above that height
I am among the guys who have tested a lot with different setups. I think our common best guess is that the issues occur when you have a lot of junctions/ splits (a ‚math problem‘ with floating point) and maybe performance also contributes
that's also my best guess, but like sometimes it's just weird
We were not able to derive a real pattern
How do i split 1 conveyor into 4 equal lines?
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
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
Yeah, same for me
But if I remember correctly, there are not many splits for water needed
as for oil
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
How much oil input and fuel output/ min that is?
the old max for diluted fuel
lol, lp_solve is fast
Like the same problem which choco couldn't really solve in eternities is solved in like a second with lp_solve
yeah they changed it from 15 to 12
thanks @wind spade for that pointer!
my ‚old‘ and still current turbo fuel setup is maxed out for 780 sulfur and coal input.
that probably explains why my power is stable
indeed. It was around 30 times faster than solving it in browser even including the time it took to send and receive the data
oh is that part of why your tool is faster than satisfactory calculator?
or is it all the logistic stuff it solves?
Oh, and greeny. Many thanks for awesome work in such a short time re u4, again.
is there lp_solve for the browser or have you written something for that yourself?
well it's mostly due to me not rendering the whole graph including splitters
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.
I've used javascript-lp-solver, which was super slow and for U3 it already couldn't handle the calculations
ah, ok
imagine solving for the even more complex items now with nitrogen 
Yea thanks for not doing the splitters lol . With how I use your tool Itl break something wicked lol
(and, if I understand: greeny is running the calculations on his server rather than having your own browser run the calculations)
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
All hail the brilliance of greeny
even without the rendering I think I'll be faster
making the most belts = making the most resources, right?
Including intermediates, yes.
Just Adding generators wouldn’t lead to a blackout. Just check if the production is constant
if they increased the burn time of the fuel in generators, did they also increase the burn time in vehicles?
Like, for giggles, I calculated that on U3, you can make over a million screws/min, because Satisfactory is best enjoyed as a slideshow.
Yes. More accurately, the energy content of fuel got buffed.
Pity they didn’t do it to turbo fuel
not sure how easy would that be, and for obvious reasons it isn't really high priority here 😄 but technically it could be possible to do
oh ok, didn't know if there was an actual MJ component they buffed or if they directly changed the burn time
Actually no . Thatl suck more fuel gens lol
lol like turbo fuel isn't already broken enough
Well with how much coal all the new spelevator parts use . It ain’t as good as it was lol
burn time isn't really something they have ingame. They only have generator power production and fuel energy. Burn time is a derived property that's calculated for humans to be able to see what does the setup actually do 🙂
I maxed coal out last night on the calc
dammit all these pings are hitting my phone lol
I'm on the computer, stop it discord!
But you like the attention
I'm not sure I would characterize turbofuel as all that "broken".
Quick everyone reply
Strong is a good word for it
Maxing our ingame building all that stuff is a whole different story
it works
oh I just realized my advice about using petrocoke for excess HOR in vanilla systems is now completely dead
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.
fuel will just be better, period
lol
more energy and the generators effectively sink it
not really since overflow is not stable
generators run at 100% now, no overflow needed
it may create "false capacity"
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.
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
@wind spade this won't solve, I'd expect it to take the HOR and turn it into fuel https://u4.satisfactorytools.com/production?share=inP7ZtmcD9GKMOi5hVTm
that's the goal, the 3 other fuel lines will remain intact
is there a non-alt way of turning HOR into fuel? you haven't enabled any alts
yes residual fuel is vanilla
the parameters of the solve is for new oil setups that only have vanilla recipes
hmmmm 
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.
interesting, that's the net gain right? with power drain from water extractors etc.
that seems like a bug indeed, however I have no idea why is that happening 😦
seems consistent, not just fuel problem
example 2 of the bug: https://u4.satisfactorytools.com/production?share=MBnp53t9RK4BN2evjnT4
guess it's related to byproducts somehow
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.
So the second round is right? I can run the numbers too to double check
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.
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
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.
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
If you are maxing things out . And seeing as power runs 100% now . You should actually turn your coke into steel
I'm glad this a consideration now, a much more interesting place to be than just "petrocoke is better"
Obviously this depends on how big you plan on going
or filters
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
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
(using Miners MK2 I should add)
The synthetic fabric stuff obviously is on top because you can't produce some stuff without it ...
@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
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.
true, but 14.4 coal generators isn't exactly divisible by 8, so I thought clockspeed was relevant
"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.
I've been updating a spreadsheet that looks a that sort of stuff. Still need to fully merge Nitrogen Gas into it and haven't updated anything outside the Recipes tab yet https://docs.google.com/spreadsheets/d/1bLBBJhF8mSs1CuvA55yKT89iESB3GkGVji66VDa14y8/edit?usp=sharing. Still need to reconfirm the recipe for Uranium Pellet if it's still in use, as it's still part of the Infused Uranium Cell alternate
If you are talking about update 4 there is no uranium pellet
Yeah, thought that was the case. I haven't re-checked them all in game, have been running off Satisfactory Tools
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
Is it more energy efficient to extract water through resource wells than with extractors?
Id say it depends on how far you gotta pump it
Well, just to get it into the pipe, how much energy does it take compared to an extractor?
I think. Maybe the well .
Hold up maybe not
How many satellite nodes are there on a water well ?
7 on a nitro, but it might vary
The extractor is always going to be more energy efficent, as you can place more then you need an underclock
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
pressurizers are pretty power hungry
most of the water nodes are pure
like the vast majority
impure: 5
normal: 8
pure: 42
according to SCIM
I see wells more as a "if closer or if no other options" atm
Water nodes look like they vary
Yea just saw that
Just trying to figure out the most energy efficient way of getting water to save energy to get the most points possible
So even if they are pure . You still get less
On a pure with 7 satellites . You get 840 for 10 more power
Water Extractors, is the most energy effiect. No contest, as unclocking wins every time
6 is 720 and most of them are 6
For a straight comparison you dont want to include any over or under clocking
But with extractors . You very well may need to pump
guess they're for convenience, not sure what to make of the locations TBH: https://satisfactory-calculator.com/en/interactive-map?switchGameBranch=Experimental#3.25;90585;7334|gameLayer|waterWellPure;waterWellNormal;waterWellImpure
So you are starting to lose out the further you gotta go with them
We are comparing a limited mining spots vs unlimited placement. I will say clock speed is quite relevant
Assuming no pumps are needed
some of them make sense, like grasslands, but a few them are in kinda weird spots
From what I saw durring a test, a fully overclocked well was 650W, just from the pressuricer.
Assuming no pumps . No over/under clocking . They are pretty much on par
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
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
So back to "If wells are closer or if no other choice". At least for water wells
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 ?
Yes
I think the well production rate, needs to be increases, to make sense. At least for water
I agree with that
- 900 .750 depending on how many nodes there are . Isn’t actually that high
Unless they bring a mk2 out
Plus most of us build with more then a few pipes, so water wells dont fit many projects, by them self atm
what's used to make them?
Plastic + Rubber, rest is steel tech
Generally it’s better to move to the water for projects like that anyway
does make a good temporary solution
Add an mk1 that only works on water wells, place it T3-4. That way the numbers make more sense
by the time you're in T8 you're not looking for temporary solutions
Exactly lol
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
They are in stupid places though lol
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
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
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
And the moment you start moving bauxite elsewhere, you got bigger water sources more available
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
Send smart platings and supplement with Xeno-Zapper/Rebar Gun
Packaged water might actually be really efficient, since its worth 130 points, but u can make 2 canisters with 3 8 point steel ingots
You said only iron, not later tech
Yeah, thats just something I found on the side
stitched iron plates with iron wire is more iron efficient than the stock recipe right?
ok yeah it is
Yes stitched iron plates + iron wire is a very easy solution. If you have pure iron ingot too its really nice
@gray kayak simple recipe now lol
around 390GW of power from maximum oil with 7800 resin to spare
it always was
Turbo fuel
compared to nuclear
fun to do the math :P
that's not a fair comparison
With all the new stuff wanting sulfur, like batterys, max turbo is not really an option
Meh
the first one uses the blender
Your wastiing alot of potential fuel by using the standard fuel recipe
also it uses the blend recipe which is not the greatest
Im using the calculator, thats where im basing all of this on
Also you will need rubber, plastic, and some petro coke. Unrealistic to dump only into TF
gross coke
says somebody with a 2333.33m3 TF setup
Coke is useful now in alu refinment
nuclear seams much more interesting for power anyway
no longer Ref simulator
I hope they get the encased uranium cell alt fixed tho
I was referring exclusively about coke yes alot has changed
You can do better on turbo fuel, if you dont insist on using all the oil
Oh wow coal got removed from the recipe
It was flipped
Coal is normal and coke is alt
ah
i wonder who makes steel from coke...
Without that blending recipe, you get about 8000 Turbo fuel, before running into sulfur issue
i don't want to touch turbo fuel seeing sulphur is now much more valuable
What do you want to use sulfur for? Max plutonium build?
yeah thats what i would go for
not max but still
Not to mention, batterys for the drones
New cluster of bauxite nodes i see
yeah that to, those will eat up batteries
No homeopathic fuel ? 😮
to bad drones aren't to useful with it's 9 slots and batteries as fuel
drones I see as mostly for the player or as a temporary solution a mix of trains and belts
I see them being good for bringing building material to a new base from your main warehouse
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
and transporting waste far, far away
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
that too
it's highly situation dependant
that's what I said
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
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
hence the "one size fits all"
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
it's also a lot of work to set up a new track across a long distance
depends on how you play
lots of people follow the ingame paths
Trains have another downside, they use a lot of space right next to your factory. Even 1 wagon, is 5x4 foundation for station + track
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
yeah but the fun is tackaling the forest
building above just makes it ugly and boring unless built right
But hey, we have more options now
Yeah
trains big distance and loads
Drones fits that void that trains, belts, and trucks can't in the "to long and to short"
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.
Speaking of, I wonder if drones works as item elevators, instead of the belt towers?
it's more of a part train long distance but low load
i guess that works but remember the drone port is pretty big
hmm
Its a question of pathing and clipping, at least for me
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
for like one or two looong conveyor lift then yeah that would look cool. but like 10 belts at a time? no
Drones can use a max of 5/min so do the math
so 48, gotcha, can do most of red forest then
Drones can use more then 5/m, if you are crazy enough to make a round trip shorter then that...
though 8 stacks of bauxite per minute is going to need multiple drone ports
Then again, if they go across the map, I assume the drones will use far less then 5/m
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
do drones need batteries at both start and end?
only one
only one is needed
Drones consume battery in flight, like a truck would fuel?
Yeah
but they also work 24/7
most of the time
Except when waiting in line at the drone port 😛
haven't seen one crash midflight yet so think they don't take off until they have enough for batteries for a trip
But think thats more visual, as it cant be planned for
don't they have a built in "battery usage/min" counter?
they actually crash like vechiles
if you are close enough to load them
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
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
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
1000 is a big difference to 82 😂
y 1000
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
Why don’t you move to turbo fuel and spend your time on that
250 refinary needs 7500 MW
You can get a lot more power from that amount of oil with turbo fuel
Ye but still
296 gens from 600 oil that way
I don't understand why the power ratio is like thay
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
you can also use the diluted fuel recipe to get more fuel out of the oil
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
and also HOR
That’s a little rounded btw cause I can’t recall the exact number
The power ratio is so off
and compacted coal
Ye that
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
Ye but why is so damn steep
that's wrong. 12 fuel/min use ~9 MW on average (assuming standard fuel recipe)
So better just to do a small set up to get you moving
where did you get the 90 MW usage?
3 refineries produce 120 fuel, so 10 generators
which means 1500 MW minus those 90 MW used
Last time i check 1 refinary produce 4 fuel per min
And fuel gens need 12 fuel per min
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)
you probably just looked at the wrong number 🤷♂️
where tf did my mind go
(you aren't the first and probably not the last)
greeny self promotion
like greeny said, you probably just looked at the conversion rate, not the full /min rate
@wind spade thank youuu
don't panic that's not how this game is designed
cause it's 6 oil -> 4 fuel + 3 resin
well yes and no, I'd link anything that would prove my point, but other websites take a lot of time to find the correct thing 🤷♂️
60 -> 40 + 30
@wind spade you have my respect
panicking and self-depreciation is not Satisfactory 
Now if you guys don't mind ina go rewrite my entire layout plan realquicm
back to the drawing board
You mean yours is just the best one
back to draw io*
well for this I think it's more like "my is the one that I'm able to use the fastest to get the link I want"
So humble 😂
I bet it uses a Greeny algorithm
WOOOOUUUU
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
there you go, nicer numbers 🙂
When I was looking last night . Wiki is missing a lot of info atm
FAT
Math is such a pain when you have the wrong variables
Thx greeny. You are my lord and saviour
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 😄
greeny vs ondar
Who's ondar?
one of the guys who maintain wiki
Ah ok
also czech translations
Damn
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)
not sure which calculator site you mean (there are at least 4), but all of them show you builds at 100% efficiency iirc
Ooh? What are the others? I only know satisfactory-calculator.com
check the pinned post 🙂
Thanks! 👌
three are pinned, one is missing apparently (most likely because it's not updated too much and missing some stuff)
What i ask is probably very complicated though, but its hard to explain, im French
but all of them show 100% efficient factories 🙂
maybe you're talking about machines running at 100% overclocking?
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)
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
Not talking about overclocking, its hard to explain lol
well building used at 98% means that if you underclock it to 98%, it will run at 100% efficiency
Its possible to do that? i thought that under/over clocking was 25/50/100 ect
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%
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
In fact, what i want to do is super simple when i thought that was very complicated lol
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
math can do that
pretty sure you can also type in the parts / min you want now aswell and it will adjust the %
kinda
yeah you could do always, just now on U4 it will no longer round to integer numbers
depends on the version since that determines how % is calculated
yeah i never used that was in update 3 but now in 4 its pretty sweet
Damn! Just tested the underclock, it just works! i thought that slider was just a filled bar 
You sort of do. From when the machine gets resources till it starts up, takes a moment
but if the machine is getting less resources than it's max possible consumption, it doesn't matter anyway
since the startup time is never so long that the machine fills up completely
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
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 🤷♂️
In fact its just that i'm fancy and i don't want to see queuing on my conveyors 
Guess more math is needed, to see where it avarages out.
Thats sort of not possible, as even with balanced splitters, you will still have a que, somewhere
not math, just logic. If it would work for just 90%, where does the extra 1% of items go?
In some chains, that extra 1%, can be byproduct
then the machine runs with 90% input, not 91%
so it still runs at it's 100% capacity
personal use or sink
Too tired for this kind of math. Will come back, if I dont find up I'm thinking wrong
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
Aluminium, waste water added into production. Less production, means less waste water, which again lowers production, till it balances out somewhere
again, it cannot be less production, since that would mean less consumption and therefore there would be overflowing items somewhere
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
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
depends on alts and how you work the settings
Nothing, no alts at all and settings appears to be the same
gonna do the test ingame to see who is accurate
SF tools is better
SF? I see ST (satisfactory tool) and SC (satisfactory calculator)
it gives you raw numbers easier to work with
Mmmh i see now
Satisfactory Tools is way better since it tells you to redirect excess of production when SM create a new building
I think you mean SCIM
ah yea sorry
I just installed my 50th train station...think I got a bit of a train obsession goong on 😄
Wait until the game automatically name your stations 'train simulator'
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
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
Build it in stages. Setup the beacons, electro mag rods, and crysta oscillators first and build some storage near where you plan to make the nuclear rods. Then, make the uranium cells and the nuclear rod plant. You can save power this way by turning off the other plants since you already have storage of those items
Also, if you can hold out unti they get the encased uranium cell alt fixed, I would attempt that
or removed 🤷♂️
did the recipe for heavy modular frames changed with u4?
I don't think so
okay
Does anyone know how many resources you need to make the maximum amount of Plutonium rods?
Is SF tools updated?
ok, last time i checked it was not, thats why i asked