#math-and-meta
1 messages Β· Page 520 of 1
Simpler than a 5:6 balancer would likely be just an injected manifold, and given that injected manifolds are a PITA, that's saying something.
Plutonium recipes analysis. TLDR in the Conclusions (bottom)
Max uranium rods + Max plutonium rods, aka Max Plutorium (All alts except the fertile uranium)
You pump in as many exotic materials as you can to get the biggest amount of nuclear power possible, which is 1.19 TW from 50.4 Uranium Fuel Rods and 22.4 Plutonium Fuel Rods.
Particularly heavy on "rare" resources, as it takes:
-8512 Nitrogen Gas (8k purely for acid)
-3108 Sulfur
-1972.8 Quartz
-1493.33 Bauxite.
That is excluding the 22.4 Pressure Conversion Cubes needed for the Plutonium Fuel Rods.
The nuclear processing alone (the processing of uranium and plutonium products) requires 45 Assemblers, 168 Manifacturers, 68 Blenders and 45 Particle Accelerators (~48 GW)
Partial Uranium + Fertile Uranium plutonium processing, aka Max Plutonium (All alts, using fertile uranium)
By diving the uranium at the ratio of 41,67:50 (which are the amounts needed to make 1 Uranium Fuel Rod and 1 Plutonium Fuel Rod respectively) between the uranium and plutonium processing, you achieve a slightly smaller amount of power while saving on "rare" resources. The output is 1.05 TW (1'049'875 MW) from 22.91 Uranium Fuel Rods and 30.54 Plutonium Fuel Rods.
The required materials (excluding the extra 8.14 Pressure Conversion Cubes for the Plutonium Rods) are (difference compared to Max Plutorium in parenthesis):
-7941.44 Nitrogen Gas ( -570.56 )
-2082.41 Sulfur ( -1025.59 )
-539.97 Quartz ( -1432.83 )
-2036.27 Bauxite ( +542.94 )
The machines required are 62 Assemblers, 78 Manifacturers, 46 Blenders, 62 Particle Accelerators (~55 GW)
Note: this method produces the biggest possible amount of plutonium waste
Conclusions
I think some more balancing could be needed. Max Plutonium saves a small amount of rare resources, but consumes more Bauxite than Max Plutorium while consuming more power and outputting more waste. I see no good enough advantages in using this recipe, unless one is really short on Sulfur or Quartz.
@bleak coral @wind spade @oblique hollow @vast jungle @keen flame
"Max Plutonium saves a small amount of rare resources, but consumes more than Max Plutonium"
ah yes, the plutonium here is made from plutonium 
max plutonium giving less power and more waste is just final proof fertile uranium is worthless
Agreed. The waste in particular is a real bummer. It'd make sense if we were to get more power from it, but we don't
floor is made of floor
Can you not change the ratio of the rods from 1:1 to something else?
Wdym?
Since plut rods are 4x the power, what's the part stopping you from using fertile to make more plut rods than uranium rods?
The fact that in the end you don't get as much power, but still get more un-recyclable waste
as in the more uranium you shift to making plutonium fuel rods the less overall power you get?
so hes asking whats the minimum uranium you need to maximize plutonium
Using the Fertile uranium alt, the uranium rods go from 50.4 to 22.91, while the plutonium ones go from 22.4 to 30.54. So with fertile uranium you get a total power that is about 140 GW inferior to Max Plutorium
That's 1145.4 for the Plutonium part and 954.5 for the Uranium part
You get 286,375MW from uranium rods and 763,500MW from the plutonium in that split, so you get more energy from uranium ore going to make plutonium rods
so the ore shouldn't be split evenly, the uranium rods should be minimized
Max Plutonium:
https://u4.satisfactorytools.com/production?share=FRcrApnOjhe29lPgoXcX
Max Plutorium:
https://u4.satisfactorytools.com/production?share=kDWHsxS7LxzIOoIoYI4o
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
You made the decision to split the ore evenly between uranium rods and plutonium rods, and I'm wondering if that was an arbitrary decision or because of some limitation
The ratio I calculated (41.67:50 or 0.8334) should be the ideal split
It's not even π
oh I misread, oops
I tried to edit it so that it would be more readable, but the character limit got a bit in the way π
this confused me (the bolded part):
By diving the uranium at the ratio of 41,67:50 (1 Uranium Fuel Rod : 1 Plutonium Fuel Rod) between the uranium and plutonium processing
so that is the most plutonium fuel rods you can make?
Better now?
ok yeah, fertile probably needs a buff then
If you push more uranium to the plutonium, you don't have enough waste
or just undo the doubling of the cost of making uranium cells, I think that was a bad decision overall
Still running the math, but right now, I'm at 4.48 plutonium rods/min without fertile uranium.
If they undo that we might have "too much power"
Tbf, I wouldn't mind, it would mean I could OC more machines :P
I made a pretty extensive post about it earlier. Just scroll up if you'd like to compare some math. Scroll up until you hit a text wall xD
idk, to be frank I wouldn't mind if the whole goal of this was just to increase waste reduction and we got some bonus power from fixing infused uranium cell
but it was weird they also nerfed instant plutonium cell
Tbf, like this we DO get a good amount of power out of plutonium. But not so much to justify using the fertile uranium alt (again, you get more plutonium waste but LESS power
)
As a heads-up, one of your links uses "maximize", which can be problematic.
I checked my numbers, I'm pretty confident I ruled out any mistake like that π
It tells you how much of something you can get, but doesn't optimize the inputs to get that much for the least input.
For that I manually selected the "best" (more resource efficient) recipes, removed the bad ones and added the Pressure cubes as a separate input (so the bauxite and other material's input were easier to compare between the 2)
And yes, I also followed the diagram to be sure it used the recipes I wanted :)
Another solution to that is just to copy the maximum production quantity, and paste it in via "items/min".
removing the pressure cubes is also probably not fair, because one uses more cubes than the other cause it makes more plutonium rods
Done that. If it's not like that it's just due to the last-minute modifications I made to check out different numbers. The number of item/min should be correct
I pointed that out. Consider that the cubes are worth about 110 bauxite each and use a negligeable amount of nitrogen
that's an extra 800ish bauxite, that's not insignificant
Sp the difference would be about 1400 more bauxite used with the Fertile route due to the extra pressure cubes (instead of 542 more as cited before)
I don't think it's enough of a difference to include those (they make the graph much messier to handle)
Still, I DID point out how many more cubes are needed ^^
It's more than the difference without them, so yes they should be included. It also cuts out almost half of your listed nitrogen savings.
I didn't even consider that a saving to be honest π (didn't mention it in the conclusion)
I'd need to see both setups' raw ore consumption in a table
But modifying that would be a pain now... Also due to character count 
plutonium gives 4x the power uranium does, so if it's feasible it's better than uranium
I only listed the "rarer" resource consumption. Obviously, both scenarios use up all uranium
oh while you're here, how do you change recipes in the wiki? my change didn't take
max plutorium gives more power
it's therefore the "true" way to be considered in calculations and in trivias
Not only that: the alt makes LESS power for MORE waste (which I think is not intended by CS)
more waste sounds like what they would do, lol
I mean, if it were more waste for more power OR less resources used, I'd be ok with it 
It saves on sulfur & quartz, but it uses a lot more bauxite so π€·ββοΈ
nitrogen isn't that much different
plutonium is now 0.1/min?
yeah
let me double check though, because the patch notes can be liars
stares at the notes for plutonium cells
I am currently doing that!
they now have 1,500,000 MJ, U rods have 750,000 MJ
AFAICT, fertile uranium does still maximize overall power, both raw power (779 > 742 GW) and net power (699 > 666.6658 GW)
476 nuclear plants can be sustained
so it's exactly 1.19 TW
went from 1.18 TW in update 3 π
Somebody's math is wrong there.
but the plutonium reprocessing takes some power
Either mine, or whoever gave you that figure.
((50.4/0.2)+(22.4/0.1))*2500
Yep, the bauxite is a big bummer. Sulfur and quartz saved are from the reduction of Uranium fuel rods processing (should also be less quickwire now that I think about it...)
50.4 sounds right for uranium rods, but 22.4 is 5x more plutonium rods than I'm getting.
Remember 50.4 rods is 5'040 waste
@frosty owl I assume the production of waste from the uranium fuel rods was calculated with?
Probably because I forgot to account for the 5 min burn time of uranium rods. This means a lot of work to be redone...
Yeah, I remembered to balance the waste input after reducing the Uranium Rods production, if that's what you're referring to ^^
Actually it wouldn't even be necessary to do so, since the max number of plutonium rods would STILL be capped by the uranium
(I disabled the other recipe in that case, so the tool couldn't go "out of bounds" in that regard)
max plutorium is the way for max power then
hi, I am just looking at the "nuclear waste removal" numbers... doesn't look like they changed that much, at least from the waste point of view... right?
Plutonium sucks up more waste per rod, I think
yes, but the resources to get rid of 100 waste both in terms of resources and power are still CHEAP
by Snutt, are you guys still on about Plutonium?
thats all there is to talk about
no, I just joined the discussion...
we had some nice easy numbers before the patch... either "cheap removal" or 75% more power...
but I think the later changed
so i know the max is 22.4, but i choose to believe its actually 22.5, because that makes the ratios happy :)
75% * 4 = 300% power 
so you get 4 times as much power for the same amount of nuclear waste than before?
so 8 times amount of power???
.... kinda
4 times the power, 4 times the cost* half the waste
4 * 4 / 2 = 8 confirmed
so for each nuclear powerplant (2500 MW) you can get another 20000 MW if you reuse the waste???
always specify the comparision
they said in the patch notes it was only double the cost, but they doubled two recipies
for non-alt recipes (the most waste reduction), it's now the same amount of power for the same amount of uranium fuel rods, but with 2x the waste reduction
because it takes 4x the uranium waste but produces 2x the plutonium waste
using both instant plutonium and plutonium fuel unit, the wast reduction is more but the power is less because instant plutonium cell got nerfed
compared to last patch
hmm...
the total is much higher because they fixed infused uranium cell so we have more waste in total
so if I get you right (I didn't had time to look into the numbers myself) there is MORE incentive to use plutonium for fuel... because it gives you more energy
so the times 4 gets eaten up?
yeah
cause it takes 4x the waste or more compared to last patch using the same recipes
Before I caught my factor-of-5 error, I thought "You know, they actually made the secondary resource cost of plutonium alts reasonable."
Now: "AHAHAHAHAHA no."
the maxes are higher, cause we have more max waste now, due to a uranium thing
and also more max uranium fuel rods too
they fixed the infused uranium cell alt so it uses uranium ore instead of pellets, and it's more efficient than the default recipe
so the max uranium fuel rods went up, and thus so did the max uranium waste
but the ratio of "nuclear power to plutonium power" went down
I was just talking to sms yesterday and ran a ton of the numbers, lemme post them again in a mjnute here. Gotta get to my computer
Unless you have them on hand @iron prairie
same or lower, depending on the recipes used
okay...
well specifically one recipe: instant plutonium cell
Finished with v2 of my numbers. I've replicated 1.19 TW of power for "all alts except fertile uranium", but I'm getting 1.424 TW for fertile uranium (and 1.278 TW of net power).
Jesus, those numbers are way higher than I got
May have caught my error there.
What's your building count for each of the nuclear recipes?
Now I'm getting 1.26 TW of raw power and 1.13 TW of net power for fertile uranium.
is there a good plan for production number with Project Assembly?
I am looking at phase 3 at the moment (for unlocking Tier 7/8 when U4 comes to EA) and I am not even sure it makes sense to build a permanent factory for them...
or maybe just with very small numbers per minute
it does help having a good sized factory for that phase cuz it takes fing long
i just set up a couple manufacturers and fed them from my boxes of the other items i had automated
^
I am thinking about the same thing...
on the other side I have automated everything in Tier 1-6 (except for Crystal Oscilators, which I don't need), so maybe setting up a small factory might be better?
COs you will need a few later on
I have already Quartz Crystal production... but in U3 there were not many good reasons to produce COs ^^
it's been awhile for me, but if you can make it work knock yourself out
If I see it right I need all Phase 3 Parts as dependencies for Phase 4 again... sigh
I have to rebuild it from scratch yay
what do you think about the idea making enough of Phase 3 stuff that I can later get one machine running for each Phase 4 item (1 at 100%)?
can't say not there yet
just browsing through the numbers in the wiki
@twin peak hey you got your turbofuel sorted out?
(None of these are counting power consumption for miners - add on about an extra 50GW of consumption for max resources)
Phase 4 is "Assembly Director System" (1.5 Adaptive Control Units), "Magnetic Field Generator" (2.5 Versatile Framework), "Nuclear Pasta" (no Phase 3 stuff) and "Thermal Propulsion Rocket" (2.5 Modular Engines)
saw you posted and your capacity graph was flat
Its flat usually but every few hours there are tiny spikes
Unless my math is wrong (seeing a pretty significant discrepancy between my numbers and some of the others) Fertile Uranium seems to be next to useless, and the only viable option at all is basic plutonium recipes and max uranium. Resource costs are just much too high otherwise
Im working on a big project now so i cant tear it down and build again for a few days
@topaz hedge
wonder what's going on with fertile, everyone is getting different numbers
y'all need to compare methodologies where you figured out the balance and see which one is right
25 raw Uranium and 50 waste plus 75 of both acids for 100 non-fissile and NO water? seems pretty alright
instant plutonium cell would love that
instant does have the bonus of simplifying the setup, so it doesn't need to be the best
i had the luck of unlocking instant as my first tier 8 roll
unit should probably not kill your nitrogen/bauxite though, cause I'm not sure what's it's doing otherwise
heck, i have a SINGLE power plant, i run those recipes at 17% speed
and I have no fucking clue what to make of fertile, feels like it should be the max power one, but the numbers are weird
the math is a little weirder than that - each uranium you use for fertile is not going towards uranium rods so it's not generating waste. So you have to calculate the actual "uranium cost" of fertile by checking against the ratio of uranium:waste. For infused uranium cells/uranium fuel units, it worked out to something like 2.4 waste per uranium (per minute)
the discrepancy in numbers might be if somenoe else was using regular uranium recipes - I think it theoretically could increase the usefulness of fertile to do so. I might do some additional math that way
I wonder if our favorite fluid engineer sinks or Burns plutonium
I have no idea, I'm going to leave the max nuclear stuff to the really smart people.
i have one powerplant, and i havent yet tried the new changes
I personally will be sinking it. My endgoal has always been "infinitely sustainable"
you can build storage for 6000 hours of waste, but that's still not infinite - eventually it runs out
with the amount of waste i currently produce, giving it to a doggo and killing it is totally viable to me rn LMAO
6000 hours though. Also there are ways to.. clear that storage :3
how to make power: sacrifice nitrogen from your cooling system and fused frame production lines
I'm a megabase builder though, so realistically I'd be generating, uh, a lot of waste
Not viable imo. The nitrogen costs are too exorbitant
The solve is to make as much plutonium fuel rods as possible using fertile uranium while only making just enough uranium fuel rods to provide the waste. Since using uranium ore to make plutonium fuel rods provides way more power than using it to make uranium fuel rods.
Realistically and a bunch of hoping, within 6000 hours hopefully we will have 1.0
I don't know what math does that, but that's the solve.
I hope so isn't that like 5 years?
the true solve is figuring out the balance between points production with nitrogen and power production with nitroggen
Oh no, it's 250 days. Lol
Waste is perfectly manageable. I can't make you like it though, and that's why plutonium fuel rods are sinkable.
how 2 mek powr:
Col go vrm
Ful go vrrrm
Turboful go vroom
NUcler go krkrrkrrkrk
plutonum go KKRKRKRRRK critical health KRKR
It's only not manageable if you leave the game running 24/7
plutonium being sinkable is an absolute godsend xD I'm just saying this is my personal philosophy
plutonium fuel rods make so little waste compared to U3 though
My plan is to only use the plutonium if I need the power while I build a bigger powerplant.
like, you get 1/10th the waste now, right?
waste is gonna be an issue with dedicated servers, but that's for another day lol
1/minute
per uranium fuel rod, compared to update 3
1/min/reactor
I think 1/4
(if processing into plutonium)
it was 1/2 before this update, and this update cut it in half again
) put 500 plutonium waste into an automated factory cart
) have it drive around the map
) ????
) Profit off of player salt
Right now scim can delete all waste, although I have no idea if that functionally will change
i doubt scim will ever stop being able to delete waste
It used to not do it
I mean if you wanna cheat, there's probably always gonna be a waste deletion mod
Waste be like:
"The power of SCIM compels me"
anything that can destroy a container and the goods in it will be able to remove waste
I asked mr anthor about it, he says he haven't decided if it will stay or not
SCIM is so much more work than that
But before u4 scim wouldn't let you delete radioactive waste
radioactive water? where have you been storing your waste sir?
there are regulations!
So if that stays an option dedicated servers will be okay.
The ocean is my garbage dump!
also speaking of online tools it would be nice if satisfactory tools treated reactors as the production building of nuclear waste
so i could plug in a number for plutonium rods and have it done without needing to think about the waste of uranium
like, c'mon, i dont wanna use my brain
That's a change I had to m,ake for my personal calculator, yep
oh man we'll be so lazy when greeny finishes his power solver (solve for max MW/target MW), especially if he integrates waste into the logic
oh hes working on one of those? that's cool
speaking of, I posted it this morning, but if anyone wants, I can re-post my cal;culator. Needs a lot of formatting still, but it gives you guys another option to use
im willing to test it out
We're gonna forget how to play this game yeah
yeah it's been on his todo list, think it has to wait until the big site backend overhaul
he's doing stuff right now to help future development
https://docs.google.com/spreadsheets/d/1jGUXDD5jmpozKs5YRKYCA0N0E71vEr0GayePjiblbxc/edit?usp=sharing
Totally open to feedback too. I built this for personal use so there's a few weird oddities in it that I haven't changed yet
How to Use
Permalink to this sheet:,https://docs.google.com/spreadsheets/d/1jGUXDD5jmpozKs5YRKYCA0N0E71vEr0GayePjiblbxc/edit?usp=sharing
What is each sheet?
Recipe Database: ,The "M...
it can't do that due to the fact that recipes are parsed from game data automatically
ah, figures
it's eventually planned to support power production and stuff like that, which would bring the possibility to "produce" waste
would it be possible to manually add it as a recipe?
for now I'd have to manually hardcode the waste production there, which isn't something I want to do for obvious reasons
only would need to update it every time waste production changes
which could be a pain
yeah, which would kinda break the point of having everything automated
It's okay greenie we have smart people in here will figure it out and then the rest of us will copy their plans lol.
and also I'd have to check it ingame, as waste production isn't in the exported data from devs
yeah once it's one plan, and not 3 with different numbers 
you can just add waste as input anyway π€·ββοΈ
sadly that doesn't solve the fertile waste problem
I'd have to do the math myself gasp π
using your brain to do math? gosh, what torment!
well, make us 3 plans lund, and we can pick what we want lol
sure, I'll make one for turbofuel, biocoal, and uranium with no plutonium π
there's probably some simple algebra to figure it out
possibly a little calculus mixed in there cuz its optimization
Speaking of stuff.. this happens everytime I start my game
after that it levels off and it's good.
is that with nukes? might be water flowrate issues
to be honest, I've been kind of sus of water extractors when the game first loads for awhile.
it is, but it's some kind of bug with extractors and the game first starting
what are you trying to figure out anyway?
time to invest in power storage
See, it's fine now
the fertile uranium
I haven't seen the recipes yet lol
ah, so you can convert uranium to either uranium rods or directly to plutonium rods?
it uses uranium waste and uranium ore to make non-fissile uranium, which is used in plutonium
@supple mural I also have a coal plant, that's low on water, maybe our pipe master could take a look at it, but the way it's built, it's impossible for it to have any kind of manifold bug
and you're trying to figure out max power production?
that's the goal, yes
of finding the proper balance
someone probably already did it lel
hm... I really need to finish the big tools update so I can start working on power then
the only way that plant could be low on water is if the water extractors wern't running, and I think there's evidence here that the extractors don't start producing when the game is loaded. @oblique hollow Could you look into this maybe, I have a coal plant on the save I sent you a while back that's low, and I think my nuclear plant on the save I sent will do the same thing when the game is first loaded as well. #math-and-meta message
maybe it plays the spool-up animation every time?
well, i say "animation", but all it does it take longer to start extracting the first time you utrn it on
perhaps test it by loading up and checking their gui's to see if they're extracting
Maybe, I've been sus of them for awhile. I think my nuclear setup pretty much proves there's something going on with extractors and the game loading. It doesn't effect my nuclear setup after the first 30 seconds or so, but my coal plant never recovers from it. 1-3 plants of the 128 will always be low.
Math help. So I'm making 72 screws a second. To find out the exact number a min. would I multiply by 60? Because if that's so. I would be making 4,320 a min. would this be corrent?
||gotta give some things a second chance||
instabanned for puns
||message redacted||
π€
well, everywhere in the game lists production rates in minutes
||yeah it's not exactly a minute detail||
i guess maybe you used the production time?
but like, since everything is already in minutes its strange that you would have math using per second
why thank you
am i doing well or wrong? it seems like that i am using only 90 from 120 limestones and what about 30? i can see that both of construction the limestone is like growing up
i just finished to read the last hours of this thread. I'm asking, is there any supercomputer, IRL, can run the game with your insane nuclear power ? and is there enough ressources to justify this ?
or maybe should I change the timing for miner? I have no idea how to solve the problem π¦
45 + 45 =/= 120
underclock the miner to 75% or increase the clocks of the two constructors to 133.33%
also, you don't need /60s if everything is /60s, just use /m
or /min
make another constructor that runs at 67%
oh that's also valid
oh thanks you, it seems be perfect right now, but how did you know that it is 133%? i'd love to know it if it is no problem
60/45 =1.333
also run a 134% you will get more
desired input divided by input at 100% clock speed equals the clock speed necessary for that desired input
3x constructors at 88%
no?
and miner at 99
one constructor at 266%
oh in fact, it would be better than to have two constructor, good to know, thanks mate!
actually i have generator water so i have a lot of power but i didn't expect that i could have problems with timing hehe
mmmh with a limit of 250%
oh.. 250% i didn't notice it π«
sorry
yes i was being goofy
i was almost going to make with one constructor haha
if you already have mk3 belt and some powershards, go overclock the miner first
three constructors at 88% will be slightly less pwoer than two at 133%
Damn i remember getting annoyed by concrete math when i started the gane cuz it wasnt a full number hehe
me first with my brother was that we put all 250% with 60/m miner mk1 and belt m1 and we thought that we are like crazy awesome and super production
one year later we checked our old save and we were like 'my god.. what we have done it before.. lets make new world'
fun fact: if you want to have relatively efficient plutonium production without breaking the bank, it seems that running instant cell plus fuel rod will cost more aluminum than running fuel unit and normal encased cells, and net you fewer extra fuel rods
actually, that's probably in rowan's graph...
he didn't have any columns for unit and normal cell
oh i see
he was missing 3 combinations: that one, fertile alone, and only fertile + unit
but still, unit with normal cells gets you 50% more cells for 108 aluminum ingots (using recipes that minimize aluminum) while instant with normal rod costs you 128 aluminum and only gets you 33% more rods
its not 100% of the map, but ive decided on 50.4 uranium, 22.4 plutonium, and 240 assembly directors, which is pretty close
careful, might change in the coming days before the 13th
i'll still be building it all by then anyway
and if it's more numbers stuff it won't be that big a deal anyway
I doubt they'll change the logistics
numbers, at that size, could mean another belt of stuff :P
im grabbing the entire map anyway :P
gobble gobble
also, im definitely skipping a step of getting enough power to turn on the uranium line
so idk how thats going to go but it'll be fun :D
just turn on sections of the assembly line after some nukes are powered
lots of fuel/turbofuel and/or lots of batteries
batteries add an interesting dimension to big power upgrades
power storages I mean, dammit it's gonna be hard to fight that one
it'll take 52kMW to run the nuclear + plutonium production
it's extractors vs pumps all over again, except I'm one of the confused ones this time
52GW?
guys look at my power storage its so neat
is GW 1000 MW or 1024?
wut
depends if you ask the engineering or marketing department, and what marketing is marketing
no, that would be Gibiwatt
LUL marketing
giga is 1000
oh, im getting it confused with computers arent it
yes
that feel when you know to many random things
depends who you ask?
then why does windows measure my disk size in Gibibytes? π€
it doesn't, it measures it gigabytes, as a good number of computer engineers have defined a gibabytes for decades
back on topic, i'll probably take the detour and do turbofuel
full turbofuel or turbofuel + power storage?
idk, depends on how much turbofuel i get out of the southeast oil
cause 95GW of turbofuel is a lot of generators, it's like 400-something plus 4 lines of 600 turbofuel
but that will let me play with the new diluted fuel blender a bit before i set it up in my factory
true
and it's probably good to turn on at least some of as you go, so the whole system isn't warming up at once
i got like 6 minutes before my train comes back, idk what to do lol

mmm tasty
i started in the southern grass plains, but im building my nuclear plant in the ocean north of the northwest desert
its a bit of a trip
mk5 belt limit is "780" really it gets 750 reliably right?
i got 120 coal and 120 iron, whats the best steel setup
solid steel
do we have a number that concrete? I thought it was just "depends on your FPS"
Oh, okay that raises another question. Whose FPS...Host only, or if client is looking at it does it slow down/speed up?
define good fps
both good questions that I don't have answers to
100+ fps
12+ fps
also since the host is the boss in all things, its probably the host's fps that determines it
Does it transport 780 at 60fps?
im getting 90 right now
I'm getting 0 (game is closed)
har har
yes, it does
look away from you beautiful creation, it can not achieve it's full greatness under your overbeaing eye
LOL, so if I'm not next to the belts they will get 780?
depends
the more STUFF the game has to render the lower your fps
so if you are looking at all your base, it will go down
SchrΓΆdinger's belts
I'm betting host frames
Clients just receive data from him, so if the host lags, the clients will receive lagged data, if the clients lag, they get resincronized (or kicked)
the more stuff the game has to calculate, the lower the fps too
I load into kibitz save and it's still like 20-30fps away from everything
Is there a minimum for the belts?
Is there a minimum for FPS?
i think youre worrying about this way too much
just go with 600 so it matches a mk.3 normal node
I mean there's point where you should switch to SPF
I'm trying to bring 2 pure sulfur nodes by train to the northern oil field in order to make turbofuel...I want to do it realiably with the maximum amount of sulfur π
||and so it scales when they add the second output||
exactly
im setting up my pure iron refineries in sets of 12, which spits of 780 iron
run satisfactory on an xbox 360 challenge: you win if you get 1 FPS
Which means I need to calculate the belt speed and subtract the train loading time to determine my actual per minute sulfur rate π
Just slap each node in an ISC and split it from there
Eg: have 2x 600 + 360 belts
huh? 780 into a train means 780 out
if you have trouble with throughput add another train
25 second load/unload time actually reduced 780 in/out
Stay below 1000/min per freight and you won't have to bother with tight timings
So, split a 780 belt into 2 inputs/outputs?
so you send a 780 into an ISC and two 780's into the freight platform from the ISC
do the oppposite on the unloading side
Feed 780 into a ISC, feed both outputs of the ISC to a freight station. The longer the single full mk5 segment, the more issues you'll probably have
But the 25 second stop to the freight platform reduces that 780 somewhere
Exept don't take out of the unloading ISC with a single belt, use 2 so you don't have the "full belt" issue
I always use one as a buffer
It's that 25 of no input/output though. Am I thinking too much into it? Will it ony have an effect on the first trip, then every other trip will be 780?
Because of the dual input/output
it will have an effect on no trip, during that time the buffer fills, and then the output is faster than the input so it empties everything it got during the stop
Oh yeah...
i can't really explain it well with words, but if you have a buffer that has 780 in, and it has 1560 out, then that means while your train is loading, (or, not accepting items into the freight platform's internal buffer) , it is filling up, then (here's the magic part) when your platform is not loading a train, it will fill at 1560 items/min, meaning in the 30 seconds after its done loading a train it will make up for the 30 seconds the platform was not accepting items
as long as the throughput needed is under 1560 you're fine if you use a buffer, cause it'll empty faster than it fills
realistically it's hard to get a trip short enough to get anywhere close to 1560 throughput anyway
And if I put the ISC immediately after the miner, I will almost always have 780 because my FPS won't kill the belt limit π
basically
I don't get how the ISC helps with that
like a splitter
I assume I'll need 2-4 freight platforms because I want to take the 2 pure sulfurs from the desert to the northern oil field in 1 train
ISCs don't act like splitters, and why wouldn't you just use a splitter?
youd only need two freight platofrms at each station if the round trip is under like 6 minutes or something
fps changes belt limit, so putting an isc after the miner will reduce that first single belt, and the 2 belts going out will surely be above 780
just have better fps
Cause buffering helps you force the game to work as you want even on low fps
.. Kinda
My assumption is 10+ round trip due to stopping at both station
and the 9 item buffer in a splitter isn't big enough?
no nay, itll take like 8 minutes max round trip
A 1 second lag on mk5 is more then 10 items, so no
fair enough
Oh yeah, corner to corner is 8 min round trip
Also, could be full already for whatever reason
corner to corner is 8 min one way, but youre not going corner to corner
π€
flat or with hills? I assume flat
I can fill 1 freight in ~6 mins, so 2 freights on each station splitting the load evenly I think it could work
I assume wiki measured on flat ground
if the wiki did measure on flat ground, id expect the average speed of the 0, 1, and 2 wagon tests at least to be 120
Mine will have a spiral to a flat travel platform both up and down at load/unload
where's the wiki say that?
shouldn't cargo only change accel. on flat ground
maybe its because the 50 seconds of unloading/loading are including in the average speed calculations
It should be
it's also because the train starts slowing down sooner with more cars because it gets to the other side faster
Also, the time it takes to stop and go the other direction
cause it starts just a little bit closer
I'll go with 3 freight platforms to be safe
you outcome is correct but i feel your logic is lacking
faster was the wrong word
if anything its slower
itll need more time to break though, because it has more momentum
I can picture it in my head, but it's hard to put into words
but... batteries
freight cars weight only matters on hills, they don't affect acceleration
and youll need like three drone platforms at both ends
the length difference is the only thing affecting the average time
i dont think loco:wagon ratio affects deceleration, but it most certainly affects acceleration
that's the same thing
the wagons have their own brakes
I mean, it isn't
so yes, deceleration is just backwards acceleration, but when dealing with things that have a clear front and back, it makes sense to label the difference
deceleration is a colloquial term for negative acceleration
I'm so behind on automating Tier 5/6 items π¦ I rushed to blenders to be able to make easy turbofuel
but the cargo wagons have brakes, they dont have motors
meaning they can assist in deceleration but not in acceleration
Okay the words are technically the same, but the effects aren't
i havent tested to see if the wagon's brakes do anything, mind you
but acceleration is determined by loco:wagon ratio
in fact, that difference in acceleration is exactly why going up a slope slows down something with a lower loco:wagon ratio
I'm quite certain they don't do anything and are just aesthetic
that's possible
"Test until your eyes bleed"
-LGIO
Either way, my issue is "solved" π thanks all
Hang on...1 blender can provide enough turbofuel for 10 generators?!
yes
That is AMAZING lol
you do feed it 6.25 generators worth of fuel though
i think i might be doing my math wrong cuz the numbers are saying that you actually are giving it 8.125 generator's worht of fuel
i missed the coke in the first calculation
You are using the HOR to determine the amount there?
1 HOR = 2 fuel
Meh...I'll accept the trade off
Sry HOR?
Heavy Oil Residue
heavy oil residue
Light oil residue
I got it like a second before π
that's basically fuel oil
no it's 11:6 HOR:TF
the 2 fuel is 4 HOR, and the coke is 1 HOR
so in total it's eleven to six
4 HOR is 8 fuel...
oh
Other way around
i seem to have gotten something backwards
brain fard
the numbers i was meaning to say were 12 fuel to 6 turbofuel
oh shit yeah I did my math wrong that time
Anyone done the math on the difference in production between the traditional TF setup (packing/unpacking water and fuel) and the blender?
Which part of the math?
diluted fuel is energy cheaper
More oil but less sulfur and 0 coal...It's a win win
and mind cheaper
So wait does diluted fuel get you more power as just fuel than blended turbo fuel?
turbo blend fuel is maybe cheaper in terms of energy needed
Using the same amount of oil?
no
but its a lot closer than the "wow turbofuel is so gooood" would make you think
Does using the blender use less energy overall and get you less TF?
gonna check the numbers from 600 oil real quick
blenders are more energy efficient than refineries
diluted fuel in blenders is amazing
Yes it is
45/min in a blender for 75MW vs 18.75 in a refinery for 30MW
seconded
even if turbofuel in a blender is only more energy efficient by like 4%
per turbofuel created
the diluted fuel difference is greater
Yea but you can turn all your oil into fuel and then dilute it with refineries right? And not needing coke for the refinery TF fuel now, I feel like you should net more TF...
oil -> HOR -> diluted fuel
Oil to hor to diluted fuel*
per oil maybe, but we're maxing on sulfur with blended
refinery recipe is better with oil
The reduction of sulfur in the blended TF recipe makes it worth it
We need sulfur for batteries
Yea fair
assault and batteries
I always knew that was the tradeoff: more oil for less sulfur
12F:6TF in the blender vs 6F:5TF in the refinery
We have WAY more oil than we will use, but the sulfur is a HUGE limiting factor
just was curious if maybe you weren't better off with just doing diluted fuel straight and skipping the sulfur entirely
4 sulfur to 5 turbofuel in the refinery, 3 to 6 in the blender
as in I was curious if it was close eneough energy-wise to just making diluted fuel out of the same amount of oil
I misread that
I think he means just using fuel, not tf
Blended TF has a 33.33% increase so maybe
the refinery recipe increases power yield be fuel by 222%
or should i say 122%?
it multiplies the output by 2.22
@keen flame Does this link work: https://www.dropbox.com/s/rqwqgtgg4ofxgo5/U4NuclearPower.xlsx?dl=0 ?
122% MORE but 222% INCREASE π
800/12=66.66666 DF gens vs 400/4.5 = 88.8888 blended TF gens
where are those numbers from?
As to turbofuel and turbo blend fuel: turbofuel adds 550.4 MJ to its components, while turbo blend fuel adds 402.83 MJ to its components (https://www.reddit.com/r/SatisfactoryGame/comments/m6gi6d/new_turbofuel_recipe/gr6scqd/?utm_source=reddit&utm_medium=web2x&context=3)
It's not terribly far off, but it is a net gain.
600 oil does:
800 blend TF with a net power of about 24GW
1333.33 normal TF with a net power of about 40GW
1600 diluted fuel with a net power of about 18GW
the refinery nets you 66% more turbofuel per fuel input
Almost double output with reg TF
but by adding like a lot more sulfur
Classic turbofuel adds about 38% more energy versus fuel + compacted coal, whereas turbo blend fuel adds about 26% more energy versus fuel + compacted coal.
But I need my sulfur for batteries..And nuclear is "clean" now so yeah π
One thing to account for is that classic turbofuel uses way less fuel. What's important isn't synthesizing X turbofuel per input resource. It's getting X additional energy out of making the turbofuel per input resource.
youre getting to levels that are too complex for my peanut brain
Seriously...I can't think that gud!
but that isnt to say i dont understand a little bit
youre basically doing a sum of input energy vs output energy and the cost of synthesis?
seconded
@iron prairie seems to work, lemme look
Sort of. It involves three factors:
- The raw energy content of turbofuel.
- The extra cost required in synthesizing the turbofuel.
- The opportunity cost incurred by not being able to burn the fuel, coal and sulfur* directly.
*I accounted for this as "how much extra energy do you get by adding 1 sulfur to 1 coal to make, and burn, compacted coal".
I'd say how much you can make per input raw resource matters, in so much as something will be your limiting factor. Like how much of X resource are you willing to commit power and how much you want to save for other stuff.
Which is why you might use a weaker recipe as compared by how much energy is gained from the process
i would like to see a calc for how much nuclear energy you lose by making turbofuel with sulfur
I'm not sure I'm following you @bleak coral . If you're saying "turbo blend fuel is actually an OK choice", I fully agree, because it is more sulfur-efficient.
Yeah that's all I'm trying to say.
just reduce blend fuel cost by one or two HOR and itll kick the refinery's butt
I don't think it needs to, I think it's in a good place.
I like the current balance, really.
I'm sure it isn't meant to replace it
More oil for less sulfur is an interesting choice. Just straight better is boring.
this sheet is hurting my brain because the formatting sucks, but otherwise it works (not your fault, dropbox just isn't playing nice)
understandable
It's meant to, like Lund said, form a trade off
As opposed to fertile uranium which I think is getting everything from disdain to βββ
@iron prairie seems your numbers are matching mine now, what was the error earlier?
oh cool, seems interesting. I skipped a couple of the combinations to save on time
also, one uranium waste is equal to .91 non-fissile uranium when using fertile uranium, if that's relevant for anything
for calculating the effectiveness of instant cell vs. pellets to cell
that's useful, but that changes dramatically based on which uranium recpes you use (though I assume you'd be using infused/unit)
I was running some preliminary numbers earlier and fertile only gets worse if you use worse uranium recipes
i used the best uranium recipes
weird, would think it's the opposite
unit and infused
my assumption would be that the worse uranium to uranium waste conversion the better fertile would look
infused saves sulfur, so its a no brainer
I thought so, but the worse conversion really just means less waste overall, so less fertile uranium in the first place to actually use
which is unfortunate cause they left it in the manufacturer, so no blender while making uranium
nuclear fuel unit uses quartz but still, sulfur is saved by way of needing less acid for cells
I was hoping they'd change it enough to fit in a blender
it wouldnt work
in my opinion, the only viable option right now is Max uranium, and default plutonium recipes to either sink or burn plutonium
@keen flame I think the goof was overestimating the number of uranium rods available w/ fertile uranium in use.
Anyways, the most important bit of my calculations is probably "marginal weighted resources per marginal GW" (marginal WR/P), though in some cases, I calculated that as an absolute.
Key absolute WR/P values:
Coal: 506.15
Fuel: 201.26
Turbofuel: 429.60
Turbo Blend Fuel: 316.74
All-Defaults Uranium Only: 93.71
All-Defaults Uranium + Rod Disposal: 217.09
All-Defaults Uranium + Plutonium: 133.233
really wet concrete, just make it sludge π
everything else is too expensive in terms of other resources, especially nitrogen
liquid cement, anyone?
My weighting scheme was pretty simple: for any resource X, weight was "total map iron / total map X".
yeah that would do it, I had to fix that myself at one point
instant cell seems kinda bad though, it uses so much aluminum
less nitrogen than plutonium unit though
it might be a convenience recipe, skipping a step
I'd be ok with that
not every recipe needs it's strength to be resource efficiency
For example, the map has 11700 crude oil and 70380 iron, so crude oil got a weighting of 70380/11700 = 6.015
lemme post this again:
switching to instant is the least bad option - but it uses a lot more aluminum and nitrogen
there's more iron than limestone?
iron is the largest resource, yep! limestone is the most "plentiful" though because it's used for so few recipes
i c
true, guess it doesn't really help it cause you just waste uranium on making less rods. even if you're not doing max it doesn't really make sense
you're just wasting uranium
in contrast, you might want to be inefficient with plutonium, so you get as little waste from your uranium as possible
Considering that you only get maximum an extra 50GW, that's not enough of an increase to be worth the huge increase in resource consumption imo. At first glance, plutonium units is pretty good (1100 GW is sizeable), but at that point it's burning almost all of your nitrogen and doesn';t leave enough left for many other endgame production lines. Not to mention 2/3's of your bauxite
That was the idea behind my first column. Worst plutonium recipes so I could just sink it
As to some key marginal WR/P ratios:
Nuclear fuel units (versus all-defaults uranium only): 22.36
Max uranium (versus nuclear fuel units): 131.13
Max uranium + defaults plutonium (versus max uranium only): 218.44
Plutonium fuel units (versus default plutonium): 100.74
still generates quite the chunk of power
... That plutonium fuel units comes out fairly nice by my calculations suggests my weighting may not have been the greatest. It was a pretty simplistic calculation.
my brain keeps going to maybe the alts could be good on smaller setups where the extra resources aren't as big a deal and you'll still have plenty for your goals
but bringing in extra uranium is probably easier than bringing in even more of like 4x other resource types
fertile uranium is more efficient for plutonium production than not using it, i think, with nitrogen, at least
The problem with that is that the only reason to ever use more advanced plutonium processing is to squeeze out just a bit more power.
Using default plutonium recipes minimizes the amount of plutonium waste generated, after all.
plutonium rods got buffed though
I think it needs to be exponentially weighted instead of linearly
right and if you're smaller you can just throw more uranium at it and get less waste and be happy
For smaller factories, the alternates may actually be completely viable
but for megafactories, they're complete non-options imo
they're viable, but probably not worth it compared to just increasing your uranium input
OK: question here. Why is plutonium fuel units bad?
the only one that'd be worth it regardless of cost IMO is instant, cause it skips a step
that's a bonus logistics thing that is worth something
It uses only a bit more nitrogen, and while a decent chunk more bauxite is used, it's not an extreme amount.
What is ridiculous is the amount of nitrogen used for making plutonium rods in the first place.
plutonium units more than doubles the bauxite usage, uses a huge amount of oil, and pushes nitrogen just that little bit further into problematic
That is assuming they aren't planning on increasing the amount on the map
plutonium units aren't that bad on they're own tbh - they're bad as a product of being the next step in an already bad chain of options
how much is nitrogen used outside of plutonium? like a lot right?
plutonium units are better than instant cell in terms of aluminum
plut. units uses almost 2/3 of your bauxite and a third of your oil - that's pretty bad
i wouldnt go that far
I would. they're pretty bad
their nitrogen use is less than plutonium unit
it jumps your bauxite and nitrogen usage dramatically for a very marginal power increase
I do think it's current numbers are a mistake, that or the patch notes were wrong
they didn't mention the cost differences, and even claim that the nitrogen usage was lowered
it's the same though
Oh, I think my "net power" numbers are actually a bit off, thinking about it. I'll double check my numbers later
Double-check? I'm seeing plutonium units as using 2102 bauxite, 574 oil and 6653 nitrogen, versus 605/309/6048 for max uranium + defaults plutonium.
I haven't done the math yet on plut. units without instant cells
so I don't have any numbers for that
interestingly, if you use instant and dont use unit, your nitrogen is worht less power
so i take that back, instant cell is trash
30 nitrogen per cell if you dont use unit
Plutonium units w/out instant cells is pretty decent IMO.
Instant cells are a sick, sick joke.
inquiring minds want to know: https://questions.satisfactorygame.com/post/60675d22aa0ba107e32563ba
yeah, unit on its own (with plut pellet chain) is cheaper than instant plus normal rod
^ they reduced it
they didn't it's the same 1:1
It no longer costs more than is on the map
old recipe used 25 to make 25 cells, new one uses 20 to make 20
wheres the best place to attempt to ask about how i can fix my aluminum refineries from complaining
that was fertile that did that
Nitrogen has gone way up for everything not fertile uranium.
Depends on your question π
so with fertile, you lose 90GJ if you use uranium alts, and get back like 10GJ by using the normal plutonium recipes
Fertile uranium is now physically possible to max, but that's the only good news.
posted question in #satisfactory-experimental but idk if thats the best place
cuz non-fissile is worth 10 and change GJ each with no alts for plut rods
one uranium is 18GJ with the alts
spending five uranium to make twenty non-fissile is just barely not losing you energy if you dont max the plutonium
if you're using the max plutonium alts, you get back more than double the energy in terms of uranium ore invested
I think the other good news is that max uranium/sunk plutonium is completely viable again with infused uranium being fixed
but that's about it. the balance is still...pretty horrific
it is disappointing that max uranium makes it not possible to max your points
Negative on that. You still have to make the plutonium rods, and that costs 6048 nitrogen when maxing uranium.
Negative on that: I like tradeoffs.
(i.e. it shouldn't be trivial to max power and max production: there should be painful decisions involved IMO)
I'm praying that both plutonium cell recipes having their costs about doubled is a mistake.
Right now, IMO, the most viable setup is uranium without touching anything that looks even remotely trans-uranic.
but waste tho
Still less awful than 6048 nitrogen/minute!
I don't know, for a bunch of nitrogen you reduce your waste to 2.5% of what it was
I said "viable" I didn't say good XD
that's really good
you are kinda required to make plutonium to not have thousands of waste per minute
it still uses far too much nitrogen. we agree on that
you can't get that much reduction for peanuts, it's got to have some sort of hefty cost
or it has to not reduce waste as much
Yep, that's the negative. it's not actually viable to not make the plutonium either
IMO if their goal was to tempt people sinking plutonium into using plutonium by reducing waste more, I think that's a mistake
it'd be better to tempt them with more power
max uranium is producing over 5k waste/minute. that fills an industrial storage container in...under 5 minutes. in a single game session, you'd fill easily several dozen containers
I think the balance of power from plutonium is actually really good right now, for people like me who'd want to sink the plutonium. enough from uranium to wrk with, enough from plutonium that it's a hard choice
so, since the fertile uranium recipe is more efficient with nitric acid in terms of per non-fissile produced, would that make it superior to do non-fissile?
if you want energy without breaking the aluminum bank
the issue isn't the balance between plutonium and uranium - it's the resource costs associated with plutonium in the first place
with fertile, you can get 11% more from your uranium...
It should be a hard choice - but right now it's a non-choice because the waste production is so high otherwise
up to 100% more from your uranium ore
I didn't test fertile without using instant, but in both cases I did the math, fertile was strictly worse
It's an easy choice right now, IMO.
Just don't use nuclear power.
I think the choice they're going for is whether to sink it or not and how much extra waste do you want for how much extra power. I don't think they want plain uranium to be viable outside small setups.
Lol, I agree, but I think that's also a non-choice...if the only good answer is "don't use it" there's a problem xD
that's completely fine. But then processing the waste needs to be feasible
right now I'm thinknig it's probably better to just go back to my fuel only setup
how so was fertile worse?
higher resource costs for lower power output
by my calcs you still get more energy per uranium ore
it also costs less nitric acid per non-fissile
Compared to "all other alts", fertile generates less net power (940 GW versus 1064 GW) for.... actually less resources.
hm, i was not looking at it in comparison to other recipes
just fertile vs the regular one
fertile is only worth it if you want max plutonium waste
one of y'all should probably make a new feedback post on the QA site, cause all this is basically shouting into the void
i guess the extra 10% gets toasted by the particle accelerators needed to make the plutonium
fertile is less power than just using plutonium pellets, and costs more resources
I view the intent of fertile as "one last bit of extra power for a significant increase in plutonium waste", and when you ignore the secondary resources, it actually accomplishes that.
@bleak coral I am doing that right now.
er, less than using non-fissile and pellets. at least with my test doing fertile and instantcells
I only ever calculated fertile vs. all other alts.
(i.e. literally all alts vs. all non-fertile alts)
link it when you're done, I might not add feedback but I'll at least upvote it for visibility
I'll be doing that soon myself. just don't have time tonight
me and sms have been crossposting the entire time.. XD
plutonium is just bad kek
(since update 4 release)
I still demand answers for the lying bastard patch notes π
like, would they at least increase the point value of the rods to be worth sinking?
cuz they cost so much aluminum and such?
"humans aren't perfect and have to identify which of 346 changes actually made it into the final patch and it's easy to miss one"
I know, I'm just trying to be silly
i dont think they should be worth enough points to incentivise you to sink, the incentive is already there, clean nuclear
I feel like it should be a "waste repulsives me physically" choice, but you probably want to actually burn the rods
yeah
i do want to burn em
waste isnt a problem when i have a quarter of the map full of impure nodes to the south
but if yall gonna complain about pressure motors, look at this:
it's a good tutorial zone 
lol now I'm thinking what would be needed for automated hoverpack. dark matter?
not worth sinking when i can invest fewer overall resources into power by burning it instead of sinking it, cuz ill need less uranium.
i can then put those resources towards parts that actually make good points
I mean, that's why my plan for sinking was just using the most basic plutonium recipes. You're not sinking them for points
i just want to reprocess so i get moar power (and less waste too)
but like, if it costs that much to make max rods...
increase their point value too or something
@bleak coral @keen flame See this: https://questions.satisfactorygame.com/post/6067f943aa0ba107e325650c
π
nitric acid has a pretty big cost, four gas to once acid is kinda wacko
but wow, its pretty crazy how uranium plus plutonium cant even do 50% better than fuel in terms of input resources
tbh I think nitric acid is the largest culprit here. If it was 1:1 like sulfuric acid is then it would solve most of the issues here. (still some other issues, but that would be a huge start)
What if non-fissile uranium produced nitrogen as its waste product instead of water?
Would still make you go back more than one step to recycle it, but would reduce the raw nitrogen going in
that was one of the things SMS suggested, I think it's one of the possible solutions, but it would have to be a pretty substantial amount recycled to actually be worth it
Well, someone's really upset with nuclear power.
nuclear is looking wolfgrim
if your power generation hogs the resources that you would otherwise be using to consume that power...
I dunno, it doesn't seem that way to me. I'm pretty sure you can get enough power to max whatever kind of production you want without killing all the resourses you'd need for that line.
just don't try to max power while trying to max production. it's a choice. It does feel like the plutonium alts could be better though..
the problem is that it should be a choice, but isn't right now. the resource usage is too skewed
though I'm also of the mind that if you're reaching so deep into endgame as to use the entire map's resources, you should be able to just due to the sheer scale of such a project
I do worry that a lot of this analysis is based on a niche goal: maxing nuclear power. There's really hardly anyone who is actually going to do that. Sure it's costly, but you don't need to max nuclear power to get value from it.
we're looking at this as megabase builders, sure, but the problem is still present for anyone who's building a smaller base. Someone with only one uranium node is also only going to have one nitrogen node, etc
And as was said above - maxing power is useless if you don't have any resources left to actually use that power
that's what I'm saying. anything around 400-500 gw should be able to max any single production line. and that should be doable without running out of resourses that you'd use in nuclear
when people max nuclear power, that's about all they do on that save.
400-500 isn't enough any more with particle accelerators and all of the new recipes
the save is pretty much toast after maxing nuclear, that was true for U3
that's not something I've ever heard of before
askk klepdar how well his save worked after he maxed nuclear. there was no way you were building any kind of megafactory on that save. it BARELY loaded as is.
that's something they're trying to fix with the engine updates...
But I've never heard of anyone giving up after setting up max power
I've only seen/talked to like 2 people who've done max power. and one person who's done max turbomotors. their saves were at the point of barely playable, to unplayable.
So maybe I have limited knowledge on that subject. I could be biased because I just finished my clean nuclear setup, and fixed it after the update tbh. lol
if plutonium isn't worth burining, prehaps the change they should've made was make it twice as energetic as uranium, and only cost 1/3 - 1/2 as much rather than outright doubling the cost of one rod
didnt they quadruple the cost of rods?
eh, yeah they did. I was making 9 and now I can only make 2.25 :/
but either way, my math is wrong but my opinion is still valid xD
correct
maybe im wrong, but did max nuclear in U3 cut into max turbo motors?
because i dont think it did...
I'm not sure, I don't think so, game limitations aside, I don't think U3 nuclear used any aluminum.
it did not
then no
i did use up a lot of the quartz on the map, but that was mostly for silica circuit boards and aluminum production
so nuclear fuel units would have had a lot if i didnt do silicone circuit board
people who went for max turbomotors didn't bother with max power, people who went for max power didn't bother with turbomotors >.>
and i remember being able to only use copper and iron nodes in the dune desert to get all i needed for max turbo motors
which meant plenty left over
Yeah. I think nuclear used quartz in U3 but it wasen't enough to affect turbomotor production
so that's where im coming from when i say "I dont think it should cut into end-game production"
because it didnt in the past
for personal... probably just one machine making them
basically what I've been saying, yep. Though for different reasons
5/min is two manufacturers
Im making a factory that has an input of 4,500/minute of raw iron. What ratio of plate to rods do i need to have it must useful?
twice as many rod constructors as plate constructors
that would be the perfect ratio for modular frame's default recipe
Rods are used a lot more than plates, correct?
although i am wondering if youre at and end-game phase or not
It depends on what you want to make from it. Always calculate feom end product, not from raw ores
whats the turbo fuel per minute in exp in a fuel generator
if you're end game, the best use would be motors or electromagnetic control rods
true. it is alot, i have 6 Pure nodes slightly overclocked feeding into my "Foundry" base that is smelting it all and doing basic refining. belt limit is my bottle neck atm XD
4.5/min
thanks
what tier are you?
because the most effective strat would be to maximize whatever you need to progress to the next tier
not quite nuclear yet, i'm not sure how i wanna handle the waste yet as that file is not eperimental
which recipe would be better for a turbo fuel plant on the nothern coast would it be the blender turbo fuel recipe due to sulfur efficency?
stators and motors are pretty important, so if you maximize those youll probably be good
that would be lots of ironwire and steel tubing
using less ulfur is the good move
so i was going to skip fuel power and go str8 to nuclear buuut turns out turbofuel power is a lot less work than 200 more coal plants sooo fuel power it is lol
I'm starting to want to approach this game Factorio style. lol
Get certain areas make certain stuff and 1 of them going to a Mall.
like.. all Iron Ores go some area, then they are distributed to where they are needed and stuff
even better approach is for every factory to make it's own ingots
yeah.. and I might go for.. "what do i need?" Then make from that end product backwards.
this would avoid the spaghetti mess sometimes.. but manifolds are nice looking tho.
I tried this for a while, but I didn't like it...
something to consider if you're going to separate/centralize factories is to keep an eye on item bandwidth compression/expansion e.g. caterium ingots compresses the expansion cause it needs more ore than it makes ingots but pure iron ingot expands the bandwidth cause it does the opposite.
The idea being it's easier to transport less items across long distances.
does anyone have a clean layout for 300 crude oil into rubber and plastic and empty canisters? I'm going to start oil processing soon and the setup I'm getting out of the Tools website seems a bit overwhelming. I'm an absolute noob to oil and I know I could go with standard recipes to make everything simpler, but I have access to alternate recipes and they're clearly more efficient. Here is the production chain I was looking at. https://u4.satisfactorytools.com/production?share=RCzq7WzF3yK0IUzCNW4G
(I'm looking to get some empty cans out of it for my liquid biofuel processing)
you probably mean the recycled rubber / plastic loop?
uh... again, I'm a noob, so I probably don't even know what I mean
I did just realize that if I take the canisters out of the production chain (and just make some from plastic after) that the setup gets a lot simpler
do you actually need canisters
well I don't need an MK5 belt of them
packaged liquid biofuel
what do you need that for? π€
also I don't have any other alts for canisters
time to get some π€
it's a more efficient form of biofuel. I'm not looking to actively make a lot, just have a simple biofuel processing location where I can dump wood/leaves that clog up my inventory every so often. I'll use it for my vehicles.
you shouldnt limit your water input in the input tab
it has the same efficiency as liquid biofuel
that will make it do funky stuff
and you can put liquid biofuel in fuel gens
and just siphon off plastic as you need for canisters
recycled rubber / plastic in a nutshell
oh, well how about "because I want to and I find it fun" as a reason?
do you have diluted packaged fuel, heavy oil residue, and the recycled rubber and plastic recipes unlocked?
I like this setup. lots of clean numbers
sure π€·ββοΈ just saying that there are alternative paths you can take that also solve your issues π€·ββοΈ but you can do whatever you want
blenders make it even simpler
well yeah, I could skip the biofuel production chain entirely and just drag leaves/wood to the trash in my inventory, but that's boring and green leaf juice go brrrrr
but i assume you dont have those yet
i don't. I'm in T6 right now. I started over with U4 by clearing the map using SCIM but keeping all my tech unlocks.
so I'm getting all my production chains going again, but this time with trains!
trains are fun
I have an oil rig out on the gold coast and previously I was gonna pipe it all the way to the grasslands, but that was a pain in the ass, so I'm gonna do all the processing on site and export via train, which I think is the intended method.
I really want to make steel with the coke steel recipe, but I'll have to bring in the petrol coke via train and barely have enough heavy modular frames for all that. I need to start making those
for now though I'm getting my iron processing back up.
getting the most out of the impure nodes in the grasslands with pure iron.
hmm an area that's filled with impure nodes you say?
sounds like a great spot to put all my nuclear waste
quick question though... on this flow chart, am I meant to use valves to get these decimal numbers?
no
you can separate them into two groups which produce the right amounts
so like, one set of packagers meant to produce 416.66 and one group 383.33
so just split the two pipes and the network will balance itself based on how much the machines are consuming?
well that makes that easier
but the way that's easiest is to just make two separate diluted fuel setups that produce the perfect amounts
when I said I'm in T6, I mean I have every milestone unlocked. my only path for progression now is unlocking T7/8
I know I'm a bit late to this one, but I did something similar, it was 5 refineries for plastic, 5 for rubber, into storage (hor turned to fuel for some generators and the overflow into storage) then I took a smart splitter overflow to a sink for both the rubber and plastic with an additional plastic over flow (2 smart splitters on overflow for plastic) to make cannisters that packaged the fuel from the generator overflow for jetpacks and whatever. Works pretty good
My current "just reached tier 5" solution for 120/m oil is 2 plastic refineries, 2 rubber refineries, HOR into fuel for 3 generators. Works good enough for now while I work on my HMF and CPU factories, and then I'll go to the north coast and make a big powerplant, and THEN I'll do some crazy oil processing math and optimize lol
Would it be better to make HOR or Fuel > Platic/Rubber?
oh.. I guess it would depend then.. if i want more Fuel, 600 Crude > Fuel > Plastic would produce more Fuel in general.. compared to 600 Crude > Plastic > Fuel..
so I'm also planning for the future and looking at Turbo Fuel..
I'm not sure but I think I should wait until I have the Blender. I feel like making turbo fuel the old way would be a waste of time if I'm just gonna redo it with the blender
Yea I just setup a blender TF setup, it's a lot easier than doing it the refinery way... but also nets you far less TF for the effort. I did 600 crude to 800 Blend TF. Same amount of crude gets like 1300 TF from the regular refinery process but it's more work and requires like 1000MW more power to run
plus the refinery way uses a lot more sulfur which is apparently a late game issue
is there something wrong with Greeny's calculator for sloppy alumina?
oh never mind
forgot water return from scrap recipe
That usually works, yeah, as long as production and demand are as expected. Having a buffer on the 2 pipes can also help keeping the flow steadier and give a more clear "reading" of the system than just the pipes alone
uh.. correct me if I'm wrong.. if i'm producing 1,500 Crude Oil per Min, that can sustain 25 Refineries.. that would produce 1,000 Fuel per min.. and since Generators consume 12 per min.. it can sustain 83 Generators?
.
1,500 Crude Oil > 25 Refineries to Fuel > 1,000 Fuel per Min, 750 Resin > 83 Generators?.. then that would give me 12,450 Power....
.
If I go half/half for Plastic+Rubber with HOR to Fuel, I'll need 41 Gens, and produce 6,150. Then just sink those Plastic/Rubber for tickets π
oh. nifty
Hello !
Is there a good calculator for experimental ?
indeed
Wow you answer way BEFORE my question
Thank's β€οΈ
The answer was always there to begin with @dull shard π

Trains-math question:
Did anyone check if train going over flat terrain has the same speed as train going slopes up-down over the same distance?
And a trick train theory question:
Trains speed up when going downhill, and keep the excess speed as they continue over flat terrain (it slowly falls down, but lets assume this allows them to cruise at 125% of regular flat speed for most of the route)
If I laid tracks downhill, so train gains speed, then rest of the route flat, and add a climb at the end, would that make the train go faster than a one that goes full distance on flat terrain?
My assumption is that time gained on downhill = time lost on climb up again, but the flat part of the track will be travelled at greater speed.
for this if it's the same lateral distance there will be more track to travel so it takes longer anyway
depending on the balancing of up/down it may end up being the same average speed though
the up-down probably takes more energy due to climbs
I think it's more or less the amount of track they have to cover. if the flat route is longer than the route that goes over a few hundred meters 2x8 or 4x8 double ramps, it will take longer. train elevators can add a quite a bit of track length too
otherwise, if they're the same overall length and they have plenty of locomotive to keep moving, they'll probably work out to be roughly equal.
There is this shape called the "brachistochrone" curve.
If you approximate that curve, your object of movement is going to move the fastest, ecen faster than on a flat plane if im not mistaken.
Another question is whether those physics are accurately reflected in the game, but maybe have a look at it. Maybe im also just getting a single fact wrong, so just have a look at it.
I solved my inefficiency on my coal power station! I have 80 coal gens I was feeding 1200 coal with manifold, but a few were starving, so I belted over 480 coal from a pure coal node to bring the belts up to 1680 combined. Now all my coal gens are maxed out on water and coal and humming along nicely.
^ me after spending 2 weeks getting this power station fully operational.
The brachistochrone is only applicable for the case of a gravitationally accelerated item without friction. For trains in Satisfactory, the U shape Tomtores suggests is probably actually the best: a relatively flat but short initial stretch to get close to 120 m/s, then a dive to accumulate as much speed as possible, a long flat coast, then a climb to the endpoint.
A lot of this is dictated by the 120 m/s max level-ground speed of trains in Satisfactory, plus the very low amount of drag experienced by trains going on flat, straight track. I'm pretty sure you could cross the map without losing more than 20-30 m/s off of a downhill boost if you avoid any sort of turns or climbs at all costs.
Having 2 stations on hills, i can confirm: travel after the slope is faaaast.
Im starting at the Grass Hills and then tunneling through that cave that has a uranium node, then my next stop is at the cave exit where i pick up quartz
For that matter, it may be worthwhile to climb out of the start station just so you can get an even bigger speed boost downhill.
Top speed is around 200 km/h
I know manual trains can exceed that by a very large margin, though I have noticed one automated train which started braking once it came close to 200 kph
The worst thing is curves though, those eat up speed too
And god-damnit I keep on saying m/s rather than kph: I'm too used to KSP.
Climbing would be ineficient I think. Just drop down after a station for speed boost and restore the original height ater
Automatic trains can go above 200, i believe, but only if the next stop is far away enough
Also, going under ground is a thing
Not really, either in terms of time or power consumed. Because trains always pull at least 25 MW, it can be preferable to front-load a climb so you can spend less time in a high-speed coast at the bottom of the U.
This looks like something worth testing in real(game)ality
Might be useful for folks living on sky ramps
It really depends on the geometry (if there are obstacles to avoid, the distance between the stations, etc), but in an idealized case (long distance, flat ground), I'm pretty sure climb, dive, coast is going to be the way to go.
Working on my first big U4 project. Using the 1800 m3 oil on the east shore and making turbofuel. Will be 2400m3 worth. Gonna use the new blended fuel and blended turbo fuel alts too. Much less sulfur usage, which makes me happy
Just make sure that your trains are going downhill all the time guys
So they just accelerate all the time and it's less power usage / less travel time
Doesnt sound that fesible
just try
Oh I see what's bothering you: they shouldn't be able to build up speed and go faster than the speed of light, but I'm pretty sure it's possible, it's just a game, not a realistic physic simulation
Lol π all good. What I meant was map geography doesnt make that viable to always go downhill
Gotta go up eventually
I'm sure you just didn't watch closely enough
if the path you wanna take goes up, just change your direction and find one that reach your destination by going down
@bleak coral @iron prairie https://questions.satisfactorygame.com/post/60693acbaa0ba107e3256753
Iβve done one that reaches 200 about halfway across the map from its next stop and it will brake, so even with probably close to 2,000m of distance to next stop it wonβt go over 200
I thought you were talking about the generators already, after unlocking fuel 
Which one should I choose ?
middle