#math-and-meta

1 messages · Page 513 of 1

fierce ruin
#

make sure to change update 3 to update 4

tired raptor
#

ah, thanks

#

nuclear power plants still use the same amount of rods and produce the same amount of waste, right?

upbeat tide
#

Yes and no

tired raptor
#

more?

upbeat tide
#

Current max uranium rods in U4 is 31.5 a min

tired raptor
#

yeah

#

but the plants still produce the same amount of waste, right?

sullen cloud
#

per min, yes

upbeat tide
#

Yes

#

787.5 a min max waste

tired raptor
#

great, max plutonium factory should not be that hard

#

still have to build the nuclear rod factory

fierce ruin
#

did you turn on alts?

tired raptor
#

wait no

upbeat tide
#

Max should be ~52

#

But maxing also uses half the nitrogen on the map

#

So be aware

tired raptor
#

yep, looks way more realistic

fierce ruin
#

half of 4 nodes

tired raptor
#

yeah i probably will use the non alts and then sink thee plut rods so i dont have waste. Hope they dont change that you can sink them

#

should not take too long to build

sullen cloud
#

I don’t think that removing that possibility would be logical. Because the trade-off between sinking and generating power is quite good balanced

tired raptor
#

yep. And I will probably not need more than the 400gw produced by the powerplants and i dont have to worry about waste.

upbeat tide
#

Wait til you start using particle accalerators

#

They suck up alot of juice

#

Hwar 2GW per unit in some recipies

tired raptor
#

you need them for nuclear pasta, right?

#

what else?

sullen cloud
#

SF tools has all the information

fierce ruin
#

Thank Greeny

upbeat tide
#

Im working on alumnium goods prep work

#

Just need to sort more copper ingots and I have all the materials ready to start it

#

Had to go find more copper tho. Not close 😦

pliant zephyr
#

use SCIM instead its much easier to look at

fierce ruin
#

uck SCIM

upbeat tide
#

Im not a fan of SCIM’s mapping tool

pliant zephyr
#

how come

upbeat tide
#

First it tries to load balance

pliant zephyr
#

cant you fix that yourself?

#

its not that hard

upbeat tide
#

Yes but I like the raw data

pliant zephyr
#

and load balancing is good

#

what?

#

what raw data

upbeat tide
#

Like these examples

#

Where are those fluid charts? Im having a problem involving heavy oil flow

I have 10 refineries making 400m3 HOR and feeding 14 diluted packaged refineries. Its actually two sets of 6.67 each, so the HOR requirement is 400.2 in reality.

But, the fluids is not really reaching the second set of 7 reliably. Flowrate just stops

#

Thinking of breaking it up even more, so 5 refineries feeds only 7 diluted refineries

sullen cloud
#

Yeah, a shame that the charts of our god-like @oblique hollow are not pinned here

#

I can only find them in German atm

#

However, 7 refineries/ 400 flow should be fine

#

Ie not affected by those max out problems

#

What’s your FPS in this area?

#

Are there any HOR refineries with less than 100% efficiency

frosty owl
#

One issue I noticed with fluid outputs is that they tend to "stagnate" a little in the building they get produced by, delaying the time when they reach destination. Thus the buffering to help

#

Not a bug, just a tendency to accumulate in the end of the manifold collecting fluid

upbeat tide
#

My issue is the back 5 refineries making HOR back up and dont produce because the HOR isnt reaching all the diluted refineries properly, which in turn causes a cascade failure. Fuel backs up, residual rubber fails, etc

sullen cloud
#

I have a diluted fuel setup feeding 780 plastic and 780 rubber production. I was able to eliminate all ‚output stuck‘ fluid problems by limiting all succeeding pipes to like 400-500 max fluid throughput

upbeat tide
#

Well, each HOR pipe is 400m3 by default

sullen cloud
#

Yeah, but your problem maybe lies in the succeeding production lines

#

and maybe double check if you have no remaining MK I pipe

upbeat tide
#

6.67x60 =400.2

#

So each pipe fuel pipe also has 400m3 in it.

#

Eeh should be no mk1’s but that will be funnnnnnn

frosty owl
upbeat tide
#

its a 10 to 14 arrangement

#

the 14 diluted is broken into two segments, 6.67 each

#

fuel side

#

then loops into the recycled plastic and rubber facilities

amber berry
#

i have kind of the same problem ... I have a full mk2 pipe with oil and using 20 refineries with ne normal plastic recipe (using 30 oil/min). -> so 600/30 = 20 .... but my last two refineries just working sometimes cause the oil did not reach them really ... even if i use only 19 refineries the pipe dont even get full (with an overproduction of 30 Oil/min) ... i tried already pumps or valves but nothing really works ... is there a mistake in my setup? cause i dont know really what to do ...

upbeat tide
#

Break it in two

#

Try to avoid a full 600m3 pipe

#

My setup has only 400m3 pipes soo mine is different

#

Plus make sure nothing is getting backed up in HOR

sullen cloud
amber berry
#

oh okay 🙂 never heard about it. cause one of my other lines just working fine with a maxed out mk2 pipe (nothing backed up, full pipes) thats why i was wondering why my plastic setup dont, thanks 🙂

upbeat tide
#

It can be inconsistant is half the issue

oblique hollow
sullen cloud
#

Then I am lost on the pins in this mobile version (or blind)

sullen cloud
#

Thanks, and I was blind re pins 😩

#

Are you planning to test certain things with u4? Like if the new decimals help with the ‚loss‘ phenomenon

oblique hollow
#

That reminds me: i need to finish the new icons. I plan on publishing my diagram icons for anyone to use

sullen cloud
#

Fair play

oblique hollow
#

The decimals only allow to scale the production more easily

#

The only thing that would help is a fix attempt from CSS

sullen cloud
#

Doesn’t seem like the issue is high on their priority list

#

In a recent Stream they Said that the don’t have enough evidence

#

And your qa post unfortunately has a low upvote count

oblique hollow
#

Only 11

sullen cloud
#

Well, last time it was like 4

oblique hollow
#

It has surprisingly many

#

Ayy its at 14 now

bleak coral
#

Link? I'll upvote it to keep it on the radar

oblique hollow
worthy yoke
#

Fastes Way to get Space elevator Lvl 4: get all Material For lvl 1 and start it With 3 friends At the Same time

sullen cloud
#

What are friends simon_smile

worthy yoke
#

3 PC and add to the Server

sullen cloud
oblique hollow
#

I did some tests on mk 5

#

They have a loss rate of about 6 items /min

#

So 774 instead of 780

fast urchin
#

do lower belts also have some item loss?

oblique hollow
#

Negligible. Basically none

tall ridge
#

item loss?

oblique hollow
#

Mk 1 to 4 have like no issues

tall ridge
#

in my time playing ive never had items dissapear from belts

sullen cloud
#

I have tested with a merged 780 rubber production line. The output belt is connected to succeeding production lines and to a sink with overflow splitter. And the very distant refinery still stucks rubber in the output leading to 83% efficiency on average.

oblique hollow
# tall ridge item loss?

A discrepancy between the stated 780 and the true carry speed.
Basically, they are slower than they are supposed to, due to calculation losses. There is no item being lost, however

#

We just call it a "loss rate"

tall ridge
#

ah

fast urchin
#

well, even if it is negligible, wouldn't it still cause occasional power outages if you are tight on power and have no battery?

tall ridge
#

just expand the grid, simple

oblique hollow
#

Only mk 5 have measurable losses

sullen cloud
#

What was your testing setup for this finding?

fast urchin
#

ok, well, then that's great

#

and what about MK1 pipes?

sullen cloud
frosty owl
frosty owl
upbeat tide
frosty owl
#

Yeap.
But that is probably the reason why you have the issue in the first place ;)
(Pipes manifolds like having buffers to stabilize things, thus even just having long pipe segments can mean you won't incur in the issue with the same layout only with longer pipes)

oblique hollow
#

the best way is to not use single-end fed manifolds

frosty owl
#

Either that or buffers, whichever fits your space imo

#

Double-ended manifold is probably the most idiot-proof (hard to get wrong)

oblique hollow
#

gimme a moment here

upbeat tide
oblique hollow
#

not exactly

upbeat tide
#

as in merge the HOR pipe at the other end

oblique hollow
fierce ruin
#

Keep flow rate down don’t max it out

upbeat tide
#

flow rate is 400

#

cant get higher

#

well, at least with only 10 HOR alt refineries per pipe

oblique hollow
#

this is in theory the most optimized. just never use the full 600 or 300 flow and it should be 100% safe

tiny sentinel
#

so i'm on the new update 4 and trying to set up coal power again. seems that the changes to coal generators mean we can't get away with 3:8 ratio of water extractors to coal generators. no matter how I try to lay out the pipes, the 7th and 8th coal generators won't stay active.

oblique hollow
#

it should work fine....

tiny sentinel
#

unless someone has a guaranteed layout for getting 45 water to all 8 generators

oblique hollow
#

i do have coal gens myself.... let me see how i set them up

tiny sentinel
#

I don't have my water extractors right next to the generators, so I've got a pipe maxed out at 300m^3 and just need to figure out the best way to distribute it.

oblique hollow
#

while you are at it, mindsending a pic of your setup?

tiny sentinel
#

uh, i'm at work at the moment.

#

not at my gaming rig

#

has the wiki been updated for the changes to experimental?

oblique hollow
#

then whenever you have time

oblique hollow
tiny sentinel
#

I feel like the 3:8 only ever worked because of the generators weren't always going full speed

fierce ruin
#

Ondar sweats

oblique hollow
fierce ruin
#

It does work

oblique hollow
#

you cant do it any better

#

because it already uses max capacity

tiny sentinel
#

then it must be a matter getting the pipes laid out in just the right way to evenly distribute the water

fierce ruin
#

To not max the pipe flowrate

oblique hollow
#

oh wait.... yeah

tiny sentinel
#

3 extractors seem to max out a MK1 pipe

oblique hollow
#

you might actually have to apply this exact setup to coal gens too

oblique hollow
tiny sentinel
#

(I'm stuck with MK1 pipes for the time being

fierce ruin
#

It doesnt if the water is used before another WE is added

#

It’s an injected manifold

tiny sentinel
#

I'm not so familiar with manifold setups. what does "manifold" even mean?

oblique hollow
#

3 to 8 in a nutshell

oblique hollow
fierce ruin
#

It’s a line of them

tiny sentinel
fierce ruin
#

Coal tends to be by water look it up on SCIM in #welcome

tiny sentinel
#

i'm no noob. i know where stuff is and how to use that site. not incredibly helpful to what i'm working on right now.

#

I'm at the lake over the hill from the green fields starting area.

#

4 coal nodes near the lake and I'm using MK2 miners and MK3 belts

fierce ruin
#

Mk 2 should be fine

tiny sentinel
#

getting coal to the miners is no issue, just trying to figure out the best way to get the water to them when I don't have my generators built right on the water.

fierce ruin
tiny sentinel
#

that works best when the extractors are right next to the generators.

neat rose
#

We have valves to limit throughput now. just push every pipe to its limit and throttle it at the end of each pipe

tiny sentinel
#

i'm trying to do it with the min number of pipes

fierce ruin
#

Or you can run 3 pipes and do the same thing

neat rose
#

less pipe more good, especially when you have too many coal gens around

oblique hollow
neat rose
#

setup like this is very pleasing to look at. tedious when you are the one actually building it. it's inevitable at some point though #screenshots message

tiny sentinel
#

maybe this would work?

neat rose
fierce ruin
#

That should if it splits right

#

There’s a few ways to do it

regal canopy
tiny sentinel
#

nice

tall stratus
#

I just realized that 2 normal quartz nodes + 4 aluminum refineries make exactly enough aluminum scrap + silica to cover for 8 foundries making aluminum ingots

#

This pleases my math

oblique hollow
#

mine works fine

quiet sable
oblique hollow
tiny sentinel
# oblique hollow thats basically what i drew lol

not really. you had a pipe from each extractor going into the row of 8 generators at various points. my design has the water fro mthe 3 extractors go into 2 pipes, then each of the 2 pipes goes to a row of 4 generators.

#

both accomplish the same thing but the design I posted will work better for my situation since I don't have my extractors right next to my generators

quiet sable
#

Geometrically

tiny sentinel
#

but my design only uses 2 pipes to get water to the generators, rather than 3 pipes. but yes, the water still gets distributed evenly.

quiet sable
oblique hollow
tiny sentinel
#

tomatoes, potatoes, right?

tiny sentinel
#

all I know and care about is my coal power will finally go brrr

oblique hollow
#

its just a shift of the 3-way connection point downward

digital halo
#

hi guys quick question - if I have 3 water extractors and would like to distribute it between 8 generators - can i lead all 3 into single pipe and then split that pipe between 8 gens? (I have pure coal node)

#

i got the answer -

digital halo
#

nm 🙂 - it seems you can as per above

oblique hollow
#

yeah

#

in those cases, one pipe works

digital halo
#

i have slight allevation from water extract to the platform, do I need to add pumps?

oblique hollow
digital halo
#

ok ty

silk burrow
glacial hemlock
#

Yes.

#

The above setup is not even using half of the pipe capacity, it is quite safe

iron prairie
#

So, if I'm understanding U4-era nuclear correctly: in order of least to most waste and least to most power:

  1. Uranium reactors only, reprocessing to Pu fuel rods but sending them to the AWESOME sink.
  2. Default Pu-based recipes, trying to maximize uranium-based power and minimizing Pu-based power.
  3. Bringing in instant plutonium cells and plutonium fuel units, consuming more valuable secondary resources but improving the waste usage efficiency. More power for the same amount of uranium waste, but more plutonium waste produced.
  4. Using fertile uranium rather than non-fissile uranium. This cuts into uranium power a bit, but substantially improves overall uranium-to-plutonium efficiency.
iron prairie
#

Did a bit of math, based on a fixed 500 U waste/min.
Option 4 consumes 1583 U/min, producing 20 U fuel rods and 33.33 Pu fuel rods/min, for 458.33 GW of power. Overall, 289 MW/(U/min)
Option 3 consumes 1333.33 U/min, producing 20 U fuel rods and 11.11 Pu fuel rods/min, for 319.44 GW of power. Overall, 240 MW/(U/min).

#

So, option 4 (all alts, fertile uranium) is almost certainly the best for generating power, but maximizes creation of non-disposable plutonium waste. That said, with 1800 uranium/min on the map, you still cap out at 37.89 Pu fuel rods/min, or 189.5 Pu waste/min, or 126.67 minutes to fill up a single ISC.

bleak coral
#

That's still pretty good, but personally I lean towards option 2. Because it reduces waste so much. Still waste is pretty manageable even with option 4.

wind spade
bleak coral
#

Meh leave it in, you're spending power and resources to get rid of the waste. I think that's fine.

iron prairie
#

Quite possibly, but I do like how the alts present a sliding scale of ways to improve power output at the cost of greater waste.

wind spade
bleak coral
#

Unfortunate, it's something for the never-waste people

iron prairie
#

Personally, I'd a bit prefer a more "realistic" waste disposal method like temporary waste storage units, followed by encapsulation and drilling deep into bedrock, but at least the current setup lets you run for a long time on a small number of ISCs stuffed in a distant corner of the map.

bleak coral
#

I'm afraid that if there isn't something like that in the game eventually they'll just remove waste entirely to have people stop avoiding nuclear

wicked tinsel
#

well, if plutonium is not sinkable you can always burn it in factory cart/cyberwagon shredder

wind spade
bleak coral
#

I mean it depends on how big the group actually avoiding nuclear because of waste is. If it's big enough and you need nuclear to progress they'll have to do something with waste if they don't want people to not finish the game.

#

I just know they're very vocal

oblique hollow
#

the new 4 decimals are amazing

fierce ruin
#

^

wind spade
#

devs seem to not follow the "we want X because we said so" group, but only the "would be nice to have X because Y" group

oblique hollow
#

seems reasonable

bleak coral
#

Hope so

#

Also yeah, I was gonna be happy with 3 decimal places, glad we got 4

oblique hollow
#

now you can pretty much get every number you need

bleak coral
#

The first day where it was one though I was like "bruh" cause I couldn't even do 1/4 lol

oblique hollow
#

oh also, equations in the OC and part/min window are allowed, which is sick too

bleak coral
#

Felt like a troll

oblique hollow
#

so if i want the machine to be set to something specific, i just....
"233.57/(45*2)"
and the machine just sets itself to the solution

iron prairie
#

I haven't played U4. Does it save the actual formula, or just calculate the result and store it?

oblique hollow
bleak coral
#

That parenthesis is important there, I don't trust their order of operations snuttstach_think

iron prairie
#

I tend to throw parentheses around everywhere anyways because I CBA to remember order-of-operations.

bleak coral
#

The in-game calculator does it wrong sometimes anyway, I never figured out what it exactly it does wrong though

#

Either too strict PEMDAS or reads right to left instead of left to right

oblique hollow
#

setting a lot of parenthesis is good practice anyway

torpid robin
#

i just do it one calculation at a time so i dont mess it up from user error 😂

fierce ruin
#

@oblique hollow ((not)+(sure)+(what))*((you) +(mean))

oblique hollow
#

syntax error

digital halo
#

could someone please help me out with the distribution - I have pure coal node, I have 3 water extractors and 6 coal generators, for some reason single coal belt is not able to feed the 6 gens - but wiki says it should be able to feed 8 - where am I going wrong?

oblique hollow
iron prairie
#

Are you using a T2 belt out of the miner?

fierce ruin
#

how much coal/min?

oblique hollow
#

if its 8 it should be 120/min

digital halo
#

@oblique hollow erm, one and just splitting it?

#

or is that wrong setup?

bleak coral
#

Is it mk1 or mk2?

digital halo
#

mk1

oblique hollow
#

yea

iron prairie
#

Then it's only getting 60 coal/min.

oblique hollow
#

wont work with mk 1

digital halo
#

pure coal node

fierce ruin
#

yes your pipes

iron prairie
#

Yeah, but if you only have a T1 belt, you can only get 60 coal/minute out of the miner.

oblique hollow
#

doesnt matter, mk 1 belt limit is 60/min

digital halo
#

whats wrong with pipes?

oblique hollow
#

nothing

fierce ruin
#

make it more like this

oblique hollow
digital halo
#

right so i need mk2 belt?

oblique hollow
#

yep

bleak coral
#

Pipes are right, you could even add two more generators

digital halo
#

right i see

#

time to get the mk2 belts then

oblique hollow
#

their current pipes are topologically equivalent @fierce ruin

digital halo
#

ty

#

if i get mk2 miner does that mean i will need mk3 belts?

bleak coral
#

Yes, because it wil 120 (pure) * 2 (mk2) = 240

iron prairie
#

The only invalid pipe setups:

W
 \
W --> All 8 generators
 /
W

W
 \
W -> Generator -+-> 7 generators
               /
              W

              W
               \
W -> Generator -+-> 7 generators
               /
              W```
oblique hollow
bleak coral
iron prairie
#

Another way to think about it: so long as at least 60 water is consumed (2x generators) before the third extractor is merged in, you're golden.

bleak coral
#

Half of this game is checking input/output numbers and belt/pipe limits

iron prairie
#

... I suppose there's a fourth family of invalid setups:

N Generators <-+-> (8-N generators)
              /
3 extractors```
bleak coral
#
2 extractors -> 8 generators <---> 8 generators <- 2 extractors
                               ^
                               |
                          1 extractor
iron prairie
#

That's just outright not enough water extractors.

bleak coral
#

for the "almost there but not quite" and "why do I have two fluctuating" confounding factors 😈

#

ah but it's almost! the correct amount, and it looks like it if you're tired enough and accidentally assign one to two sides

iron prairie
#

That said, there is one evil bit of the Grasslands which aggravates the problem. There's this one tiny little lake which might be the first one you find, so small that you have to build the powerplant on the adjacent land rather than just building a platform out on the water. The piping there can get Interesting (TM), such as what happened for my first ever coal plant.

bleak coral
#

there's also the pond that fits exactly 1 extractor on it

#

which is right next to some coal

#

rather than fix my mistake by moving the coal plant though (I did not run the numbers before I started building, only before I started the water) was this:

#

you should be able to see the pond I'm pumping the water like 100m below from in the back left

iron prairie
#

Ironically, first playthrough where I got to the point of coal/steel, I built my power plant near the tiny lake, using the nodes better suited for steel production, and my steel plant near that crater lake in the north of the grasslands, which is absolutely beautiful for making a powerplant.

bleak coral
#

It's not wrong if it works lol

iron prairie
#

The piping was extra-uggo, though, with a strange injected manifold design based on me figuring out that you can split five water extractors onto two T1 pipes.
These days, I just use the two-pipe loop/manifold designs.

#

I think I might've also had 10 coal generators per row.

bleak coral
#

Personally I prefer injection method or 2:1 underclock method

#

so I can just run the extractors alongside the coal generators out on the water

torpid robin
#

right someone correct me if im wrong 31.5 uranium fuel rods. powers 157.5 power plants pm

shadow cedar
#

How can I do 6 water extractors to 16 coal generators?

torpid robin
#

its 5pm of waster per fuel rod?

torpid robin
#

then there are multiple ways. generallyy i manifold the pipe. connect a pump in at each end. and one in the middle

shadow cedar
#

okay

torpid robin
#

if you want all 16 in a line . you can . you still manifold the pipe. just make sure you plug a new extractor in once there is space in the pipes

shadow cedar
#

okay i take the first option, thanks!

fierce ruin
shadow cedar
#

oh nice

frosty owl
# fierce ruin

I don't understand what this new emoji is supposed to mean

fierce ruin
#

it's a screenshot

torpid robin
#

so from 31.5 rods it makes 157.5 waste right?

fierce ruin
#

I used the blank space of discord to draw the 3/8 setup

frosty owl
torpid robin
#

sigh

#

im just checking the amount of total power you can get. and what it takes. so i know how much to leave of certain stuff for it

#

and wanted to double check im looking at it right

empty tusk
#

how many nuclear fuel rod do i need per minute ? for 1 power plant

torpid robin
#

well max you can make is 31.5

#

which i believes powers 157.5 power plants

empty tusk
#

any specific ratio ?

bleak coral
#

nuclear plants use 0.2 rods per minute, and make 5 waste per minute

torpid robin
#

idunno i havnt built them yet in update 4. im just going trough it all myself atm

bleak coral
#

at 100%

torpid robin
#

so its 787.5 waste pm

bleak coral
#

yeah

torpid robin
#

ok thats the part i didnt think i was getting right

#

i was thinking it was the 787

#

but i was just getting my self brain fuddled

empty tusk
#

am making 0.4 fuel rod per minutes so i can feed 2 power plant

torpid robin
#

correct

bleak coral
#

but of course we don't know what's happening with the infused uranium cell recipe yet

empty tusk
#

waiting for the update to be release on early access

bleak coral
#

<@&370483737957236737> do you guys know if the alt "Infused Uranium Cell" will be updated for update 4, or just removed from the game?

fierce ruin
#

uranium pellets were removed that's all I know

torpid robin
#

oh nice. the plutonium rod has double the burn time

#

wait.

bleak coral
#

half the burn time

frosty owl
#

Say what?
Didn't it have less MJ?

torpid robin
#

oh my brain hurts this morning. i need to go back to bed 😂

#

stayed up too late last night up to early. this dam game

frosty owl
#

Damn you, I fell for that

torpid robin
#

so did i for the 30 secs i looked at it then my heart broke

bleak coral
#

I am surprised that it has less energy, but I guess the primary purpose is to reduce waste and the energy is bonus

frosty owl
#

Meh. I'm a bit skeptical about that... I still have to try them though

torpid robin
#

so from all waste turned into plutonium you get 328125 mw from that

#

393750 from uranium rods

bleak coral
torpid robin
#

721875 total

#

so some still decent power numbers. but less waste. but more complicated

frosty owl
torpid robin
#

oh man and is it bauxite heavy wowzers

#

pretty coal heavy too.

#

but sulfur cost isnt bad tbh

frosty owl
bleak coral
#

I mean there's way more aluminum available now, enough to do over 800 turbomotors a minute

#

it's a different world now

torpid robin
#

oh wait hold up. thos numbers arent right cost you need 300 uranium for the plutnium rods. so that means less uranium rods. then less waste then less plutonium

torpid robin
bleak coral
#

there's obviously a balance to be reach using that recipe, I do believe it's still better

torpid robin
#

oh i afgree far better to turn waste

bleak coral
#

@iron prairie you ran the numbers for the variations on plutonium stuff right?

torpid robin
#

just gotta play with the numbers a bit more

torpid robin
#

so. you can make 26.55 uranium fuel rods. using 1766.67 uranium, which makes 662.5 waste. you can then use that and 331.25 uranium to make 44.71 uranium fuel rods.

#

that gives you a total power output of 611312.5mw of power

#

and 223.55 waste pm

torpid robin
#

@deft lichen

deft lichen
#

refreshed the page and they appeared

#

magic

torpid robin
#

well that was easy 😂

upbeat tide
#

Been playing with the new aluminum setups.

Sloppy alumnia solution + electrode scrap is a really clean setup

Its a 1:2 ratio

1 solution to every 2 electrode scrap. And 1: for electrode scrap and petro coke too

deft lichen
#

does sloppy alumina make more aluminum from bauxite?

upbeat tide
#

It is most efficient for bauxite use yes

deft lichen
#

the cost is that you need to make more silica because the alt gives none

upbeat tide
#

But no silica so your locked into pure alu alt

deft lichen
#

just make it with cheap silica

fierce ruin
#

Who wouldn't

upbeat tide
#

You need a astronomical amount of silica now

#

Thats the bigger issue

deft lichen
#

they made aluminum cheaper in general

#

alclad sheets are like 4x cheaper

upbeat tide
#

Yes but in mass adds up

#

My plan is 1200 alclad and 2800 casings

deft lichen
#

casings are needed more?

upbeat tide
#

Used in more recipies yea

#

But I can easily redistribute using the casing alt

fierce ruin
#

if you use the cooling system alt with comps

deft lichen
#

also, gas bottles are used for something

#

at least one alt uses packaged nitrogen

upbeat tide
#

Whats nice tho is the casing alt is very close to alclad so not horrid to change up the ratio

deft lichen
#

opinion on this alt?

#

it seems pretty terrible compared to this

torpid robin
#

turbo rigor motor IMO is better

#

those pressure cubes arent cheap

#

so rigor you can make 812 turbo motors max

torpid robin
torpid robin
#

you get limited on nitrgogen. which you need for late game spelevator

#

pressure is also faaaaar more cost heavy on bauxite. which isnt good as that is also needed alot late game

#

so tbh pressure motor is pretty bad

#

more expensive on oil. quartz and cat cost are close enough

gloomy yew
#

does anyone have a good idea for large factorio like busses, that can carry all resources?
I wanna have one or two things being assembled on each floor by easily grapping materials from the bus.
Can't really find anything useful on youtube

iron prairie
#

The good idea is not to use a Factorio-style bus system.

fierce ruin
#

our busses aren't like factorio

gloomy yew
#

i have too many hours in factorio so it's hard to get away from lol

torpid robin
#

go 1 blet. 1 item

gloomy yew
#

whats the meta then

torpid robin
#

1 belt per item is lol

iron prairie
#

With much more consistent rates and much more limiting belt speeds, it's better to have 1 item type per belt, sent from where it's made to where it's needed.

torpid robin
#

manilfold them

gloomy yew
#

so it won't be a good idea to make each resource at one place and then distribute them to other places?

torpid robin
#

you can do that. thats how i do mine

#

but if i have 5 diffenrent lines that needs iron plates. il send a belt with only iron plates on it to each line that needs it next

iron prairie
#

There are various styles: some like to move raw resources to a central megafactory, some like to do distributed subfactories shipping materials between them, some like a middle ground of "do some processing on-site, but do the most complicated stuff at a central location".

gloomy yew
#

alright makes sense

torpid robin
#

kinda comes down to your preferance

gloomy yew
#

but how do you distribute items easy between floors and still keep it organised

iron prairie
#

Either way, with belts costing no power, three dimensions to organize your stuff, trains being relatively cheap for long distances, etc, it tends to be more about preference, efficient resource utilization, ensuring sufficient power, and managing tradeoffs between complexity, resource inputs, floor space, etc.

fierce ruin
#

lifts

#

and planning

iron prairie
#

It's not spaghetti if you hide it behind a foundation/wall.

gloomy yew
#

loving the subfloor idea

sullen cloud
#

@gloomy yew there’s a small streamer named Cazanator currently live on Twitch. Ask him, he has several good concepts for SF as a Factorio veteran

gloomy yew
#

alright thanks

torpid robin
#

and a big thing i find is having correct factories close to certain ones

cedar mica
#

Is the drones 5 batterys per trip or 5 batterys + distance?

torpid robin
#

like cat wire is needed in huge numbers. so why not put anything that needs cat wire beside that. things in small quantities can go enywhere one one belt easily. try moving 10 belts across your base is a pain

sullen cloud
#

Mine said 5 per round trip, actually it took 10 batteries

cedar mica
#

So 5 batterys per way?

sullen cloud
#

Yeah

#

But I haven’t tested it exhaustively tbh

cedar mica
#

That changes the math a lot, for how many drone stations you can have. Even 2000/m batterys are pushing it, when you want nuclear

iron prairie
#

I'm pretty sure you're not meant to spam drones, but rather use them for small-volume high-value cargos like supercomputers, plutonium waste, etc.

cedar mica
#

2000 batterys are 400 drone platforms, if its 5/m usage. Which means trains go to big volum only

#

With that amount of drones, you can move all end products to drones, in theory

iron prairie
#

That uses up a rather distressing fraction of the map's sulfur, crude and bauxite.

sullen cloud
#

The streamer (Cazineer, actually) I mentioned above has started testing drones to a large extent for all items in the game

torpid robin
#

sure use all your bauxite and have no casings for anything to use all those drones on

#

crude and sulfur isnt actually as bad now

#

crude is in a really good position

cedar mica
sullen cloud
#

I asked him. He says it takes 5 batteries per round trip if only one port is fed. If both ports are fed with batteries it takes 5 per port (!)

fierce ruin
#

oof

torpid robin
#

cause youa still need bauxite to refine the waste as well

#

3710 pm to be exact

cedar mica
#

That is including all you need to refine waste

#

Unless SatisfactoyTools is skipping somethings

torpid robin
#

there is more plutonium rods than 20 isnt ther

#

how much waste you getting from the nuclear?

cedar mica
#

30 uranium, is 750 waste, which is enough for 20 plutionium rods and 10 nuclear pasta

torpid robin
#

no?

#

hold up lemme see what i got

iron prairie
#

Are you sure? Satisfactory Tools doesn't give me any sort of nuclear waste requirement for nuclear pasta.

torpid robin
#

you can get 44.17 plutonium rods

cedar mica
torpid robin
#

to us eall uranium in the map you get 26.55 uranium rods then 44.17 plutonium

#

for 611312 mw

cedar mica
#

30 uranium and 25 plutonium, uses 2093.75 uranium, based on current recipes

torpid robin
#

did you choose the recipies yourself?

#

cause i maximised and put in the amoutn of waste you get

cedar mica
#

You cant maximize, as Plutonium wants uranium as well

torpid robin
#

and it uses 2097.92 uranium

iron prairie
#

With all defaults, uranium waste is 100:1 with plutonium fuel rods. The next step (instant plutonium cells, plutonium fuel rods) is 45:1 waste:rods.

torpid robin
#

i just played with the numbers and changed the amount of waste

iron prairie
#

Working now to figure out the math for use of fertile uranium, which is the last step. You want to use uranium waste "inefficiently", so as to maximize the power vs. plutonium waste produced.

torpid robin
#

uranium and plutnoium rods using all waste

#

and uranium

#

comes with like 223 plutonium waste

iron prairie
#

Problem with those two Yeti: between them, you're using more uranium than the map has.

torpid robin
#

no?

#

oh wait by like 2

#

its either be under by like 2 or over by 2

iron prairie
#

Huh: so they did add an impure node, bringing it to 2100 uranium/min.

torpid robin
#

yes

#

the uranium should of been adjusted i forgot to after cxhecking it all out. i ended with it using 1766.67 for the uranium rods. then 331.25 for the plutonium

#

for 26.55 uranium and 44.71 plut

cedar mica
#

26.55 uranium fuel rods, 663.75 nuclear waste, 44.08 plutonium fuel rods, 2100 uranium used.

torpid robin
#

the calc is doing funny things for me now lol

#

i keep getting 2096.63. but it aint changing when i put different things lol

#

its close enough . pretty much you can still get a bit of power.

#

oh ffs whyh did i refreash it munted my layout i had ,sigh

wind spade
torpid robin
#

it isnt

cedar mica
wind spade
#

well yeah, but it isn't skipping anything 😄

cedar mica
#

With power going at 100%, it should be possible to calculate it now

iron prairie
#

So, some of the key ratios:

Uranium can be either 50:1 or 100:3 uranium per fuel rod: the 100:3 being the most important one.
Uranium fuel rods are always 25:1 waste:rods.

The default is 20:3 uranium waste:plutonium cells.
Instant plutonium cells brings that up to 9:2 waste:cells.

Default is 15:1 cells:plutonium rods, with nuclear fuel units being 10:1.

Fertile uranium is effectively 19 uranium to 12 non-fissile uranium, with 3/12 coming as raw uranium and 16/12 coming as uranium waste. This does imply 16/19 of your uranium goes to uranium fuel rods.

If using fertile uranium, you wind up with 1:2 waste:non-fissile uranium, and 3:2 waste to the plutonium cell (it is not advisable to use fertile uranium w/ the regular plutonium cells due to increased plutonium waste).```
#

That means that defaults are 100 uranium waste per plutonium fuel rod, and thus you max out at 20:1 waste compression via plutonium processing, albeit producing relatively little plutonium-based power, with a 1:8 ratio of plutonium to uranium power.

Without fertile uranium, but with the other alts, you can bring that to 45 uranium waste per plutonium fuel rod, 9:1 waste compression and 5:18 plutonium/uranium power production.

With all alts, that's 15 waste per plutonium fuel rod, 57:16 waste compression, and 95:96 plutonium/uranium power production.

torpid robin
#

funny how people go on about not wanting waste. but i think its an wesoem tarde off. you dont get much waste with it. and you almost double your power from it

iron prairie
#

Granted, one big missing factor in this analysis is that the waste compression is actually a bit better than that, because using plutonium rods means you don't need to burn as many uranium rods.

cedar mica
#

If you are willing to pay the price, you can sink Plutonium Fuel Rods atm

iron prairie
#

My understanding is that'll get patched out.

torpid robin
#

and i think thats fiar. how they have it is pretty balanced IMO

cedar mica
#

I dont really see the problem with long term storage. Map is huge, so radiating a corner, is not that big of a deal. And its not going to effect the item limit that much. Power poles do more

torpid robin
#

whast the stack size of plutonium waste?

iron prairie
#

Part of it is that it can bug you to know there's that one corner of the map you'd need to return to every so often to build more storage.

#

500 waste/stack, same as uranium waste.

torpid robin
iron prairie
#

You can't automate building more ISCs, though.

cedar mica
#

Maybe once a month, if you spend a few hours building storage...

torpid robin
#

i mean it takes 5 mins to go slap on another 20 ISC and belt em up

cedar mica
#

And if you spend a few hours, you are good for the next few hundred...

torpid robin
#

yea pretty much

cedar mica
#

Speaking of item limit, are ISC counted as 1 object, regardless of how full it is?

fierce ruin
#

it might count the ladders on the side

#

ben said ladders added to the Object limit

iron prairie
#

Did more math. At maximum plutonium production, for every 19 uranium mined, you get 2 plutonium waste. That implies 221 waste/min, 108 minutes to fill up an ISC.

cedar mica
#

Yes, but do items you put into it, change the amount of objects it has? Thats the only issue I can see with long term storage

torpid robin
#

i have heard that it does. but i cant confrim tbh

cedar mica
#

Even if it does, most people hit FPS limit, before item limit

torpid robin
#

they are makiing optimisations as they go anyway

cedar mica
#

Anyway, long term storage is not really an issue. If it was, CSS would need to find a solution, to make nuclear relevant again

torpid robin
#

well they have made it relevant

#

with those accelerators

#

they like to gobble power

iron prairie
#

At the opposite end of the spectrum, using only the encased uranium cell alt, it's 160:3 uranium per plutonium waste, so if you used all the map's uranium, that'd be 39.375 plutonium waste/min, filling up an ISC in 609.5 minutes (10 hours).

Do note that it's not actually useful for that analysis to use the default uranium cell alt. That does alter the uranium:plutonium waste ratio, but you're also cutting your power production by the same factor.

bleak coral
#

I really doubt the number of uobjects change with more or even different items in storage

iron prairie
#

What I will say is it's not necessarily rational dislike of the waste that bugs people. It's irrational dislike of having waste piling up in a corner.

bleak coral
#

Cause you could just stick that in an array

cedar mica
#

The only issue with the sink and the trash bin, is that you need more lore to explain away the "FICSIT dont waste" part. I would be fine with removing trash bin and sending any excess up the elevator...

iron prairie
#

Simple.

"FICSIT does not let honesty get in the way of a good slogan."

#

And: "FICSIT does not waste a good slogan".

torpid robin
bleak coral
#

It would suck to play with no trash bin

cedar mica
#

Trash bin, is connected to FICSIT RnD department, so they remove anything you dont want. Which is why nuclear waste is not wanted... It also explain why they can remotely upgrade your inventory

bleak coral
#

Meh I'm a gameplay first, story/lore second kind of person

#

Not everything needs a lore reason

oblique hollow
#

"We do not waste" is an impossible statement to apply to something that is literally named "waste"
ergo they dont have to apply it to the waste

#

wasteless waste is a myth

vale lily
#

Has anyone looked at the new Blender recipe for the Alt: Diluted Fuel? I'm getting that 600/m Crude Oil can yield 44,444 MW power. It seems high, and the online calculator requires more Crude Oil, but I've checked my math and it looks right.

iron prairie
#

And, realistically, you always waste. Waste materials, waste time, waste energy, nothings 100% efficiency.

fierce ruin
#

it's the same ratio as package diluted fuel so it should work out

iron prairie
cedar mica
#

Was it not 22GW for 600 oil?

iron prairie
#

Unless you're doing turbofuel, in which case you need to specify turbofuel or turbo blended fuel.

cedar mica
#

Hard to keep track of all this numbers, after not using them for a while. Just remembered 22GW per pipe, but that was pre mk2 pipe

vale lily
#

HOR = 30/m Oil = 40/m HOR, so 600/m Oil = 800/m HOR. Alt Diluted Fuel is 50/m HOR = 100/M Fuel, so 800/m HOR = 1,600/m Fuel. Then use the Turbo Fuel recipe at the recipe in the refinery is 22/m fuel = 18.75/m Tubro Fuel, so 1,600 Fuel/m = 1,333.333/m Turbofuel. The Fuel Generator burn Turbofuel as a rate of 4.5/m, so 1,333.333/4.5 = 296.296 Fuel Generators. 150M per Generator = 44,444.444 MW

cedar mica
#

I wonder why its called Nuclear Pasta, when it dont have any radiactive parts in it?

#

Mini star, seems like a better name

frosty owl
#

'cause it's made of atomic thingies

cedar mica
#

Oh, its borrowed from real world name: "In astrophysics and nuclear physics, nuclear pasta is a theoretical type of degenerate matter that is postulated to exist within the crusts of neutron stars"

iron prairie
#

Apparently neutrons in neutron stars start forming rods, tubes, thin sheets, and other stuff which reminded researchers of spaghetti, cannelloni and lasagna, and the name stuck.

bleak coral
#

Neutron stars make matter all weird

fierce ruin
#

Don't tell em jokes they're pretty dense

upbeat tide
#

I broke down my aluminum ingot setup into modules like the above

#

Besides smelters, very clean ratios

signal nimbus
#

Little behind the curve on the update, but I saw this in the patch notes:

"All conveyor fed Generators now always produce at full capacity instead of regulating their power output to factory consumption."

Does this mean that regardless of power use, say a Coal Generator will always use 15 Coal/minute?

upbeat tide
#

Yes

fierce ruin
#

yes

#

and 45 water/min

signal nimbus
#

Cool, thanks.

wild forge
signal nimbus
#

Any issues getting them started the first time?

wild forge
#

Put them on standby while the reservoirs fill up for a little bit.

#

Even if you have enough biomass generators to keep things running, you don't want your coal gens to waste even a fraction of a second waiting for inputs.

upbeat tide
#

You should always build for 100% power. Over building isnt good

signal nimbus
#

Gotcha. The save I'm working on to prep for Update 4 when it's stable has stable coal power... but not for every production line, so I'm in the middle of building a quick upgrade as well as planning my starter oil setup. I know I need to dump the byproducts, so if generators are using 100% i can make residual fuel and burn it.

oblique hollow
#

found a pretty good use for the drone and packaged alumina solution:
Drone brings empty canisters to the red bamboo forest.
there, im producing aluminum and packaged alumina solution.
drone brings it back, and the stuff turns into batteries over here

ancient shuttle
#

Just to double check, the game determines the alternate recipes chosen whenever you start scanning the hard drive right?

upbeat tide
#

Yes once the button is pushed the selection is finalized.

#
#

Pretty much only two options are viable and dependent on if you want to use alot of silica in making aluminum, or use the pure alt.

Those are sloppy + electrode or just electrode.

glacial hemlock
#

Now we already have light, just a few more additions and we can create movies

fierce ruin
glacial hemlock
#

Lol sorry

#

I like your name. That answers 70% of the question asked here.

lethal shell
#

Is there any way that Casted screws are not better in every way to the standard recipe?

torpid robin
#

guess he is getting over the questions lol

lethal shell
#

Am too lazy to work it out myself at 1 in the morning lol

torpid robin
#

steel screws is better again

fierce ruin
#

^

lethal shell
#

Is there any aspect of the regular recipe that might be better? More power efficient? Faster?

torpid robin
#

casted more resource effecient and 25% faster

lethal shell
#

Alrighty

#

So no point in using the standard recipe after unlocking Casted?

torpid robin
#

correct

fierce ruin
#

unless you like pain

torpid robin
#

i like pain

#

i feel this is my safe space. so many questions in the otehr chats. this is liek the only one you can have a proper conversation in about the game atm lol

fierce ruin
#

lol

bleak coral
#

technically the most resource efficient becomes the default again once you get steel rods, and you do steel rods -> regular

#

but it's slooooow

fierce ruin
#

why use coal for iron?

torpid robin
#

id agree with that

#

i have removed rods from my line scompletely

bleak coral
#

it reduces it by a bunch, and there's a ton of coal

#

and before U4 there wasn't much use for it

#

now? I don't know

torpid robin
#

so

#

on all that lol

#

coal doesnt look good.

#

the way i check things on the calc is enter evcerything i want and see what i styartg to run out of. to re work the recepies

bleak coral
#

I mean you suggested steel screws, which uses coal too lol

torpid robin
#

and coal runs out at the same time as copper

bleak coral
#

and more of it

torpid robin
#

i think il go so far maybe at very end game to almost start making steel from oil

#

cause its crazy how efficient it is

fierce ruin
#

ouch

torpid robin
#

5.5k oil can do roughly the same amount of steel as 25 k coal

bleak coral
#

what are you making with screws anyway?

torpid robin
#

lemme check

#

i think bolted frame

bleak coral
#

oh, I do regular or steeled for that

torpid robin
#

28k screws for bolted frame lol

torpid robin
frigid cloak
torpid robin
#

i was trying to save on coal usage

bleak coral
#

do you really save machines vs vanilla if you have to make screws though?

torpid robin
#

6266 oil can make 33420 steel ingots

#

with more oil. now. and the fact that you dont need as much oil for things now. it actually makes some oil alts more viable

lethal shell
#

Anyone know how many foundation platforms x foundation platforms it takes to hold the space elevator off the top of their head?

#

If you do, you are a true legend and nerd for this game

latent fern
#

54mX54m so

#

about 6.75 by 6.75 foundations

lethal shell
#

Thank youu

torpid robin
#

save mnne having to look

latent fern
glacial hemlock
#

@lethal shell wiki has most of the building's dimensions. In fact, All.

torpid robin
#

#check the wiki

fierce ruin
#

who'd make that trend

lethal shell
#

And miss out on socializing with you awesome people?

glacial hemlock
#

XD

fierce ruin
#

no clue

glacial hemlock
#

that's one of the downside.

minor solar
#

Anyone got any flowcharts for steal beams / pipe factory? (Please @ me if you reply, thanks :P)

fierce ruin
bleak coral
#

Even some of the new buildings dimensions are up. Fun fact while I was measuring the size of the well stuff I found out the extractor has no building hitbox. So you can put anything through/on-top-of it.

fierce ruin
#

yea the smaller ones too

#

could you get infinite resources tho?

frigid cloak
#

The wells are supposed to be infinite

fierce ruin
#

infinite rate tho

#

since no collision

bleak coral
#

oh no I didn't try to place more than one on a sattelite node, interesting idea

frigid cloak
#

I think it might

bleak coral
#

might mark the node as "occupied" though

frigid cloak
#

I did see a screenshot of someone doing that actually

fierce ruin
#

"test til our eyes bleed" - a very certain josh

minor solar
frigid cloak
#

The pipes would clip though

#

collide I guess would be the better term

fierce ruin
#

rotate?

bleak coral
#

I'd go test it if I weren't in another game, might try it later though and file a bug report

fierce ruin
#

you're already in the game of life

frigid cloak
#

You could rotate, but it does greatly limit the number possible

fierce ruin
#

I mean 7 x 360/10

#

still a good mess to look at

latent fern
# fierce ruin https://www.satisfactorytools.com/ use this

so i have a legitimate question for you When using the calculator to make items just to store then because you need them say for like Conveyor belts so you dont need an exactly item/min is there a way to say what item you want and how much resources you have to spend on that construction and it give you the best setup?

fierce ruin
#

go input edit the amounts-->change u/min to maximize-->select recipes if applicable

latent fern
fierce ruin
#

rate desired depends on how much time you have between making it using it

latent fern
#

the decimal value is just the last machine is underclocked right?

torpid robin
#

correct

fierce ruin
#

^

latent fern
#

Thank you.

icy chasm
#

This is the math channel right?

fierce ruin
icy chasm
#

Well im very good at math

#

2+2=4-1=3

torpid robin
#

dont bring your noob stuff here

#

this is our safe haven

#

this is the only room we dont get bombarded with noob questions and #check the wiki responses

icy chasm
#

Oh sorry 😦

quick gorge
#

So crazy people, what's the maximum amount of plutonium waste you can produce?
Wiki says for Uranium
"The current maximum production rate of Nuclear Waste is 2362.5/min."
'current' meaning pre u4... there's another uran node now so that number has changed.

I wanna see how fast you can destroy the planet

torpid robin
#

223pm

quick gorge
#

Using all the alts that help with that?

torpid robin
#

yup

#

uses 2097 uranium

quick gorge
#

Hey Green

#

Yes this is related to my mod idea, duh 😉

wind spade
fierce ruin
#

green, uses blue pfp and blue name tag

wind spade
#

they won't give me green 🤷‍♂️

quick gorge
#

It's called an identity crisis, leave him alone

torpid robin
#

he looks so happy in his PFP though

quick gorge
#

I wanna see if that ~20000 years with plut waste

wind spade
#

don't know how much more radioactive plutonium waste is, but I'd bet it would be even longer

#

you'll definitely hit PC limitations before radiation covers your world

torpid robin
#

well it builds a hell of alot slower

wind spade
quick gorge
#

hmmm destroying the planet could just mean your PC won't run the game anymore..
🙂

wind spade
#

you can do that by deleting FactoryGame folder

quick gorge
#

Taken from the wiki
"This means that storage will last between 20x and 3x as long compared to if the Uranium Waste were unprocessed. The storage area will, however, be more radioactive as Plutonium Waste is more radioactive than Uranium Waste. "

wind spade
#

yeah that tells us nothing really 😄

quick gorge
#

More radioactive means it would be faster then just uran

#

Any progress and good progress....

wind spade
#

but it builds up slower

#

until devs put plutonium waste in Docs, I can't give you any exact measurements 😛

quick gorge
#

Would you rather get poked 100 times or stabbed once?

wind spade
#

it doesn't work like that

quick gorge
#

idk, I just want to see the world burn, don't really care how it's done

wind spade
#

I think I was doing those calculations as well, but can't find them anymore. Basically the idea was to put optimal number of waste to optimally spaced storage containers in a 3D grid

quick gorge
#

Well we just have to wait for the game to be more stable™️

fierce ruin
#

soon™️

fierce ruin
bleak coral
#

we don't even know if plutonium waste is as radioactive as U3 nuclear waste, I've heard some stuff about radioactivity being nerfed in general

#

all we know is plutonium waste is described as "highly radioactive" in it's description, no numbers yet

quick gorge
#

Time will tell

upbeat tide
#

I am in the process of tapping and adding to my train network the remaining two uranium nodes I dont have. Because I will need all 2100 uranium to get my nuclear plant up to speed again

quick gorge
#

Uranium is just spicy glow rocks.
Speaking of Spicy glow rocks...
I'mma go play Factorio and try get to nukes so I can REMOVE the natives

upbeat tide
quick gorge
#

That's why I have turrets everywhere, anyway!
Enjoy your numbers and stuff

upbeat tide
#

I am enjoying my Internet Spaceships currently

#

Taking a slight break from number crunching

wind spade
#

To answer the goal how much waste is needed to fill the whole world with radiation (assuming U3 values, as I don't have access to U4 plutonium waste values yet):

Let's assume we put containers on a 3D grid. (Hexes would probably work more efficient, but are also hell to calculate, so let's go with normal grid). We also put the same amount of waste into each container.

Some calculations are needed (done by hand bcs I can't be bothered to write math equations in discord):

#

The final equation can be plotted onto a graph and using a minimisation function, we can find the result:
https://www.wolframalpha.com/input/?i=min+w+%3D+14447942592*pi%2F(y*e^(-0.0125*sqrt(3*y^2)))

As we can see, the optimal way to irradiate the whole world is by placing containers every 46.188 meters (every 5.77 foundations). Total amount of waste needed is 2.67129*10^9, which means we need to put ~61.8 waste into each container.

Since max waste production is 2362.5/min, we'd need ~1130705 minutes to produce enough waste (on max power draw). That's equal to 2 years and 55 days.

quick gorge
#

What the actual fuck.

#

edited from 314 hours
You could actually run out of time in this game now.
that's legit scary

wind spade
#

uhh, needs slight correction

fierce ruin
#

*with nuclear

wind spade
#

2 years and 55 days
instead of 314 hours

fierce ruin
#

phew

wind spade
#

forgot the waste is per minute and not per second

quick gorge
#

Oh good.
time to add a mod to make it faster 😉

fierce ruin
#

lol

wind spade
#

also this assumes the most optimal placement of waste, so pretty much anything you do with waste would result in longer time to irradiate the whole world

quick gorge
#

Would RTGs reduce the AoE or death?

wind spade
#

rtg?

quick gorge
#

Radioisotope thermoelectric generator

shrewd yacht
#

hmm... Instant Scrap doesn't feel like its worth it

wind spade
#

Electrode-Aluminum Scrap is best imo

#

Instant Scrap is worse than normal scrap

shrewd yacht
#

would be nice if wiki one day actually shows total raw resources for each recipe on an item

wind spade
#

since you can take multiple paths to create such an item

shrewd yacht
#

hmm

#

so what is the new setup for aluminium now?

#

I can't see it

fierce ruin
#

greeny you know what to do

#

show em

wind spade
#

tool said it's best 🤷‍♂️

shrewd yacht
#

well thats with ratios all over the place

wind spade
#

ratios are easy with underclocking 🤷‍♂️

shrewd yacht
#

the old setup was perfectly balanced on inputs and outputs with no OC/UC

wind spade
#

doesn't seem so

shrewd yacht
#

guess it doesn't matter now that we can set the exact values for production

wind spade
#

the old setup was even worse than the current one lol

shrewd yacht
#

kind of funny how they "simplified" it but still feels more complicated to me

#

and we still use a lot of refineries

wind spade
#

it is simplified

#

no-alt U3 setup

shrewd yacht
#

well no alt before was a mess for sure

#

with alt it was pretty good

upbeat tide
shrewd yacht
#

so I'm wondering @wind spade how do you weigh the recipes used?

oblique hollow
shrewd yacht
#

least amount of raw resources used?

fierce ruin
#

hello all trying too get back too this great game can anyone help me with the satisfactory-calculator site i cant some get a hang of it anyone can give me a good vid how this works would be greatly thank full

upbeat tide
#

Vanilla

#

Sloppy only

#

Electrode only

#

Sloppy + electrode

#

Instant scrap

#

This is comparing just the alu scrap stage, but same end output goal

shrewd yacht
#

hmm, sucks that adding sulfur is not reducing bauxite use

wind spade
#

basically more rare resources have higher weight

shrewd yacht
#

ahh

#

like for me sulfur is not an issue as I'm not using it for nuclear

#

so I would love to use it for things

#

guess its going to be needed for batteries now

wind spade
#

so for example copper is roughly 2.5 times rarer than iron, so if we have a recipe that uses 2.4 iron ore and recipe that uses 1 copper ore, the first will be used, since it uses less total resources (after weighting them)

wind spade
shy mason
#

With all the caterium and aluminum recipes , I find myself out of copper out of most ores.

oblique hollow
#

then use other recipes

wind spade
fierce ruin
#

@wind spade i treid a few websites somehow i do things wrong neet a crash course how too use a planner:S

wind spade
#

on either tool

#

(I'll probably be able to help you best on my own tool, but it's up to you which tool you like the most and suits you best)

fierce ruin
#

ok got oil 2 normal 2 impure with overclock its about 900 a min need fuel because everything screwed up after the update lol

#

and if its your tool its fine bij me:D

wind spade
#

any alternate recipes? or only normal?

fierce ruin
#

all normal

wind spade
upbeat tide
fierce ruin
#

@wind spade aah ok so you only put whas its need too produce?

wind spade
#

yeah, in my tool, you only choose what you need.
You can choose either items/min and put in the amount you need, or you can choose maximize, which will make as much as possible from the items available. In the link I sent you, you can click Items, Input and check that I set that you have 900 oil, so it maximizes fuel out of that oil

shrewd yacht
#

how about a reverse one @wind spade ? I have x amount, how much of y can I make?

fierce ruin
#

good Q gazer

wind spade
shy mason
#

Maximize the amount of a given item you want to make with given Inputs and alt recipes set

shrewd yacht
#

cant select crude oil

#

any raw resource really

wind spade
#

you can put crude oil in raw resources list

#

this acts as "input" as well

shrewd yacht
#

and then what?

wind spade
#

then you go to Production, put in Fuel and select maximize

shrewd yacht
#

ohh!

#

had to figure out where to set the maximise that you were talking about

fierce ruin
#

ok thx so mutch for the help im getting a little gonna learn it see it in action 😄

shrewd yacht
#

so the new diluted fuel in blender is not better than the old?

upbeat tide
#

speaking of new recipies, this is soo much simpler now

#

same result, only 24 blenders too, so much less floor space

shrewd yacht
#

I was looking at it for the "new" turbo fuel plant

#

think you might use more energy to produce the fuel with blenders?

#

so net gain is lower?

#

sheesh! maximising turbo fuel creates one big mess

#

set limit to one mk2 pipe and one mk3 on sulfur and its going all over the place with resources

wind spade
#

well it's trying hard to produce as much as possible 🙂

shrewd yacht
cold snow
#

just wait until you see the flowchart for uranium rods and plutonium rods in one diagramm

shrewd yacht
#

not something I have to worry about 😛

#

not doing nuclear unless we are forced at some point

#

feels like they are trying though with the power requirements of the particle accelerator

upbeat tide
#

And I either need to

  1. Wait for encased uranium cell alt to get fixed in U4
  2. Suck it uo and tap all the uranium nodes and rebuild
shrewd yacht
#

I'll suck up every last bit of crude oil to make power if I have to 😛

upbeat tide
#

Its unrealistic to do that

shrewd yacht
#

and with the new vents I have even more oil 😄

upbeat tide
#

You need alot of rubber/plastic and even some coke too

shy mason
#

Particle accelerators are going to screw up everyone's flat power grid lines

shrewd yacht
#

well then thats my limit

#

tbh my PC is probably dead before that anyway

shy mason
#

And blender diluted fuel recipe is going to save my fps when I visit those fields

shrewd yacht
#

even if I finally got a new PC built with a 5600X now which is way better than my old i5 3570K

#

so with maximised turbo fuel from a single crude oil pip and sulfur node I can support 245 fuel generators

#

so around 33GW net power

cold snow
shrewd yacht
#

thats using 600 crude

upbeat tide
#

596 fuel gens

cold snow
#

thats my setup

wind spade
cold snow
#

ohhh overread the sulfur

shrewd yacht
#

its also limited by a single sulfur node

#

thats going to be the limiting factor on turbo fuel total on map anyway

cold snow
#

i'm still thinking about how to get all the bauxite from the map to the eastern ocean

#

can't decide if i want to use trains or just do a huge belt thing

shrewd yacht
#

if you value performance trains are probably best

cold snow
#

that would be a huge amount of trains tho

upbeat tide
shrewd yacht
#

to many belts will kill the PC

cold snow
#

cough you mean max out single CPU cores?

#

the update already does that

#

on a 5900x

upbeat tide
#

Its GPU more than CPU horsepower u need for this game

cold snow
#

nope 😅

#

GPU sits at 70% usage or so while not even at max clock

cedar mica
#

This game starts out more GPU heavy, but changes to CPU heavy, as you build more things that needs calculation

cold snow
#

^

cedar mica
#

Unless they have switched to GPU caluclation, with the new update?

cold snow
#

i dont think so.

#

going to travel to my iron ingot factory and power it up, then i can tell you in 5 minutes how it looks 😅

upbeat tide
#

Im happy to get 30 fps in my core base tho, medium settings

shrewd yacht
#

guess that depends on GPU and FPS limits

#

my 2060 maxes out easily and did around 60-70fps in my old base

upbeat tide
#

5700xt and 3700x here

shrewd yacht
#

new map I see around 90-100 so far

upbeat tide
#

With 32 gb of 3200 cl14 RAM

cold snow
#

prior to the update i saw up to 220fps, now it is 100 max

upbeat tide
#

Check your fps cap setting

cold snow
#

unlimited

shrewd yacht
#

old i5 3570K only managed to get like 25fps in some of my areas with lots of constructors

#

what hardware?

cedar mica
cold snow
shrewd yacht
#

oh and I got a new monitor so went from 1920x1200 to 2560x1440p as well

cedar mica
cold snow
shrewd yacht
#

fps limiting is working pretty good now

cold snow
shrewd yacht
#

think i've got my video settings to high as well now with far visibility

cedar mica
shrewd yacht
#

what you mean?

cold snow
#

prior to powering on the iron facotry

shrewd yacht
#

oh the comment about fps dopping a lot in new update

#

heh, native language OS...

#

I just cringe so bad if I set it to Norwegian here

#

thats an interesting spread of load on the cores

cold snow
#

ok trains are starting to get ressources, lets wait for them to arrive

shrewd yacht
#

maybe I have more room on my 5600X as well then

#

my total load in old factory was like 20-30%

cold snow
#

but as you can also see on the screen, the GPU just chills

shrewd yacht
#

yeah, you're CPU limited for some reason

#

unless there is something messed up with the rendering code

#

have you tried to disable the virtual cores?

#

basically running it as a 12 core 12 thread

cold snow
#

nope not yet

#

weird, with the factory running my FPS increased o.O

shrewd yacht
#

heh

#

can you get the GPU load up if you're away from any buildings?

#

doesn't make sense for FPS to go up like that

#

I would assume rendering is its own thread as well

#

hmm do you have something else going on in the background?

#

20GB RAM used is a lot for just this game running no?

#

or maybe its normal if you've got a massive factory

cold snow
#

it was only a 10fps increase btw

#

now i'm in the middle of the dune desert where i didnt build anything and i get 96fps

#

same cpu load, sligthly lower GPU load

#

and otherwise nothing CPU heavy is running, after satisfactory discord uses the most CPU 😅 and firefox some RAM. satisfactory is using 6.8GB of ram tho

#

set everything to lowest possible graphics settings for the lulz, same fps^^ so yeah, CPU is the problem

shrewd yacht
#

sounds like there is some optimisation to be done tbh

#

did your CPU clock go up if you're in the middle of nowhere?

#

now sure how the 5900X behaves

cold snow
#

which brings me back to the original question, have like 20 trains or so running or just 12 belts making up for ~30-40km of belt?

#

traintracks would be 9km in total too

shrewd yacht
#

my 5600X seem to keep 4650 up to 3 core load then it drops 100-200

cold snow
#

well how large is your save?

shrewd yacht
#

my old was pretty small compared to many

#

I had 3-4 manufacturers making turbo motors

#

my old i5 3570K couldn't really handle a whole lot more as I was down to 20fps or so in some areas

cold snow
#

i have my small starterbase which sucks, my turbofuel powerplant for 44GW, a ~6000 steel ingot plant and a ~29k iron ingot plant

shrewd yacht
#

with the new 5600X I was still not limited for my 2060 as it was at 98-99% load as well

#

getting a new GPU is probably not going to happen this year

cold snow
#

if you want my save to be cpu limited i could send it 😛

shrewd yacht
#

haha

#

tbh I think the 2060 would be the bottleneck for fps in the main factory areas

cold snow
#

nah those get also CPU bottlenecked

shrewd yacht
#

the 5600X and 5900X should be pretty equal in this game

cold snow
#

just uploaded my save to SCIM, seems like i have 26km traintracks already but also 77km of belts

shrewd yacht
#

heh

#

checking my old game

#

12.5km pipes, 83.5km belts

#

106 extractors and 981 production buildings

#

22101 foundations

frosty owl
cold snow
#

well it's 20 trains on just one doubletrack

frosty owl
#

Doesn't sound different

cold snow
#

ok^^

shrewd yacht
#

unless it has changed belts are more CPU intensive than trains

frosty owl
#

You can hide belts under cover to gain some performance, but that doesn't work as well for trains

cold snow
shrewd yacht
#

hiding only helps if your GPU limited

#

the calculations for moving items on the belts still has to be done

#

the limiting factor is the main thread really

frosty owl
shrewd yacht
#

once the CPU reaches its limit on that one performance drops

frosty owl
cold snow
#

ah well we will see, but now i need to go grocery shopping 😐

frosty owl
shrewd yacht
#

hopefully we'll get some "official" details on this after full release

#

would be helpful for those that want to build these mega factories and need to squeeze out every last bit of performance

frosty owl
#

I think they'll just have to "officialize" some fan made content about it ahahahah

#

But yeah, sure would be helpful :)

cold snow
shrewd yacht
#

don't really like trains in its current system

frosty owl
#

They can be. But not of you need more trains then belts, I think :P
1 train beats 2 km of conveyor..... I think?

shrewd yacht
#

if trains get out of sync and end up entering a loading station at same time one leaves with full and one is empty

frosty owl
#

™️

shrewd yacht
#

they should redo the loading so that the materials are fed into the wagons at belt speed

#

and then an option to say wait for x% load before leaving

frosty owl
#

I think the loading is fine. But I'd like to have more info about wether stations like: receiving station B can't unload enough from A, items are piling up in both... So you don't have to run around half map to check if you have enough trains to transport what you want and so on

frosty owl
# cold snow For 780 lines?

You can easily transport up to 1k/min per freight (about 1.4/1.5 your max belt speed), so 1 full belt (whichever is your current MK) seems the minimum to me to make them advantageous performance-wise

cold snow
#

wow then my assumption that i need roughly 20 trains seems to be correct 😄

frosty owl
#

... For 12 belts? O.o

cold snow
#

well the plan is to carry all the bauxite from mk3 overclocked miners to the eastern ocean

#

thats a bit over 4km for the longest single way traindistance

frosty owl
#

You can have less then 1 freight per node for that. Just merge the impure ones (2 per freight)

#

Btw, you can TECHNICALLY load 2 normal nodes on 1 freight (1200/min) but that leaves you only less then 10 seconds of wiggle room in your trains timing, thus my suggestion of 1.4 max belt limit to have a decent wiggle room (below 1k/min)

cold snow
#

🤦 i'm dumb. had something complelty wrong about my train thingy. all my other copper/iron projects have like 3-6 nodes close and use only one train. i somehow thought that i used 1 train per node and need to use that on bauxite too, hence the mistake

#

seems like 3 pickups and 6 trains now, just to be save and not need to worry about the perfect timing

#

we really need a trainschedule for such things 😄

upbeat tide
#

still a WIP, but this is my aluminum scrap plant build

#

will make 8000 total scrap

#

sloppy + electrode

frosty owl
#

I see you left longer pipe segments this time.
That is good :jace_smile_2:

upbeat tide
#

nah im razing that recycled rubber build totally

#

made it too tight, very hard to change it up as is

#

an idea of the underbelly

frosty owl
#

You know, I started reevaluating the usefulness of underfloors for REFINERIES 🤔

upbeat tide
#

well, this is the part that started the underbelly part, wanted the solution pipes on one floor level

#

and then had to put the petro coke belts under

#

and for the byporoduct water, had to do the same,. so it loops back beneath