#math-and-meta

1 messages ยท Page 516 of 1

calm flax
#

@vast jungle Nuclear pasta doesn't need nuclear

vast jungle
calm flax
#

its heavy mod frame -> fused modular frame (Ag + N) -> Pressure cube -> pasta

vast jungle
#

I KNOW eyerolling ๐Ÿ˜‰

calm flax
#

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

oblique hollow
calm flax
#

๐Ÿ˜ฆ

oblique hollow
#

Ag is Silver

calm flax
#

I know my bad

sullen cloud
#

<@&387163995947270144>

night jay
#

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.

cold snow
cold snow
#

damn we are fast af then. And the top of the space elevator would move even faster

night jay
wind spade
#

maybe the planet is more dense or smth

night jay
#

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.

wind spade
#

also I like how you calculate with meters per second but miles per hour

#

at least get your units straight ๐Ÿ˜›

night jay
#

crap

#

I hate my Imperial system brain.

#

hold please

wanton axle
#

Hmmm, is that smoke coming from @night jay's direction?

topaz hedge
#

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

night jay
#

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.

wind spade
cold snow
#

proceeds to jump around on a fluffy gas giant

wind spade
night jay
#

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.

topaz hedge
#

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

night jay
#

The night cycle being a 9th of the day cycle would cause so many problems so I just ignored it

cold snow
#

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

topaz hedge
#

I'll assume it's the same as earth, because it's a Rocky planet, with an magnetic core, as we have a compass

wind spade
#

could be just navigational system from ficsit, not a compass ๐Ÿ˜›

glacial agate
#

The gravitational force of attraction is proportional to the masses of the two objects

topaz hedge
#

Could be, but without any other information, we don't really have a choice but to assume true unless proven otherwise. :3

night jay
#

Numbers have been changed to SI.

cold snow
#

maybe we are on a doomed world that is going to get ripped apart really soon?

glacial agate
#

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

fast urchin
#

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

cold snow
glacial agate
#

therefore a 20% increase in mass would be achieved with a 2.7% increase in circumference.

night jay
#

I mean, 58,092 kilometers per hour makes since for how there is 50 minute day cycle.

glacial agate
#

It's kind of like with pizzas but even more so - a 30cm pizza is way bigger than two 15cm pizzas.

frosty owl
frosty owl
#

We got a confirmation, the pellet recipe will go away ๐Ÿ˜
Unless I just missed any previous confirmation of this... Not impossible :sweat_smile:

topaz hedge
#

Nope that's my take away from it. No idea if it'll get replaced with another alt. But pellets are dead and buried

frosty owl
#

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)

vast jungle
frosty owl
#

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

vast jungle
#

already including geothermal? ๐Ÿ˜‰

frosty owl
#

Unless they wanna give us the choice to OC all the base like before U4 ^^ (The power capacity could take it)

frosty owl
vast jungle
#

"just above" sounds like a small drop ^^

frosty owl
#

Too small a drop to make a difference in that scale xD
Isn't that like 2GW or something?

vast jungle
#

not sure how much it is in U4

#

most likely not worth the effort when you deal with 100+ GW

timid onyx
#

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.

tropic hatch
#

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

timid onyx
#

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.

timid onyx
tropic hatch
#

I think so, however HMF is mid-tier

iron prairie
#

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)

timid onyx
#

I only went with 20 because it's the only recipe I have for em, and the whole numbers work in my favor somehow

left ingot
#

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"]}

frosty owl
#

Oh wow, a rare example of someone using the SCIM calculator hehe

iron prairie
frosty owl
#

The last link gives you the same results as the other ones combined

iron prairie
#

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)?

left ingot
#

exp

iron prairie
#

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).

left ingot
#

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

iron prairie
#

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.

frosty owl
#

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

iron prairie
#

Part of that is that SCIM likes to calculate belts, pipes & extractors, of which only one (extractors) is possibly helpful.

left ingot
#

thanks for the other calc then, i'll keep using SCIM for the map then ๐Ÿ˜„

iron prairie
#

The satisfactory tools map has an advantage in not needlessly displaying nearby animals.

The SCIM map has an advantage in existing.

wind spade
frosty owl
#

Then go make one why_so_snutt

wind spade
#

is there a point in reinventing a wheel tho?

frosty owl
#

... To have your name on it? jacelul

iron prairie
#

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.

wind spade
iron prairie
#

(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 jacelul.

wind spade
#

which brings me back to original question (which was serious) - is there a good reason for me to make a map?

iron prairie
#

... 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.

wind spade
#

don't think SCIM is opensource

iron prairie
#

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.

wind spade
#

well at least I haven't find the source code for it and there's no mention on the site about it being opensource ๐Ÿคทโ€โ™‚๏ธ

river night
wind spade
#

hm, interesting.

left ingot
#

@wind spade what the thought behind the water maximum of the map? How did you get to that number ๐Ÿ˜„

wind spade
#

Number.MAX_SAFE_INTEGER

left ingot
#

xD

iron prairie
#

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.

lament chasm
#

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

iron prairie
#

(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.

lament chasm
#

i meant 240 coal btw

vast jungle
#

easier to play around with recipes and numbers

lament chasm
#

im using it but its confusing kind of

iron prairie
#

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.

vast jungle
#

1.) you set what you want as "production"
2.) you activate the recipes that you want/have
3.) you look at production graph

wind spade
lament chasm
#

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%

manic oak
#

@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.

lament chasm
#

nope im using iron ingots im using the solid steel recipe

#

but ye i have 6 foundries

manic oak
#

Just double checking because of you're previous message, they're all running at 100%?

lament chasm
#

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%

manic oak
#

I mean the clocking, are all the foundries running at 100% clock speed?

lament chasm
#

no

#

the last one is at 1% i think somewhere along the line i got something wrong

manic oak
#

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

lament chasm
#

any chance you can take a peek at it see what im doing wrong?

manic oak
#

Sure

#

DM me the world code if you want me to join, or friend me and video share

lament chasm
#

can i send you the save file?

#

multiplayer is a bit impossible due to my internet

iron prairie
#

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.

raven oracle
#

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 ๐Ÿ˜„

iron prairie
#

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.

versed violet
raven oracle
unkempt acorn
#

How do peeps set up a new nuclear set up? im trying to run the numbers and its killing me ๐Ÿ˜ญ

versed violet
#

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

iron prairie
#

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).

unkempt acorn
#

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

raven oracle
raven oracle
iron prairie
#

(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)

versed violet
#

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.

vast jungle
iron prairie
#

You can set limits on available raw resources in the "Items, Input" tab.

versed violet
#

I suppose that doesn't have u4 recipes in it, does it?

#

[also hoping someone already did all the number punching and can share]

vast jungle
#

on the right top you will find a switch to activate U4

#

"Version: xxxxx"

versed violet
vast jungle
#

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...

upper harness
#

Whats the meta on Modular Frames?

hoary shoal
#

cry

vast jungle
#

"It depends on the available Resources and Recipes" ?

upper harness
vast jungle
upper harness
#

Ooo that'll be handy, thanks!

vast jungle
#

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

shy mason
#

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.

fiery canyon
#

whats better more resource efficient or just plain overclocking

shy mason
#

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

fiery canyon
#

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

median thunder
#

uses more power

gray kayak
#

Tell em power shards are limited

fiery canyon
#

nah he got loads

gray kayak
#

Say its not efficient in the long run since its hard to have power shards for all factories

versed violet
#

You will also have to build three times the power plants to suatin it

bleak coral
#

I don't understand the comparison. Recipe choice is separate from the choice of what to do with clockspeed.

versed violet
#

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?

bleak coral
#

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

gray kayak
#

Ye but each needs different items per item

#

It depends on wat you can make most of

versed violet
gray kayak
#

If wires are easier to get then use stiched plates

versed violet
#

Iron wirez ๐Ÿ˜‰ its pure iron comparison

gray kayak
#

Ah

bleak coral
versed violet
bleak coral
#

what mk machine and what purity vein(s)?

versed violet
tall stag
bleak coral
#

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

versed violet
unkempt acorn
#

welp
This i what i spent all afternoon doing

#

nuclear rod planning

gray kayak
#

Why does it loop there?

unkempt acorn
#

where?

versed violet
#

It be the famous loopback of sulfur acid. recommended is to have separate refinery for that to prevent deathlocks

unkempt acorn
versed violet
#

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.

unkempt acorn
#

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?

unkempt acorn
versed violet
#

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]

unkempt acorn
#

Ooooohhh

versed violet
#

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

unkempt acorn
unkempt acorn
versed violet
#

blocking is not deterministic. all it takes is one wrong belt/pipe or unpowered sink

unkempt acorn
#

That is true snuttstach_think

versed violet
unkempt acorn
versed violet
#

Some of us use excel
[faster to do numbers, but worse for moving squares]

unkempt acorn
unkempt acorn
versed violet
#

doesn't look right ๐Ÿค”
I got such christmass tree when trying to produce every single buildable item at once

unkempt acorn
bleak coral
#

It doesn't do the logistics, just the machine counts.

versed violet
worn galleon
#

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...

upbeat tide
glacial hemlock
#

Dsp flashback

upbeat tide
#

Inb4 next expansion is fusion reactors involving deuterium, anti-hydrogen, other things

kind crypt
#

Tell me if I'm wrong, but now the maximum energy can be produce is 831 250 MW ?

worn galleon
kind crypt
#

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

dark depot
#

Uranium Rod clean:

#

and you can zoom in to see very clearly with no problems

topaz hedge
#

And here I am thinking about setting up a tiny 9 fuelrod/min factory lol

upbeat tide
#

Each reactor spits out 5 a min and 31.5 rods can feed 157.5 reactors

kind crypt
upbeat tide
#

Really?

kind crypt
#

Yes

upbeat tide
#

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

wind spade
topaz hedge
#

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)

kind crypt
#

But the nucelar energy get a nerf of 350 000 MW :/

upbeat tide
topaz hedge
#

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.

upbeat tide
#

Well, the main fuel rod alt really didnt change much either

#

Same components at least

topaz hedge
#

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.

upbeat tide
#

in other U4 news, my alclad/casings house is finally done

#

will make me 1440 alclad and 2480 casings when fullly up

lament chasm
#

im not looking forward to tier 7-8

topaz hedge
#

but it has pasta and hoverpacks!

vernal patio
#

hoverpacks are the best thing to happen with the game. almost as good as NMS third-person building.

#

totally worth going for its' research.

torpid robin
torpid robin
topaz hedge
#

it's still more power than we can use even with overclocks.

torpid robin
#

I wouldnโ€™t be so sure in that nowadays tbh

topaz hedge
#

well, I took forward to seeing the factory that proves me wrong.

torpid robin
#

For any general play you arenโ€™t 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 doesnโ€™t include any trains or hyper tubes or any o/c. Or it doesnโ€™t include the nuclear plant either

upbeat tide
#

I think I have gone mad...with pure ingot refineries

iron prairie
#

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```
keen flame
iron prairie
#

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...

upbeat tide
#

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

iron prairie
#

That's included in the calculations.

upbeat tide
#

Ah ๐Ÿ™‚

#

And cries to self in redoing my nuclear waste extraction system

iron prairie
#

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.

keen flame
#

Plutonium reprocessing in general uses a pretty exorbitant amount of nitrogen. more than a third of your nitrogen available even using the cheapest options

upbeat tide
#

Also nitrogen is used for other stuff not just fertile uranium

keen flame
#

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

upbeat tide
#

Its gonna be fun to undo my waste extraction system for 20/m each setup

iron prairie
#

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.

snow maple
#

They said on a stream that it was intended.

keen flame
#

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

keen flame
bleak coral
#

Was 20 waste per minute new with the last update? Or did we just not notice cause the UI was bugged until this update?

iron prairie
#

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.

bleak coral
#

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.

iron prairie
#

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.

bleak coral
#

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.

topaz hedge
#

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?

bleak coral
#

broken in what way? like bad?

topaz hedge
#

Just seems like that's still quite a bit of waste.

bleak coral
#

8hrs per ISC? 10 ISCs for 80hrs?

topaz hedge
#

I mean, either way.

bleak coral
#

I mean what do you want waste wise? 1 ISC for 100hrs?

topaz hedge
#

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

wind spade
bleak coral
#

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

topaz hedge
#

Nono, I'm more concerned about the performance impact/object limit more than filling my map with radiation X3

bleak coral
#

object limit isn't game objects, it's uobjects which is an engine thing

#

so 1 waste != 1 uobject

topaz hedge
#

we have drones now, it'll be easy enough to get waste there

wind spade
#

iirc waste in containers doesn't increase uObject count. Only containers themselvees do

bleak coral
#

sounds right, I assume containers are just fancy arrays

topaz hedge
#

I know, and containers are probably something like 48 uobjects or more, empty or full

bleak coral
#

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

topaz hedge
#

Wouldn't suprise me if an ISC counts more than something like a manufacture tbh

bleak coral
#

it would surprise me

topaz hedge
#

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.

bleak coral
#

imo, it sounds like the concept of waste itself is just scaring you and I can't really help that

topaz hedge
#

honestly, a little. but unlike some I'm not deathly terrified of it.

#

handling it, yes. but with drones. not so much anymore

bleak coral
#

I mean just keep the numbers in mind. Do you have a warehouse?

topaz hedge
#

not yet

bleak coral
#

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

topaz hedge
#

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.

bleak coral
#

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

topaz hedge
#

that's far, building that shouldn't be very difficult or take long. it's just chained storage containers after all :p

bleak coral
#

exactly ๐Ÿ™‚

#

second point: you're saying you're doing 9 fuel rods per minute right?

#

and just regular recipes, no alts?

topaz hedge
#

some alts.

bleak coral
#

what about on the plutonium half? regular or with alts?

topaz hedge
#

I'm going by 9 fuel rods/min because that's 600 uranium/min

bleak coral
#

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.

topaz hedge
#

looks like the only alt I'm using for plutonium is instant cell

bleak coral
#

ok so if you stick with this you're not far off of the "reduce waste a lot" side of things

topaz hedge
#

I was mostly looking at the setup complexity xD

bleak coral
#

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

topaz hedge
#

yeah, and that's if I don't sink. and I won't sink until I need the power, which may happen

bleak coral
#

so still scary when all the numbers are laid out?

topaz hedge
#

it's just a big chain of stuff to build. it's like building my 25/min supercomputer factory all over again lol

bleak coral
#

oh yeah for sure, nuke stuff is super complicated lol

topaz hedge
#

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

fierce ruin
#

What's a max tier belt/

bleak coral
keen flame
#

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

topaz hedge
#

If you managed to use over 300gw I want to see your factory lol

keen flame
#

I mean...

topaz hedge
#

I'm not familiar with how much power a max turbomotor build uses

keen flame
#

I'm using almost 500GW on this build, with room to grow

topaz hedge
#

Nice, If you don't mind, id definitely like to see.

keen flame
#

unfortunately my file exploded, I'll be starting scratch for update 4. I wish I had screencaps :c

topaz hedge
#

Damn. Over object limit?

keen flame
#

something broke when trying to cloud sync and the folder got corrupted. I think it was because of a brownout

topaz hedge
#

Or you mean it had some other. Aw

#

That sucks. I'm sorry ):

keen flame
#

Happens xD I hadn't actually finished it anyway. That sheet was my end goal that I was working on

keen patio
distant ridge
#

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?

wind spade
#

so in U3, you got more fuel rate than 30/min if you had 250% OC

distant ridge
#

ok then so then i was correct in adjusting my overclock to 246.2% thus getting a perfect burn rate of 30ppm

wind spade
#

also generators don't scale "burn rate", but "power produced" ๐Ÿ™‚ burn rate changes with that ofc, it's just a small detail

distant ridge
#

nice even the water consumption turns out to be 90 per generator which is a beautiful number divisible by 3 ๐Ÿ™‚

wind spade
#

also, 246.2% would give you 149.9864 MW produced

#

so slightly less than the 150 MW you're looking for

distant ridge
#

close enough for me rather have under than over then wonder why things r shutting down due to error over time

wind spade
#

the closest we can get to "perfect" is 246.2288%, which gives us 149.99996 MW

distant ridge
#

let me try that thx

wind spade
#

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

distant ridge
#

true but i like to use the power shards and they r plentiful

wind spade
#

use them on miners ๐Ÿ™‚

topaz hedge
#

use them on everything.

river night
#

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

frosty owl
#

@wind spade Will you add a more precise OC slider for your buildings codex, sooner or later? ๐Ÿ™

wind spade
#

yeah it's definitely planned. Not a precise slider, but replacing it with a numeric input

frosty owl
#

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 ๐Ÿค”
Eg: input "60/min" for the input of limestone for wet concrete and the refinery gets clocked accordingly

wind spade
#

how would it behave if it can't reach that precision even with 4 decimals?

frosty owl
#

Snap to closest possible value like in game?

#

Eg: try putting 60.12345 snaps to 60.1235 or 60.124 or 60.12...

unkempt acorn
frosty owl
unkempt acorn
#

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

frosty owl
vast jungle
#

this diagram only tells you what you need at minimum... overproduction and sinking (or temporary blocks) are always possible

unkempt acorn
#

Ah thats fair. now i just need to find the best place to build it in the map. maybe mid east?

wind spade
#

you only need to underclock one structure per graph node anyway ๐Ÿคทโ€โ™‚๏ธ

#

so it's not that bad imo even with underclocking

iron prairie
#

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.

vast jungle
#

rounding up to a multiple of 100 should be easy to do yourself

wind spade
#

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

unkempt acorn
#

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 >.>

unkempt acorn
#

oh jeeeeez... my manufacturer is sooooo efficient

stiff walrus
#
  1. Ist the new pressurizer, compared to oil extractor, legit? 4 pure nodes produce about 50% more oil by the almost same power consumtion
  2. Does anyone know, how much space above drones need for takeoff?
cedar mica
#

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

unkempt acorn
river night
#

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 ๐Ÿ˜„

unkempt acorn
#

o:

#

What if they added one of those self power generating bikes for reallllly early game

#

that would be awesome

wind spade
#

that would really remove the point of making you automate stuff if your "automation" is your character afking in base generating power

river night
#

also you really cant make that much power considering the smallest unit we measure in is MW ๐Ÿ˜„

wind spade
river night
#

just need enough leaves

vast jungle
#

2kg of wood are 32 MJ

#

so 32 MW of power... from 2kg wood... for ... 1 second?

wind spade
#

so one wood in SF is 6.25kg of wood

vast jungle
#

so 30 MW from burning leaves is easy... 30 MWh? Not so much ๐Ÿ˜‰

wind spade
#

with your starter inventory you can carry 10 metric tonnes of wood

vast jungle
#

160 000 MW for one second... 40MW for one hour... with a full inventory... that would be not that much fun to refill

cedar mica
#

Other then that, they avoid everything. Might be a few exepections in the world, if collision is not setup correct

eternal mantle
#

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?

vast jungle
eternal mantle
#

wow. thats very low

vast jungle
#

this is "nuclear and put the waste away" versus "nuclear and sink the plutonium rods"

eternal mantle
#

yea, that was what I had in mind

vast jungle
#

"nuclear and use the plutonium for power" is (I think) +20% power? (not sure)

eternal mantle
#

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 ๐Ÿ˜‰

vast jungle
cedar mica
#

Waste is not an issue, even with things running at 100%. You only notice that its there, when you need to add more storage

vast jungle
#

its trivial to build a storage with 100 ISCs... and it would allow you to run your game longer than you will play ๐Ÿ˜‰

#

to be honest, even 100 ISC is not much work

eternal mantle
#

hm okay. still doesnt feel "right". I like my factory to be immortal ๐Ÿ˜‰

cedar mica
#

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

vast jungle
#

so its easy to store the waste for a year of playtime

#

(you are right, 48 stacks each 500... not 32)

cedar mica
#

400 ISC per reactor and you are good for about a year of continues game play

vast jungle
#

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

cedar mica
#

Snutt said they are looking at the nuclear numbers still, so lets see what happens

iron prairie
#

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.

wind spade
#

lol how does that reddit link show my tool's icon

iron prairie
#

I've got links to several factories at the bottom.

wind spade
#

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

bleak coral
#

It uses it as the top picture on mobile too. Weird

wind spade
#

free advertisment I guess ๐Ÿคทโ€โ™‚๏ธ

wicked tinsel
iron prairie
#

Several factors lead me to believe that's not the case.

  1. 20/min is stated to be intentional.
  2. 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.
  3. Fertile uranium (ignoring nitrogen shortage issues) only comes close to U3 max nuclear with a 20/min rate.
bleak coral
#

Did the 20 waste/min happen with yesterday's patch? Or did it just go unnoticed until then?

wicked tinsel
#

it was since u4 release, just text was wrong

iron prairie
#

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.

wicked tinsel
#

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 ๐Ÿค”

wind spade
wicked tinsel
#

stack size wasnt changed tho was it

#

so without reprocessing your storage fills 4 times faster

bleak coral
#

Is plutonium waste just the same radiation level as the old nuclear waste then?

wind spade
#

yeah but now you have reprocessing, which kinda balances the stuff

river night
wind spade
bleak coral
#

How were the numbers originally found?

iron prairie
#

"It could change" isn't exactly hugely insightful unless you have reason to believe it will change.

wind spade
#

but plutonium waste isn't there

bleak coral
#

Dang

wind spade
#

nuclear waste took 4 months to appear there after several pings from me ๐Ÿ˜„

wicked tinsel
#

tldr: snutt isnt doing his job properly

iron prairie
#

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.

lethal shell
#

I come upon you all in my time of need

#

I need to load balance 13.333 percent

bleak coral
#

Divide it up evenly between 15 machines and load balance that.

iron prairie
#
  1. Manifold it.
  2. If you must do load balancing, do a 3-way split, then a 5-way split, then merge two lines.
bleak coral
#

๐ŸŒˆ underclocking ๐ŸŒˆ

lethal shell
#

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

iron prairie
wicked tinsel
#

then put a splitter before the manifold and sink the overflow

#

smart splitter

lethal shell
#

I'll be honest idk what a manifold is

#

.<

iron prairie
wicked tinsel
lethal shell
#

aye I see I think I've made one of those for my storage shenanigans

iron prairie
#

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.

lethal shell
#

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

iron prairie
#

Do the "extract 1/3" option, then extract 2/5 from that (and merge the 3/5 back into the 2/3 from earlier).

lethal shell
#

oo thank you

twin peak
#

what is the best recipe for turbo fuel?

bleak coral
#

Usually just the normal recipe used in combination with diluted fuel.

lethal shell
#

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?

iron prairie
wicked tinsel
iron prairie
lethal shell
#

Yeah it threw me off lol

sturdy glacier
#

i feel like first and second would be great

fierce ruin
#

1st and third are good

sturdy glacier
#

first one feels like cheating the nature lol

bleak coral
#

Agreed, one or three

unkempt acorn
unkempt acorn
sturdy glacier
#

arighty

unkempt acorn
#

stage one nearly complete... i always forget how less intimidating these landscapes appear to be once you remove all the trees

strange jasper
#

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?

river night
#

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 ๐Ÿ™‚

strange jasper
#

alright, thanks man!

shrewd yacht
#

found that out the hard way when I had a project to run on bio power ๐Ÿ™‚

tame bear
#

And how does removing entities slow game down?

#

@shrewd yacht

muted crypt
#

visuals if I had to take any guess, but I don't think that's how that works

strange jasper
#

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.

bleak coral
#

There is another one where they mention it slightly impacts save files, cause the save files need to keep track of destroyed foliage.

manic oak
#

That would explain why all of the foliage I destroyed in early access came back when I updated to experimental xD

pulsar edge
# manic oak That would explain why all of the foliage I destroyed in early access came back ...

Funny story bout this: I had a truck route that involved the destruction of several obstacles, so at first I was a bit upset Iโ€™d 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 Iโ€™d 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

tame bear
#

My explorer decided to just fall under map on EX

manic oak
#

I've lost two trucks and an explorer to the underworld on early access

pulsar edge
#

They donโ€™t have AI limiters...

#

Neither does the mam, which was proven to be self conscious

#

Maybe itโ€™s a plot...

tame bear
#

Them flying away is also an option as Kibitz proved

pulsar edge
#

Lol indeed

wary condor
#

Hey guys

What is the best way to ensure a conveyor is being used at max capacity, by merging items into it?

fierce ruin
empty tusk
#

how many water extractor do i need for 1 nuclear power plant ?

past crest
#

1 nuclear plant requires 600 m3 water if overclocked %250. So you need 2 water pump overclocked %250 and pipeline mk2

empty tusk
#

if not overclocked ?

past crest
#

I'm not sure i always use %250 overclocked nuclear plant :D

#

Probably one pump would be enough though

upbeat tide
#

I do a 1:1 ratio for nuclear reactors. 100% plant and a 250% water extractor

#

Two sets per pipe for 600m3 water

wind spade
#

yeah, there's no point in overclocking a nuclear plant, unless you want to save space

iron prairie
#

100% nuclear plants run at 300 m^3/min, so 2.5 water extractors per nuclear generator.

static rock
#

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 ๐Ÿ™‚
@me if you get online to chat!

upbeat tide
tropic wasp
#

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

torpid robin
#

Itโ€™s much better

tropic wasp
#

like im getting 200 alclad sheets and 200 casings from 250 bauxite

torpid robin
#

I think off the top of my head just use all alts

tropic wasp
#

ya

#

the probem there is HD hunting whee

manic oak
#

Your setup sounds correct, Yeti. I'm guessing you're using: Sloppy Alumina -> Electrode Aluminum Scrap -> Pure Aluminum Ingot?

upbeat tide
#

yay...another 7200/min uickwire build near done. Just needs power and output belts routed

#

once done, I will have 21750 total quickwire ๐Ÿ‘€

fierce ruin
#

yikes the beltwork

upbeat tide
#

16 total outputs there, belts of 450 each

fierce ruin
#

Flow 30$

upbeat tide
#

50 total quickwire belts

mossy needle
#

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

upbeat tide
#

ooh and of the 36 belts I DO Iave already, only 3 are not used ๐Ÿ˜„

fierce ruin
#

goodness

upbeat tide
#

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

fierce ruin
#

tasty

manic oak
upbeat tide
#

Already there

manic oak
#

โค๏ธ

upbeat tide
#

1440 alclad sheets and 2480 casings when finished

manic oak
#

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

upbeat tide
#

Im limiting based on the bauxite around the swamp for now

mossy needle
upbeat tide
manic oak
#

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

static rock
#

Hey does anyone know what the new max-capacity for TurboMotors is under the new Aluminium changes in U4?

static rock
#

dude, thats a thing

#

Awesome, thanks man!

wind spade
mossy needle
#

only person on the planet who would correct me right, lol

fierce ruin
#

your teachers

mossy needle
#

i just love how he must;ve took the time to find that, hahaha

wind spade
#

just opened your link and changed to maximize ๐Ÿคทโ€โ™‚๏ธ

mossy needle
#

theres a button for that?!?!

fierce ruin
#

greeny made a program to prove someone wrong lol

mossy needle
#

ftw

wind spade
mossy needle
#

๐Ÿคฏ

#

should make that the default selection, not 10 items/min ๐Ÿ˜‰

fierce ruin
#

copy paste

wind spade
#

nah, I think it's better if user gets reasonable amount rather than gigantic mess

mossy needle
#

very true! lol ๐Ÿ‘€

fierce ruin
#

this way you can make a "preset tab" copy paste

mossy needle
#

im literally going to dream about this option tonight now, lol

bleak coral
#

highlights include all these resources being used:

fierce ruin
#

goodness

mossy needle
#

lord, the copper

#

and iron

bleak coral
#

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

fierce ruin
#

what if I don't have lunch

bleak coral
#

a max fused modular frame in U4 would be this, but also bauxite + nitrogen

fierce ruin
#

yikes

mossy needle
#

i cry for the splitter arrays needed for that iron ^^

torpid robin
#

tbh hmf even in u4 will eat you for lunch

#

its crazy how many are needed

fierce ruin
#

hmf uck

gilded maple
#

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 Iโ€™ve 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

oblique hollow
static rock
#

HELLO FRIEND @oblique hollow

oblique hollow
#

erro

fierce ruin
#

other people are here too, but I didn't care at all

gilded maple
#

I have like 700 pipe splitters or more๐Ÿ˜

oblique hollow
fierce ruin
#

๐Ÿค”

oblique hollow
#

you need to feed those from both ends to mitigate these flow issues

#

so subdivide

fierce ruin
#

ugh that means a prime 5 then 2 2's and 2 3's splits for me

oblique hollow
gilded maple
#

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

oblique hollow
gilded maple
#

So like[ I-I-I-Refinery ] just repetitive the โ€œIโ€ is the pipes and the โ€œ-โ€œ is them connecting to each other

#

Iโ€™m on my phone and my computer is off or i would just send a picture

static rock
#

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

oblique hollow
#

did you fix your refinery input yet though? xd

#

afaik they were starving for iron

static rock
#

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 ๐Ÿ˜›

oblique hollow
#

no need to feel silly if you wanna discuss game meta and theory

oblique hollow
static rock
#

insert hurhurhur gif here

#

but thanks for your help on the compressors!!!
It helped alot ๐Ÿ˜„

oblique hollow
#

np

fierce ruin
#

what are the compressors meant to achieve? uniform merging?

oblique hollow
#

integer division i guess. kinda like the variable flow divider for pipes

fierce ruin
#

much over my head

mossy needle
#

basically yea, just to make sure your filling your belts to max output lines, with only a single overflow of the remainder

static rock
#

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

oblique hollow
#

so on-off factory design based on demand

static rock
#

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

daring sonnet
#

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

swift robin
#

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
#

@daring sonnet thanks, makes sense

swift robin
#

why not?

topaz hedge
#

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

wind spade
# swift robin why not?

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

frosty owl
swift robin
#

so you weren't disagreeing with me but instead talking about something different

wooden bronze
#

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

delicate marsh
#

hello there ! ๐Ÿ™‚
I was wondering with Mk2 pipe if trains were still Valuable for liquid transportation. Is there some nice documentations about it ?

tiny sentinel
#

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.

delicate marsh
#

@tiny sentinel what website do you use ?

tiny sentinel
#

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.

frosty owl
#

Unless you deal with that in some other way ofc ^^

wooden bronze
#

oh, that's what "recycled silica" means, just didn't bother to make an arrow

frosty owl
frosty owl
iron prairie
frosty owl
#

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)

tiny sentinel
frosty owl
#

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 ^^

tiny sentinel
#

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.

wooden ruin
#

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

oblique hollow
#

Or, alternatively: start exploring the map and hunt for crash sites

glacial hemlock
#

Copper rotor + normal stator + iron wire imo

wheat saddle
#

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

frosty owl
wheat saddle
#

so wire only for now, or split and make split 1-3 or 1-2 or?

bleak coral
#

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

frosty owl
#

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" ๐Ÿ˜…)

wheat saddle
#

well if there is anything that needs coper ingots that isnโ€™t wire then Ill split

versed violet
wheat saddle
#

oh ok

versed violet
#

AI limiters, circuit boards, heatsinks - all use copper sheets that have no alternative way to produce

oblique hollow
versed violet
# oblique hollow 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]

river night
#

the default heatsink doesnt even use copper sheets

versed violet
#

Uh, it does, unless wiki is outdated?

oblique hollow
#

well, heat sink alclad sheets use copper itself

river night
#

oh right it was changed in u4

versed violet
#

the context was U4 as I assumed ๐Ÿ˜‰

oblique hollow
#

i wouldnt really call rubber "rare"

river night
#

yeah just forgot that it was updated, still had it in mind from before, didnt rebuild such a line yet

oblique hollow
#

same for petroleum coke

versed violet
#

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.

wheat saddle
#

is the comma for thousands?

versed violet
#

no, thats decimal. i'm small builder, 3 pure nodes

wheat saddle
#

theyre commas to me

iron prairie
#

Some places use commas to separate out the decimals.

versed violet
#

my computer is confused as what country I'm in.

wheat saddle
#

so he means 33.75 or 33,750?

versed violet
#

that would be 33'750

wheat saddle
#

ok

iron prairie
#

33.75. 33750 iron plates/min would use up a pretty good chunk of the map's iron.

wheat saddle
#

I think mine rn is like 1200+

versed violet
#

Plates???

wheat saddle
#

ok its like 1440

#

no for raw ore

#

but for plates is 2/3rds that

versed violet
#

I'm tempted to build "even" number of machines and just slide the slider on miners

wheat saddle
#

@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

versed violet
wheat saddle
versed violet
wheat saddle
#

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

wheat saddle
versed violet
wheat saddle
#

well thats up to you, it depends on your end product

#

if we know the end product for T ๐Ÿ”ผ (highest for U4) then we could try to make factories to that

versed violet
#

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.

wheat saddle
#

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

versed violet
#

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.

frosty owl
versed violet
frosty owl
versed violet
#

Frames take quite long to produce (manuf) vs motors that take assemblers.

frosty owl
frosty owl
versed violet
#

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

wind spade
#

if they changed any numbers in last two patches, then it's not yet there

versed violet
#

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?

wind spade
#

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 ๐Ÿ™‚

versed violet
#

delay won't help, when you have a list of 30-40 outputs xd. Page starts to get unusable after ~10 endgmae items.

wind spade
#

works fine for me, so it may be that it's hitting limits of your hardware ๐Ÿคทโ€โ™‚๏ธ

versed violet
#

Maybe firefox doesn't like so much js running ยฏ_(ใƒ„)_/ยฏ

wind spade
#

most of the calculations are even or server ๐Ÿคทโ€โ™‚๏ธ

versed violet
#

RIP server. But my dropdowns were lagging like really hard.

uneven cairn
#

Will a train be able to throughput 780/min?

wind spade
uneven cairn
#

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?

versed violet
#

It has 2 belt inputs

vast jungle
#

and two outputs

#

so just add an ISC (connected with two belts) before and after the trainstation and you are good to go

wind spade
#

but also, game doesn't like full mk5 belts, so I'd suggest splitting it, instead of having maxed belt

abstract fulcrum
#

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?

wind spade
#

wiki is wrong

wicked tinsel
#

they changed it on experimental and now it makes 20 waste per minute

wind spade
#

or rather "wrong", because wiki's content is aimed at stable versions

abstract fulcrum
#

ahh good to know, but a fuel rod still lasts 5 min, then?

vast jungle
#

Industrial Storage Container (2 inputs, 2 outputs)

wind spade
#

but yes, on 100% OCed gen, it lasts 5 mins

abstract fulcrum
#

ok, thx guys

uneven cairn
abstract fulcrum
#

thx @wind spade

wind spade
iron prairie
#

Yes: an ISC (or industrial fluid buffer) to buffer the input/output of every freight platform is advisable.

still brook
#

like does it make the game perform badly?

vast jungle
#

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

iron prairie
#

There appear to be some rounding errors that creep in and slightly reduce belt throughput, especially at splitters.

wind spade
# still brook could you expand on that?

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

still brook
#

dam, that's annoying

bleak coral
#

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

wind spade
#

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

bleak coral
#

Ingots can also fill multiple mk5 belts, but at that point you could just spread the output pretty easily

mossy needle
# abstract fulcrum ok, thx guys

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

bleak coral
#

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

wind spade
bleak coral
#

Gotcha

abstract fulcrum
#

@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

iron prairie
#

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
bleak coral
daring sonnet
abstract fulcrum
#

@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 ๐Ÿคฃ

#

one last question, can i really put plutonium rod cells into the sink?

iron prairie
#

Rods, yes. Cells, AFAICT, no.

abstract fulcrum
#

@iron prairie ok thx

noble timber
#

Whats the smallest way to split 1 line into 18 100% evenly?

iron prairie
#
Satisfactory Wiki

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.

noble timber
#

Cheers

frosty owl
#

Funny how (uranium pellets aside) you can manifold all materials needed for MAX NUCLEAR on a single mk4 belt jacelul

#

Imma provide that with a drone. No way I'm moving a train for that hehe

thorn locust
#

i just want ask something , it's normal i can make 30 nuclear central with 1 MK3 250% on normal uranium deposit ?

iron prairie
#

Yes.
A pure uranium deposit can support up to 45 reactors (U4), or 157.5 reactors in U3.

iron prairie
frosty owl
#

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

iron prairie
#

I was about to say: the sulfur alone more than maxes a T5 belt.

frosty owl
bleak coral
thorn locust
thorn locust
bleak coral
#

That's a normal node

thorn locust
#

K my bad

bleak coral
#

mk3 on pure go up to 1200/780 due to belt limits

iron prairie
#

Whoops, my bad.

severe ledge
# iron prairie https://satisfactory.fandom.com/wiki/Manifold

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?

iron prairie
#

You need to give it a bit of time for the manifold to fill up.

severe ledge
#

It had enough time, it was always starving when forced to run at capacity

iron prairie
#

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.

severe ledge
#

I used different tier belts, could that have been the issue?

sand epoch
severe ledge
#

it was coal starvation, not water

severe ledge
iron prairie
#

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.

zealous lintel
#

hi everyone ๐Ÿ˜„ 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%

severe ledge
#

240 is needed, right?

sand epoch
#

I just use T5 everywhere.. o0

severe ledge
#

My memory might be rusty, it was a long time ago. But the belts had enough capacity

iron prairie
severe ledge
#

I'm sure of that

iron prairie
#

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).

severe ledge
#

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

zealous lintel
#

so wiki say proportional means -> from 75MW to my 151.8MW its 104.8% means 31 coal per minute needed right?

iron prairie
#

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.

severe ledge
#

have you used them yourself?

iron prairie
#

For almost everything. In numerous factories.

severe ledge
#

were all belts same tier or did you mix and match?

iron prairie
#

Careful mix-and-matching, ensuring each belt has at least enough capacity for what's going through it.

severe ledge
#

ok, weird

versed violet
#

You can try upgrading all manifold belts to mk2 (as well as the input all the way to miner)

severe ledge
#

I'm going to log in and try rebuilding my coal setup

versed violet
bleak coral
#

since you're mixing belts you may have switch to mk1 belts too soon

nimble ridge
#

holy shit i love hoverpacks

#

i just unlocked them on the save i made after u4

topaz hedge
#

they're garbage :/

nimble ridge
#

they're everything i wanted

topaz hedge
#

awesome when all you want to do is spend time flying around your completed factory. new construction? jetpack still :/

nimble ridge
#

why is that?

topaz hedge
#

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

nimble ridge
#

its so much faster than jetpacks and all you have to do is take care of your wiring first

topaz hedge
#

Like even if you've got machines already setup and power's run you can't get far from them at all

nimble ridge
#

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

topaz hedge
#

yeah.

nimble ridge
#

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

topaz hedge
#

Like I said, already built stuff, or hooking up belts it's great

nimble ridge
#

and then you just hook your factory up to that

topaz hedge
#

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.

shrewd yacht
nimble ridge
#

can anyone help me figure out why i cant find uranium pellets anywhere? i dont have the recipe even though ive unlocked uranium

iron prairie
oblique hollow
#

yep, gone, reduced to nothing

fierce ruin
#

*atoms

oblique hollow
nimble ridge
#

thanks galleon

#

can you tell me how many cells each reactor uses/min?

oblique hollow
#

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

frosty owl
#

But waste is... 20/min?
Anyone knows something about that? thinking_helmet

oblique hollow
#

yeah, the rods burn suuper slow

#

and produce multiple amounts of waste

frosty owl
#

Just saying, 20/min would mean waste-per-rod increased from 25 to 100...

#

I heard that was a thing

oblique hollow
#

so THATS why it shows "100 waste" inside the waste slot too

bleak coral
#

yeah it's a thing, the UI didn't update to reflect it until last patch though

frosty owl
#

Boy oh boy, let's calculate plutonium rods once more...

nimble ridge
#

'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

frosty owl
#

I'm missing the point thinking_helmet

#

... Should we have to discard a hazmat suit everytime the pioneer gets irradiated? tired_jace

oblique hollow
#

theoretically.... yes

#

if this was real life

bleak coral
#

maybe they'll give us an automated hazmat suit as good as automated portable miners jacelul

frosty owl
frosty owl
bleak coral
#

and also made sure the miners still didn't stack....

frosty owl
#

BRUH

gusty nexus
#

they also made automated miners so goddamn expensive lmao

icy pumice
#

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

river night
#

turbo heavy fuel is best for oil efficiency, if you have enough sulfur/coal

jade minnow
#

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

river night
#

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 ๐Ÿ™‚

jade minnow
#

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

river night
#

I did, and it tells me what I said above

icy pumice
#

I can use diluted fuel actually

river night
#

with diluted fuel thats best with plain turbofuel

icy pumice
#

okay

river night
#

would strongly recommend to use https://www.satisfactorytools.com/production yourself to plan such a line with many alts, as it can get complicated ๐Ÿ˜„

icy pumice
#

thats great, thanks ๐Ÿ˜„

frosty owl
#

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)

river night
#

there is a lot of combinations, so it all depends on which alts he all got ๐Ÿ™‚

#

or should go get some more harddrives first ๐Ÿ˜„

frosty owl
#

Imagine making turbofuel without the HOR recipe hehe

upbeat tide
#

Speaking of diluted, im hoping CSS doesnt change the blended turbo fuel alt. Its incredible

#

is th trade off of less sulfur for more oil worth it? Maybe

#

this is based off my current TF factory total

frosty owl
#

Considering the scarcity of sulfur and the abundance of oil, it's a nice trade-off

upbeat tide
#

And also very good simplification

#

69 blendsers is alot but alot less real estate than hundreds of refineries

frosty owl
#

That's a good number to work with, sure hehe

upbeat tide
#

Ikr

lusty dagger
#

Im just going to borrow that diagram of yours... Thank you. snutt_donut

upbeat tide
#

Its Greenyโ€™s anyway ๐Ÿ™‚

#

Techniclly

lusty dagger
#

In that case, thank you Greeny!

fierce ruin
#

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]

frosty owl
#

Get some turbobuel ;)
And yes, all power that isn't biomass or geothermal runs at 100% all the time

fierce ruin
#

ok biofuel BUT THERE ARE 101 ways to make it what would be best way for power from 1 node?

austere notch
#

Anyone know the math to use for maximizing efficiency between multiple recipes for the same product given resource and power constraints?

fierce ruin
#

also how do i check if i have a alternate recipe available?

austere notch
fierce ruin
#

.
what was the codex key again?

fierce ruin
#

ok thx

austere notch
fierce ruin
#

not in game atm but i have geotermal biolass coal and i think i have something with oil

austere notch
#

If you have fuel - then you'll want to do the following:

#

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.

fierce ruin
#

yea i am a HDD hunter and have a ton of alternate ulclcked

austere notch
#

Setup your diluted packaged fuel cycle and you'll be powered highly efficiently

upbeat tide
#

If your on U4 l, there is a new way to do diluted fuel, in the blender

#

As well as packaged

austere notch
fierce ruin
#

yes i use U4

austere notch
#

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.

upbeat tide
austere notch
fierce ruin
#

like this? but ignoring he packing

upbeat tide
#

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

austere sandal
#

is turbo blend fuel meta now?

#

also what is that diagram creator

fierce ruin
austere sandal
#

thx

upbeat tide
austere sandal
#

yeah it looks oil heavy

upbeat tide
#

Also keep in mind CSS is adjusting alternates. No idea if TBF is in that group