#math-and-meta
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I know... but it MIGHT be a more interesting alternative to deal with Waste... an expensive (in terms of normal items) product that needs Nuclear Waste too
its heavy mod frame -> fused modular frame (Ag + N) -> Pressure cube -> pasta
I KNOW eyerolling ๐
however i suspect if you want to make a 1000 of them. Then a hell of a lot of copper is required
assuming its done in a timely manner
alternative recipe: Plutonium Pasta
Al, not Ag
๐ฆ
Ag is Silver
I know my bad
Not sure who is responsible but this half-official guide for drones seems pinworthy https://www.reddit.com/r/SatisfactoryGame/comments/mbqex4/the_ultimate_drone_guide/
<@&387163995947270144>
Not sure if my math is correct here, so take all of this with a grain of salt. I am not a physics major.
By using formulas already created, as well as the given gravity of the planet the game takes place on (11.85 meters per second squared), I was able to determine that the planet's rotational speed on the surface is roughly 58,092 kilometers per second.
The percent increase from 9.82 on earth to 11.85 is roughly 20.8%, so we can apply that to the circumference to give us the planets circumference, 48,410 kilometers. Then, the in-game time tells us that days last 50 minutes, 5 at night and 45 during the day. Ignoring the huge cosmic issues with a 5 minute night and 45 minute daytime, you can then divide the circumference by the rotational period (0.83333 hours), and gives us our final speed.
For reference, the ISS moves at a snails pace of 27,600 kilometers per hour, and the earth only moves at just 1,600 kilometers per hour. This would also mean that the space elevator would be whipping around the planet at this same speed, because it's being anchored to the planet.
moves in what relation? rotational speed around its axis?
damn we are fast af then. And the top of the space elevator would move even faster
Technically yes. The surface of the plaanet is going at 36,106 mph, the top would be moving even faster.
isn't gravitational force's value based on more than just circumference of an object?
maybe the planet is more dense or smth
The rotational speed is also based on the planets creation during the Big Bang, as well as density. I used the simple physics formula of assuming the planet is equal density, which only slightly changes numbers around.
also I like how you calculate with meters per second but miles per hour
at least get your units straight ๐
Hmmm, is that smoke coming from @night jay's direction?
I could be wrong, I'm not a physics major either, but I think gravity is determined by mass. Assuming this planet has more or less the same density as earth, then I think that checks out
Well, that shouldn't actually change any numbers @wind spade . I only used the velocity in meters per second to give me a percentage increase. Changing it to miles wouldn't change much.
yeah that's what I mean. if the planet is denser than earth (or lighter) the numbers would vary by A LOT
proceeds to jump around on a fluffy gas giant
no I mean you should change it to normal units because this is science and science uses SI units ๐
There's no real way to tell the density sadly, so the formula is easier because it assumes it's the same density as earth, which is definitely a possibility.
Well, yeah. But we don't know the that information. Due to the night cycle and the big planet in the skybox, I want to say we're on a moon
The night cycle being a 9th of the day cycle would cause so many problems so I just ignored it
there is no way you could be that close to a other massive body without one of the both ripping apart by gravitational forces tho
I'll assume it's the same as earth, because it's a Rocky planet, with an magnetic core, as we have a compass
could be just navigational system from ficsit, not a compass ๐
The gravitational force of attraction is proportional to the masses of the two objects
Could be, but without any other information, we don't really have a choice but to assume true unless proven otherwise. :3
Numbers have been changed to SI.
maybe we are on a doomed world that is going to get ripped apart really soon?
The circumference of a planet is proportional to the radius, but the mass is proportional to the volume (assuming a fixed density) and therefore the circumference is proportional to r cubed
Well, actually shorter night has a simple explanation: tilted axis + summer. As the length of the night doesnt change we can assume that the year is way longer than a day
that would mean we are closer to the rotational axis tho, increasing the rotational speed at the equator even more
therefore a 20% increase in mass would be achieved with a 2.7% increase in circumference.
I mean, 58,092 kilometers per hour makes since for how there is 50 minute day cycle.
It's kind of like with pizzas but even more so - a 30cm pizza is way bigger than two 15cm pizzas.
That's the whole point of a space elevator 
We got a confirmation, the pellet recipe will go away ๐
Unless I just missed any previous confirmation of this... Not impossible :sweat_smile:
Nope that's my take away from it. No idea if it'll get replaced with another alt. But pellets are dead and buried
Probably not, I think he would have mentioned if it was only going to be reworked
Eg: pellets removed but recipe staying using different things
If you plan on maxing out end-game items, plutonium becomes a must ^^
(we got half nuclear power compared to before after all)
20% is still not really a great result...
It's 100 GW ^^
Still a few thousands more machines
If you wanna max out production, you consume just above the nuclear limit as far as my tests went, so plutonium is just the tiny bit more you need
already including geothermal? ๐
Unless they wanna give us the choice to OC all the base like before U4 ^^ (The power capacity could take it)
A very small drop in the bucket, that is 
"just above" sounds like a small drop ^^
Too small a drop to make a difference in that scale xD
Isn't that like 2GW or something?
not sure how much it is in U4
most likely not worth the effort when you deal with 100+ GW
Not too sure if I should ask this here or not but it seems it was lost in the questions channel so here goes,
What are some appropriate numbers of resources per minute to be producing at the end of tier 4? I'm working on getting my steel stuff set up and I'm not sure how much of what items I should be producing at this point.
It depends it you already have the correct alts and how you want to play. It you want to rush to tier 8 then 4 encased/min and 4 motors/min (and double for lower tier rss) is enough I think
And there is no maximum rss per min required so you can get 300 SP/m if you want want
I mean that's fair enough yeah. I'm building on a larger scale than I used to this time around since I'm finally in the desert and have the space to.
Also, do the modular frames count as a lower tier resource? I'm producing 20/min
I think so, however HMF is mid-tier
Generally speaking, I do 2-4 modular frames/min. When I need HMFs, I just build additional modular frame lines to support HMF construction.
The default HMF recipe runs at 10 modular frames/min for 2 HMF/min.
(and, since modular frames are 2/min, it's easy just to build 5 modular frame assemblers for each HMF manufacturer)
I only went with 20 because it's the only recipe I have for em, and the whole numbers work in my favor somehow
Hey number-pros, got a question regarding the satisfactory calculator:
I've got one Calculation with 340 plastic + 60 Rubber, which takes 600 Oil and by-produces 230 Heavy Oil Residue:
https://satisfactory-calculator.com/en/production-planner/index/index/json/{"Desc_Plastic_C"%3A"340"%2C"Desc_Rubber_C"%3A"60"%2C"direction"%3A"RIGHT"%2C"view"%3A"SIMPLE"}
Now if i calculate how much Fuel i could get from this 230 Heavy Oil Residue, i would get 153 Fuel:
https://satisfactory-calculator.com/en/production-planner/index/index/json/{"Desc_LiquidFuel_C"%3A"153"%2C"direction"%3A"RIGHT"%2C"view"%3A"SIMPLE"%2C"altRecipes"%3A["Recipe_ResidualFuel_C"]}
So far so good.... But if i merge these two calculations together, i get totally different results, and i can't figure out why:
https://satisfactory-calculator.com/en/production-planner/index/index/json/{"Desc_LiquidFuel_C"%3A"153"%2C"Desc_Plastic_C"%3A"340"%2C"Desc_Rubber_C"%3A"60"%2C"direction"%3A"RIGHT"%2C"view"%3A"SIMPLE"%2C"altRecipes"%3A["Recipe_ResidualFuel_C"]}
Oh wow, a rare example of someone using the SCIM calculator 
This is usually more reliable: https://www.satisfactorytools.com/production
They look OK, though?
The last link gives you the same results as the other ones combined
As to those calculations: 600 oil -> 340 plastic + 60 rubber + 230 HOR seems correct. From there, it's a 3:2 ratio of HOR to residual fuel, so 153.33 fuel/min.
One other question: EA branch (update 3) or experimental (update 4)?
exp
Mkay, so that deals with the issue of fuel generators not necessarily running 100%, and residual fuel has become better than petrocoke for power generation.
Do note that fuel generators need computers+HMFs+quickwire to build, as well as expanded power infrastructure milestone (tier 6).
Why do they look okay? the input on the combined one is 778,5 Oil and an output of 459 Plastic... Doesn't look like the calc takes the already produced oil residue from plastic+rubber in to account
The last one linked has some weird display issues, but it does correctly list 153 fuel, 60 rubber, and 340 plastic as the end products in the tree list.
Reason why the other calculator is superior :P
Also, it's much faster. The SCIM one starts lagging pretty quickly when you scale things up
Part of that is that SCIM likes to calculate belts, pipes & extractors, of which only one (extractors) is possibly helpful.
thanks for the other calc then, i'll keep using SCIM for the map then ๐
The satisfactory tools map has an advantage in not needlessly displaying nearby animals.
The SCIM map has an advantage in existing.
Though, if you're willing to expand your oil to 750/min, I would draw your attention to this: https://u4.satisfactorytools.com/production?share=N1ahXPwzWZNaxWzZWXj1
there's no map for SF tools ๐ค
Then go make one 
is there a point in reinventing a wheel tho?
... To have your name on it? 
750 oil/min is enough to supply a combined supercomputer/computer/HSC/AI limiter factory, enough rubber to keep a rifle cartridge manufacturer running, have relatively nice ratios, and still have leftover plastic+rubber.
I don't make the tools because I want to have my name on them ๐ค I make them because I want to make something useful for people to use
(and, to be clear, I was sarcastic about the "Satisfactory Tools map", and I suspect Vencam is also being sarcastic)
We all know that sarcasm always gets through on the Internet.
Seriously, thank you for the production planner: it's better than SCIM's in many regards, and is my go-to for planning.
SCIM's map, though, has a definite advantage over your map in existing
.
which brings me back to original question (which was serious) - is there a good reason for me to make a map?
... Not needlessly displaying fauna by default?
I can't think of any compelling reason for you to make a map other than "what if SCIM goes down?".
And, frankly, that can probably be solved just by forking the code and hosting it if SCIM itself dies.
don't think SCIM is opensource
I am so accustomed to fan tools like this being open-source, but, eh, I'd be willing to live with some downtime if SCIM dies until somebody comes up with a replacement.
well at least I haven't find the source code for it and there's no mention on the site about it being opensource ๐คทโโ๏ธ
https://github.com/AnthorNet/SC-InteractiveMap for the record ๐
hm, interesting.
@wind spade what the thought behind the water maximum of the map? How did you get to that number ๐
Number.MAX_SAFE_INTEGER
xD
I mean, I suppose you could pull out the map, find the optimal packing of water extractors, and assume they're all OC'd to 250%, but yeah, water's functionally unlimited: it's more a matter of "is it where it needs to be?", which is out-of-scope for a production calculator.
ok question im using the solid steel ingot alt and im making 240 iron and 240 steel
how many refineries do i need?
ive tried doing the math but my brain just wont function
(240 solid steel * 2 iron ingots/3 solid steel) = 160 iron ingots
Iron ingots for solid steel
240 iron ingots + 160 iron ingots = 400 iron ingots
Total iron ingots.
400 iron ingots * (1 refinery / 65 iron ingots) = 6.15 refineries
Pure iron ingot refineries
400 iron ingots * (7 iron ore/13 iron ingots) = 215.38 iron ore
Required iron ore
This kind of dimensional analysis is quite useful: note how the units cancel out to get the desired units.
For example:
240 solid steel * 2 iron ingots / 3 solid steel= 160 iron ingots
For all these calculations, I'm leaving out the "per minute", as that's common everywhere.
i meant 240 coal btw
maybe you should use this: https://www.satisfactorytools.com/production
easier to play around with recipes and numbers
im using it but its confusing kind of
Do note that pure iron ingot isn't the world's greatest alt. There's so much iron ore available that spending more power to stretch the iron supply is less than optimal.
1.) you set what you want as "production"
2.) you activate the recipes that you want/have
3.) you look at production graph
what do you find confusing? maybe I can improve some stuff
i just gotta learn the whole thing in general
ill figure it out sooner or later
first time making a large scale steel factory
ok i think this should run at 100% i have 5 at normal and one underclocked at 1%
@lament chasm If you're using 240 Iron Ingots/min and 240 Coal/min, then that's 6 Foundries. If you're using 240 Iron Ore/min, then that can go one of three ways. If you're using pure iron ingot, you'd have 445 iron ingots/min, which is more than the coal so you still cap out at 6 foundries. If you're using iron alloy, you'd have 600 iron ingots/min, which is still more than the coal, so you still cap out at 6 foundries. The base recipe will just yield 240 iron ingots/min.
TL;DR: 240 coal/min will feed 6 solid steel ingot foundries.
nope im using iron ingots im using the solid steel recipe
but ye i have 6 foundries
Just double checking because of you're previous message, they're all running at 100%?
umm i think so
i have to empty the back fill rn but once i do that ill check em and make the required adjustments
hmm most are at 100 but closer to the source of coal and iron and they go down to 32%
I mean the clocking, are all the foundries running at 100% clock speed?
Yeah, you should be able to run 6 foundries. Divide the total supply by the amount required per machine (in units of material/min) to find the number of machines you need to completely use up your supply
any chance you can take a peek at it see what im doing wrong?
Did a bit of math. Assuming use of turbo blend fuel for power, each pure iron ingot costs an additional 0.014 turbofuel to make versus just smelting (0.01 crude, 0.007 sulfur). Do keep that in mind if using pure iron ingots.
So I saw a lot of reddit posts about nuclear being nerfed, but I can't quite pin it down to a specific change that came with U4. I build a 100GW nuclear plant in U3, consisting of 40 power plants, consuming 8 rods/min, this hasn't changed. this has been produced with a total of 800Uranium/min. now after setting up the blenders to make the cells, it appears to me, that this hasn't changed either? can sb explain to me where I'm wrong? since if those reddit posts are right, I'm gonna run short an fuel rods at some point soon ๐
With U3 alts, it was possible to hit 94.5 uranium rods/min.
With the disappearance/modification of alts (such as the encased uranium cell alt, which requires the uranium pellets which were removed from the game), that has fallen to 31.5 uranium rods/min.
Pure iron costs around 2,5 times more energy to make, because refinery, and because of extra water needed.
[totally didn't run a calculations for my new ironic factory]
the values are in MW/item/minute (I think)
ahh I see. So me doing it not the most efficient way by not using alts in the first place kinda saved me from redoing my whole rods production? sweet ๐
How do peeps set up a new nuclear set up? im trying to run the numbers and its killing me ๐ญ
U3? One manufacturer per fully OC nuke, one assembler for pellets, one for encased beams, one for control rods, then run down the ingredients for them
Below ~443 GW, there's no real issue with U4 nuclear power, but after that point, plutonium alts start to be necessary, really spiking the production of plutonium waste for modest increases in power. AFAICT, the new max power w/ all plutonium alts is 607.8 GW, and that is with a major increase in plutonium waste (albeit still more compact than getting 607.8 GW of nuclear power in U3).
Ahhh right, and how many nukes do peeps tend to build? Even aiming for 10 rods a min seems quite extreme atm
might have to half it to 5 / min
So I'm aiming for a setup with no waste at all that I have to care about, so sinking Plutonium rods it is. Can we expect the waste production for burning Uranium rods to stay at 20/min? I goofed a bit and set up my waste treatment already assuming the 5/min that is displayed. got to quadruple that now. according to the q&a site this has been fixed internally, so it's just a visual thing?
well you should rather set the dimensions of that by the power you're gonna need. 0.2rods/min is a 2.5GW. You could decide to largely overshoot to never worry about power gen again or aim for a specific power depending on what factories you planned for the future. keep in mind that they always run on full power in U4, so you gotta either treat the waste or have enough room to store it
I haven't seen any news about the 5/min vs. 20/min thing.
(and, on a sidenote, you can just choose to store the excess uranium waste until you're sure about what the real rate is going to be)
Iron/Copper factory question:
Anyone has a calculations handy on how much Iron/Copper products will I need to run at least one machine for each endgame items?
Or can suggest what to make onsite (proportions) from supply of 1 copper / 3 iron?
I'll have 1220 iron ingots & 880 copper ingots to play with after smelters/foundries.
Just see for yourself...
https://www.satisfactorytools.com/production
You can set limits on available raw resources in the "Items, Input" tab.
I suppose that doesn't have u4 recipes in it, does it?
[also hoping someone already did all the number punching and can share]
it does
on the right top you will find a switch to activate U4
"Version: xxxxx"
aaaaw, and here goes my cat picture watching time
the first results of my tinkering with a pure "slice" design for a turbofuel powerplant...
#screenshots message
as few connections between the slices as possible... 1 HOR to 1 DPF to 1 (UN)Pack to 3 TF...
Whats the meta on Modular Frames?
cry
"It depends on the available Resources and Recipes" ?
Well lets assume all recipes and max map mining rates
then the meta is https://www.satisfactorytools.com/production ๐
Ooo that'll be handy, thanks!
its the best way to play with recipes and numbers... you can both add optional recipes AND remove normal ones to force certain factory steps
I use the pipe version of frames as most of the time I'm making encased beams and concrete heavy modular frames already near coal, only use for modular frames as an ingredient.
whats better more resource efficient or just plain overclocking
If you go resource efficient you just have to build more machines, will use more space and power though, less power overall than overclocked building
so would it be best to have it on switch
so power is optimal for the section of machiene
how do i covice overlock isnt better than plain efficient to a friend
uses more power
Tell em power shards are limited
nah he got loads
Say its not efficient in the long run since its hard to have power shards for all factories
You will also have to build three times the power plants to suatin it
I don't understand the comparison. Recipe choice is separate from the choice of what to do with clockspeed.
Math question: Bolted Plate VS Stitched plate for Reinforced plates?
Tried to run math (below), and it seems bolted uses a bit less power but more iron (and thus extra smelters = more buildings)
But, if 6.4MW can mine me 66.25 iron ore, then its a draw?
Yeah that's usually the tradeoff between those kind of recipes: slow but resource efficient, fast (and machine/power efficient as a consequence) but resource inefficient
they're very rarely the same recipe
also miners aren't usually included in power comparisons, cause it's highly dependent on the circumstances
In this case power diff is less than 10% so including them just out of curiosity
If wires are easier to get then use stiched plates
Iron wirez ๐ its pure iron comparison
Ah
yeah it is a good point, but how that translates to an actual build is gonna be super dependent on what that build is, what mark miners you're using, the rarity of the veins, willingness to go get more veins vs overclocking, just to name a few things
In this case I'm considering miners running at 100% vs slightly overclocked
what mk machine and what purity vein(s)?
btw greeny's codex has the ability to check clockspeeds: https://www.satisfactorytools.com/codex/buildings
mk3 miner, and got pure iron nodules, so in my case 6.4MW I save will net me 62 extra ore mined.
Which still lands on stitched being half % more efficient methinks
Anyone using 3 rubber for 1 crude oil in Update 4 https://www.reddit.com/r/SatisfactoryGame/comments/fcs1et/update_3_how_to_get_three_rubber_for_1_crude_oil/ ? Looks like the only change is that we can now use Diluted Fuel Alt recipe in Blender to simplify packaging and unpackaging?
I think I am seeing what you're saying though, and it does seem the conclusion that bolted is just worse cause the extra iron will need more power and it takes more machines for the screws is where I'm headed at least
I came to the same conclusion for heavy flexible frame vs heavy encased frame too: the extra resource inefficiency meant that the total power & footprint was actually larger even though nominally heavy flexible frame should be better in those aspects because it's faster
I just didn't realize that could happen to something at the complexity level of bolted frame
Its what you get for doing math.
I could just use bolted because it 'looks nicer', but now I'll have to build 20% more machines, to use up all the extra iron I will save with stitched ๐คฃ
Why does it loop there?
where?
It be the famous loopback of sulfur acid. recommended is to have separate refinery for that to prevent deathlocks
How would a seperate refinery help?
If you have the remainder of acid looped back to input, and pump more acid from the sulfur acid refinery, at some point the pipe will be full, so output can';t empty, so input cannot consume = deadlock.
Looping the output to another refinery ensures that output is always cleared.
Im a tad bit cofused? So instead of looping the sulfer straight back into the input line. I lead it into a refinery that then leads into the input?
Heres a better look at the CAD
But i also have it set up so the refinery input + the output from the blender = total sulfur needed?
I see you have 8 blenders. recommended way is to use every 4th blender only for recycled acid. prevents deadlocks if any of output gets blocked
[didn't see it u4, so replace refinery with blender]
Ooooohhh
The assuption here is that all 8 blenders will block on output simultaneously, so it prevents the acid from building up until deadlock on the 4th machine (since other 3 are pausing as well). ater blockage is removed, the 4th machine starts, emptying the pipe so other blenders can resume work
or you can add a fluid buffer and check once in a while, or make sure nothing ever backs up
Also, if I can suggest - put encased beam and control rod sections next to each other, so you can run pipes to both, instead of having blenders in mid
I did this for my battery setup, valves to stop input water going into the blender output, buffers, motors to move the water quickly etc...
in "theory" it shouldn't clog up, as long as the input from refinery's isnt greater that what i set it up to?
Oh yes ๐
This isn't how im going to build it. It was mainly a visual to see what i needed set up
blocking is not deterministic. all it takes is one wrong belt/pipe or unpowered sink
That is true 
pipe subspace tunnels were looking badz!
Haha, no spaghetti here.
Just needed to visualise how my set up would roughly look/what i needed. As the satisfactory production planner is sooooo complicated
Some of us use excel
[faster to do numbers, but worse for moving squares]
I tried to use excel, but i got annoyed with it quite easily >.<
just for reference, why i rarely use production planner ๐คฃ
doesn't look right ๐ค
I got such christmass tree when trying to produce every single buildable item at once
Ahhhhh, i never got to do Ficsmas
That's why I don't use that website, I use satisfactorytools.com
It doesn't do the logistics, just the machine counts.
There be a mod for that as well.
Snowbelisk and candy canes โค๏ธ
One of the players in my game had the idea that if the game had oxygen generators (perhaps to generate hydrogen as well from water?) That we could use a refinery to combine oxygen and nitrogen into nitrous oxide and use it to super overcharge fuel-powered things, vehicles and generators alike.
Could use the Hydrogen in Fusion reactors...
While on that train of thought, maybe add deuterium extractors that can only be placed on the ocean.
Dsp flashback
Inb4 next expansion is fusion reactors involving deuterium, anti-hydrogen, other things
Tell me if I'm wrong, but now the maximum energy can be produce is 831 250 MW ?
I'm not sure. Are you meaning all sources of energy combined at maximum overclocked efficiency (No wasted resources), or just Nuclear?
Just Nucelar - Uranium and Plutonium -> 2100 Uranium = 31,50 Uranium Fuel Rod, generate 3150 uranium waste/min -> 3150 waste transformed into Plutonium Fuel Rod without using uranium (because everything has been used for Uranium Fuel Rod), which gives a total of 70 Plutonium Fuel Rod per minute
(31,50 / 0,2) * 2500 = 393 750 MW
(70,00 / 0,4) * 2500 = 437 500 MW
393 750 + 437 500 MW = 831 250 MW
you should use different tabs for different items to keep things organized and clean here: https://u4.satisfactorytools.com/production
Uranium Rod clean:
and you can zoom in to see very clearly with no problems
And here I am thinking about setting up a tiny 9 fuelrod/min factory lol
Your math is off.
31.5 uranium rods will make 787.5 uranium waste max
Each reactor spits out 5 a min and 31.5 rods can feed 157.5 reactors
In exp. it's 20/min :x
Really?
Yes
Dang I heard it was still 5
Changes a few things
Im waiting to see what they fix the encased uranium cell alt with first
Before migrating to exp
They made it so it's 4 times more, but waste is 4 times less radioactive
snutt told us this morning that encased cells are dead, as pellets are dead and gone. Dunno if that means they'll replace it with another alt, or leave it in the game and forget about it
but if I understood him correctly nuclear production is as they wanted it and they're not going to change it. (at this time)
But the nucelar energy get a nerf of 350 000 MW :/
Yes I know pellets are dead, but the alt exists that still uses it
Yeah, Didn't get an answer on that one :/
Hopefully they'll replace it with an alt that either makes fuel rods easier to produce, or lets us make more.
Well, the main fuel rod alt really didnt change much either
Same components at least
I'd like one that makes them easier to make vs making more. even with the nerf, it should be more power than it's possible to use.
in other U4 news, my alclad/casings house is finally done
will make me 1440 alclad and 2480 casings when fullly up
im not looking forward to tier 7-8
but it has pasta and hoverpacks!
hoverpacks are the best thing to happen with the game. almost as good as NMS third-person building.
totally worth going for its' research.
Oh dam . I did wonder if they were going to change it . Thatโs interesting
Perfect . Cause I think itโs in a good place . People need to accept the change and move on
it's still more power than we can use even with overclocks.
I wouldnโt be so sure in that nowadays tbh
well, I took forward to seeing the factory that proves me wrong.
For any general play you arenโt going to use it . But the plan I work towards . Not to say I ever will either but I hope so one day . Uses 400k mw . That doesnโt include any trains or hyper tubes or any o/c. Or it doesnโt include the nuclear plant either
I think I have gone mad...with pure ingot refineries
Re-did my nuclear math for 20 uranium waste/min from uranium plants (which I believe to be intended). Overall findings (assuming use of nuclear fuel units):
Instant plutonium cells: 685 GW power, 233 Pu waste/min, 102 minutes per ISC
Plutonium fuel units: 689 GW power, 236 Pu waste/min, 102 minutes per ISC
Both alts: 831 GW power, 350 Pu waste/min, 69 minutes per ISC
Fertile uranium: _actually impossible_ due to running out of nitrogen, but if there were enough nitrogen: 975 GW power, 600 Pu waste/min, 40 minutes per ISC```
https://www.reddit.com/r/SatisfactoryGame/comments/mak66i/ran_some_numbers_and_nuclear_power_seems_to_be/
I've been running the numbers too. Nuclear power is in an incredibly sorry state
49 votes and 80 comments so far on Reddit
Also: fertile uranium would spend 4/7 of its uranium on uranium fuel rods, 3/7 on fertile uranium. Convenient that now the map makes 2100 uranium/minute...
That feetile uranium alt is not that good though since it uses uranium ore. Those of us that have our 31.5 uranium rod plants already will need to consume all 2100 uranium on the map to get it working again. Making any alt in the plutonium chain that uses uranium ore mute
That's included in the calculations.
Ignoring the whole "not enough nitrogen to actually sustain max fertile uranium" bit, fertile uranium makes just 18 uranium rods/min, versus the 31.5 rods/min of everything else, but compensates for it by making 120 plutonium rods/min, versus the 70 rods/min that is achievable without.
Plutonium reprocessing in general uses a pretty exorbitant amount of nitrogen. more than a third of your nitrogen available even using the cheapest options
Also nitrogen is used for other stuff not just fertile uranium
and I'm a little miffed that the power production is so unevenly skewed towards plutonium. It makes it a complete non-choice, where you're just shafting yourself by not using plutonium power
Yep, nitrogen is required for all of your other endgame production as well
Its gonna be fun to undo my waste extraction system for 20/m each setup
I'm given to understand "sinking plutonium rods isn't intended": between that and the waste compression involved, I think it's intended that players couple uranium to plutonium.
They said on a stream that it was intended.
Just be like me and design a setup that uses only fuel power
I joke, but fuel-only can easily produce over 400GW of power (even more now with the extra oil added), which is more than uranium power, while still producing over 150 turbo motors as of update 3. Haven't done the math for U4
I'm pretty sure it's intended, yeah
Was 20 waste per minute new with the last update? Or did we just not notice cause the UI was bugged until this update?
Overall, I'm not nearly as upset about the reduction in nuclear power, or about the "imbalance", at least for the default recipes. 514 GW of net power, with 2/3 from uranium sounds reasonable.
For all possible max nuclear setups one ISC is still 1HR+ after processing, which I think is a good place. And realistically most people don't need or want max nuke.
I do think they haven't headed off the nuke on dedicated servers problem though. But that bridge'll be crossed when those happen.
Where it starts to get silly is with the alts, where between the opportunity costs of the consumed resources (less oil for fuel, less sulfur for turbofuel) and the building operation costs, you're really not getting much more power.
Instant cells adds 74 GW of net power, a 12.6% increase for substantially more resource investment.
Instant + fuel units adds 136 GW of net power, a 23% increase for even more resources.
Fertile adds 216 GW of net power, a 37% increase for I literally had to tell Satisfactory Tools to use more nitrogen than there was on the map increase in resources.
So is it better to just do vanilla, and then mix some turbofuel in? I mean if you're talking scales of 100k+ MW it gets a little silly with the number of fuel generators you need to build. I'd rather build rows more of waste storage than that many fuel generators.
Is it just me or is nuclear still kind of broken?
9 fuel rods a min produces 900 waste in 45 reactors , that becomes 10 plutonium fuel rods, and then that becomes 50 waste/min in 25 reactors which fills an ISC every 8 hours?
broken in what way? like bad?
Just seems like that's still quite a bit of waste.
8hrs per ISC? 10 ISCs for 80hrs?
I mean, either way.
I mean what do you want waste wise? 1 ISC for 100hrs?
I don't know. lol sure, why not. being able to sink the plutonium rods is a fair trade I think, since we have to run the reactors at 100% I won't actually need to burn plutonium until I use up 112.5gw
I'm still trying to wrap my head around how all this works now that I'm starting to plan everything out
even with old waste it would take years before it becomes relevant ๐คทโโ๏ธ
building a bunch of ISCs isn't as cumbersome as you think, a warehouse that keeps most of your building materials is like 30 ISC minimum, and it's pretty small
Nono, I'm more concerned about the performance impact/object limit more than filling my map with radiation X3
object limit isn't game objects, it's uobjects which is an engine thing
so 1 waste != 1 uobject
we have drones now, it'll be easy enough to get waste there
iirc waste in containers doesn't increase uObject count. Only containers themselvees do
sounds right, I assume containers are just fancy arrays
I know, and containers are probably something like 48 uobjects or more, empty or full
nah, I bet it's pretty small
they're one of the simpler things in the game, it holds stuff with properties
like I bet a blender is a bunch
Wouldn't suprise me if an ISC counts more than something like a manufacture tbh
it would surprise me
Maybe so, at the end of the day it doesn't really matter. I shouldn't hit it, but is trying to hold on to every bit of performance I reasonably can such a bad thing?
And I'm building a nuclear setup regardless. it's the one kind of factory I haven't done yet.
imo, it sounds like the concept of waste itself is just scaring you and I can't really help that
honestly, a little. but unlike some I'm not deathly terrified of it.
handling it, yes. but with drones. not so much anymore
I mean just keep the numbers in mind. Do you have a warehouse?
not yet
Well, so I've got one with 96 ISCs two-layered, and it's barely bigger than 3 sinks wide and that's with space to walk between them
I'm working on figuring out what all I need, and getting it setup (crystal osc. hsc's etc) so I can bring everything together to where I'll make my fuel rods, and possibly have my first set of reactors.
it took me maybe an hour to set up the ISCs, and they had more complicated hookups than a waste storage place would
so, they're not that big and they don't take long to set up
that's far, building that shouldn't be very difficult or take long. it's just chained storage containers after all :p
exactly ๐
second point: you're saying you're doing 9 fuel rods per minute right?
and just regular recipes, no alts?
some alts.
what about on the plutonium half? regular or with alts?
I'm going by 9 fuel rods/min because that's 600 uranium/min
some I'm not quite sure how i want to do that yet, as far as what's easiest or most efficient. https://u4.satisfactorytools.com/production?share=SjOzjqKK1z0lwvlx6r9U
well it's a sliding scale, the more/better alts you use the more rods you get out of the waste but the less you reduce it
at best it's a 20x reduction, at worse it's a 3x reduction.
looks like the only alt I'm using for plutonium is instant cell
ok so if you stick with this you're not far off of the "reduce waste a lot" side of things
I was mostly looking at the setup complexity xD
so like you said earlier, 50 waste per minute which is 8 hours per ISC, and we already said 96 ISC isn't that big a deal
that's 768 hours of waste accumulation
you could even probably get away with less ISC
yeah, and that's if I don't sink. and I won't sink until I need the power, which may happen
so still scary when all the numbers are laid out?
it's just a big chain of stuff to build. it's like building my 25/min supercomputer factory all over again lol
oh yeah for sure, nuke stuff is super complicated lol
I see what you mean by the "slider" telling the tool to maximize nets me 60 rods a min from the same 900 waste/min
but 120 radio control units a min. ow
What's a max tier belt/
Mk5 for 780 parts per minute: https://satisfactory.fandom.com/wiki/Conveyor_Belt
Saw a note earlier that most people don't need max nuclear...but there's still a few of us out there that do. I was really hoping to upgrade my plans for my megabase to utilize nuclear reprocessing, and now it's looking like it'll be actively detrimental because of the investment needed for how little gain it gets
If you managed to use over 300gw I want to see your factory lol
I mean...
I'm not familiar with how much power a max turbomotor build uses
I'm using almost 500GW on this build, with room to grow
Nice, If you don't mind, id definitely like to see.
unfortunately my file exploded, I'll be starting scratch for update 4. I wish I had screencaps :c
Damn. Over object limit?
something broke when trying to cloud sync and the folder got corrupted. I think it was because of a brownout
Happens xD I hadn't actually finished it anyway. That sheet was my end goal that I was working on
The processes to make JUST the turbomotors at max (156/min) is 118k MW. Obviously you need more than that for concrete, parts to make machines, machines to produce the stuff that makes the power to run the things.. + all the miners and extractors.
anyone else can confirm that running a coal gen at 246.2% gets the required 30 coal per min burn rate in update 4 exp coz in update 3 u would make it 250% to get the same burn rate?
no, 250% overclock means you use roughly 202% of fuel
so in U3, you got more fuel rate than 30/min if you had 250% OC
ok then so then i was correct in adjusting my overclock to 246.2% thus getting a perfect burn rate of 30ppm
also generators don't scale "burn rate", but "power produced" ๐ burn rate changes with that ofc, it's just a small detail
nice even the water consumption turns out to be 90 per generator which is a beautiful number divisible by 3 ๐
also, 246.2% would give you 149.9864 MW produced
so slightly less than the 150 MW you're looking for
close enough for me rather have under than over then wonder why things r shutting down due to error over time
the closest we can get to "perfect" is 246.2288%, which gives us 149.99996 MW
let me try that thx
next possible higher number (246.2289%) is already slightly over 150MW
though I still stand behind the fact, that overclocking generators is pretty much useless
they already have nice numbers non-overclocked (3 extractors : 8 gens : 120 coal), and we have tons of space on the map, so space saving isn't also needed
true but i like to use the power shards and they r plentiful
use them on miners ๐
use them on everything.
you can get a tad more precision if you enter a formula into the OC field, not sure if it actually saves more precision internally, but i had a 2/3 setup on one machine and entering 100*2/3 was how it came out nicely, entering even 66.6667 had additional rounding errors in the output
@wind spade Will you add a more precise OC slider for your buildings codex, sooner or later? ๐
yeah it's definitely planned. Not a precise slider, but replacing it with a numeric input
Awesome :)
I used that function for the first time yesterday
It's so much fun. Useful, of course... But so much fun too :)
Would be interesting if one could type in the desired input/min for an item in a machine's recipe and the machine's clock changed to accommodate for that ๐ค
Eg: input "60/min" for the input of limestone for wet concrete and the refinery gets clocked accordingly
how would it behave if it can't reach that precision even with 4 decimals?
Snap to closest possible value like in game?
Eg: try putting 60.12345 snaps to 60.1235 or 60.124 or 60.12...
oh nice ๐ Thanks! i didnt know this prodcution planner was a thing. i mainly used the satisfactory calculator one
Satisfactory tools is the fastest and bestest as a planning tool ;)
The one on SCIM tends to lag a lot on "big" results too, so it becomes very cumbersome after certain size :hehe:
only thing i dislike about this set up tho. is the amount of structures set to under clock at awkward percentages. i'd much rather just have them all at 100% then sink any excess resources
That's where your imagination comes in :P
The planner prefers giving you an answer precise on OUTPUT/MIN rather then machines clock
this diagram only tells you what you need at minimum... overproduction and sinking (or temporary blocks) are always possible
Ah thats fair. now i just need to find the best place to build it in the map. maybe mid east?
you only need to underclock one structure per graph node anyway ๐คทโโ๏ธ
so it's not that bad imo even with underclocking
It would be nice to have a "ceiling all the building numbers" button: I wind up doing that semi-manually, as I prefer to have excess production than weird underclocking.
rounding up to a multiple of 100 should be easy to do yourself
I once experimented with that back in U2, in some cases resulted in up to twice as much resource consumption, so I scraped the idea and moved on, didn't feel useful
also, it's pretty much impossible to do in cases like recycled loops imo
Oh jeeez, just realised i got my math completely wrong with the fuel rods...
i know it takes 1 fuel rod per 5 mins... so my dumb brain thought that if i make 5 / Min, it would only fuel 5 reactors >.>
- Ist the new pressurizer, compared to oil extractor, legit? 4 pure nodes produce about 50% more oil by the almost same power consumtion
- Does anyone know, how much space above drones need for takeoff?
If I pour all the sulfur into batterys for drones, is 200-300GW what I can do for power? Cant turn all oil to fuel
drones dont need any space i believe. they will fly through walls if they want hahaha
coal generators?
should probably get some sulfur for power generation regardless, so you can make nuclear or turbofuel
math doesnt balance out when you cant power all the drones ๐
o:
What if they added one of those self power generating bikes for reallllly early game
that would be awesome
that would really remove the point of making you automate stuff if your "automation" is your character afking in base generating power
also you really cant make that much power considering the smallest unit we measure in is MW ๐
let's see you making 30 MW out of burning leaves ๐คทโโ๏ธ
just need enough leaves
so one wood in SF is 6.25kg of wood
so 30 MW from burning leaves is easy... 30 MWh? Not so much ๐
with your starter inventory you can carry 10 metric tonnes of wood
160 000 MW for one second... 40MW for one hour... with a full inventory... that would be not that much fun to refill
Not true, drones only clip through roof/foundations when taking of and landing
Other then that, they avoid everything. Might be a few exepections in the world, if collision is not setup correct
is there a calculation available already for the overhead of removing nuclear waste (sinking plutonium fuel rods) vs. the power you get out of nuclear?
we did some numbers and it looked like you loose 1-2% of the nuclear power...
wow. thats very low
this is "nuclear and put the waste away" versus "nuclear and sink the plutonium rods"
yea, that was what I had in mind
"nuclear and use the plutonium for power" is (I think) +20% power? (not sure)
for me nuclear was never an option
(until now, where you can get rid of the waste)
I like to have the game running pretty much continuously and that just doesnt work with waste ๐
it does... think about it like this... a single ISC contains 32 stacks, each with 500 waste
Waste is not an issue, even with things running at 100%. You only notice that its there, when you need to add more storage
its trivial to build a storage with 100 ISCs... and it would allow you to run your game longer than you will play ๐
to be honest, even 100 ISC is not much work
hm okay. still doesnt feel "right". I like my factory to be immortal ๐
24000 waste per ISC. So 20 hours for 1 reactor to fill it to 100%, with uranium numbers
So 100 ISC would be 83 days worth
so its easy to store the waste for a year of playtime
(you are right, 48 stacks each 500... not 32)
400 ISC per reactor and you are good for about a year of continues game play
I still hope they make the "Non-fissile Uranium" recipes cheaper in terms of Nuclear Waste...
so you get MORE electric power by using the Plutonium Waste for power... and it becomes MORE expensive to sink it
Snutt said they are looking at the nuclear numbers still, so lets see what happens
Big whonking post with some relevant numbers: https://www.reddit.com/r/SatisfactoryGame/comments/md0xk0/instant_plutonium_cells_is_the_only_viable/
While I didn't separate the production loss from making uranium vs. plutonium rods, the total production loss is 29.55 GW, 7.5% of the raw power output, so it's not terribly expensive making those plutonium rods.
lol how does that reddit link show my tool's icon
I've got links to several factories at the bottom.
well yeah but the actual image doesn't appear in the post
I didn't think that it'll go two requests deep to fetch an icon
It uses it as the top picture on mobile too. Weird
free advertisment I guess ๐คทโโ๏ธ
inb4 they balanced it around 5 waste / minute and then some moron thought waste doesnt build up fast enough and bumped it to 20 without rebalancing rest of stuff -.-
Several factors lead me to believe that's not the case.
- 20/min is stated to be intentional.
- With 5 waste/min, you get ugly fertile uranium ratios like 16/19 uranium spent on uranium rods. With 20 waste/min, it becomes 4/7, which coincidentally happens to multiply beautifully with the 2100 uranium/min of the U4 map.
- Fertile uranium (ignoring nitrogen shortage issues) only comes close to U3 max nuclear with a 20/min rate.
Did the 20 waste/min happen with yesterday's patch? Or did it just go unnoticed until then?
it was since u4 release, just text was wrong
It was noticed by some, and bug reports raised, and yesterday it was clarified that it's supposed to be 20/min, and the problem was the UI displaying 5/min incorrectly.
well tbh, in first place, you cant even produce nowhere near as much power as you compute, given that you mostly need those limited resources for buildings you would be powering in first place
i wonder what is realistic maximal power generation given that you need gas for both cooling units and end tier frames ๐ค
they also reduced it's radiation 4 times, so radiation still builds up at the same rate
stack size wasnt changed tho was it
so without reprocessing your storage fills 4 times faster
Is plutonium waste just the same radiation level as the old nuclear waste then?
yeah but now you have reprocessing, which kinda balances the stuff
thats not the same as confirming its going to stay 20/min forever though, its just meant to be 20 right now, rebalance notwithstanding
we don't know, devs haven't provided waste radiation yet
How were the numbers originally found?
"It could change" isn't exactly hugely insightful unless you have reason to believe it will change.
shared in docs.json ๐คทโโ๏ธ
but plutonium waste isn't there
Dang
nuclear waste took 4 months to appear there after several pings from me ๐
tldr: snutt isnt doing his job properly
You could maybe estimate the relative radioactivity by measuring the distance from a filled storage container at which radiation damage starts, and fitting to the radioactivity model, but that sounds like work.
Divide it up evenly between 15 machines and load balance that.
- Manifold it.
- If you must do load balancing, do a 3-way split, then a 5-way split, then merge two lines.
๐ underclocking ๐
I could underclock but I'm a perfectionist who feels the need to split off excess and craft it into whatever I can so I can sink it
The wiki article has examples of 5-way splitters: https://satisfactory.fandom.com/wiki/Balancer
https://satisfactory.fandom.com/wiki/File:Belt_Balancer_2-2.png wait-thats-illegal
aye I see I think I've made one of those for my storage shenanigans
Essentially, one splitter per machine or pair of machines arranged in a row. Manifolds have a "warm-up" time, as machines earlier in the manifold need to have their inputs filled up before they pass enough along to subsequent splitters, but at steady state, they're just as efficient.
Gotcha
I've already got my factory set up for load balancing, simply because I prefer it and I might be cursed for that, but it I like seeing it in action,
So right now I've been trying to use the 16th option from this load balance sheet but I'm trying to divide it so it ends up outputting 13% instead of 16
Do the "extract 1/3" option, then extract 2/5 from that (and merge the 3/5 back into the 2/3 from earlier).
oo thank you
what is the best recipe for turbo fuel?
Usually just the normal recipe used in combination with diluted fuel.
So is there any reason to use the EXTRACT 2/5 method when the EXTRACT 3/5 method is a lot simpler and more compact?
Not really?
Turbo blend fuel is more sulfur-efficient (~18% more added power per sulfur IIRC), whereas turbofuel is more crude-efficient (67% more added power per crude oil).
Both of them have same outputs dont they?
I'm not sure why the author of that diagram chose to have separate 2/5 and 3/5 splitters.
Yeah it threw me off lol
i feel like first and second would be great
1st and third are good
first one feels like cheating the nature lol
Agreed, one or three
i know that they will gladly fly through the world if set up in a cave? ๐
deffo 1
arighty
stage one nearly complete... i always forget how less intimidating these landscapes appear to be once you remove all the trees
this chat is titled "math and meta". specifically regarding the "meta" part of the name, would this be a good place to discuss theories about the story of the game/assembly parts, or should i go to the normal satisfactory chat for that?
this channel is about efficient factory building, "meta" as a term typically refers to what is considered "the best method". If you want to speculate about the meaning of life for our pioneer, the general chat is probably best ๐
alright, thanks man!
Just keep i mind the more foliage you remove the lower game performance will be
found that out the hard way when I had a project to run on bio power ๐
visuals if I had to take any guess, but I don't think that's how that works
storing large chunks of data is expensive. if you keep track of everything everywhere all the time, you run into a lot of performance issues right at the start. removing items then would remove strain.
or you could just have an initial condition that takes up very little storage space and only store the changes. then, any change to the initial condition would take up space, but you won't see issues until later. removing things like trees is therefore a change to the initial map data, and is stored in memory. every tree you remove is the same as building a new part to your factory. or at least that's how i rationalize it.
There is another one where they mention it slightly impacts save files, cause the save files need to keep track of destroyed foliage.
Here it is: https://www.youtube.com/watch?v=vOJIZQfzcUk
That would explain why all of the foliage I destroyed in early access came back when I updated to experimental xD
Funny story bout this: I had a truck route that involved the destruction of several obstacles, so at first I was a bit upset Iโd have to take the 5 agonizing totally difficult minutes to throw like 2 nobelisks, but then I realized something. You see, one of my trucks had just decided to not exist anymore, so Iโd replaced it, but the path nodes for the first one were still there. When I opened my world on U4 my truck decided to return from the undeworld
In conclusion: trains are probably a better idea than trucks
Thank you for coming to my Ted talk
My explorer decided to just fall under map on EX
I've lost two trucks and an explorer to the underworld on early access
I wonder if they run away or if something is taking them
They donโt have AI limiters...
Neither does the mam, which was proven to be self conscious
Maybe itโs a plot...
Them flying away is also an option as Kibitz proved
Lol indeed
Hey guys
What is the best way to ensure a conveyor is being used at max capacity, by merging items into it?
what do you mean?
answering in #old-questions-and-help
how many water extractor do i need for 1 nuclear power plant ?
1 nuclear plant requires 600 m3 water if overclocked %250. So you need 2 water pump overclocked %250 and pipeline mk2
if not overclocked ?
I'm not sure i always use %250 overclocked nuclear plant :D
Probably one pump would be enough though
I do a 1:1 ratio for nuclear reactors. 100% plant and a 250% water extractor
Two sets per pipe for 600m3 water
yeah, there's no point in overclocking a nuclear plant, unless you want to save space
100% nuclear plants run at 300 m^3/min, so 2.5 water extractors per nuclear generator.
Hey @oblique hollow
You helped me out the other day and i was wondering if you have a sec to discuss something... Different... That im curious to your opinion on ๐
@me if you get online to chat!
Far far less annoying to 250% water extractors for this
so whats the meta for aluminum production rn? im looking at satisfactory calculator and its telling me that aluminum is ridiculously cheap and it seems too good to be true lol
Itโs much better
like im getting 200 alclad sheets and 200 casings from 250 bauxite
I think off the top of my head just use all alts
Your setup sounds correct, Yeti. I'm guessing you're using: Sloppy Alumina -> Electrode Aluminum Scrap -> Pure Aluminum Ingot?
yay...another 7200/min uickwire build near done. Just needs power and output belts routed
once done, I will have 21750 total quickwire ๐
yikes the beltwork
16 total outputs there, belts of 450 each
Flow 30$
50 total quickwire belts
i cant wait to start my next build... going to need 178 Smelters making Copper Ingots, just saying, lmao... nearly the same for Iron..... hahaha cant wait
ooh and of the 36 belts I DO Iave already, only 3 are not used ๐
goodness
Main quickwire junction box
This new expansion tho wont come here...no room for 16 more belts
The three in the back going down are the unused
tasty
@mossy needle https://gyazo.com/6cd382f89a50d788450506d72fa21431
Just wait until you get to aluminum
Already there
โค๏ธ
1440 alclad sheets and 2480 casings when finished
4500 Casings and 1260 Alclad for me, but I plan on using drones to deliver the bauxite, and I need T3 drills for it, so won't be for a while
Im limiting based on the bauxite around the swamp for now
jeez us.... nah, i wont be that bad, lol.... thank god... I only need 14 Refineries for my planned build, for Aluminum Ignots
Sloppy + electrode + pure + alclad casings?
I went with the Pink Forest. Get 6 nodes running 600/min and fly them to the facility with drones (once you have them, that is). Plus, if you build in the rocky desert, there's oil nearby for the electrode recipe (which requires very little oil, actually) and there's copper for the 1-1 ingot to product recipes
@upbeat tide You know it
Hey does anyone know what the new max-capacity for TurboMotors is under the new Aluminium changes in U4?
812 according to Satisfactory Tools;
https://u4.satisfactorytools.com/production?share=YKPEsIH2HhRZz9UOvz50
any higher, it cant find a cal
Oh? like what?
actually 812.89. You can change items/min to maximize for that ๐
only person on the planet who would correct me right, lol
your teachers
i just love how he must;ve took the time to find that, hahaha
just opened your link and changed to maximize ๐คทโโ๏ธ
theres a button for that?!?!
greeny made a program to prove someone wrong lol
ftw
copy paste
nah, I think it's better if user gets reasonable amount rather than gigantic mess
very true! lol ๐
this way you can make a "preset tab" copy paste
im literally going to dream about this option tonight now, lol
oh we're talking gigantic maximized messes? time to shamelessly plug by U3 max sustainable HMF: https://www.satisfactorytools.com/production?share=FfXLkRKt1Z6pwzo4GIyP
highlights include all these resources being used:
goodness
HMFs will eat you and your neighbors' lunch if you let 'em
I shudder to think the horrors now with the new items in U4
what if I don't have lunch
a max fused modular frame in U4 would be this, but also bauxite + nitrogen
yikes
i cry for the splitter arrays needed for that iron ^^
hmf uck
So if I do the math right and double check it on a major production line it will work right? Like my pipes have extra pumps bc my Iโve previously had an issue with lack of pressure. Or will it be like 99.9% work causing my 180th fuel generator to make my power production line look like a methed up crying 5 year old trying to draw a straight line
just be carefull if you hook a lot of generators or any other kind of machine up to a huge pipeline and split it a lot. That causes flow rate issues and losses
HELLO FRIEND @oblique hollow
erro
other people are here too, but I didn't care at all
I have like 700 pipe splitters or more๐
not good. 10 is already an issue
๐ค
ugh that means a prime 5 then 2 2's and 2 3's splits for me
make sure to use valves and to always feed manifolds from both ends
Well it would be like 3 pipe inputs that run parallel each other and to a line of refineries where they constantly feed each other the whole way down and then a pipe on one side feeds the refineries
you can kinda do that, but you need to split it up into small segments. Too many junctions on one pipe in series is baaaaad
So like[ I-I-I-Refinery ] just repetitive the โIโ is the pipes and the โ-โ is them connecting to each other
Iโm on my phone and my computer is off or i would just send a picture
I discovered an issue with the belt compressors I had.
I changed my origional design and now its... Weird hahaha
The compressors had an issue with Refineries cause they output in batches of 13.
This meant that if both batches of 13 arrived at the same time, they would both head to the 'any' line
The merger would take 50:50 from both inputs
The main lines would backlog, and then go to to overflow even though there was space BEHIND the input
So...
I put a buffer in the middle in the form of a Industrial Storage Container.
BEHOLD
Belt Compressor Mk II
i did, but about that...
I lied because the reason i needed these is unconventional and i felt silly.
BUT NOW IT WORKS (1 sec, need picture)
I made a switchboard on the output.
Each power point turns on 12 refineries, and therefore spits out one extra conveyorbelt of iron.
This means i can turn it on for only as much as i need because... I dont have 7.6GW spare to run it all the time ๐
no need to feel silly if you wanna discuss game meta and theory
why not use power switches xd
insert hurhurhur gif here
but thanks for your help on the compressors!!!
It helped alot ๐
np
what are the compressors meant to achieve? uniform merging?
integer division i guess. kinda like the variable flow divider for pipes
much over my head
basically yea, just to make sure your filling your belts to max output lines, with only a single overflow of the remainder
This thing spits out 20 lines of Iron Ingots.
I dont need all 20 lines, so i can turn them on one at a time to take full lines where i need them.
3 lines of 1/3 isnt as awesome as 1 full and 2 empty tho
so on-off factory design based on demand
i did the same thing with my power plant.
It backlogs surplus fuel before sending overflow to AwesomeSink
So every 24 hours i can have 8 hours of 3x capacity by adding more floors of generators
in a manifold that requires some overclocking, is it best to overclock the beginning, the end, or whatever?
ps: My designs make the first to get resources to be the first to spit it out, like a reverse entrance/exit
if you onverclock the first one the added consumption would increase the time to fill the manifold up a little
so i would do the last one even though i doubt it makes much difference
@daring sonnet thanks, makes sense
It doesn't.
People usually underclock last
why not?
Or overclock first (:
As greenie said, it shouldn't matter. Manifold fill time can be more or less eliminated by leaving the outputs of the machines disconnected. Or prefilling
it may help or hurt the amount of machines that start working immediately. But when the manifold is full, it would work the same and produce the same amount of items in the meantime.
it's the same as why the choice between mk1 and mk5 belts doesn't matter
Unless I'm sure I'll have to extend it later, I usually over or underclock the first, so I don't have to run to the end of the line to check the only machine different from the others 
so you weren't disagreeing with me but instead talking about something different
meant to post this earlier, this is my plan for my U4 Aluminium factory, does this all make sense? About halfway done building it
Not sure how I'm going to split up the ingots or what recipe I'll use for silica just yet
hello there ! ๐
I was wondering with Mk2 pipe if trains were still Valuable for liquid transportation. Is there some nice documentations about it ?
so I'm stuck in analysis paralysis. I've been working on some production plans on the tools website, but the numbers it gives me are not very easy to work with. I'm not sure I can balance belts down to 2 decimal points. lol
I've got 1200 (soon to be 1800 after upgrading some pipes) at my disposal, I've got about 1200-1500 MW of coal power (with a 4000MWh storage backup) and I'm looking to get on turbofuel generators next.
@tiny sentinel what website do you use ?
this is the one I was using. I'm not sure if I should go for integrated production lines where each step is produced as needed, or if I should do modular production lines where each step is maximized independent of next steps.
I just started fresh in my old save after using SCIM to mass delete everything I built in U3. I have all of T1-6 available to me.
You may have forgot to push the silica byproduct into the ingots production
Unless you deal with that in some other way ofc ^^
oh, that's what "recycled silica" means, just didn't bother to make an arrow
Unless you wanna go crazy with train timings, I think you can safely transport about 1 mk2 pipe worth with each freight. If that's enough "value to freight" for you, go for it :)
(I don't use fluid trains anymore)
Why not just work with convenient numbers rather then trying to follow (and balance) the planner? :P
Eg: the numbers from plates to HMF work nicely especially with alt recipe, no need to constrain yourself with certain input or output/min, just "follow the flow"
Mechanically, pipes and belts are better than trains. Less power, less area consumed. The primary reasons to use trains are "they look cool" and "they can be easier to set up".
The "bolted plates" alt recipe for reinf plates is especially convenient to make the frames. It works wonders with steel screws and the coated plates (both steel and iron ones)
That was one strategy I've been considering. Working backwards from each ingredient for the HMF's
I think backwards works best for very big projects.
In this case, I'd suggest using the numbers from the planner as a simple reference (as in: I need AT LEAST this many plates) but still settle for convenient numbers of machines/clock ^^
for now I'm just working on infrastructure and belting stuff into my work area.
my plan is to get enough computers and HMF's automated for the 89 or so fuel generators I'll need for all the turbofuel i'm gonna make. should give me about 13,000 MW to work with once I'm done, then I can really scale up.
anyone know an easy way to make auto matic rotor automation that has perfect ratios I can make one for plates but I cant for rotors it takes 100 screws a minute and I cant find a way to get that without ruining the rod intake for the rotors
then you have a source issue. you need more ingots
Or, alternatively: start exploring the map and hunt for crash sites
Copper rotor + normal stator + iron wire imo
should I split my 480 ingot of coper into 160 or 240 for more crafting into other things? or should I just make wire for now
Depends. "Now" is pretty vague at explaining why you need to make such a desicion ^^
well I want to be able to make T7 stuff when U4 releases to EGEA so I gotta make it up toT6 first, and currently though I have everythting unlocked I only have the ingots being made
so wire only for now, or split and make split 1-3 or 1-2 or?
you can't plan ahead with no plan
like this is a completely arbitrary decision, because you have no idea what you're going to make
Much like Lund said
I suggest going with the flow ~
Stockpile whatever you prefer, but the game usually give you a good indication of what you will need later on
Eg: if you automate space elevator parts while still having left overs for your storage, that usually means your production is ready for the next tiers
By the way, it's best to have copper as ore then have it as ingots if you REALLY wanna plan ahead ;)
@wheat saddle (sorry if I pibged multiple times, I messed up the "at" ๐ )
well if there is anything that needs coper ingots that isnโt wire then Ill split
Copper sheets might be useful. I personally use caterium wire, because pure node is closer than copper one. It has a biig ratio of wire from single ingot.
oh ok
AI limiters, circuit boards, heatsinks - all use copper sheets that have no alternative way to produce
circuit boards have alts what are you talking about
Copper sheets can only be made from copper (or copper and water).
AI limiters have no alts.
Circuit boards do, but one of alt recipes still use copper sheets, the other two use rarer resources, so well, copper sheet factory!
[totally didn't finish setting up 40 cop sheet constructors yesterday]
the default heatsink doesnt even use copper sheets
Uh, it does, unless wiki is outdated?
oh right it was changed in u4
the context was U4 as I assumed ๐
i wouldnt really call rubber "rare"
yeah just forgot that it was updated, still had it in mind from before, didnt rebuild such a line yet
same for petroleum coke
Well, closest node for grasslands is like 2 clicks away. Copper, is within visual range with pure node a kilometer away
Since we started with factories:
What would be a good split for turning ton of iron into useful items?
My current planned setup
33,75 iron plate
22,5 Iron Rod
35.3 Reinforced plate
25 modular frames
44.8 Rotor
7,5 Bacon
from 1440 iron + some copper sheets for rotors
Is that looking ok, or should I make less rotors/more plates or something?
No screw/wire/cable exports -> these high volume pieces I make where they are used.
is the comma for thousands?
no, thats decimal. i'm small builder, 3 pure nodes
theyre commas to me
Some places use commas to separate out the decimals.
my computer is confused as what country I'm in.
so he means 33.75 or 33,750?
that would be 33'750
ok
33.75. 33750 iron plates/min would use up a pretty good chunk of the map's iron.
I think mine rn is like 1200+
Plates???
I'm tempted to build "even" number of machines and just slide the slider on miners
@versed violet miners only affect the speed of smelters when talking about metal, not constructors
yes ik your here but i still ping to specify person
assumin all is clocked 100%, it affects the count of machines
1: wdymbt all, 2: it still doesnt affect constructors as long as u supercharge smelters, 3: just use math to get 'even' # of smelters and machines
math is no problem. Just womndering what proportions to make the outputs in. Lots of rotors? lots of plates?
for me I think i have 3*480 (pure iron) nodes whcih make 1440 raw, which would need 16 smelters which burn at 30/min, which would then need a bit more constructors for it
you need plates to make rotors, but u need screws from rods too
The numbers are final outputs. Whatever gets used on spot, gets used on spot
well thats up to you, it depends on your end product
if we know the end product for T ๐ผ (highest for U4) then we could try to make factories to that
Thats the question actually. I've ran a calc simulation for 'make every endgame item at least 1 machine 100%' and got a surprising low count. Like 42 iron smelters for total endgma e needs.
or are you currently only in T2? whicih then you need to grind them rotors and reinforced plates
but to grind u could just let ur pc sit and have ur factory work while your afk
T7+. Confused about the needed amounts so just guessing it and sink the rest.
Was hoping someone had a 'full iron factory' working and could share what proportions work for them.
"Every end-game item" meaning just space elevator parts or every tier 7/8 item?
Space elevator and everything directly used for building. Like Turbomotors, cooling systems, heatsinks etc
I think you could do more frames and less rotors. You'll probably need more frames mk2 and 3 (I refer to HMF as frames mk2 :P) rather then motors
Frames take quite long to produce (manuf) vs motors that take assemblers.
Yeah, 1/min for everything isn't much, so with alt recipes and such you need very few machines. I never ran a calculation, but I'm guessing 1 GW of power would suffice (accelerator excluded)
That doesn't seem relevant regarding how to split iron production though ๐ค
Ooh, me haz a link. Elevetor parts are eaxct what single machine can produce, rest I kinda mashed random numbers in on gut feeling on how much I need extra for bulding:
https://u4.satisfactorytools.com/production?share=JDGz9smAjx8k0TIXbEsH
Looks kinda low count
if they changed any numbers in last two patches, then it's not yet there
I treat this as a very rough estimate
Btw, punching in so many items makes your browser slow to 0 unless you set all resources to disabled so it doesn't try to recalculate after every change. maybe a 'calculate button' or 'calculate immediatelly checkmark', so you can disable that?
there's a slight delay before calculating
but if you change stuff at the moment it calculates, it can indeed slow down it a bit
I have some improvements planned ๐
delay won't help, when you have a list of 30-40 outputs xd. Page starts to get unusable after ~10 endgmae items.
works fine for me, so it may be that it's hitting limits of your hardware ๐คทโโ๏ธ
Maybe firefox doesn't like so much js running ยฏ_(ใ)_/ยฏ
most of the calculations are even or server ๐คทโโ๏ธ
RIP server. But my dropdowns were lagging like really hard.
Will a train be able to throughput 780/min?
server is doing super fine. And I've tested only on chrome and it works flawlessly
I have and it should be able to right, but since the max belt = 780/min and when a train unloads it stops outputting items but I need 780/min. So it can't stop right?
It has 2 belt inputs
and two outputs
so just add an ISC (connected with two belts) before and after the trainstation and you are good to go
but also, game doesn't like full mk5 belts, so I'd suggest splitting it, instead of having maxed belt
Hello, can someone help me understanding nuclear generators? i inserted 1 nuclear fuel rod into a geneator and got 100 Waste. In the wiki it says one fuel rod can last for 5 minutes and produces 5 Waste every minute so after 5 minutes i should only have 25 nuclear waste instead of 100. Am i wrong?
wiki is wrong
they changed it on experimental and now it makes 20 waste per minute
or rather "wrong", because wiki's content is aimed at stable versions
ISC ?
ahh good to know, but a fuel rod still lasts 5 min, then?
Industrial Storage Container (2 inputs, 2 outputs)
that depends on overclocking ๐คทโโ๏ธ
but yes, on 100% OCed gen, it lasts 5 mins
ok, thx guys
Ahhh, should I always do this for every train station?
thx @wind spade
yes, both for input and output
Yes: an ISC (or industrial fluid buffer) to buffer the input/output of every freight platform is advisable.
could you expand on that?
like does it make the game perform badly?
the fluid buffer is a little bit more difficult because it doesn't have two inputs AND two outputs ^^... but with the right pipework it can work
There appear to be some rounding errors that creep in and slightly reduce belt throughput, especially at splitters.
game has issues calculating with full belts and pipes (for better belts and pipes mostly), so you usually would get slightly less than 780/min from mk5 belt. therefore if you can avoid maxing a belt, it's better to avoid it and put e.g. 600 only on it
dam, that's annoying
Also mk5 belts are fast enough that really low frame rates can slow them down, this happens to the other belts but not enough to be a problem
those issues are pretty random also, some don't experience them, some experience them a lot
but they almost always scale with factory size, the bigger the factory is, the bigger the chance of it appearing is
it's not really annoying, there's not too many sources of full mk5 belts apart from miners, so it's not that hard to avoid them
Ingots can also fill multiple mk5 belts, but at that point you could just spread the output pretty easily
the wiki for Satisfactory, also does show the EX numbers, just look for the Red EXP tag, those apply to that version of the game... but it shows the correct numbers for nuclear waste atleast already...
0.2 rods makes 20/min, with a 300sec cycle, which means 1 rod makes 100 waste per min
I hope it won't be a problem for me, cause I've already started building with full belts in mind for my current project. But if not as far as I know it's not a huge slowdown for belts
well I mean it as "single source", which would make full mk5 unavoidable
Gotcha
@mossy needle yeah, it irritated me that there was already input about plutonium and co. , so i assumed the numbers also apply to the new version
So, on train throughput, these are two crucial matrices. These all assume double belting, and use of at least T3 belts. Though, you do get an amusing 2 hour time to empty 32 stacks of 500 items using a pair of T1 belts.
Time to empty freight car (sec: train route must take this long for max throughput). Numbers are rounded up.
Stack Size
Belt 50 100 200 500
T3 203 381 737 1803
T4 125 225 425 1025
T5 87 149 272 641
Max per-platform throughput (items/min). Numbers are rounded down. This assumes perfect timing (see above matrix): practical throughput will be less.
Stack Size
Belt 50 100 200 500
T3 473 504 521 532
T4 768 853 903 936
T5 1109 1296 1416 1499
the wiki numbers? someone just hasn't updated the top paragraph yet. you could do it, you just need to mark it as experimental and leave the early access numbers in
That's a super valid point as well and @wind spade thanks for the belt info, I also didn't know that
@bleak coral well... i have to manage to build a full automated Atom generator plant, before i can do that, see how it works and then maybe, and only maybe i can do that ๐คฃ
one last question, can i really put plutonium rod cells into the sink?
Rods, yes. Cells, AFAICT, no.
@iron prairie ok thx
Whats the smallest way to split 1 line into 18 100% evenly?
Manifold, a.k.a. in-line splitting / merging refers to a type building style where splitters or mergers are aligned in a straight line, usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.
Alternately, two 1:3 and a 1:2 split in any order.
Cheers
Funny how (uranium pellets aside) you can manifold all materials needed for MAX NUCLEAR on a single mk4 belt 
Imma provide that with a drone. No way I'm moving a train for that 
i just want ask something , it's normal i can make 30 nuclear central with 1 MK3 250% on normal uranium deposit ?
Yes.
A pure uranium deposit can support up to 45 reactors (U4), or 157.5 reactors in U3.
Uranium pellets aren't a thing in U4, and drones aren't a thing in U3.
Also, is this raw resources, or just the final manufacturer step?
I meant the uranium cells things, didn't remember the name xD
Also I was referring to the manifacturing for the rods
Since that is right in front of my cell production with a 1:1 ratio, it means all their stuff can be provided for easily
I was about to say: the sulfur alone more than maxes a T5 belt.
I think it's convenient to split that in 480x3 and 240, so it matches the uranium
there aren't any pure uranium nodes though, just 3 normal and experimental added 1 impure
On the final process i have 15 fabricator work at 100 % si i have 6 rod/mins
Are u sure about that ? Cause my mine produce 600 ura/min
That's a normal node
K my bad
mk3 on pure go up to 1200/780 due to belt limits
Whoops, my bad.
I "discovered" this design on my first playthrough and used it extensively, but later scrapped it because I noticed that 2 out of 8 of my coal plants were always starwing. My coal production was exactly equal to the requirements of these 8 coal plants running 100% combined. Is there some other trick there? Or do I need to have some reserve?
You need to give it a bit of time for the manifold to fill up.
It had enough time, it was always starving when forced to run at capacity
Was it getting enough water? Having two plants choke off is actually pretty symptomatic of trying to force 360 m^3 of water/min through a T1 pipeline.
I used different tier belts, could that have been the issue?
only reason it wouldn't be getting enough is if you had to many connected to it :/
it was coal starvation, not water
It was an 8 plant block. I had 3 blockss like that. All had same symptoms
The line to the start of the manifold would have to be T2, and the first few splits would have to be on T2 belts.
hi everyone ๐ i have a coal generator overclocked to 250% can you tell me how much coal per minute it use now? i know from wiki its 15 per minute on 100%
T3 to the start of the manifold I think
240 is needed, right?
I just use T5 everywhere.. o0
My memory might be rusty, it was a long time ago. But the belts had enough capacity
- Generally, power buildings aren't overclocked, as it doesn't really do much except save space.
- There's a weird polynomial function, check the wiki for overclocking.
I'm sure of that
For 8 coal plants, you'd need to be feeding it 120/min at the start. Manifolds do work: there's almost certainly some issue like an incorrect belt, or not enough coal supply (e.g. trying to send 480 coal/min from a miner out a T3 belt which maxes at 270/min).
OK, you're right. 15min per plant to the total of 120
belt configuration had enough capacity, I am 100%certain. I had 3 blocks built with the same design (while I still believed that manifolds work)
I don't see any other caveats, unless you need to use same tier belts for the whole manifold
so wiki say proportional means -> from 75MW to my 151.8MW its 104.8% means 31 coal per minute needed right?
Yes @zealous lintel .
@severe ledge I find it much more plausible that somewhere, you made a mistake, because manifolds do work when properly set up.
have you used them yourself?
For almost everything. In numerous factories.
were all belts same tier or did you mix and match?
Careful mix-and-matching, ensuring each belt has at least enough capacity for what's going through it.
ok, weird
You can try upgrading all manifold belts to mk2 (as well as the input all the way to miner)
I'm going to log in and try rebuilding my coal setup
an overhead pic will help (#screenshots)
since you're mixing belts you may have switch to mk1 belts too soon
they're garbage :/
they're everything i wanted
awesome when all you want to do is spend time flying around your completed factory. new construction? jetpack still :/
why is that?
the range isn't enough unless you litter the area with powerpoles. and now that they've been patched, if you get out of range, there's a chance you'll fall to your death
its so much faster than jetpacks and all you have to do is take care of your wiring first
Like even if you've got machines already setup and power's run you can't get far from them at all
i dont find it restrictive tbh
i can fly around in and out of every building ive made, it helps that you can go through the roof
yeah.
hell if you make buildings you can just make a ring of poles along the walls and maybe like a strip along the middle of the roof and youre golden
Like I said, already built stuff, or hooking up belts it's great
and then you just hook your factory up to that
but new construction, not so much
the range on it horizontally is something like 32m
it is something we've needed for a long time, and for belting and piping machines, it's wonderful.
Game is apparently saving what is removed, not whats already there, so the more you remove the more game has to keep track of.
can anyone help me figure out why i cant find uranium pellets anywhere? i dont have the recipe even though ive unlocked uranium
Those were removed in U4, and the alt using them is worthless for anybody who doesn't have a legacy save with stored uranium pellets.
yep, gone, reduced to nothing
*atoms
you now directly turn the uranium into cells
reactor?
oh, i think youre confusing rods and cells
you need Cells to make rods
previously, pellets were used to make cells
now its directly from uranium to cells
the rate of rod usage should still be 0.2 / min
But waste is... 20/min?
Anyone knows something about that? 
Just saying, 20/min would mean waste-per-rod increased from 25 to 100...
I heard that was a thing
so THATS why it shows "100 waste" inside the waste slot too
yeah it's a thing, the UI didn't update to reflect it until last patch though
Boy oh boy, let's calculate plutonium rods once more...
'nuclear waste' involves things like contaminated equipment, chemicals and other hazardous radioactive stuff that needs to be barreled and stored forever
whats left of the fuel is just a part of what needs to be stored forever
I'm missing the point 
... Should we have to discard a hazmat suit everytime the pioneer gets irradiated? 
maybe they'll give us an automated hazmat suit as good as automated portable miners 
I play that too much already, so I'd rather keep it out of the game u.u
I'm so mad they automated miners but not inhalers 
and also made sure the miners still didn't stack....
BRUH
they also made automated miners so goddamn expensive lmao
which one should I choose?
so I have both but wanna now which one is more effective
to get more out of the same amount of oil
turbo heavy fuel is best for oil efficiency, if you have enough sulfur/coal
Turbofuel is better if you look at amount of crude oil spent
Just put it in greeny's calculator, it will tell you it's the regular Turbofuel
except it wont
if you limit it by oil only it will use turbo heavy fuel
unless you also combine it with diluted fuel
but that assumes he got that ๐
Turbo heavy fuel needs more than double the amount of crude oil to get the same amount of turbofuel
I mean.. put it in the calculator. It literally tells you that
I did, and it tells me what I said above
I can use diluted fuel actually
with diluted fuel thats best with plain turbofuel
okay
would strongly recommend to use https://www.satisfactorytools.com/production yourself to plan such a line with many alts, as it can get complicated ๐
okay
thats great, thanks ๐
Bruh, there's no need to check out the calculator to figure wether HOR or fuel is better for turbofuel xD
Just think that HOR is worth twice as much as fuel :P (with diluted fuel ofc)
there is a lot of combinations, so it all depends on which alts he all got ๐
or should go get some more harddrives first ๐
Imagine making turbofuel without the HOR recipe 
Speaking of diluted, im hoping CSS doesnt change the blended turbo fuel alt. Its incredible
vs
is th trade off of less sulfur for more oil worth it? Maybe
this is based off my current TF factory total
Considering the scarcity of sulfur and the abundance of oil, it's a nice trade-off
And also very good simplification
69 blendsers is alot but alot less real estate than hundreds of refineries
That's a good number to work with, sure 
Ikr
Im just going to borrow that diagram of yours... Thank you. 
In that case, thank you Greeny!
atm what is the best way to make power and consume thee least resources?
also is it self regulating like old coal or continuous like new coal?
atm i am useing a pure coal node with mk2 maxed miner and mk4 belt and my total power is about 1000-1200MW (i also have some generator next to my steel)
ATM i am have all T6 teck
should i harvest more coal and make more power that way or go for oil? (i ave the W fiel harvested but not in use)
[or t sure what u call the oil in the W on the sandy islands]
Get some turbobuel ;)
And yes, all power that isn't biomass or geothermal runs at 100% all the time
ok biofuel BUT THERE ARE 101 ways to make it what would be best way for power from 1 node?
Anyone know the math to use for maximizing efficiency between multiple recipes for the same product given resource and power constraints?
also how do i check if i have a alternate recipe available?
it'll be listed in your codex if you have it
maybe use samrt spliters and set priorities so that the last one to get stuff is the worst recipe
.
what was the codex key again?
'X'
ok thx
What power generators do you have unlocked? Because the most efficient way is nuclear
not in game atm but i have geotermal biolass coal and i think i have something with oil
Each new tier of power is around double the efficiency of the previous (guesstimate) - it is always worth it to upgrade your power supply to whatever your most recent is.
If you have fuel - then you'll want to do the following:
Hard Drives are special parts obtained from Crash Sites used to unlock Alternate Recipes (see below). Crash Sites can be located using Object Scanner after Radio Signal Scanning has been researched in the M.A.M..
Each Hard Drive can be researched in the M.A.M. and results in a choice of one of three alternate blueprints, chosen from the pool bel...
Diluted Packaged Fuel cycle --- This combination uses Heavy Oil Residue -> Diluted Packaged Fuel to increase the Crude Oil -> Fuel conversion ratio by 4.5x. Combining this fuel conversion with Compacted Coal to yield Turbofuel greatly improves energy generation, allowing a single oil node to supply over 11x as many Fuel Generators at maximum usage, compared to the normal Crude Oil to Fuel recipe.
yea i am a HDD hunter and have a ton of alternate ulclcked
Setup your diluted packaged fuel cycle and you'll be powered highly efficiently
If your on U4 l, there is a new way to do diluted fuel, in the blender
As well as packaged
Yes, and it's even better @fierce ruin because you don't need to package and unpackage crap - just plug the lines directly in
yes i use U4
Anyone know the math to use for maximizing efficiency between multiple recipes for the same product given resource and power constraints? I imagine it's a linear programming problem.
Better is relative, its the same end result, and the blenders do use a bit more power
Gotta be a bit less vague
not relative - you can calculate although I don't want to math it right now... but one requires plastic for packaging and a method for dealing with empty containers as well as calculating the amount of packagers (approximately one crap-ton) needed to both package and unpackage the fuel feed at an efficient rate --- and the other does not. So the blender is definitely better.
Better examples. Too is ny active build, bottom is blender equivilant
@austere notch there are alts for canisters that dont use plastic.
Plus once they are built you dont need to build more. For this purpose
thx
Turbo blend fuel uses much less sulfur, but more oil
yeah it looks oil heavy
Also keep in mind CSS is adjusting alternates. No idea if TBF is in that group