#math-and-meta
1 messages Β· Page 518 of 1
for a total of 689062
thats a dam good number
with only 295 waste?
the waste is the part i confuse myself on
no alts for plutonium makes 31.5 plutonium rods from 3150
ok. wtf is my calc saying hold up
shit. it had one alt clicked π€¬
yea but ok.
so thats even better
I'm on mobile, so not the best thing to run the calculator π
so now its only 236 bauxite and 1890 gas
oh yeah I've tried that before with.... mixed results
thats amazing. thats a huge savings and not many loss of rods
With NO ALTS?
Ye, it's pretty good
Tbf, the alts do cut down a lot both on machine count and number of steps
so now you get 196,875mw from plutnonium rods
at the cost. of well. absolutely stuff all
Can you compare with the instant recipe, pressure cube recipe, then both?
I'll just do it myself later otherwise :P
hiya ven :p
while we talking about nuclear.. here's my little setup for uranium fuel
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
pressure cube
the pressure cubes are super expensive and takes a pretty big chunk out of what I could use to make thermal rockets tho x.x
I'm still hoping they give another efficiency alt for uranium power, though honestly I'm not sure we actually need it
1k bauxite
3220 gas for teh instant
I doupt it. I kinda like uranium how it is. we have the one alt to make fuel rods
you get 46 rods with the instant
what do you do with the people who have the alt and spent a hard drive on it?
so if you want a boost. probs the instant would be better than the cube one
if you want/need max power build a plutonium setup. I think that's what they had in mind
you pay the same amount of gas adn 1500 less bauxite to get about the same
I dunno. maybe another plutonium alt that makes a cleaner ratio?
tough. its early access
default is a really clean ratio, 1:1 uranium rods:plut rods, 100:1 waste:rods, and 100:20 u.waste:p.waste
whats the problem about "having the Alt" ?
those are some clean numbers
that's the default.
using all the alts it's kinda werid? I couldn't make it work in the calculator
you don't want to stick someone with a save that can't unlock all the alts
not every alt is worth the effect...
Yeah, but it's not fair to be stuck with a dead recipie.
barely, it's like 2/3 more than the recipes if you missed the christmas thing
I would guess they will patch out anything that doesn't work anymore later
that might be why they give us more HDs than necessary... because you might have wasted a few HDs because of patches
it's random, so every save needs to be able to just in case the alt you want is the last you get
ok so from what i can tell. its fertile uranium that does the damage
I'm sure they'll come up with a solution, just hope it doesn't get overlooked
makes you use more uranium .
more gas
so id say full nuclear. then use the instant alt. and no others
so what are the comparisons for the three cases now?
- nuclear with waste to dump
- nuclear with waste sinked
- nuclear with plutonium power
I would assume that if you want to sink nuclear waste, you will go for the "most resource efficient way" but if you go for "full power", you might want to go for "max output"
if I understood you right "max nuclear power" is "Non-fissile Uranium (Default)" + "Instant Plutonium Cell (Alt)" + "Plutonium Fuel Rod (Default)"
max nuclear->plutonium isnt possible.
you run out of resources
so sure go waste to dump. but with it now producing 100pm thats rough. if you go max nuclear at 31.5 rods. thats gonna cause some issues
so "maximum electric power" is nuclear without plutonium?
so best bet is turning it to plutonium
well no
cause id advise turning it to plut rods
yea thats why i edited message above lol
so lets say max nuclear(usage of all uranium on the map using only nuclear processing)
options:
1.) original "max nuclear electric power" without plutonium
2.) "max nuclear electric power" while turning waste into plutonium and sink it
3.) "max nuclear electric power"... which means running some powerplants with plutonium
then id say you have max plutonium power( not feasible due to map resource limitations)
i mean 1 when i say max nuclear
wouldn't you get more electric power by running the same plutonium setup and using the rest of the uranium for normal nuclear power (and store its waste) ?
You use them to make pasta, plutonium rods and turbomotors. I suggest you spam as much as those as you can and use them extensively in alts (after you've secured the materials for the rockets ofc)
it depends on what resoruces you try to save
the plut(gonna spell like this cause im over writing plutonium) processing uses alot of other resources that are needed in other production lines
one that uses the nitro gas uses uranium. but also alot of gas.
so we got even more options depending on the situation... that makes life difficult but the game more interesting I think
you remove that and it allows you to turn all uranium into uranium fuel rods.
yea there is alot more options in this now
mind you i havnt comapred power usage or machine count in any oif this.
its based solely on resource usage
I think the options can be summed up as:
- Have nuclear, use plut alt recipes to deal with the waste however you prefer: use many resources for few machines and many rods (instant plut+pressure cube); use less resources for fewer rods but more machines (standard recipes); get a TON of rods with fertile uranium alt
- Have max uranium rods and expend a lot of resources to get a good number of plut rods (alt recipes)
- Have maximum uranium and expand as few resources as possible to make the minimum number of rods (no alt recipe)
i think 3 is best
you could even use the instant recipe for a boost. and not much resource usage
Using the rich uranium recipe with case 2 and 3 is madness IMO, since if you need max nuclear, you'll probably need the materials used in that alt for other things in the first place
thats dead right
i think either way. if you go nuclear. you are stupid to not do the plut processing
I still think using pressure cube is a really CONVENIENT (albeit not much resource efficient) way to up your plutonium rods productions
yea i wouldnt disgree with that
pressure-cube might be a nice way to keep the setup compact when you don't want to max out anything
I don't think so. If you're OK with the power, you can still just store the waste π€·ββοΈ
hence why i felt instant was better
It's a lot of machines to deal with all that waste after all
you would wanna store 3150 waste pm?
like. thats alot
compared to like 300?
Exactly! π
Just bring in 1 high tier component and you're done, pretty much
you don't need that many machines to deal with uranium waste (per nuclear powerplant)
It's still 5h to fill an ISC. So 20 ISC every 100h of power, not that terrible
302.4 minutes to be exact
yea i know. i just feel you are also missing out on a decent amount of extra power
fo no real cost apart from time and machines
is it still the 75% boost you get from nuclear to nuclear+plutonium?
or did you revise the numbers π
I think to get rid of waste you need at least times the machines you need to make the uranium rods (just counting the machines for the nuclear recipes, not the stuff behind that)
I'm just "eyeballing" though :sweat_smile:
- no alts
- instant alt
3.cube alt
actually 4. cause you could use both
2 and 3 create the same amount of extra power
yes, but this chain consumes a lot of waste in the first steps... so you don't need many machines
"Many" is relative. I'm just saying it takes more machines then the uranium part
Eg: if you have 10 machines to make uranium rods, you'll need 20+ machines to deal with the waste
if you want max plutonium rods per waste it's quite a few
I was looking for the "least resources and power" option to transform waste into fuel rods (to sink them)
Ye, I'm referring to that too, in this case
We could just check on the calculator... But again, I'm in mobile, don't wanna π π
then it's not too bad
so for "least resources and power" the default recipes offer a cheap way to get rid of the waste... I think its 200 waste for 1 particle accelerator... so the power requirements for this one don't matter that much
so assuiming you have made all uranium into uranium rods which is 31.5 which makes 393,750
for the plut processing
no alts at 31.5 rods makes 196,875 mw
instant alt / cube alt(pretty close to the same) makes 291 687 mw with 46.67 rods
both cube alt and instant alt will make 70 rods with 437,500mw
This doesn't include any raw resource input, silica, al, nitrogen, copper, steel, etc
makes sense that "no alts" is the best for "cheap waste recycling" with these numbers
That's for 9 a min
adding fertile just isnt worth it imo as it costs uranium and makes the numbers stupid and impossible anway
900 waste in, 9 rods out, with no alts
this si what im think
I'm not worried about power, just the effort needed, context being the argument "if you're OK with how much power your uranium gives, why bother transforming the waste"
I'll totally be turning all waste into something else in MY world :P
each time you add an alt. you add bauxite and nitro gas
il get the machine and power count for those options
so "just store the uranium waste" is a really stupid strategy now... you don't gain much of anything with it and you deal with an increasing problem
to be fair, you could think of it like a backup too. if some how you do use all your uranium power.. you can burn plutonium for a little more, even using the cheapest way
no alts
names for the three options:
- clean nuclear
- efficient nuclear
- max power nuclear?
π
this is from max uranium fuel rods fyi 31.5 rods 3150 waste
so we can divide this by 630 to get the cost per nuclear powerplant?
instant alt
Bruh, that's a LOT of machines compared to the uranium counterpart. Maxiing fuel rods (if you OC the manifacturers to have them 1:1 with the blenders) that's just 42 blenders and 42 manifacturers
Too soon to be talking about "max power nuclear", I think 
Depends a lot on how much the plut rods burntime will be settled at (which may make the rich uranium recipe worth being included in the calculations)
14466 MW for 3150 waste... means ~ 23MW per nuclear powerplant for waste removal
thats less than 1%?
is this WITH the particle accelerator?
no its without the accelerator...
yea it may be without
just work on an avg of 1000mw
cause thast what it is suppose to be
That's including all the "backstage" production though. The machine with nuclear recipes are much less
its not overly expoensive in power usage
Plutonium Pellets is 500 MW average
so its an additional 12.5 MW per nuclear powerplant
i was meaning for the accelerator
so for the "clean nuclear" option you loose ~ 36 MW per nuclear powerplant...
or ~ 1.5% of power
machine count per Nuclear Powerplant: 1/20 Blender (Non-fissile Uranium), 1/40 accelerator (Plutonium Pellets) and 1/20 Assembler (Encased Plutonium Cells)
so setup groups of 20 or 40 nuclear powerplants up for nice waste-removal numbers π
im not gonna be able to fit it all in the swamp π±
Nope.
just stack two layers of powerplant on top of each other π
Nope lol
I went with 45 nuke plants. So my numbers will be a little wonky. I'm used to it by now.
just a little bit crazy OC/UC
(for the waste removal)
OC is going to happen regardless haha
Remaining question is if plutonium waste will someday be required for another item or task
so it might make sense to build a nuclear setup (with waste removal) somewhere AND have space to replace it with a "plutonium afterburner" in the future
Doubt it
kinda doubt it tbh
hmm
how fast does radioactivity goes away if you stop feeding the machines and the powerplant?
i think best way to go about it. is use all uranium rods into plut rods. with 590,625mw thast a decent amount
@topaz hedge thats tiny... π
add my 133000 mw of turbofuel and im set
133 GW of turbofuel... and I thought by 42 GW were pain...
that was pain
with tier 10 i hope they add in something that requires massive amounts of energy to use
it's a small setup, only uses one uranium node (: although that's 600 uranium ore.
you mean like "mass deployment of particle accelerators" ? π
no lol
yea 100 of them and il run outta power
i do wonder what kind of recipes the accelerator might get tho
i think my pc will also run outta power
maybe we get to make mini black holes or something
the nuclear pasta might be the start of building a ship with a warp/FTL drive
they have super position oscillators and quantum computers in the game
i asuume things to do with them
yeah, itβs just a guess. But it would also be quite unlogical to produce an item with an dead end just for some surplus of power
that would only attract max orientated players
Well, they already had that with nuclear waste, and people either hated it and didn't touch it, or they loved it.
now they've added an option b to nuclear power.
Yeah, but I am talking of the final meta, not a semi-final of the game
I still highly doubt it
i have like 800 hours playtime of uranium waste and it was not an issue at all storing it at a distant place
nuclear waste storage is easy to do even for really long games... so its only a matter of taste
I am just speculating but the reward of extra power just for all the effort with an dead end item seems not rewarding enough for this tech tree
75% more power seems to be quite nice
Yeah, but power in general is no big issue, even for huge builds
its a bit closer now
both vencum and i have checked it over for a big factory. thats what kicked this discussion off. and you can get pretty darn close to using all the power you have for a very end game factory
and thats without them having a t10
I produce at least one machine at 100% for every item in the game and the constant power usage is like 25GW pre u4. And I guess that 35-40 will be enough including all U4 items
yea but in the way of things thats pretty small
for the people who can spend 2.5 -3k hoursa on a save and use most resources. you need that power
Your end game factory is maximizing for certain items and/or inputs. I am considering a build as described above
which I still consider an above average huge build
if that is the size you go. you can easily get away with out using any nuclear at all
yeah, absolutely
which is nice... because its another valid option
"produce everything" doesn't contradict "no nuclear"
nuclear is a choice at the end of the day
like hell i could make another 2k turbo fuel and that would be waaaaaay more than enogun for 90% of the people who play
not sure if "coal only" is a valid strategy for the endgame π
if you have one machine producing at 100% of every item in the game, I'm sure you can pull it off lol
use half the coal in the world for power, that's roughly 75,000
I'm afraid I don't like building coal gens that much lol
most i built in a save was 14000
that was enough for me
so this time i only built 128 π
14000 coal gens?
if you think thats unreasonable. come help me lay all my ore refineries
Spoiler
Project assembly is to build a giant cannon to obliterate the planet :evildoggo:
you mean we are on a fragment of a destroyed planet creating the cannon to blast more of them?
Isn't "1 machine per item" kind of a... "standard sized" base?
Not trying to diss the size of your base, but it doesn't seem to make much sense having less than that, especially with the numbers for the last elevator shipment :thinking_helmet:
Btw, with how clock is now, can we overclock power gens to get an effective 200% usage exactly?
no
greeny the man himself comes to the rescue
the closest we can get is either 246.2289% to get 200.00001% or 246.2288% to get 199.999948%
Goddammit 
Thanks, Green
the OC number to get exactly 200% seems to have infinite decimals
246.22888266898325689987861383354862197522755222016355886741310764 ...
exact number is 200*2^(3/10)
That's enough decimals to warrant a "if I had one penny per decimal... " comment 
also what I am doing with my life
Counting pennies? ^^
Same for 150, 175 or other convenient numbers? 
I'd really like it if I could skimp on building a few tens of generators 
Well, I said at least. With all the logistics, 780 rubber and plastic, 10 HMF and power infrastructure it is bigger in terms of size than you might imagine.
well consdiering i have 3600k worth of rubber made. and 3600plastic half made. i think i know π
Same deal. 1 machine per space elevator part is a pretty basic setup, imo
never wanna see another refinery again
Wanna work on my pure caterium for me? ;)
no
And it is 100% for each and every item in the game, not only some of them
https://www.wolframalpha.com/input/?i=200%3D100*x^(1%2F1.3) you can play with it, but I doubt so. replace 200 with any percentage you want to know
Thank you very much magic math man <3
100% is a convenient number tbh π
I just wanna cut down as much as possible on the total number of machines in my saves π
Taunts in pure copper
need mk2 machines
waaaaay bigger. costs higher tier parts.
alot of power. id be happy
... No... tries to look innocent
https://cdn.discordapp.com/attachments/553550313533997057/825131035909554206/Cattura.JPG
a lot of power = more machines to make power = more fuel needed to make power = less resources available to produce stuff = big sad
My RAM would like those 
very true lol
approved
TRIGGERED
reciclying
its soo cute
Btw, all "copper ingots" setups in picture are on 2 floors xD
grammar nazi inc
Look, I translate FROM English, not the other way around 
we need :grammarhammer:
you swapped the iys and also added one extra, that's like failing as much as possible xD
... What's your definition of "cute"?
Sincerely confused
teeny tiny π
How much machines you think that is...? XD
||Totally not trying to trigger greeny βοΈ ||
oof. lets say 1k
Oh, that's a good estimate!
Average clock is about 200% though :P
Vencams motto is "OC everything!"
not completely a bad one
finally completed my nuclear fuel rod set up. should i encase the place in a building 
even now with the copy paste
that's up to you π€·ββοΈ
yes. with the reactors on top like a giant chemney
Hmmmm
reactors on ground level plz, don't pump water π
whoops
Error: reactors too large for ground level π
low key flirting i see?
that's why you build it over the ocean π€·ββοΈ
i have mine opn wee platforms with the extractors for each one dfirectly below
think about Tsunami waves!
you kow what... i will build the reactors ontop...
i mean pumping water is gay
hmm... when I finally build my nuclear setup I should build a TOWER of nuclear powerplants π
but its gotta look pretteh!
actually nvm... i need 20 reactors...
With how much power is aviable now, that's incompatible with max endgame production though :(
1+1=
arrh this is very true
another person that thinks they're funny with 1+1 but instead it's just spamming
Tbf, I think the idea before was valid: OC everything to 200%, save on half the machines and still have enough power to finish all ores (roughly).
But now....

oh sorry
I find your GIF MUCH more annoying than the 1+1=...
Why thank you
luckily Chrome allows me top stop GIFs from moving
Or:
thank you for this reference...
ok so i have a problem... 1/2, 1/3 1/4 etc up to 1/10th splitting of from a conveyor belt isnt a problem.... however i kinda got stuck atm since i need 1/11th?? anyone got a good setup for that?
manifold
just use a manifold at that point mate
--S--S--S--S--S--S--S--S--S--S--S
| | | | | | | | | | |
X X X X X X X X X X X
i need 30 to one machine and 3 to the other tho
still applies
still, make one splitter to two belts
would remerging the first 10 achieve that on a manifold?
it'll balance itself
--S--> 3
|
V
30
if you provide at least 33 items/min to it, it'll work
ahh yes facepalm if i fill the belts it won't use more than 3 on one machine thus rest go to the other!!
since the 3/min machine will get more items than it needs, filling it's input and the belt before it, when it's full up to the splitter, all the extra will overflow to the other machine
yeah, it's the same technique as in manifold
that's the beauty of a manifold
lol feel kinda stoopid now π
just make it overflow π
too many belts and splitters going everywhere i guess... was so totally focused on needing to set up a complete system for it
tnx
I suggest filling the inventory of the machine consuming the more for the best result ^^
Yeah I'll fill both from start
because I hadn't finished typing, hit enter by accident
then just edit it...
Howdy math folks! Got two questions for the channel!
First - I know in the past if your manifold goes deep enough (50+ buildings in the line or so?) you start losing some efficiency... I know Greeny had a calculator for that in the day, wondering if that was still a thing.
Either way no form of splitter/merger setup has inefficiencies
It's impossible for it to be less efficient
Second Question - does anyone know if anyone's done the math on sink points for getting the most points out of any particular raw resource?
Great to know, glad they fixed that
it was never an issue...
because it's impossible to BE an issue
i think your getting confused with the time it takes to build up resources
could have sworn there was an issue with splitter and merger code that could cause an issue from that way back when
There's a bit of issues with belts trying to provide their max amounts, especially with frame drops. Mk5 usually are the culprits, the other belts generally work fine unless you have terrible frames
(770 on mk5 is fine, higher may incur in losses during the splits/merges)
can someone help me balance some pipeline stuff for aluminum?
Generic advice: put the refineries turning solution into scrap slightly higher than the previous ones and put valve on the water output from them before merging to inputs
So more specifically, my water input is 900. I have 300 coming from scrap output, and 600 coming from water extractors. Should I balance the pipes somehow, or should I underclock?
underclock so input = output. the elevation and valve are to ensure the output gets emptied first. Otherwise, the extractors will overfill and whole thing deadlocks.
or, you can feed one of the stage 1 refineries with all the water coming from stage 2.
No connection = no deadlocks
Anyone know if a splitter calculator exists?
I underclocked all of my refineries to take 150 water/min
not so much for the few levels deep stuff - dealing with a few fractions is fine... but more so for things like determining flow if you feed part of split output back to the input and how that impacts the other outputs down the line
wdym
i'll make a picture real quick
?
how many power storage's are considered to many? 
depends on how much power you have
well im just about to build my nuclear factorys x 20. but currently i have 12900 MWH saved
if your power production maximum is way below your capacity, then its too much
show a screenshot of your power graph
so.... 2500MW * 20 will be added, right?
how long time do you need for corrective measures if power crashes? id say that is the aim for how large your backup needs to be.
when i get my nuclear factorys set up
tbh i just want to get as much as possible saved up... not because i need it... just because i love hoarding...
some day in the near future, ill cover the entire grass area with power storage's
lol easy then π keep on adding till your FPS drops π
Then box it up and keep going!
this is filled with power storage's... but then i found the sound bug and it made my main base area unplayable >.>
hmm thats a FEW π
Yah basically - was thinking a little more complex because with your example I believe your output either equals what it would have been originally or it approaches it as a limit
versus
Guys, how do you choose the best place for your bottom floor?
on a large factory with multiple production chains?
from the most bottom spot on the map or a relatively higher spot and transport resources up?
high enough so that any terrain it might bump into won't bother you
or higher for aesthetic reasons
Bottom floor is below or equal to your water source - the rest is as high as you're willing to lift it & like @bleak coral said, out of the way of terrain π
oh right I guess water is a consideration too, I don't think a few pumps are much of a bother though, and terrain doesn't always lend itself to building on the same level as your water source
so dependsβ’οΈ
The terrain is not flat and the space near the water source is lower than most of the mines in that aria, mainly it will be my first base
but the terrain is uneven...
i could go with the water level or a little higher, and start building everything on the next floor
since it is the first factory on this map i guess water will not be necessary until much later, where i can handle everything with outposts.
right?
yeah, don't need water right away
you need water for coal power relatively early though
all my coal is 800 KM away
that doesn't need to, and probably shouldn't, be the same factory as your first factory
i will need water close to those nodes, the base will use the water on late recipes (max) the rest will be produced near larger water sources. The one near can fit 6 pumps max.
Thank you for your feedback! Good gaming to you all!
I almost forgot... should i focus on a N-S grid or should i build the tiles based on the terrain? mainly i will use sky lanes to travel.
Mostly just an aesthetic choice. I prefer molding around the terrain cause it gives me building challenges and makes stuff look less floaty and blocky.
But, if you want it so everything is working off the same foundation grid (like where all the foundations are turned the same direction), it's better to orient to the cardinal directions as best you can. I've heard there's less deviation over long distances that way.
well since map has 7km max, then I doubt so
ticks on the map, sorry...
sooo... smart plating, versatile frames and auto wire... are they used for anything else than unlocking tiers?
VC, but close enough π
Three things:
- Sink points. They're relatively complex items, so they're relatively nice for farming sink points.
- Smart plating is used for modular engines, required for the third Elevator tier.
- Auto wires are used for adaptive control units, required for the third Elevator tier (and is also one of the best items for sinking)
the sink it is then got plenty of them in stock now so overflow can be sinked untill i get the last tier going
Huh. Apparently, with U3, even with max turbomotors, you can still get 586 ACUs/min, which is roughly half-ish of the sink points of max turbomotors. It's a nice way to "clean up" on other resources after exhausting bauxite.
whats the best way to balance normal and inpure node to output 780
To clarify, you're asking the most efficient way to maximize using 1x mk5 belt between 1x Normal Node and 1x Impure Node? (Also what extractors on each?)
yeah, mk3
Overclocking not an issue?
no
probably 200% on the normal and 100% on the impure, the power efficiency is better on the higher purity nodes so you want to overclock that one
sorry wait, 780, 250% on the normal and 150% on the impure
yah mine doesn't actually give you percentages and I didn't calculate for efficiency
I haven't run the numbers exactly, but since they both use the same amount of power you get more stuff per MW outta higher purity nodes
so you want to overclock the normal one first
makes sense
Yup - this one's right Jess
there might be a more precise balance, that's just my first gut feeling
cause the overclock isn't linear in power usage
Nah I think you're right - you get more items/MW on the normal so you have to max it out first and then there's only overclocking the impure once that's done so...
no other option really
oh cool, yup it looks like I was right, if I put this into wolframalpha correctly: https://www.wolframalpha.com/input/?i=minimize+(30+*+(+(x%2F100)^1.6+)+)+%2B+(30+*+(+(y%2F100)^1.6+)+)+when+((x%2F100)+*+240)+%2B+((y%2F100)+*+120))+%3D+780+and+0+<+x+<+250+and+0+<+y+<+250
but mathematical proof is always good
Nice!
You can also do this by hand. Solve for y in terms of x, sub out, then differentiate with respect to x to find the value of x that leads to an extrema.
@bleak coral @manic oak - you have any idea how to express this mathematically?
It's basically just the splitter problem I posted earlier with non-relevant numbers put in
Maybe a tree or a matrix
Isnt this simply a set of equations?
well - because it feeds back into itself I was thinking maybe a recurrence relation?
you can just go the sheets and find all the combos of 2 and 3 then find their product
feeding back limits throughput, might be a infinite series thing
also I believe you're referring to prime splitters
I don't know the math behind it, but prime balancers are actually well documented on the wiki: https://satisfactory.fandom.com/wiki/Balancer#Load_balancer and https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays
How would we determine the final output of the single belt on the last splitter once the system settled out?
ok looking
oh wow - that's cool
sum(x = y percent of n) then set n=x and repeat
so yes, recursive infinite series I think
@bleak coral, @fierce ruin - that's exactly what I was looking for, thank you!
that prime #s wiki
the major drawback is not all the prime-split configurations can do full belts, it lowers the max throughput
now if I really wanted, I need to review the math behind it so I can do random stuff
if I was doing prime splits regularly that'd be math I'd be most interested in: how to figure out the max throughput of a loop-back splitter
Wouldn't it be simply 1 - r/n, where n represents the total outputs, and r is the number of return belts?
Or wait... me needs to think.
β³
Let x be input and Y the input belt capacity.
For an array of o outputs and r loopback belts, the total throughput is given as
X = Y * ( 1 - r / (o + r))
Ex, for 780 belt and 11 outputs, one loopback belt
X = 780 * ( 1 - 1/12)
X = 780 * 11/12
X = 715 42
no I think that's right, cause it needs room for that much to be put on the belt
If I were a teacher, I would give such questions at final exam, and watch the students squirm
@austere notch You can write the input as a sequence in time, assuming each time step is how much time it takes for the full set of items to travel through it, and thus you obtain the amount traveling through as a function of time. The recursion relation for the input would be:
a_(n+1) = a_0 + (2/9)a_n
Where a_0 is the amount flowing through the input initially.
We were only given easy ones at university, like "What is the full name of the course you are writing exam for"
The amount flowing through the question mark belts is (1/9)a_n
This is where the fun begins

There is 2 loopback belts, so it would be 2/9 ?
your'e both right - that's why the equation says 2/9a_n
^
He was probably referring to the 3rd feed that flows out from the middle splitter
Things are about to get a little tricky, let's see if this works:
a_n+1 - (2/9)a_n = C (eliminating the a_0 name to make it look nice)
Here's a widget on wolfram alpha that might be useful: https://www.wolframalpha.com/widgets/view.jsp?id=e4a9b48a942efefa14b2773c31982c29
Get the free "Iteration Equation Solver Calculator MyAlevel" widget for your website, blog, Wordpress, Blogger, or iGoogle. Find more Education widgets in Wolfram|Alpha.
I prefer to think of it in term of limit, where Y goes to 780 as t goes to infinity, cause we are not concerned about the intermediate steps, are we?
Except it wouldn't necessarily go to 780 - the limit would be a function of the input (x_n) with a max constraint of 780
same, generally I discard things like warmup times because they're usually trivial
let's split up that (2/9)a_n as a_n - 7/9 a_n, giving us:
a_n + 1 - a_n = C - 7/9a_n
And now we can use calculus:
dx/dt = C - (7/9)x
=> x(t) = De^{C-(7/9)t} = x_0e^{-7t/9}
Except when dealing with people? /jk
"And now we can use calculus:"
Well it's only been 20 years since I've done that... no problemo
This doesn't seem right, as this asymptotes to zero, which I don't think can happen here
But I was wondering if it would lead to calculus...
Everything can lead to calculus
Calculus is just a continuous limit of a finite system
it was just geometric series wanst it π€
discord notation uck
Is this close to 607? (780 * 7/9)
The equation for volume of Pizza, with radius of z and height of a is
Pi * z *z * a
tau*dx/dt = x_0 - (7/9)x
Redefine variables:
y = x_0 - (7/9)x => dy/dt = -(7/9)dx/dt
=> -tau*(9/7)dy/dt = y
=> y = Ce^{-tau(9/7)t}
=> x_0 - (7/9)x = Ce^{-tau(9/7)t}
=> x = (-9/7)Ce^{-tau(9/7)t} + (9/7)x_0
=> x_0 = (-9/7)C + (9/7)x_0
=> C = -(2/9)x_0
=> x = x_0[1 + 2/9e^{-tau(9/7)t}]
Not sure if I put that into the calculator correctly...
x_0 should be belt capacity here?
x is the throughput of the first belt
note that this assumes unlimited belt capacity
You can actually use this to calculate how long it will take for the belt to reach 780 items/min
I feel you guys complicate belt throughout so much lol
So can we use the to calculate the output of any iterative feedback system I'm thinking?
this is so complicated i came here to have fun and do conveyor noodles what is this
Yes, it depends on the split, though
But if you keep feeding a belt back into itself, it will eventually reach the max throughput
Just calculate the first iteration of output and phrase it in terms of the fractional amount getting fed back into the system? (sorry I know my math language is attrocious)
This all stems from the fact that you can approximate f'(t) as (1/tau)*(f(t+tau) - f(tau))
I don't know what tau is ><;
Aka "subtract the % fed back from input total"
in the limit of finite time steps, the continuous model breaks down and one should refer back to the recursion relation
Actually it might still work
Do you have the calculated value for the given 780 belt and 7 output + 2 feedback system?
at this point I don't even know I'm rusty
odd way to express a derivative, never used tau as delta h
@manic oak - correct me if I'm wrong, but I thought that was the first graphic I linked:
It even gives us the equation to use in this case
I can't actually see the result. 89 looks like awfully too low?
So that solver-app widget there uses the first iteration and the equation you input to solve
I'm not sure what you mean by 89, but the point of the graph is that eventually the belt hits 780 and growth will stop. The only question is how long that will take, and is controlled by how much is fed back into the system.
In this case, we knew that the amount in system increases by 2/9 of previous iteration's input value with each iteration
That's why x(n+1)=x(n)+2/9(n)
[pulls out his hair]
When belt max is 780 and we feed back 2/9, how much can the system put through?
where x_0 = 780/9 ---- which is why you see 86.6666667 in the first field for my input
x_0 is the initial belt throughput. If it's 780 then the system is frozen
Thats not possible. The belt before first merger cannot take 780 input AND recycle 2/9th of the input
wrong math again oop
Exactly. If it attempts to recycle 2/9th of the input, it will still be stuck at 780
The amount grows by 2/9 of itself at each step, but since there's a finite throughput of belt the system will eventually reach 780 and be stuck
At that point the belt reaches 780 throughput and 1/3 of that is sent out through the middle line
I think it's pretty cool it solved it
So actually this system is brilliant. You can force a build up to 780/min on the first line, splitting into thirds and one third can be sent to another assembly line
Of course all this depends on how much the side lanes are consuming. If they're consuming 1/3 of 780, then we reach that equilibrium
Its not a prime splitter if you sent it away instead of looping
well if you wanted to keep 2/3 closed, you could just remove the extraneous splitters
9 isn't prime
7 is
ah
Right - the question originally wasn't about prime splitting arrays, but when they linked me that wiki, it gave me the iterative notation I was missing and put me down the right path finally
https://onlinegdb.com/rkx0fAyB_ not sure if this helps
Well, the original drawing shown a 9 split with 2 outputs fed back, so a prime 7 splitter array.
My educated guess is that you can feed 607 units (using 780 belts) through the splitter, due to loopbacks.
Wouls love to see the 'exact' calculus answer you came with and how much it differs.
I've past my initial thought, so I can't explain it anymore
Replying to own question of "can you fit 65 smelters on 8x13 foundations" ->
Yes.
But its cramped.
And assumes no walls (use fences or overlap mergers)
And assumes non standard floor height of 2,5 wall minimum.
And assumes you can pick input belts location.
Still damn proud.
Just hoping it actually works β’οΈ
i feel like this should output only 77,77777777
i could try and build a test setup
to measure the output
this reminds me A LOT of this here
and i actually managed to solve this one
1/6th is feedback,
so the outputs are only 5ths.
blah blah, weird math:
Output Ratio = (1/6) * (6/5)
for a 1:7 ?
so 0.2
this is a 1:5
he was talking about a 1:9 with 2 feeding back making it a 1:7
for 1 to 7, it SHOULD be:
(1/8) * (8/7)
however, thats for a 8 way splitter with 1 feedback
not the 9 with 2 feedback
That should be.....
(2/9) * (9/7)
so.... i did it?
IDK countcalculus was try some calc stuff
222 goes through with 780 belt?
assuming priority merge
it is feedback after all
and also, the merger priority is important here
since the 2 sides are are less than 33.333% of merger output
.2857 comes out
This is what I ended up with after I went through @fierce ruin 's code --- not certain why your didn't iterate properly; I wracked my brain on yours some but coding/debugging isn't my forte so I started fresh: https://onlinegdb.com/H1vphygHd
{
public static void main(String[] args) {
double input = 780;
double feedback = 0;
double insystem = input + feedback;
double output = insystem / 9;
for(int i = 0; i<100; i++){
System.out.println("Iteration " + i + ": " + output);
feedback = 2 * output / 9;
insystem = insystem + feedback;
output = insystem / 9;
if (output > 780){
output = 780;
}
}
}
}```
Iteration 0: 86.66666666666667
Iteration 1: 88.80658436213992
Iteration 2: 90.99933953157546
Iteration 3: 93.24623680396004
Iteration 4: 95.54861302134178
Iteration 5: 97.90783803421442
...
Online GDB is online ide with compiler and debugger for C/C++. Code, Compiler, Run, Debug Share code nippets.
which is 1/3.5
gross why comma
because differen laguages use different things for decimals
it was dirty code but desmos can do it simply
and? what does that spit out?
I took me awhile to get it on desmos so that code was very improv
"https://onlinegdb.com/H1vphygHd"
Iteration 1: 88.80658436213992
Iteration 2: 90.99933953157546
Iteration 3: 93.24623680396004
Iteration 4: 95.54861302134178
Iteration 5: 97.90783803421442
...```
final value?
Dont' feel bad - took me longer than I care to admit... I also hate java
780
Infinity - manually set to cap at 780 due to belt speed restrictions
thats nonsense
it's a converging geometric sequence
according to my numbers, limit should be
780 * 0.2857 = 222.857
so it goes down that's all I know
Why would that be nonsense? You're continuously putting more onto the belt at each time step, which means you put even more on at each time step
did anyone build and test this yet?
If you're taking 2/9th of the belt and putting it back on the belt, there's more on the belt
Exactly - literally the only restriction is the input-ability / speed of the belts
In progress
#math-and-meta message
try doing the math on this one
because I did long ago
Sure - should be easy enough to plug those values into the code
Mk5s?
No it wouldn't. Changes the input into the belt system as well as the cap.
156 by the McGalleon Method of a 780 belt
all the belts need to be the same mk
Iteration 1: 133.61111111111111
Iteration 2: 137.32253086419752
Iteration 3: 141.13704561042522
Iteration 4: 145.0575190996037
Iteration 5: 149.08689463014824
Iteration 6: 153.22819725876346
Iteration 7: 157.48453607150688
Iteration 8: 161.85910651793765
Iteration 9: 166.35519281010258
Iteration 10: 170.97617038816097
Iteration 11: 175.72550845449874
Iteration 12: 180.6067725782348
Iteration 13: 185.62362737207468
Iteration 14: 190.7798392435212
Iteration 15: 196.0792792225079
Iteration 16: 201.52592586757757
Iteration 17: 207.12386825278804
Iteration 18: 212.8773090375877
Iteration 19: 218.79056762196515
Iteration 20: 224.86808338924197
...```
Hit's 780 by iteration 66
he changed my code to work very differently
the thing you just calculated was a 1:5 splitter
i tested it myself
and output is 1/5 of input
Post your math?
my code was pretty much a iterative sequence
Oh I calculated the output for a single belt out - not 5...
that might make a bit of difference w/ your diagram lol
so you basically squeezed it all down onto 1 belt
my code was solving for each iteration of output in a single output which was correct for what I was working on
#math-and-meta message
then this should be funny, since its only 1 output belt
50%
since its only one input (2 in total)
not 3
thought you said mergers cap at 33.333 from the side
YES
I'm dead in an ARAM, so I'll weight in. Let's consider 600 + (2/9)*600 +...
Hold that thought
Doesn't cap at 50% - caps at 780 as is expected:
Iteration 1: 487.5
Iteration 2: 609.375
Iteration 3: 761.71875
Iteration 4: 780.0```
Okay, they surrendered. 600 + (2/9)*600 + (2/9)*(600 + (2/9)*600) + ... is our sequence
try with mk 1
or any other mk
mk5 is buggy
it will always cap at the max speed of the belt - splitter overflow sends it through the belt of least resistance which is the last output in this case
soo 600*(1 + 2/9 + 2/9 + (2/9)^2 + 2/9 + (2/9)^2 + (2/9)^3 + ...)
Assuming 600 was our starting point
After 9 steps you would have doubled your input, at 18 steps you've tripled, etc.
sorry, actually faster than that
at 9/2 steps you double, at 18/2 steps you triple
It's not a geometric series
Thanks @manic oak - I've spent too much time today mathing the game instead of playing the game... so now I'm going to checkout for a while. You all have a pleasant evening.
im booting up my game and running that old test again
for fun 
Result insocming:
test setup - 2 boxes, one with concrete and rotors, second one with assorted plates.
Top belt is vanilla mk5, bottom contraption is the prime 7 splitter.
Both inputs are gated by leaves.smart splitters. when leaves are removed, both outputs start running concurently.
results are accrued at the end by observing container. The concrete box has rotors as 10th slot, to mark when to finish counting.
Final results as attached - mk5 belt (780min) pulled 905 items, while prime 7 splitter managed 708 plates.
After scaling to belt capacity of 780, the final result is ~610.
Which is in line with predicted 607 I mentioned earlier.
I rest my pencil now.
Tl;Dr;
Prime 7 splitter allows throughput of 606 units from 780 belt.
It appears the final throughput is given as Belt_capacity * Number_of_outputs / Total_number_of_lines_split.
Eg. 780 * 7 / 9 = 606
who would have thought
curb your prime plitters
But...
Its...
simple?
would you look at that, 50% output
Ah, there's the confusion
We were solving the amount flowing through the initial input belt, not the output belt
how do you have such good lighting
true
[confused stare]
Total input MUST EQUAL total output
my equation stands.
but Tomtores's final conclusion too
Total output = input * (Number of outputting belts / Number of split belts)
@austere notch you must have messed something up
I'm out of shape
Hehe, next time, try doing math with pipe junctions and valves
that was fun back then....
let me guess, 150 at both because fluids don't behave like fluids?
lol exactly NOT that
thats what i thought too, before testing and doing the math
Total output = input * (Number of outputting belts / Number of split belts) π«
Sorry - that's not accurate
It's an iterative sequence
bruh, look at the screenshots above
as indicated on the tutorial page for prime splitter arrays
it's just not a prime splitter
No - you act like I didn't post the code w/ relevant variables. If you think there's something wrong with it then you find it. All you seem to do in here is just discount whatever anyone says because it doesn't match your math. Maybe your math is wrong. Go ahead an post a mathetmatical proof for your math instead of just telling other people their wrong.
what's the problem here?
prime splitter
what are you trying to calculate?
i dont need math when i can verify it by testing it ingame
hm, so you're trying to calculate max throughput of a loopback balancer?
"i dont need math..." - McGalleon
Unfortunately, Yes.
Testing this stuff ingame beats doing math for 5 hours any day
You kinda need both since there are definitely practical restrictions to the ability to measure in-game results. But testing is definitely helpful and good verifier.
I mostly test, then i try an equation, a small one.
i never exclusively do either
but your argument just doesnt hold against the test data. its not 780 output
Here's the code again if you wanted to check it:
{
public static void main(String[] args) {
double input = 780;
double feedback = 0;
double insystem = input + feedback;
double output = insystem / 2;
for(int i = 0; i<100; i++){
System.out.println("Iteration " + i + ": " + output);
feedback = 2 * output / 9;
insystem = insystem + feedback;
output = insystem / 9;
if (output > 780){
output = 780;
}
}
}
}```
you are again forgetting that we were testing total belt input, not final belt output
This seems like another case where simple equation just won't do the trick and simulation would be needed
What's total belt input?
the input at the beginning of the system
And you want to know how much slower the main belt would go after it settles?
why loop back the middle one that causes entanglement
well the obvious solution would be to merge after first split π€
initially I was trying to determine what the rate of output for the middle splitter's outbound belt just as an exercise
So thereβs really no way to harness the full power of a pure node, is there
No
I find that interesting
Not with current belts
yeah I think it's either some limit function or no function at all and would need to be simulated
Wonder if theyβll just deal with that with a new conveyer type or if theyβll find some kind of other way
It wouldnβt be to far fetched for full capacity to have a cost of some sort
right, i know this isnt usually the channel for this, but....
belt might not be practical given lag but an attachable splitter maybe
Mk 4.
Input backs up
insert image of upgrade meme
Doesn't matter if the input backs up due to bottlenecking from the feedback because the system is still fed at the same rate.
Tootal throughput for that prime 5 splitter should be 5/6 of belt used. Can you measure that?
It's backing up at the same time as each piece from the feedback hits the merger.
So the system is still being fed at the max rate.
you want the total output rate?
i don't have code for that
You don't need code for it, it's 1/9 of the input
we're measuring two different things here
if you're talking about the belt after merger, then yes, it's always max rate. If you want to calculate speed for the input belt, it's less
He's talking about the 1/5 splitter.
thats what mine was for.
Not for input
might have been a misunderstanding back then
Ah yes, Greeny is correct, technically the belt I'm talking about is just after the merger
That too is what I was talking about .
So what are we talking about then - the limit on the input? the total output? the amount in system? -- now I'm just confused.
I originally wanted the math to be able to measure each final output belt according to however many belts I fed back to the beginning of the system.
That solution was posted awhile ago
theres a limit to all this i forgot.....
it only works with full belts......
feeding a mk 1 into a mk 5 prime splitter will just yield 60
since these work with backing up
I would be surprised if it yielded more
we are limited by the first belt after loopback merger capacity
you cant turn 60/min into more than 60/min.
If thats what you meant
aaaaagh, damn it, thats right
you need to mix belt mks
to actually get prime output
no wait....
agh, forget ti
Hm? I've seen prime number splitters which let you do arbitrary splits without mixing belts or choking output.
yeah, im done with that topic again.
I don't ever consider needing them or using them either.....
You don't have to pay attention anymore?
Like, for a 1:5 splitter, a simpler version is just "1:6, and loop one output back to merge with the input", with a full-capacity version being "split the input 1:2, split that sixth output 1:2 and merge, then do the 1:3".
like this?
#math-and-meta message
That's the simple version, yes. A more complicated solution deletes that first merger, then inserts mergers just after the first splitter. Then, that sixth output line gets split 1:2 and merged in with those mergers.
So:
----S---
| / |
M-S-O |
/ \O |
In->S |
\ /O |
M-S-O |
\ \O |
\-----/```
If you merge before the first split, you can't run max-speed belts. If you split, then merge, you can.
gentlemen, fully clocked nuclear reactors consume x2 rods for x2 power, but do they produce x2 or x2.5 waste?
Still only 2 x waste
Its all 1 to 1
so no downside to clocking at all?
provided slugs are available, of course.
(and it's honestly hard to imagine all hundreds of them them running out)
Only downside is Overclocking Generators is non-linear and takes more shards to reach double the "production speed" compared to machines like the constructor
ah, i see. thanks.
then probably #off-topic-general is your place to go π
okie
anyone got some good designs for elevated train tracks that incorporate conveyor buses and vehicle roads?
or is there a subreddit for sharing of designs specifically?
Can anyone figure out the dimensions of the max volume rectangular prism that is inscribed in the ellipsoid defined by (x^2/32^2)+(y^2/32 ^2)+ (z^2/46 ^2)=1
Thatβs the ellipsoid formed by the range of the hover pack
(Pure curiosity)
7.... !?! π π π
My best guess is a block 26.128m x 26.128m x 26.558m assuming x=y in the best case
Bruh... Imagine reading the whole chat, only to find out no new dark magic was developed 
what do you mean with "new" ?
Something like "ah, we can do this even in THAT weird magical way"
this "merge then split" vs. "split then merge" is not really that new... the "belt limit" problem of the back-merging splitter has been well known here
any suggestions on feeding 80 coal gens with 4 belts of 300 coal? I'm thinking I just put the belts in a stack of 4 along the 10 rows of 8 gens I have. the bottom belt would split off to go down each row of 8. then I'd use conveyor lifts to merge down one of the other 3 belts on rows 3, 6, and 9 to replenish the bottom belt. Thoughts?
use compacted coal and feed it 2 belts
you will need 2 sulphure nodes but one would be freed again late game when you get mk3 miners and you also end up being able to free all but one of the coal nodes doing it that way
or I just do an overflow where at the end of each row I have the excess coal flow back to the main coal lines.
well I just started over fresh and have no power to speak of at the moment. I used the map editor to mass delete everything from U3 and keep all my materials.
and I already have to figure out how I'm getting the 4 coal nodes near the lake to my gens
if you want to run them on coal just injected manifold or a manifold fed for the middle out by 4 belts (2 rows)
if your playing U4 (you will be in 2 weeks) you won't have any coal remaining if you do it right
I'm on experimental right now and yes I know that. I've done the math already. just trying to figure out what the optimal belt layout would be.
optimal in what way? In terms ot build costs?
wish i checked to see if i could over clock nuclear plants before building my set up >.>
Well... You can
... Wait, why would you build a SET of something before checking out that something? π
it never clicked in my head that you could over clock them π
so i spent a couple hours yesterday trying to gather resources for 20 nuclear plants
well it's not like you want to overclock them anyway
it only saves space and we have tons of that
Automation is your friend for accumulating resources. Even with just single manufacturers, it takes less than a couple hours to accumulate the HMFs/supercomputers for 20 nuclear plants.
exactly yeah, so much easier to build have the amount of plants you're originally building
my nuclear fuel rod back was nearly backed up... so i had to try and build a bin from afar
would it be worth putting pumps on this set up? or is that just a waste?
as long as the height difference isn't too big, you don't need pumps
If the sight glass is full, you are good to go π΅
im not sure you need so many pumps, but i could be wrong
is crystal osc. altarnate worth?
What I did was actually different.. I think? I made use of Industrial Storage..
so like.. the Coal gets fed in a single line via Splitters.. has Industrial Storages in between, that would also be connected on another Industrial Storage. This way, there won't be much bottlenecks below, and the Coal would also be redistributed by the other Industrial Storage.... then at the end of it all are Industrial Storage again that would loop back all the Coal to the front of the loop.
EDIT: Oh my.. its 4hrs ago. mb
woah, that is cool. I have thought about using industrial storage for balancing. Perhaps if you have time you could give me a tour in game of that set up. I'm free most evenings PST. DM me if you're down for that.
https://www.twitch.tv/videos/967915175 I have it here somewhere π
oh neat, I'll take a look!
here's a diagram.. dunno if that makes sense.. the straight lines are conveyors connecting the splitters.
i made use of this also on the production line. it makes it simplier imo... and kinda removes the clogging to an extent with is the common issue with manifolds(just learned its the term used here).. with this, I can cycle all items back to mergers to their supposed Storage spots after they run their course to other production line that they might be needed... The storage ones are also connected and will provide for whatever needs it.. this way, the only time the factory stops producing things is when all storage for the most advanced items are full... right now, there's few since I'm still at t3-4. New to the game π
How do peeps equally distribute 1 input line of nuclear rods into 20 nuclear plants? should i use splitters... or just get a direct line from the manufacturer?
@fierce ruin V = x*y*z, f(x,y,z) - C = 0. You can use Lagrange multipliers to solve this optimization problem with constraints.
When I'm bad at math but I'm playing Satisfactory... it's like I'm torturing myself.... in a good, masochistic way.
btw industrial storage container doesn't balance equally
just use manifold (line of splitters, splitting for each gen)
yeah, it really doesn't 100% balance equally, but it does help. Mostly if you overflow the inputs vs the output, they'll "balance" eventually.
balancing is useless anyway π€·ββοΈ
thani you ^^
just leave it for a few minutes, they'll "balance" anyways. hahahaha
yes, you can "push" this a little bit, so it doenst takes hours, denpending on your items and size
powerbuildings are stil best, ebacsue they can even prefill when not active
i have tiny pp.... tiny production points.
that should be posbile for production too
that wont work tho? I have 20 plants that need 4 total PM and I have 10 manufacture producing 4 pm? surely for the overflow method to work i'd need more than 4 going in pm?
@tiny sentinel hop on and chat a bit on twitch, when you do, i'll show you what I'm using.. no mic though. so I'll reply via chat π I just stream so I get "free" storage and just download them if needed before they get deleted.
overflow method works if your input is equal to consumption
Manifolding fuel rods at 4/min? 
That manifold would take 3h and 45 min to fill up with the generators offline 
A direct line is the most reliable
I suggest using that rather than merging and then balancing
@fierce ruin The solution is:
x^2 = y^2 = a^2/3 = 341.33, z^2 = b^2/3 = 705.33
=> x = y = 18.5, z = 26.6
As long as the generators aren't far away, ofc 
If i did a manifold, i'd get irregular inputs...?
only until the first machines fill up
which can be solved by pre-filling them or turning them on after they all are filled
true... but this is nuclear, and im producing 4 pm... it'll take over and hour for that to happen
ehhhh, thats true
not like one hour is a long time in this game π€·ββοΈ before you build stuff that uses the new power, it'll already work at 100%
and most of the machines will work in first 10 minutes anyway
Yeah, ill just stock pile fuel rods and dump em all in at once i guess...
first time that I drive around in a 4-wagon build train... time measure how many Fuel Generators fit onto the roof
another question tho... train loading/docking... can a single platform unload and load in one stop?
no
one freight platform can do loading OR unloading... but you can switch the mode for different platforms attached to the same station
load wagon 1/2, unload 3/4
damn π¦ thanks
just means ill have to build 4 stations in total for this nuclear stuff
I never thought of that 
its still a limitation... but its easier to work around.
the other problem is that its not trivial to build a train that ignores a train freight terminal... e.g. get the stuff from platform 3/4, but not 1/2... but it can be done by exploiting fluid-wagons
oh? so if you have a line of stations, it has to stop at every station?
no... what I mean is if you have a station that provides a different item in each station, you might want to send a train but not get all of them
ahhhh
50+ Fuel generators per floor... sounds like a nice number
I need a total of 166... so 55-56 per floor would be perfect
manifolds look better π€·ββοΈ
There's a fundamental problem with this: ISCs choose an output that has priority and outputs to that first and the other second. However that priority belt is randomly chosen on game load. If you're ever in a situation where the inout matches the output this system won't work. This will only work as long as the ISCs are full enough that it's outputting max speed to both belts.
Best way to keep things moving is to get smart splitters and end lines in overflows to sink after storage.
@bleak coral i'm not even at that part regarding the Smart Splitters :3
smart splitters are in the caterium tree of the MAM, you can get them at T2
it's working right now and for sure things will change anyways when I get to that point. kinda new to the game still, got the game just this 25th so still exploring.
EDIT: yeah, I have that, haven't researched them yet and haven't built too so I'm still oblivious of those.
sure play around with it, and if it keeps working good, but I just wanted to tell you about possible pitfalls cause how they work isn't exactly intuitive
@fierce ruin Ignore my previous messages, the method is correct, but x, y, and z canβt represent both the dimensions of the prism and the coordinates of the ellipse
so far, from my experience, the issue I get with the simple manifolds is until you oversaturate the input, the ends usually gets starved. and by placing the storage in between a few Splitters, with the storage also connected by storage that feeds it raw too, it helps on the starvation.
even then, if you oversaturate but the belt speeds are not that quick yet (i really wanna next conveyor), they still get stuck to an extent.
do you mean undersaturate?
this must be the one you're talking about, I'll play with it after I unlock it.. after I automate everything I currently have unlocked then go for T5-6.
uh... both :3
oversaturated input to manifolds doesn't break it
undersaturated doesn't either, but makes a few machines starve
if machines are starving you're not feeding them enough or the manifold isn't done warming up, it doesn't need anything extra to function at 100% efficiency besides time
by not feeding them enough that could also mean you're not underclocking machines that need to be underclock in order to run at 100% efficiency
I don't underclock. Yes.
I just let the game run it's course. π
i do overclock my Generators.
I hope you're looking at the right number when you do that, the overclock UI is wrong on generators
I wonder, is it worth to build a fuel-reserve for restarting for U4?
fuel-reserves are more problematic because you don't have an easy "overflow" from turbofuel generation
so you have to build less generators..
@bleak coral I placed my 16 Coal Generators at 195%, supported by 10 Water Extractors at 100%. it's break-even on Water while 2 MK2 Pure Coals are more than enough to supply the Coal.
(current 50 generator floor: #screenshots message )
what are peeps thoughts on this? sub station where i can control the nuclear plants, lights and pumps
for reinforced iron plates i need a input of iron plates of 30 per min but my factory makes 40 per min and I cant over clock because then my screw input would get messed up
I tried to find a way to fix this but It didn't work
Under clock the iron plates to 30
20 from one machine, 10 from the other
Why is that bad?
Oh I see... Under clock to get the numbers you need
Technically speaking nothing is ever wasted, just backed up
you don't need smart splitters for that
its just annoying I cant overclock or underclock because I already have the perfect amount of screws per minute
the over flow splitters so I can have the plates not wasted if the assembler gets max plates
resources are infinite, there's no such thing as wasted materials
it sounds like you're making too many ingots, make less ingots and plates
and mine less ore
which can all be fixed by underclocking/deleting machines
This is my first time trying load balancing so Im trying to get max efficency for everything
I mean... We have both given you the answer to make your "perfect" amount. It is up to you to use the information. The power is yours!
I think I thought of a way maybe but thx for the help
this advice is for either manifolding or load balancing, load balancing does not mean running everything at 100% clockspeed
I know
My screw input is perfect thats just why I needed a different solution for the plates then changing the clock speed
You do you
so a single nuclear plant produces 100 barrels of waste every 300 seconds?
20 barrels a minute?
on experimental, yes
Wasn't it 5 waste power minute?
on U3 yes, they increased the amount of waste per minute
yay... so i produce 400 barrels a minute >.>
Holy crap
this is going to be a pain in the back side lol
Turn it all into plutonium rods and sink it
i can atm π
yeah large scale uranium fuel rods is very unappealing without plutonium
or I guess any scale, cause 4 plants isn't that much lol
cant*
If I did my math correct, blended turbo fuel yeilds 20% more turbo fuel than turbo heavy fuel if both uses diluted fuel and are made directly from HOR. Can someone confirm?
turbo heavy fuel doesn't use diluted, do you mean regular turbo fuel?
Oh, yeah. My bad
I can't remember the exact numbers, but for the same amount of turbofuel you use more oil and less sulfur for turbo blended fuel vs turbo fuel
so if you mean 20% more turbo fuel from the same amount of oil, that's definitely wrong
Oh, okay. May have miscalculated then
Yeah I see. Idk how i calculated
May have calculated heavy turbo fuel vs blended
So regular turbo fuel is preferred as long as I have enough coal and sulfur at my disposal
yeah it depends which one you're limited on, though sulfur is rarer than oil so ultimately less sulfur is probably good
I think greeny's calc prefers blended because it reduces sulfur and eliminates coal entirely, but eliminating the coal isn't usually a huge bonus cause it's the 3rd most abundant resource
Yeah, well for simplicity's sake I'm gonna make a bit of regular I think. I have 1800 oil to work with and all power I don't need is gonna reroute the fuel to plastic and rubber.
Someone should do the math on how much power it takes to produce one normal turbo fuel and one turbo blend fuel. The wiki says there's a difference of 4 Mj/item, but I'm not sure what those calculations use.
wiki numbers are just per step, not the whole chain
cause there's no standard chain to base mj/item on
Yeah, I imagine that it costs more energy for the standard turbo fuel since you need more refineries than blenders to process, and you also need more water extractors, but I haven't done the math.
the power numbers are in the links above
they're average & max, so everything at 100% clockspeed, so it could be tuned down more but it gives a rough idea
and blended definitely looks like it does better energy-wise
Yeah, and the reduced sulfur usage as an added bonus, plus a majority of your oil being left as heavy oil means a simpler production line
the power usage is even worse if you do diluted packaged fuel instead of blender diluted fuel too
Yeah, but no one's gonna do that once they have blenders. I did do the math on that one and you need like two refineries and a packager instead of one blender, and then you need 5/3 more of those setups since each blender can process more heavy oil at a time than a refinery
Actually it's one refinery and two packagers or something like that
right... sooooo...
48 slots x 500 stack size = 24000 waste per industrial storage
I produce 400 a minute... so each container should last me 1 hour irl...
80 storages = 80 hours....
each one is worth 1 & 2/3 sets of 1 refinery and 2 packagers
you not recycling to plutonium fuel?
I think it's a retrofit on an existing system
Hey! For performance... trains == bad?
not universally, no
π€£π€£π€£
belts vs trains performance wise is all wild-ass speculation, and also depends on your system and how you set things up
the most concrete performance thing we know is spreading out your production is better
^
The more efficient your system, the easier it is on your system as well.
so the more stuff you have close to together, the worse it is
i might do in the future. but atm, i just want to get nuclear up and running
don't do what kibitz did and build a megafactory in dunes.. last I heard he was starting a new save
he is, it was too much to do to fix his save
trains are cooler π
I both love and hate trains... theyβre so so easy to scale but then train stations are kind of the worst, and turning around is annoying
this is my nuclear train set up... thought id sacrifice some extra effort for the cool aesthetic
Eventually Iβm thinking Iβll make mostly self- contained factories for each advanced item, then use drones to make my production follow me around
@unkempt acorn Man, plutonium processing makes for an interesting setup. here's mine XD
poor kibz. he had quite the impessive world.
since I don't need the power I'm not turning my reactors on until the processor plant is completed, and then I'll have to find a place to.. store them until the plutonium reactors are built.
I think one stack of plutonium rods = 5000 waste if you're using the 100:1 setup
ffs. i forgot i was wearing a hazmat suit instead of a jetpack and i jumped of the edge of my platform >.>
Am I crazy or should I just skip setting up turbo fuel until I have the blender recipe and T7 access? I could set it up now but I donβt want to have to redo everything again when I get the blender variant
dat view tho
Friend and I are currently doing this in our U4 save. I've done it too many times to not rush T7/8 and go blended asap.
We got computers and heavy frames automated, then went straight to automating space elevator parts
@tiny sentinel You could build a temporary turbo fuel facility that you can easily tear down later, generate like 5000MW to get yourself to T7/T8 (which is what I did), and have enough power to start up your new Turbo Fuel power plant
my 80 coal gens are about to get me 6,000MW when it comes online....
Then you probably don't need to
264 hours worth of nuclear waste...
huh? has the last few hours of chat been deleted?
Thanks for the help
My previous answer is almost right, but I'd have to change my work a bit
The volume is 8*x*y*z, and then you can apply Lagrange Multipliers under the Ellipsoid constraint you gave
I can voice chat if you'd like, it's not complicated
It's fine thank you
Actually I just solved it again. The coordinate of a given corner is my previous answer (x = y = 18.5, z = 26.6). The length, width, and height are double that: L = W = 37, Height = 53.2
thanks
not really, but it's all relative
late game no
that's like first coal plant setup level, should be ok for T3-4
probably want more if you build bigger and/or once you start doing oil
hehe boi
if i have 16 coal generators, how much coal per second and water per second do i need?
i have access to 2 pure coal nodes, 11 power shards and a giant lake of water
i'm using mainly Mk 2 conveyors (i can use Mk3 but not many) and Mk1 pipes