#math-and-meta
1 messages Β· Page 517 of 1
Lil over 11k
clocked?
whats greenys calc?
They added two oil wells like the nitrogen ones
One of them conveniently in the Swamp region
how much can i get from a S normal mine with mk2 miner?
Well, convenient for me
and it is 300/min
I prefer this setup for the turbofuel - gives you 1 turbofuel for every 0.450133333 crude oil.
The problem with that late game is how much sulfur it uses
^^
and apparenly blender is at T7 that i dont have so i will need to fing a way to make it work without it ( it mustn be a min max build but i have 600 crude and i want at least a few GW net gain
Plus once they are built you dont need to build more. For this purpose```
Doesn't really matter if there are alts for canisters - still bringing in additional unneeded materials and machines. Unless you can show me the math that you can achieve the same flow of turbofuel using less power, more packagers, and overall less resources in your system utilizing it --- it's worse to use the packaged fuel combo for turbofuel.
600 crude can give you 40GW plus in power gain without using blenders. Give or take a few GW
@upbeat tide --- ah, hadn't considered the sulfur limitation. That makes sense, thank you.
Always remember U4 alts are still up for changes
Of course, before having access to blenders the recipe is great. But once you get blenders it will make sense to switch and use that sulfur for batteries
And other stuff
I'm planning on making a railway going around my entire world just to grab resources from various factories, nodes, have rails branching off etc etc. I've sat here for a while trying to work out the best location to place down the rail. I don't want it to be so huge that it ends up taking too long for the train to get around the rail but it still needs to be big enough that I could branch off a separate train line to anywhere in the world from this loop.
My main base is the red square thing is there any kind of meta thing for rail placements?
Do you want a flat train rail or are you willing to go up and down following terrain?
I'd love to be able to incorporate the train line into the terrain
You can follow the natural paths pretty well. Just activate that layer in the interactive map
so i was originally planning on doing a 1200 uranium nuclear setup but i just run the numbers and that would be stupid
@deep root how do i force that tool to only use certain recipes like no blenders?
Wait a minute - did I misunderstand something? From what I see, one cycle of turbofuel from the refinery using my setup uses 15 sulfur/minute for 30 turbofuel while the turbo blend fuel recipe uses 22.5 sulfur/min for 45 turbofuel - so it's the same ratio of sulfur to turbofuel but mine still has a much better crude to turbofuel ratio
@fierce ruin don't activate the blender recipes, also if you remove the base recipe the calculator won't use it
the forest and the rocky desert both have pretty clear paths you can follow after that
Blender using 334 Sulfur per min
I think the blender version uses less machine at the cost of more oil, pretty much
Yah cause your'e using the turbo blend recipe
that wasn't in mine -
Same thing, no blender, using 534 Sulfur per minute
hmm
200 less sulfur but 200 more oil when using the blender recipe
In my case of 666.67 turbofuel
Which is 148 gens at 100%
since i can only realisticaly get 300 sulfur there
i can get much more crude there but sulfur is the hard cap for me atm
Trying to figure out where the math differed and why...
you used heavy turbo instead of blended?
@frosty owl i can now confirm that the pipe shape influences manifolds.
Any setup that is fed from below, with pipes going up to the buildings, is doomed to starve.
The most stable seems to be having the pipes level to the entrances
Nonsense, the recipe is clear enough xD (just checked it out)
Blended turbofuel uses 1 sulfur for 2 turbofuel.
Fuel+comp coal is 4 to 5
HOR+conp coal is 1 to 1
@Thorn#3607 @Soransis#0021
What above feeding from above? 
Thanks for taking your time testing it! 
WAIT WHAT?!?!?!?!
Referring to the issues with long manifolds of pipes junctions
above seems.... ok, but also not ideal
Long manifolds, like a 148 gen turbofuel setup!?
I like having my belt on refinery level, so I usually feed from above 
I'll see how that goes when I turn on some factories
Need details on your study!
Someone, throw him the link!
I found this out thanks to @ember lintel and their coal generator setup
they were feeding their gens from below.
I redid their connections, and now it works
That doesn't make sense to me...I feed coal gens with 360 water from BELOW my gens and they never starve
i had to level the pipes though
depends on how exactly your manifold pipe is set up
The details of the system? Flow rate, consumption/production?
8 coal gens, 360 water
The classic
this is how it looks after i redid it
before, the central pipe was slightly below, and it was feeding up into the gens individually
Heh, double ended feeding rarely fails 
Tbf, I find the need to have pipes rather then belts on the floor not much to my liking :/
I feed mine to a single pipe with double end just like that, but I have 2 rows of 4 and they are fed from the bottom
- extractors
Did the difference in the central pipe elevation (D) times qty of feeds (F) exceed the existing headlift in the system?
single pipe under the foundations in the middle
By leveling them out you would have reduced required headlift by a factor of 8
increase elevation of main feed line by 1/2 meter = 1/2m of headlift needed. increasing elevation of each smaller feedline to the gens by 1/2m = 4m headlift required
so long as there's enough headlift in the system - they shouldn't starve... but clearly your rework is a more efficient design so I'm guessing they didn't have enough headlift to start with.
According the the readings I had. More interesting though, while @oblique hollow was testing I continued with a second series of generators with the same setup, and that one works with no problems. Difference is less overall pipe length before I needed to pump it upwards
This was the readout of the top most pumps
Do you have a picture of the old setup, please?
It's not a headlift issue, it has to do with problematic pipe junctions mechanics
how many meters below is the water extractor?
Good question xD
nope, not at all
4 m
4m is extractor difference or wall?
but no, not of Timelog's pumps were exceeding their limits
wall
how many walls or meters was the extractor below the old main feed?
48 meters if I can count
that doesnt matter, it the central manifold pipe that was important here
how were the pumps setup if you don't mind?
In this picture, their central feed pipe fed the generators from below
thats what i mean. thats the problem part
not the fact that the water was being pumped up from the lake below
this is the setup from afar.
everything else was perfectly in order
how much distance from the last pump to the old central feed pipe @ember lintel ?
roughly 12 m
so way below the pump's limit
20m headlift on the mk1s right?
From this side with the same generator setup it works fine:
mind you that the pipe feed i built is even higher than this old one
looks to be between 1/4 wall to 1/2 a wall of lift required per smaller upfeeding pipe on the old setcup
so that's between 1 to 2m of additional headlift per pipe that would have been required
yeah, but head lift in parallel pipes doesnt add up, its all the same
multiply that times 8
nononono
you get an additional 8 to 16m of headlift required
thats not how head lift works
Personally beginning to think it has something to do with pressure as well, not just headlift. idk but on the old system I do have some lengths of pipe that are no completely full
head lift is calculated from the highest point of any connected pipe, not the sum of all pipes
so 12m + (8 to 18m) >= 20m
Nope
Are you sure?
1000%
then why did it fail and do you have a source?
Headlift is a maximum height not something that is used up
@austere notch ,why keep doubting the headlift, you realize that in game one just needs to check with the pump to know wether the headlift is enough or not, right?
And if course, they BOTH checked that already
It's fine to say that, but do we know that for sure?
Yes
Source: Me
Problem is the rapid flow fluctuations that arise when fluid has to flow up the short pipes
I think this might be the problem:
If you doubt us go test it yourself
nope, i didnt need to fix that to get yours working, flow rate was fine
We've all done enough piping here to know how it works
I mean... one explanation makes mathematical sense and gives a solid reason why some of the gens would starve... the other I'm supposed to take someone's word on because "source: Me".
I've been extensively testing pipes from the day since Update 3 released
I can very much claim im the most extensive source on Pipelines
Okay I mean I can believe that - and I'm not trying to insult anyone here either...
The explanation the you say would make mathematical sense is wrong though π€¦ββοΈ
Again, checking the pump is enough to prove/disprove that
But it's called #math-and-meta not #McGalleonSaysSo
the problem is there is no precise math here
the only way would be to get the simulation equation from the devs
Simple test to see for yourself: Set up a system where it goes up and down and up again
and thats not gonna happen
You'll see it can go up to max height once it goes up again because it's a height limit and not something being used up
The only kind of equation i have is the splitting ratio of junctions, and that isnt needed here
180 water / min is needed, 180 water / min goes in
Head lift is never exceeded.
Yet it fails
Sorry, I'm not sure I understand - how so?
heard of communicating vessels?
the same principle applies here
static head = density * gravity * fluid level height
there is no mass involved here
When you interact with a pump, it tells you how much headlift has been provided to the fluid at its MAXIMUM HEIGHT. If that is below the pump's limit, the starving is not due to headlift (as all the generators are in the same height)
so the pressure is the same in each and every pipe
and adding more pipes will not increase the pressure
except when you add taller pipes
Still doesn't disprove what I'm saying then especially considering if they're at the same height we don't know if the pump would add each one together. That doesn't mean that the code which calculates availability doesn't add them together.
Does someone have a better mathematically sound or evidence based explanation?
We do because this is a principle of how headlift works that we know about.
Based on what you all are saying - you should be able to set up and infinite number of bottom fed coal generators with a single pump
somehow I don't believe that is true
It does. If you ever encountered a similar situation you'd have seen yourself.
it is true
but the issue is flow rate
and cumulative calculation errors
Try and see
Bruh, you can even use 1 pump per fluid in the whole game if you so wished, no kidding :jacelul:
pressure in this game doesnt work like in real life
Dont try to apply real life hydrostatics or fluid dynamics
Look if you want to challenge a well documented and known principle of how headlift works, go prove that it works differently. If you want to see documentation go to wiki article on headlift.
I mean... that's fair.
So I could setup a series of 8 coal gens on a single Mk1 pump* being bottom fed by 15m pipes from a closed loop feed that was 15m below the rest?
go ahead an try this little setup. youll see it works
@oblique hollow Please link the Water Tower thing. I think that can sum up the explanation quickly xD
That seems so silly that it works ><;
You would also have to show that any problems that happen are occurring when theoretically headlift "runs out" according to how you describe it.
Based on the picture of the old setup it seemed to make sense that gens in the middle could be running out of headlift on a closed loop supply
Except that's just not how the game code works apparently
This system allows you to have 1 pump power all fluids of the same kind, as long as you connect the all in a single pipe system
Eg: you could pump all your water with a simple pump put high enough by linking all the water pipes to one another :hehe:
unfortunately that wasnt the case. have you seen the fixed version of the coal gen setup?
#math-and-meta message
this one.
if what you said were true, then where did the 20 m extra head lift go here?
Yah I saw your fixed version - it looks nice. I too prefer the closed loop supply.
Stop teasing me with what would make sense as a headlift issue, not being a headlift issue because of the code used π

ok guys I think he gets it we can put away the beating sticks π
@oblique hollow Pipe rating of 3?
Is that
or
? 
thats 
meaning "i gotta look into that"
More testing on that too? Noice!
To be fair I see where your conclusion came from, it does make logical sense. It just unfortunately doesn't match with how headlift works.
also, as far as i see it, it wouldnt add up with how total dynamic head works irl either
4 seperate, smaller collums of water are the same as one giant
as long as they all are the same height
Gonna make me bust out some MS Paint?
draw io > ms paint
More pipes means more friction, so loss of pressure
pipes here have no friction xd
1 pipe> more pipes
IRL
That was the general thought process before not knowing how the code works
that doesnt explain why the one after the 3rd coal gen gets fed though π
Fixed it π€·
Cause it's fed by a separate pipe :P
what are cumulative rounding errors but friction by another name π
the problem with that is this:
this is the reason why Water Towers work in the game: each pipeline shares the same pressure
oh does the shared pipe headlift cheat still work? y'know the one where you give headlift to just one pipe and attach it to more and it spreads it to all of them?
I haven't heard anyone test it in U4
I dont' think that really addresses what I was talking about? it assumes an unknown variable of "pressure" when what I initially thought (that I am being told is incorrect) is that the game subtracted headlift as it progressed down the pipeline
I still think the half empty pipe segment was the problem. I moved the pumps to the other side of the generators and everything works fine now/
Well I know aquarium pumps don't like half empty hoses π€·
If you have a water tower you can pump up water using 0 power
The 0 power mechanism is introduced in 3.5. Previously you have to use small amount of power
I'm assuming the top of the water tower needs to be at higher elevation than the destination? (IAW expected physics)
Anyone know if Greeny's calculator automatically chooses the most efficient factory combination between alternate recipes?
Or do I need to manually select the most efficient ones I want it to use?
It'll pick the best according to its internal logic.
I think some cases have exceptions, but it's very very accurate
It is very accurate in terms of efficiency, but sometimes you don't want to be efficient but instead you want to use specific materials π
In that case, you can play with either the "Items, Input" tab or just manually select/de-select recipes.
^
Yeah, my point was that you have to manipulate the recipes because what is efficient isn't always what you want...In reference to Thorn's question of efficiency
What is efficient is sometimes up for debate. I unlocked bolted frame and it insisted on using it. Setup would've been easier, but it would have used more resources
I believe Greeny's calc uses weighted efficiency, which spits out the most efficient production line based on the combined weights of the process. Whether that means less power but more resources or vice versa
Thanks for the input!
To be fair, the power savings from bolted frame are considerable if you have any sort of screw alt.
It doesn't weight power since it prefers packaged over blender diluted fuel
Could that be simply because blender is new?
At present, yes. I know Greeny is working on incorporating power more directly into the planner, so that's liable to change, but that's a good clarification.
it's a small power gain using the blender though
yea can't wait
It it ever worth it saving power over resources?
When I did the math, I think it was something like 5 MJ per fuel saved by using the blender recipe. A nice perk for new factories, but so tiny that if you already have a DPF setup, it's not worth switching out.
Um, I just plugged them both into the calc and it prefers diluted and not packaged??
Yes, because power is resources. Iron is so common that saving a bit of oil/coal/nuclear rods is usually more important than saving iron.
I'm basing it on this one https://u4.satisfactorytools.com/production?share=6nXqKXnsJJcgJV9zSAel
both Diluted fuels are enabled
Um....
Hmm, maybe the HD wiki should be updated sometime in the future with more info instead of just calling it inefficient then π
How is mine different???
On diluted fuel, my guess is they're considered equal by the current tool, and some tiny difference (e.g. browser) makes one have precedence.
My solution would just be to disable the almost universally inferior diluted packaged fuel.
The only two advantages to DPF I can see are "don't need to unlock the blender" and "if you want to send the fuel up several hundred meters, eventually pipeline pumps cost more than 5 MJ per fuel".
LOL!!! Maximize vs items/min
Maximize has been a touch buggier.
I was wondering why mine will prioritize blender over packager...It seems maximize is the issue?!
no, browser doesn't do any calculations, it's all server-side
There's the man himself
maximize currently doesn't optimise for raw resources
so just get the max number and copy it to items/min for both maximized and efficient setup
k
Why would that make it choose packaged instead of blended?
AFAIK it can't tell the difference
maximize optimises for max resources and if there are multiple ways to the desired result, it picks one seemingly at random, but it's not really random
It could be as simple as "it's earlier in alphabetical order"?
meaning you can get pretty much any setup that leads to desired result, but for a given set of inputs you'll always get the same result
That can't be true. If it can't tell the difference it would pick in order of which one was selected first or last depending on its priority in that case
If there are two inequal options, the tool should pick the better one.
If there are two equal options according to its internal logic, best guess is it picks one at semi-random.
it doesn't have any priority nor it knows order of selection of the recipes
as was said, the fact that maximize doesn't optimize for raw resources is a bug and will be fixed later.
black magic linear solver internal implementation
(which is as close to black magic as one can get)
You mean linear solver internal implementation black magic.
Would that change my result from someone else's, or will it always be the same for everyone?
That depends on whether the linear solver internal implementation black magic is platform-dependent.
it isn't because it's server-side
Ah, I keep forgetting that.
given set of inputs ALWAYS resolves to the same output
So, the random choice is made as soon as the recipe is created in the calc?
it likely means its not random, just not based on factors you can see
the random choice isn't made anywhere. It's just what the linear solver deems as "best", in case there's multiple options, it probably has it's own way of determining "best"
Which makes it not so random π
I'm just trying to understand why more steps is deemed "best" LOL
it's not random as in "roll a dice to get a result", but random as in "the result can be any of the possible options to get to the goal (but always the same for given set of inputs)"
its optimizing for output, you are trying to optimize for multiple things at once π
Dammit, why can't the computer think like my brain!!
I guess a workaround is using maximize then setting the limit where cost is factored
the tool could of course do that step itself, determine the max output first and then use that internally, but i'm sure there is reasons why it doesnt
since I do not know the internal workings of the solver, this would be just a guess, but I'd say either total sum of variables to be lowest as possible or a tree that was defined "earlier" (they are defined in fixed order based on data file)
there's only one reason why it doesn't and that's lazy dev
thats always a good reason
I tend to just adjust my items/min until the input is correct vs changing how much I want then maximizing...I don't even think about the maximize option until I'm already done changing the output LOL
I have API v2 that already can do this, but it's not finished yet and also the calculator would have to support v2 which has different data structure, so it's not coming in next day or something, but it's most likely the next big update
I like knowing that only a given number of raw resources are being used that way it scales nicely
Yes, I just do it for 1 raw at a time and not multiple
So, side question: is there a term for "MJ per m^4"?
I'm trying to calculate the power consumption of adding X meters of headlift to Y cubic meters per minute.
what's m^4 lol
time juice
Volume times headlift, basically.
*ceiling(x/20)?
I'm pretty sure the term is MJ/m^4
(it also works out to the energy required to pump Y cubic meters of fluid up X meters)
arent pumps relatively low power usage in general
Yes, and I'm trying to do a ridiculous calculation: how high would you have to send the fuel for diluted packaged fuel to be more energy-efficient than diluted fuel.
depends on how much you make since that can determine how much wiggle room you have in terms of energy
that kinda doesn't make sense, by sending it higher you make it less energy-efficient π€
Well, you see, diluted fuel starts off more energy efficient, by 5 MJ per fuel.
However, conveyor lifts are free, so if you use diluted packaged fuel, after a few hundred meters, it actually becomes more energy-efficient.
That this is absurd is no reason not to calculate it.
the question you need to ask is: why do you want to move fuel
With U3, I got accustomed to making diluted fuel factories vertical by making the packaged fuel on the ground floor, conveying it upwards, unpackaging it on the top floor, and letting the fuel flow downwards by gravity.
You could also use a train instead of pumps and move it infinitely vertical for the same amount of power right?
In terms of the train will use the same power NOT the same as pumps
Trains are almost always more expensive than pipes.
still... there's pretty much no reason to ship fuel
power plants should be onsite, the few packaged fuels for jetpacks would be sent in solid form anyway in both cases and plastic/rubber production from fuel should also be onsite
The primary reason why I'd do the "send it upstairs" thing was to reduce the footprint. Big diluted fuel/turbofuel plants could take up a lot of area due to the sheer number of fuel generators involved, so I liked to make them multistory affairs, with oil processing on the ground floor, unpackaging/turbofuel on the top floor, and fuel generators on the middle floors.
even then, this message doesn't make sense. You said you want to send it higher to become more energy efficient
and my point is that sending it higher makes it less energy efficient π€
With diluted packaged fuel, U3 style, you could do the verticality for free. With blender fuel, it's not free.
My point is "how tall would you need to make the fuel plant for the free verticality of diluted packaged fuel to outweigh the 5 MJ extra it costs versus blender fuel?"
So, operating on the constraint that for some reason, you want to send the fuel up by more than 132 meters*, diluted packaged fuel costs less energy than diluted fuel.
*The smallest break-even point, assuming T1 pipes and T1 pumps.
Could you build it over the edge of the map and build down?
Though that is an interesting question, something like Ceiling(y/20)*(Energy cost of a pump)
So with 600 fuel you avg a 50mw difference
wouldn't this also depend on how much fuel you're making? because blender diluted fuel is more energy efficient than diluted package fuel
Doesn't it all depend on wether you use pumps or not in the first place? 
I mean, making fuel without pumps isn't unfeasible on any of the coasts, is it?
I made fuel without pumps at the pink jungle oil location
That's impressive
I assumed either 270, 300, 540, or 600 m^3/min going through the pipe.
It's all about going up 8-9m each liquid process π
Blue crater you can build into the void
Not down π
Where n is the 8mw of a mk2 pump
That gets you electric consumption based on x meters above the blender
I like the left part of that graph 
Crude comes up ~8m to make HOR, that goes up ~8m to make DPF, unpackaged right infront of the machine, that goes up ~8m to make turbofuel, then that is on the same level to feed 148 gens (not done with all the gens yet)
So at 600 fuel the limit of 50mw is capped at 310m above the blender out pipe
So vertically speaking itβs still a waste to use packaged fuel
But the "waste" is reduced the higher you go
Yes, if you like building stupidly tall buildings and the other logistics around traveling up it
I'll stick with my semi vertical build going up ~8m each fluid process
Thereβs not much point since as greeny said it best to keep it on the spot
Right
You just have to adjust based on some minor terrain tweaks
Which is what I did when building the above monstrosity
I was referring to getting energy back from fluids going down 
Buildings take nuclear spaghetti to construct! Lol
btw, did some more pipeline manifold tests with another user's save (this time it was @supple mural's fuel gen plant)
Turning a manifold into a loop, ie feeding it from both ends, and then making sure the pipe flow indicator is full (pipe is saturated an transmits headlift) seems to be the optimized way to deal with manifolds.
sample image, buffer not needed
Oh that's neat, that's exactly what I just did with my wet concrete setups to be safe π
glad to know my gut feeling was right
yeah, this is the safest approach.
Priority list for safe pipe manifolds:
- Make it a closed loop (ie. feed from both ends)
- Make sure the flow indicators are full (like through prefilling the whole system)
- add valves for extra safety and to avoid machines from consuming too much (cuts out internal storage)
- add pumps to add back pressure into the system. Pumps might not speed liquids up, but they keep them in motion
Donβt valves prevent backflow?
yes, that too.
Since both overclocking and underclocking are exponential curves, what is 100% representing?
wdym
Could I run this system clock and counter?
Is my understanding wrong?
Since this pushes it one direction
the formula for overclocking is Base power * (OC / 100)^Exponent
when OC = 100, 100 / 100 = 1
and 1^something is always 1
the image here pushes it to the corner, but it is still free to flow both directions after passing the pumps, if you want, you can indeed turn it into a circulating system
- Also isnβt the pump redundant?
Don't mind me I'm just pondering out loud
a bit, but it keeps the liquid in motion. idk what it is exactly, but it might be the fact that they block headlift in the backward direction
all i can say is, they simply give the system a boost here
Unpowered?
powered
Oof
unpowered means no head lift, and thats bad
that can make pipes back up
powered pumps simply do something that valves cant
i should look into this more
and find out what exactly it is
Isn't the valve redundant?
Hm k thanks
With the pumps in place?
the valve can be limited, thats the purpose here
Valve can control flow rate
Ahhh oh ok
so you can evenly split the flow onto both paths
Makes 2:32 split
oh and the last important step for manifolds:
6) try to avoid using maximum flow rate (300 or 600 mΒ³/min)
But traveling horizontally w/o junctions is still safe?
should be
1 or 2 junctions wont hurt you
but as the number increases, it gets worse
That can't be right
it kinda is though
it's the magic of π floating point errors π (probably)
most likely
imagine the troubles possible with like a 1200m^3/min pipe
Hmmmm, loading my old turbofuel setup save right now to see if it starves
I hope my turbofuel setup is safe for U4, I haven't loaded it in a version where they fixed the fuel generator bug yet
it's a full 600m^3/min but it does split in half before going into any generators
but it does have 32 junctions where the turbofuel is being made so.....
this is a very slow issue, so it might happen after waiting for a long time.
sometimes, it doesnt happen at all
and apparently, liquid types influence this too
it first popped up with HOR right?
HOR seems to be the most common one
and water the least, kinda
which coincides with some of ther former viscosity values
I still wonder if those viscosity numbers that greeny found are affecting it somehow
right now, the only thing viscosity tells us how much of a pain in the butt each fluid is 
we're on the same wavelength lol 
i have yet to find out how this all is for nitrogen....
148 generators use 666 turbofuel per minute...Which should mean if that is true and I'm only making 666.67 per minute I should see generators on the end start to have less than max fuel stack inside the generator (50)
correct me if I'm wrong, but the problem is really unlikely to happen if you're well below max flowrate
and I'd assume that's being transported in 2x mk2 pipes
that is the expected case.
However, funny enough, Turbofuel is as viscous as water
1x mk2 and 1x mk1 actually, and they combine to make the whole loop a circle π
if the old values are still true
circles are good
It's less of a circle and more of a tree with branches at this point though
This was my first attempt at a huge power setup lol
as long as one end leads back to the start in some way, it should be safer than open-ended manifolds
It's a circle BEFORE the gens, then tree branches off to the gens lol
It SHOULD be a circle after the gens, I know that π
Been staring at the generator for the past 5 minutes and still going strong π
Yup that's what I'm looking at
how full is the pipe?
And I have AT LEAST 75 junctions on the system π
these are the old values according to the old data greeny extracted from the json. the middle value is the viscosity
turbo and water are both veeery fluid.
water does actually make the least trouble
Okay I take that back
oh?
It's 337.5 fuel per 2x mk2 pipeline
thats barely above 300, so very much within safe range
Yeah for some reason I thought it was 1x mk2 and 1x mk1
might still cause issues, but less so than full pipe setups
But if junctions "consume" fluids wouldn't they do so in every situation
its less that they consume and more that they increase error accumulation due to rapid flow changes
the liquid inside simply doesnt have enough time to react to every change and cant flow everywhere equally
thats my best guess
im not certain
What i know though is
Big manifold = bad
Basically make your pipes always a circle and you will rarely have an issue?
that seems to be the best solution right now, tbh
no single ended feeding. keep the pipe flowing
That doesn't make my preferred turbofuel plant setup happy π¦
if it doesnt die, be happy
some setups get lucky and simply work
others crash and die before they are even finished
LOL
the way you lay out your feeding pipes also affects this.
Well, I'm using the feed from below method for pipes, so I'll see if I start to experience this problem when I start building bigger
Are you sure the valve limitation helps? I fear it might end up starving the system in the long run since they can't provide more then their limit but are not assured to provide that much π€
feed from both ends is the safest
it prevents one side from drawing too much and thereby starving the other side
and reduces fluctuations
But does not assure that side draws ENOUGH, does it?
It's been a while since I used them, but the times I did the flow wasn't that stable...
Oh wait, you mean valves on the machine inputs or just the sides of the manifold? 
you can mix between it.
if you want a valve to actually output at its set limit, put a pump after / before it
they need pressure to force the liquid through
like i wrote: its not needed, it just adds another layer of security
what effect does the viscosity have here?
None
no one knows, we just know fluids have a viscosity number and it may or may not have something to do with the errors that lead to less flow sometimes
So it doesn't limit max speed or something?
I'm suspicious, but honestly for all we know viscosity is just a leftover number from a different model and doesn't actually do anything at all
alright
So, I have 720 Iron Ore and Coal going into 16 Foundries, how do I split that up so that it fits evenly? The Foundries are in rows of 4.
16 is 2^4, so if you want to load balance you can just split it in two 4 times
you could also just split it in two twice, and then manifold for each row: https://satisfactory.fandom.com/wiki/Manifold
wait, are you just starting with steel? what mk belt do you have?
Well, I would do that, but my belt only can do 480 per.
I have 4 seperate Conveyors.
1 - 240 Iron ore
2. 240 Coal
3. 480 Iron Ore
4. 480 Coal
Without changing your setup, you could use one of these to balance the belts so they're 360 each and then divide each of those into 2 so you have one belt per row. And then you can load balance or manifold each row. https://satisfactory.fandom.com/wiki/File:Belt_Balancer_2-2.png
Or you could change your machines to be one manifold, and do an injected manifold as seen here: https://satisfactory.fandom.com/wiki/File:Manifold_Schematics.png
can someone check my math that with 600 uranium i can make 6 fuel rods per minute, running in 30 reactors to make 75,000 mw?
im looking at you @frosty owl
I get 400 with all alts: https://u4.satisfactorytools.com/production?share=UytG6vp6XtNA0XBZLICD
you're on U4 right?
30 reactors seems low
You should get 9 using alts
i got 32 reactors in U3 with 300 uranium, using only one of the alts
hm ok i'll look at different alts
Wanna see the "greeny's solution"?
is nuclear fuel unit the recipe that uses oscilators?
..sure?
how many rods/min do reactors do of each type?
i think its a bit silly that the material which has a longer and more expensive production chain has a shorter burn time
so i kinda hope they buff plutonium a bit
also its a real shame that that calculator doesnt have nuclear waste as being a recipe made in a nuke
whats this website called again? i haven't played in a while
thanks
make sure to pick the version you're on in the upper right corner
thanks (again)
that link should already be U4 version anyway (i tihnk)
should i play in experimental or stable (im starting anew after a year or so break)
experimental doesnt have many bugs
the biggest one is goofy conveyor rendering
but that also saves your GPU some effort
oh god oh no please i dont want to use crystal oscillators and beacons no
i just got a 3070 so it better not have problems
lucky boi
it was the last one in stock in my local store
i want to get one, but my 1080 works fine enough
i upgraded from a 980 so i was a bit overdue for an upgrade
its not like im going to be pushing it anytime soon with a 1080p monitor
oh yeah 980 is weak stuff these days
pascal is just so much better than maxwell
weak but not useless for my 1080p monitor
but the 20 and 30 series arent that impressive to me who is a 1080p gamur
yea im saving up for a 1440p monitor
thing is, 1440p monitors which are high refresh and have g-sync are costly
almost as much as the GPUs to run em
yea... fair enough
though, g-sync isnt that important at 165hz anyway
so could easily shave off 200$ right there
the monitor i wanna get has a 144hz refresh rate
most of the 1440p ones ive looked at go to 165hz
but that might just be cuz the ones i look at are the ones with g-sync
what does g-sync do?
it eliminates screen tearing, which is what can happen if the gpu sends the next frame before the monitor is done displaying the last
basically makes the monitor match the gpu
i think there's also a setting that makes the gpu match the monitor?
so idk if its even necessary these days
yea i think its v-sync
v-sync bad
yea well i have an old monitor lol
the setting i was thinking of is fast sync, at least for nvidia
v-sync is fine, adaptive sync is just better
this is the monitor im looking at https://www.digitec.ch/en/s1/product/aoc-q27g2ubk-27-2560-x-1440-pixels-monitors-12513103
i think free-sync has compatibility with nvidia stuff too these days
and adaptive sync is super important for high-refresh monitors, it only might not matter with like a 60hz monitor and a nice GPU that will never drop below 60fps
its practically the same as my current monitor just bigger
(actually i think the base is literally the same)
i have a samsung SyncMater S27B550 so any modern monitor is pretty much an upgrade
that nme makes it feel old thats for sure
yea its an old af 60hz monitor
Mind that some screens have issue with brightness flickering when fps drops below certain value. (really annoying)
I recently got a 165hz monitor and i adore it.. Update 4 has tanked my frames though and it barely goes over 100..
Used to get 150+ in game
bigger resolution also?
nope, i had the new monitor before update 4 dropped and got solid 140-165 frames with 1440p. i have the top tier evga 3080 too
its weird as FPS drops with session time
5600X and a 2060 with settings on high, far, ultra AA give me around 100fps after a while, but it always starts out at 120 which I've limited it to in game
screw recreational drugs... the natural high i get when the conveyers line up perfectly is just π
how would i calculate how long solid biomass will last?
i got 6283 of it
my math might be wrong and i got 2 months :/
will highly depend on how much you use
Ahh good point
Well god damnit my calculations are way off
Ok around 20 days if Im correct
wdym by that? it only depends on how much do you use
if you run 1 constructor of it, it's different than running entire megabase
you can compute how much it will last if you just afk for x days
but its pointless, you will expand soon enough and it will decrease usable time
Good Morning! I have a plan to make a Coal gen setup with 80 coal gens fed by 6 MK2 pipes of water. I'm trying to figure out an efficient way to distribute the water to the coal gens but am bad at math. I know the 3;8 ratio, but I'm getting lost in the numbers when I try to scale up? I'm hoping someone here already has a nice layout since I'm probably not the first to do this. I'll be using the 4 normal coal near the lake to the north of the green fields starting area.
if you scale it up to 80 gens, you need 30 extractors
and I'd recommend not maxing pipes
yeah, I know i'll have 30 water extractors
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
just build this 10 times
G = generator
E = extractor
whats that middle extractor doing?
3 extractors to 8 gens
pumping water, same as the two others π
this I know. I'm trying to scale up without getting lost in math
just build the same setup multiple times π€·ββοΈ
that totally answers my question
I mean... what more do you want to know?
the water distribution.
you need 3 extractors, so I've shown you a setup with 3 extractors
- is pipe, + is pipe junction
the middle extractor only connects to the first 2 gens
no, + is a junction, not a bridge
I want everyone to realize I've built a setup of 16 coal gens already. so I know how to distribute 360 water to 8 coal gens. I just suspected the pipe layout might be a little different if piping 3600m^3 of water through 6 MK2 pipes to 80 coal gens. true, I could build the same 3:8 layout 10 times, but I was hoping there might be a more optimized way to go about it.
as I said, I do not recommend maxing pipes. The game has issues with maxed pipes and you may run into power problems because of that
also I don't know why do you want to merge it to 6 pipes just to split it again anyway
so I have fewer pipes to lay? If I'm bringing fluid over a significant distance, it makes sense to condense it to as few pipes as possible, then split at the destination.
never bring water to coal, bring coal to water
heyyo just starting out here. just finished space elevator 1.
what early materials are good for the sink ?
I haven't had any issues with maxed pipes; when were these issues observed/reported?
(and are they on the bug report site?)
i should say i haven't personally observed any issues with maxed out pipes yet, nor had i heard there was any problem with them before...
it doesn't happen to everybody, it seems that it's specific to hardware and what have you built
hm i see.
but it happens often if you have lower FPS or a few lags
G G G G G G G G -+-+-+-+-+-+-+-+ | | E E E ----+---+---+
I was thinking I'd do this. Elevated platform, 3 water extractors below the 8 coal gens and a single MK2 pipe carrying the 360 water. the water should be able to reach the last coal gen right? (and I'd be using a pump MK2 of course)
why not π€·ββοΈ
Yes that setup works.
I built a 160 coal generator power station divided in 4, I used 3 mk2 pipes per section.
1 mk2 pipe for 13 generators and 15 water per minute leftover for the 40th generator
Probably quickwire, ai limiters when you reach tier 3 also
okay thanks
Iβm trying to make diluted fuel, store it in a container and burn the excess in fuel generators. How do I design it so that the constructors make canisters only when itβs needed? If all the fuel is being burnt, then the canisters need to be reused but the constructors need to make canisters when the container with the fuel isnβt full
The fuel generator will get backed up when the constructor replaces canisters that are meant to be recycled
I can sink the overflow to prevent the fuel generator from being backed up, but is there a better way than sinking 50% of the empty canisters
heck... my game crashed when i was on the menu screen
@knotty yarrow i'm new but I'm thinking you could put some sort of splitter somewhere just before it goes to your Generator, have a lower Conveyor speed that would go to another route, while the one that goes to your Generator has a higher conveyor speed.. somewhere along those probably... that way, when your Generators are fully fed, the excess will be diverted elsewhere. That's what I did and made a loop for some of my resources so that rather than staying in place, they are rerouted and split to other areas..
@knotty yarrow If you un-package the fuel, you can separate the fuel from the containers and recycle the containers in your diluted fuel setup. Then set up a separate packaging facility with a constructor for plastic containers. It's more complicated, but will give you complete control over how much you want stored and how much you want burned. You can also use valves to limit the amount of fuel going to the fuel generators.
Anyone have a nice diagram for splitting plastic, rubber and turbo fuel for update 4 with alt recipes?
First step: turn all oil into HOR
Second step: make as much turbofuel as you need (either with diluted fuel and coal or HOR and coal)
Third step: use the rest for recycled rubber/plastic
It's hard to give hard numbers since that depends a lot on your base :P
so in effect... always go "Oil => HOR => Diluted Fuel"... and then branch out into Turbofuel or Recycled Rubber/Plastic...
^
Unless you wanna skip making fuel for the turbofuel for whatever reason, yes π
and with U4 you can use "Blended Turbofuel" which skips the fuel step
needs more Oil but less Sulfur/Coal
Blended turbofuel still requires fuel too though? 
Fuel+HOR+Sulfur+Coke
So keeping some HOR DOES make sense 
That's great, thanks!
For the oil and plastic . Just do the enclosed loops .
This is a really good idea. Iβll burn a certain amount of fuel and then store or sink the rest
300 oil to 900 plastic/ rubber
20 uranium fuel rods, 40 plutionium fuel rods. That works? Also, how much waste will I end up with per minute?
2k waste from uranium right ?
You work your plutonium from the waste of your uranium
Is there a way to fit 65 smelters into 8x14 foundations, while also having some space for splitting / mergin at end of platform, so ideally 13x8 foundations or less?
sure, if you do like 4 floors of it, I'm doing it in 6x15 foundations right now with room to spare
do a double manifold each floor
Im doing some math on my 1800 crude oil. I have a lot of work ahead of me...
1800 Crude => 60 Refineries => 2400 HOR + 1200 Resin
40 Water Extractors => 4800 Water
2400 HOR + 4800 Water = 48 Blender => 4800 Fuel
Has to fit on single floor π€£
then no, not anywhere near enough room
oh wait I'm doing foundries not smelters, misread
but still probably not enough room
double manifolds are your best bet though
pardon my ignorance, what is a double manifold?
one where you use both sides of the splitter or merger instead of just one, like this (but simpler cause smelters)
Oh, so its just a regular manifold
Lol
you could even stack two doubles side by side to save one side of the outside mergers, so like 4 rows of smelters could use 2 rows of splitters and 3 rows of mergers
if the bandwidth allows
still not sure you could fit all that on 8x14, but you could sure try
Its the only sensible approach that fits 4 smelters within 8 foundations wide.
OR you bring both ores in on the same belt and smart split them into the foundries!
But bandwitch does not allow, couple machine sshort on mk5 belt π
lol each of those belts I'm using has 650ppm coal/iron ingots
That's no fun!
3000+ ppm steel ingots sounds fun to me XD
Challenge: use only factory carts and truck stations to transport materials more than 1km
aka the clown car challenge
What if I put foundries 1km from miners, then contructors 1k farther, then assemblers 1km farther and final kilometer into the base, all by conveyors?
32x smelters is more than 780ppm? (not doubting, just double checking)
Still meets the intent!
Well technically you would be within the rules of the challenge lol
what are you smelting?
Ore
780/30 = 26 machines
Hehehe
Pure iron into iron ingots.
2x780 belt + 1x390 of ore
The other 390 went into copper factory
oh that's an easy solve, do insertions
Oof I started my smelting last night. I need 560 iron refineries . 580 copper and 180 cat
Ainβt looking forward to it
Don't think insertion will fit between smelters. Guess I have to feed from both ends
that works too
though with 14 foundations you may be able to do a gap for a merger and insert from above
let me get a picture, hard to explain
I'll try feeding from other end, where the balancer/wannabe splitters will be. Should be easier to jam in extra belt in area filled with mergers than around smelters
Aaargh, just realized I haz to pick the output from both sides too. Iron aint caterium to shrink in the dryers
well you have 3 output belts, so just do smelters like this:
O O O
| 16.5 | 13 | 13 | 16.5 |
I I
I assume type on Yours side, since 65 - 13 - 13 = 39, and 39/2 is 19.5 not 16.5
oh yeah my bad
or you could move the output of the middle up one level in the same gap where you do the insertions, if you did it like in the pictures I showed
that is if 16.25 + merger length isn't too long
Actually, that gives me an idea
Okay, let me refrace, how much waste is plutonium giving per minute?
Would a Monofold like this work?
Getting the 2m foundations to align to get machines bumped up will be challenging, but possibly could work?
5 per 0.4 plutonium per minute
40 rods, that 100 reactors, so 500 waste a minute
yeah
I don't see why not haha, so it'd be 4 single manifolds, but staggered vertically so they can use the same horiztonal space for the lines?
I like it
You'd need a 3:4 balancer right? if you wanted each row to be the same length
Don't think an actual balancer will fit, so planning on feeding the edge rows with mk5 and pout overflow into two mid belts + the 390 iron one
If you can fit splitter + lift, you can balance somewhere else
overflow works too, and is smaller
don't know why my mind didn't go there first haha
mk 5 on the edges, with smart splitters, and mk4 coming in the middle, split into half, then join the overflow with mk4 halves for mid rows. Looks simple
The only usage I can see for a balancer, is a power plant, as you want to garanty it dont take long to start working
Output might need an balancer though - have 4 floors with diffrenet ingot needs
Just overflow, the belts will sort them self out to usage
I could really use half-foundation bricks right now
do mind using mods?
If you dont mind clipping, you can use walkways to get new snapping points
there is one with half blocks?
yeah, foundation industries
foundations do not snap to walkways?
They do in U4
oh right if you're on U4 no mods yet
aww, still u3 here
I make no guarantee the foundation industries foundations won't have janky snapping though, just as disclaimer π
This is absolutelly unmodded legal, right?
[might replace the bottom floor of 1m tiles with 2m tiles so pipe sunks a bit more. but belts connect in this positiontoo]
With foundation frames, you can have input and output under the smelter, freeing more floorspace
Oh, mostly falvor/realism - smelters (hot stuff) needing access to open air, so nothing gets built above them
not sure it would always line up with foundation frames
It doesn't, and you can't build smelters on frames
With a 1m foundation, you can
That makes whole contraption 5m high, of 2m needed
you can fit foundations inside of foundation frames, which is what crazy is talking about I believe
Right, remember seeing it once
honestly though I don't see a reason to switch to foundation frames when what you have works
But half pipes
work better here
Not sure if this is the right channel, but I am not sure which of these 3 alternatives would be best π€ Any suggestions?
im a big fan of solid steel
solid steel is amazing
solid steel first, then steel screws, then bolted plates and bolted frames become relevant, but steeled frame is better than bolted frame if you dont have bolted plate
bolted plate and bolted frame work very well together
stitched is way better tho
stitched is way better on its own but the two bolted together have good math
I prefer screwless recipes, never understood the love for steel screws myself
Try them with bolted plates, bolted frames and flexible HMF :P
Convenience at its best (number-wise)
Screw screws 
I love the smell of fresh bammer in the morning
Here, have one
I mean I would never use those recipes so.....
screw screws 
flexible in particular sucks, why would you use that?
Again: conveniency
It's not like everyone always play with the endgame resource efficiency in mind :P (flexible is one of the fastest while still using less steel, if you get to oil coast you're bound to have more oil then you need in most scenarios anyway, so the rubber input is no big deal)
flexible undoes itself cause it's so resource inefficient, you may build less manufacturers but you build more other machines
I can see the bolted frame + bolted plate for a simple setup, but it also does the same thing where its resource inefficiency actually makes you build more machines to feed it
Wdym more machines to feed it?
They're the fastest recipes, thus require the least machines (at the cost of a bit more resources of course)
they are so resource inefficient that the total number of machines required to feed them resources is more than the total number of machines required to feed the more resource efficient recipes
on their specific step they reduce machines by being the fastest, but they do that by needing more resources and thus more machines in the earlier steps
this is even if you choose these kind of recipes from beginning to end
Nah, I'm pretty sure for the same amount of item/min you use less machines. Can't check on greeny's stuff now though as I gtg
I just checked, and I did the analysis ages ago for flexible
why are you avoiding rods?
No reason in particular lol
Thatβs what it was gonna be for update 3
But I may change things up a bit for update 4 recipes
Kinda the way my factory is built . If I can save a whole factory il do it
So either screws or rods
I'm doing a spreadsheet, cause I'm being petty about this I guess :P, and I'm taking a look at steel rod
and I think I've been underestimating it
it's pretty freakin' fast and efficient
12/min steel ingot -> 48/min rods
And it very well could be
But I always look at end game efficiency right . And I needa save ma steel lol
Hmf expensive
I mean that's kinda the point I'm making, steel rod > steel screw if you're trying to save steel
well i ended up looking at casted screw
but i had never made my mind up whatg way i wanted to go
it often came from going bolted frame
That's the thing about steel: it's usually not the most resource efficient way to to do things, but usually much faster then the iron counterpart :P (see steel coated plates Vs iron coated plates)
as i felt that was better thna the steeled frame. but i never looked too much into it
steel coated plates is the resource efficient one
i just alwasy look at it and go. if yit can be made from just iron. do it,even if it was efficient
speed is pretty much useless to look at π€·ββοΈ you can always build more buildings
thats my exact thought with iron
just the resource and build more to get the same amopunt. and not use a limited resource
cause good luck using all iron on the map
any other resource could be tapped out. pretty easily tbh. iron never will
coal isn't really that rare, you'd be hard pressed to use it all, but yeah not to the extent iron is
you would be surprised though. i know i was when going through things on the calc
i tapped coal out before quartz cat and oil
on the bright side of steel though you can make coke ingots. which is much better this patch
we have tons of oil in U4, I'm hoping people will stop thinking about it as rare resource
yea i agree. and the use of it too i have realised is much less.
with one of the biggest things being the sucomp alts. you use less plastic anbd rubber
I mean U4 + fluid update increased oil by 70%
I'm including the extra alts that make you use less oil for more
combine with the alts using less you have more spare than last patch though
I don't think we have ever had that little, due to diluted fuel and recycled recipes
okay... haven't looked that deeply into the new Alts.. but the oil cost for everything tier 1-6 should be pretty constant
people just saw the absolute number and thought of it as rare, even though it can be used very very efficiently
moreso than other resources
The numbers I ran:
1 is standard recipe. 1.5 GW
2 is Flexible frames, Bolted everything, coated iron, steel screws. 1.1 GW
3 Is the most efficient one but with normal reinf plates (didn't want to get the stitched ones in the equation, they just up the machine count anyway). 0.89 GW
@bleak coral
Btw, i finished my fluid viscosity test yesterday
Referring to this
yea that hasnt changed. but later tier stuff using less of the lower tier makes things cheaper
tbh i never pay attention to power usage
just make MOAR POWA π€·ββοΈ
@frosty owl here's the flexible vs heavy encased I did a while back, that pretty much agrees with those numbers: https://questions.satisfactorygame.com/post/600a0376fedfd12dd73994c2
noted the analysis is footprint, I didn't go over machine count in it
so flexible may have less machines
so I shouldn't have asserted the machine count for flexible was more, my bad
Same, but I did now since it was next to the machine count. Surprisingly (or not xD) flexible frames use more power then not flexible ones despite using less machines... because refineries :P
and tbh thats somethign to p[ay attention to
encased is just king, flexible needs a buff
the machine you place.refineries are cancer compared to say a smelter lol
point is though as people have mentioned . is to have some bad ones to make the good ones look better
Yeah, that was the entirety of my point xD
The bolted-flexible combo is just convenient (given you got the resources for it, ofc) due to its speed and low machine count
small scale I guess, but the bigger you get the less convenient anything that uses screws is
cause any convenience in reduction in complexity by using less types of stuff would get undone by the number belts you need to manage
so ya know what. i just looked at it
felxible for resources isnt bad. i looked at the numbers for 50pm
Don't really think so
. There's no particular kind of item you need extra belts for, as long as your screws are made 1:1 with consuming machines (that the steel screw numbers allow)
less iron limestone for 300 mopre oil. its not terrible.
Also, let's be real: stitched plates is a PAIN compared to bolted plates + steel screws, to set up
oh wait
of course "Oil = Rows of Refineries" makes everything with Plastic/Rubber questionable
reeeeee
it was using oil for coke to steel lol
thats what i get for not looking better
tbh though the 300-900 loop is pretty darn easy to set up
I have just setup 80 refineries for a new turbofuel production... I don't want to setup more SOON... π
Yeah, but if you're making an argument about setups "easy and convenient to make", you don't wanna even mention those 
i did all mine.. place once cry once. now i dont have to worry about power for a wee while
blender diluted fuel does change stuff
yes, thats true... looking forward to it
once you have made one and have a template.
i can throw one up in a couple hours now
mind you. thats after doing 8 of them π
even if the numbers are a bit "off" in the other direction... HOR production is 40, diluted fuel need 30... that was 75% UC...
Blender Diluted Fuel needs 50, right?
yeah 50
I am looking into the numbers to transform 60 Fuel and 240 Polymer Resin into Gas Filters and Packaged Fuel... I really like the numbers I am getting π
so 125% OC is the new 75% UC (for Blender DF)?
I prefer a 125% OC then a 75% one π
Also, praise be made for the CTRL+C/V QOL 
If we're doing 1:1 HOR refinery to diluted fuel stuff, I'd rather give up the power and shards to do 125% OC and not have to do a loop
I did the 1-1 HOR/DPF for my powerplant and it was really nice to do
I will NOT change anything... I had to built an additional powerplant
me either, wouldn't fix something that's not broke
even without changing fuel. you will get to use it all any way in other productions lines
but after getting this powerplant running I can finally get my "cargo station" up and running... and then prepare the space elevator parts for T7 π
how much power are you expanding to now?
I had 500 Turbofuel... now I have 1250
so its from 16.5 GW to 41.25 GW
(when I built the 150+ new Fuel Generators)
arrh nice
it was a decision limited by 600 easily available sulfur ^^
yea sulfur is a pain to get. i had to do so much prep work to get all of mine
On that note, do you guys agree about 650 GW is enough for a "near node exhaustion" end-game production?
I got about 550 GW for a calculation close to that (excluding particle accelerators)
yes
you got to the same numbers as i roughly did
i talked about it a week or so ago
I've never looked into that, even talking theoretically I find map exhaustion too outside the realm of possibility to entertain
hence why i say i feel with where they have nuclear now i feel is balanced for end game
and nothing has made me interested in looking at it yet
Turbofuel Region "Middle"
i looked at it cause someone said there isnt enough power in the game and they felt nuclear was nerfed too hard
Difference being, I think I managed to get the result inputting less variables ;) (just space elevator parts) which is convenient to mess around with numbers and compare results easily, I think
yea id agree with that
does one of the new ones use the new frame part?
yes
That's the point, even for node exhaustion it seems just nuclear can be enough, without tapping into plutonium 
the frame line is good for pulling all the resources
The new frame is actually quite versatile, plenty of alts you can chuck it it, so it can be handy to mass-produced imo
fused frame
there it is, a working memory π
Fused Modular Frame
hay there is alot to remember in the game
FMF, hmmm not quite as nice as HMF
I run those simulation mostly to know power demand (so how much I can OC to save on machines) and what resources I can splurge on or not ^^
looks like a typo
sounds too much for me like FMN... (NATO abbreviation for Future Mission Networks)
which is the alt
I thought the max uranium power was ~300GW with no plutonium processing?
Fused frame is much worse then the volume thinghies. Those are the versatile ones I refer to ^^
i though about 380 or something
of course you go big enough with uranium power it's not practical to handle the waste without uranium processing
oh i had 331 875 mw
but. things may have changed . as that was worked out on the 5pm waste befopre people knew it was 20
393,750MW from 31.5 uranium rods
so that means more waste. more plutnoium which means more uranium used on that
you have it up on calc atm?
best power actually has less uranium fuel rods, cause it switches some of the ore to plutonium
yeah max uranium rods is easy, just all alts on the U4 greeny site
max power is harder, cause it doesn't do waste automatically
I don't remember what the balance is with uranium rods vs uranium ore to plutonium alt
im about to look
so 20 waste now right?
so its 100 pm per rod?
just double chekcing if im retarded or not
yeah so you could figure out max with 31.5 uranium rods, and yeah it's 100 per rod now
but fertile uranium is the gotcha: https://satisfactory.fandom.com/wiki/Non-fissile_Uranium
that also uses uranium ore, and the max power does use that alt
yea so you gotta find the balance
Oh yeah, I totally forgot the one I mentioned was the power ceiling INCLUDING plutonium, my bad.
Sorry if I'm lagging behind now, a tad busy
no problem π
also I found silly's numbers: #math-and-meta message
so maybe fertile uranium isn't viable cause of the nitrogen limit
I had thought even with the nitrogen limit it was used for max, but I guess not
and using all your bauxite pretty much
so max nuclear is actually out of the question now
Feasible max power is much much lower as you need both bauxite and nitrogen for actual items
thats exactly right lol
Fuck autocorrect
dammit, what am i going to do with my 207 nuclear reactors just chlling here now lol
i guess there is the option of just going max nuclear which is pretty cheap
but still gotta deal with te waste
you could then turn to plutnium and sink.but gonna cost. and then you may as well just burn for power
How much value that will have depends a lot on how they'll balance the pellets. I don't think it's worth it atm, since plutonium rods are so weak 
Also yes, the extra sulfur-and gas are a pain
right
burn time is .4 for plutnium ae?
yup
The whole u4 nuke rework feels completely pointless imho
the plants still make 2500?
yearp
so 125,000mw from 10 rods.
It got more complicated, power output is lower, we got 4 times more waste if we dont go all the way and we still got premium waste if we do
Like why
I'm not sure you can make that many plutonium rods, I think you run out of nitrogen first
from what i've heard the waste is super nasty too :3
I feel the whole sink plutonium was added to spite people who disagree with game designerβs bad ideas
They could had addressed whole process properly but we are left with old stuff with extra steps
I dunno, I kind of like the rework.
suppose to be way more radioactive
i like the rework too
you gotta think about it all a bit more
cause you also cant go max cause you need the other resoruces
oh you're a never-waster
it shifted the bulk of the power from uranium to something else you can't sink and it gives us a choice
also if you do no alts on plutonium processing, no fertile uranium, and it's a nice 100:1 ratio rather than 100:6.666 or something
it makes my massive turbo fuel set up so much more worth lol
Yeah, i dislike the shredder, but obviously the game is designed around it so cant be helped
oh I misunderstood, I thought you hated waste not the awesome sink
wow, I haven't seen anyone hate on the awesome sink before, now I'm curious why you don't like it
without making a heap more. so either sink or use for a small amount of waste
and saves on other resources you need
and the sink was added so all factories could just keep on running cause people complained so much IMO. but then its nice how they added the store to it. gave it a bit more of a use
compared to U3 the 100:1 option makes half the waste, but I think you actually end up making more waste compared to U3 if you make plutonium rods efficiently enough
which I think is good, maybe the specific numbers need tweaking, but I like this dynamic of waste reduction vs power production
all the way from sinking plutonium rods to making even more waste for more power
didn't they added the awesome sink/store with U3 and refineries/byproducts?
that is actually a good point
I always figured the main purpose was byproduct disposal and the awesome shop was a bonus
but. at the same time. i have never used a sink to keep my factories going from by products. i always re use my by products
if you don't have byproduct disposal everything turns into nukes that aren't closed loops
Max uranium rods is actually pretty easy. It's the plutonium part that's complicated imo π
and that's really annoying
yea. well this is what im thinking. go max nuclear. cause its pretty cheap and easy. then turn all of that waste into plutonium. using no alts. deals with alot of waste. makes a little more power. and very little waste
(problem in DSP at the moment, cause there's processes that make byproducts than can't be turned into closed loops and no awesome sink equivalent)
Tbf, the rich uranium recipe kind of sounds like a way to get lots of plutonium power and consume nornal waste efficiently for whoever has a small/medium sized nuclear plant
rich uranium? fertile uranium?
I'm thinking of actually using the instant pellet and pressure cube alts.
I might rule out the first considering how much more waste there is
But the second is convenient for the reasons I said before (it's convenient to have heaps of those cubes)
ok. so correct me if im retarded please
I'll try to be less retarded then you 
but max nuclear uses the 2100 uranium and makes 31.5 rods
that will make 393,750mw of power
with waste of 3150
using no alts for plutonium
you use only 2.5k bauxite
no uranium
and 3.4k gas
thast not bad.
you then get 47.25 rods from that
you either sink. but hay why not make more power
that will get 295,312mw from that
