#math-and-meta
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my joke, RUINED
... Boomer, you relic of the past! 
grrm gotta find another way to waste materials
I do not understand a single word of this, and it is most likely my fault
almost found a way to make batteries with no water
...(other than with the classic battery recipe)
i missed it..... by 2 Water / min
that sounds useless! good job lol
let me guess it also drastically increases the other material use
@pulsar edge In an electric circuit, a value of "1" or "0" can be recorded if electricity is passing through a resistor. As it turns out, you don't need to be working in base 10 to be able to do math; base 2 will work just fine. In this sense, you can "add" the 1's and 0's of your electric circuit to do math. By combining electric circuits in different ways, you can eventually build the modern computer. They're trying to replicate these circuits using Satisfactory buildings.
Why even bother reducing water? Its the easiest to get mass quanitys of
This is incredible. Looking forward to seeing more updates
oh wow that's really cool
If you're familiar with Minecraft's redstone, they are trying to replicate similar mechanics without actually having been given the tool (redstone items) given to them in the game. That's what incredible to me
yeah that's where my mind went to
is there a way for us to record said value in game yet?
I have no idea, I'm not working on that project. I also haven't read through their posts, but I imagine it's based on what material is on a conveyor line
I think they said that they are recording 1 as (packaged water) and 0 as (empty canister) and that way, logic gates are somewhat easy because you can use a package to flip the signal
This is exactly what we're doing yes. We also tried other approaches (no items vs items and one material vs the other) but then it is quite difficult to convert from 0 to 1 so we came up with this (although it's certainly not ideal...)
so once you have those 1 and 0 values where you want them, how can you harness them?
It's pretty clever, all things considered. Especially with what you're given to work with in game. Although I do imagine water collection / removal could be tricky
https://en.m.wikipedia.org/wiki/Adder_(electronics)
Not sure how helpful this is going to be given it's technical direction, but it could be a good read if you're interested in learning more
An adder is a digital circuit that performs addition of numbers.
In many computers and other kinds of processors adders are used in the arithmetic logic units or ALU. They are also used in other parts of the processor, where they are used to calculate addresses, table indices, increment and decrement operators and similar operations.
Although ad...
thanks, but i mean like in game, how can you read that 1 or 0 value? i know smart splitters can move it to different places, but you can't use a conveyer value to say, turn on a switch or something
I see. Then we have the same question lol
once conveyer values can interact with power grids however, a computer is plausible
because then you can tell it to control the power going to lights, and boom, you've got a screen
If you have logic gates working, I assume this means you can set water to travel only through certain conveyor lines?
In theory you can make a screen with belts. Belts with water bottles being "on" and belts with empty canisters being off
ooh that's actually a good idea
You could feed a certain line of water to a diluted fuel packager, and then feed that into a generator to turn lights on or off
Going back to screen scanning where every pixel is updated left-to-right top-to-bottom lol
there needs to be some sort of splitter that will only let items pass thro when it's powered
replacing the packaged water with packaged fuel would prob make things easier
the amount of separate power grids you'd need for the generator thing to work tho
i'd love to see that done but that's a ton of work lol
the problem with that is that we designed this system to be a completely closed loop, so no items/fuel are created or lost in the process
ye that is a problem
we could turn an input on/off by clogging a programmed splitter with one type of resource to stop the other from passing thro
been putting it off for a while. but im finally going to automate motors... and try and do 30 pm
Yes technically using the priority merger (the manual one with like 20 splitters/mergers) one could convert empty full into item on belt vs item not on belt, and use that specific item to do some switching (think input to an assembler) but honestly our interest is more just making a calculator for the challenge
You can make a 'logic gate'
bottom left has 2 smart splitters blocked by leaves. Once you connect mid merger to storage, leaves are filtered out, and side lines let items through. You could use an unpowered machine to siphon the blocker items.
The issues with setups like that, is that they only work, as long as it flows even
I'm starting nuclear for the first time. A mk3 miner outputs 600/min uranium from a normal node, from that I can get 480/min infused uranium cells and from that I can get 9.6/min rods or 14.4/min rods if I go alternate. Is this accurate?
also, does that mean that I can get 72 reactors from 1 node using alternates?
@daring sonnet how many exist for uranium stuff ๐ฎ
i didnt even know id there were many
there are 4 nodes, 3 normal, 1 impure
there are 2
1 for cells and 1 for rods
I was planning on using both
I just don't trust my math
I do write everything, but still, I was hoping to get some confirmation, because my math is not matching the wiki
use excel
Unless there was an update in the past day or two: max uranium (all 4 nodes) is 50.4 rods/min.
That should be 14.4 rods/min from a single normal node, feeding 72 uranium reactors.
no problem, this is my first nuc setup, also learning
so the max output is 630.000 MW?
Sounds about right. Do note that each reactor outputs 20 uranium waste/min, and plutonium reprocessing is currently in an awful state.
redesigning Pick-a-Brick -> anyone has an up-to-date building materials list for U4?
I count 32 items used for building things, looks ok or something missing?
Orange is U4, equipment/biomas I haz in diff container rows
that's beautiful, I always wanted something like this list, thank you!
uh, feel free to try it out and let me know if somethings missing
You can use short belts to make a display/shopping mall row of containers (to be reworked into v2 with ISC now)
I didnt know stators and quartz crystal were used to build stuff? am I missing something
U4 ๐
what do they build though?
That technique to show the materials is so smart actually
Thanks
it also has a hidden feature -> behind the corner is a set of con/ass/man for crafting small batches, so you can just connect a belt to container and run it to machine for instant production line.
Ooooo
I was meaning to figure out this list once I finished t7/t8 basic production... my t1-t6 hub is similar to this list, though. I'm automating gas filters and nobelisks, and I don't place beacons, but I have everything else on that list I think.
Late to the party, but I think con/ass/man is a really funny name for someone
Is anything new from t7 needed to make nuclear power and hydron colliders?
Nuclear power, dont think so unless your using a blender recipe. Have not looked myself too hard, but I expect aluminum casings to be needed
Im currently wrapping up a 60 min HMF factory in U3. Gonna wait a bit longer to transition
I've set up my plastic/rubber line but just wondering what is more efficient, Creating fuel from the residual plastic rubber or creating pastic rubber from the residual fuel?
do you mean the recycled plastic / rubber recipes
yeah ๐
because you cant turn plastic into fuel
only fuel into plastic / rubber
aaaaand the answer actually is: making rubber and plastic from fuel
oh so you mean "make fuel, then use the resin, or make plastic/rubber, then turn the Oil Residue into fuel"
its important to not confuse resin with residue
looks like you have the choice between increasing your plastic and rubber production further vs producing fuel to power the whole operation
yeah, that the thing here
want more fuel or more plastic / rubber?
you cant have both this way
Yeah that was my thoughts, im guessing fuel as power is king right? ๐
well turbofuel better ๐
i doubt they have that
consider splitting your oil in 2 and doing both maybe?
i don't discount the ability to make that big ol' oil refinery net neutral on the power bill so what i did with my first refinery in my game was turn it all into fuel for generators
or you go hunting for hard drives and hope you find the "recycled plastic / rubber" recipes
Thats what i currently have i think. One pure node for fuel one pure node for plastic and one normal node for rubber at the moment
the benefit of finding the recycled recipe is that you ONLY need to produce fuel then
since the new plastic and rubber are made from fuel afterwards
Oh cool
so you smash everything in to fuel production then split that out in to TurboFuel/Plastic/Rubber
pretty much
- the packaging and unpackaging
Oil > HOR > (Fuel / Diluted Fuel) > Plastic + Rubber Loop
unless you have the blender c:
ooo i havent used them yet
normal diluted is 30 hor + 60 p water = 60 p. fuel
diluted blend fuel = 50 hor + 100 water = 100 fuel
so it saves packaging / unpackaging and building space
dang that would making building oil setups a bit nicer
no difference in efficiency of resource usage though, just saves space and machines?
Oh that would make sense to turing it all in to HOR for the new diluted fuel
yeah HOR + Diluted fuel = lots of fuel!
pretty much. maybe power usage
refinery = 30 MW
Blender = 75 MW
you would have to do math with underclocking and added packagers
me, do math? nah we got the satisfactory calculator ๐
damn that thing makes this game so much better lol
you need at least 1.66666 refineries + 1.6666 packagers to match 1 blender
i'm that guy that overclocks all his refineries by 5%
underclocks*
with copy/paste here nothing can stop me from pasting horrible numbers all over hahaha
right now it looks like: 30 + 15.68 + 10 + 5,22 MW
sooo 61 MW for diluted fuel vs 75 for blender
buuuuut if you underclock the blenders.......
well, you know the drill
ok so u eat into your net gain a bit
2 blenders vs 2 refineries and 2 packagers
i imagine it's not a whole lot though
its really just building space now
2 underclocked blender already consume less than the adjusted refinery setup
barely 50 MW
i been building my oil refinery in that canyons right off the cliff of speedrunner valley sooo space will become an issue actually lol
so when doing blender fuel vs diluted packaged, its really just building complexity
yeah i would do blender just to avoid the complexity
you also save a few MW
yeah, just underclock the blenders to save power
i believe he just told me it takes MORE energy to do the blender route (assuming all 100% clock(
and probably still takes less space...
For 100 fuel/min
100% blender: 75MW
Adjusted Packaged Fuel: ca. 61 MW
2* 50% Blender: ca. 49.5MW
For 600 oil I had : diluted fuel 1800 MW, packaged route around 1933 MW
Bruh... Making 450 turbofuel with the blenders be like: instantaneous
Just 10 blenders and little more refineries, that's a steal 
God I wish I had blenders now instead of starting up my hundreds of refineries.
Just the fact that one machine takes the HOR and water to make fuel saves on so many steps 
Hi, I am trying tonuse trains fir the first time with some aluminium stuff (so far I'm still not convinced belts are better than trains)
I have seen the formulas for how many freight trains you need, but I would like to know if there is any good "rule of thumb" rather than sitting there with a stopwatch and a maths degree to calculate it.
Thank you
Pure blender recipes when?
The wiki has travel times plus you can estimate the time based on distance (on a flat line) + loading animation time
I believe it takes 25 seconds to load / unload at a station. Each load is 32 stacks (if available), and each unload is 32 stacks (if available). Basically, what you can do is run a stopwatch from the moment you start docking at one station, to the next moment you start docking at that SAME station (round trip time). Then, based on stack size, you can calculate items per minute. (Say your round trip is 5 minutes. 32 stacks with 100 items per stack is 3,200 items / 5 minutes or 640 items/min)
Also, be sure to put Industrial Storage containers (ISCs) as a buffer between the loading stations and unloading stations. The station stops accepting / depositing resources via the belt ports on the back when a dock is occuring, so that buffer allows your machines to keep working even when no items are flowing
Can I unload silica and load aluminium ingots on the same platform or do I need separate ones?
Separate platforms, but you could use the same train (not recommended to use the same freight cars though for simplicity)
You can but mixing belts is more of a headache than its worth
I'll make 2 stations.... I am really hoping thst in the end I don't regret just running 2 belts XD
The setup seems a big hassle
It is a bit of a hassle, but it's also transportation AND power, so you don't have to run those yourself
I need empty cars for the trip back? I thought it would empty and then fill with the next thing
It's definitely more efficient over long distances. Don't do it less than 1km away or so
Set it up like this:
<STATION><LOAD SILICA><UNLOAD ALUM>
(other station)
<STATION><UNLOAD SILICA><LOAD ALUM>
Two freight cars, one engine
In a looped system*
It's 1300 meeters or so according to the resource scanner... But it's longer because cliffs and stuff
train is good then
Try to keep it flat
Yeah, going around the mountain will be easier than up / down
You can always belt lift down easier than you can train
Already gone down a massive cliff at the border of the red forest
If you need to increase through-put, you can always add more freight cars / freight stations. In my calculation above, if you have 2 freight cars, that's 64 stacks / per dock, or 1280 / min
It's fine. It'll work still. Just will draw a little more power and create a slightly longer round-trip time (less throughput)
Cliff hanger train for the win XD
Just be sure the slope isn't too steep ๐ I use 8x4 double ramps for my slopes, but that's the same angle as the 8x2 single ramp foundation. More than that is too steep for the train tracks
I thought if the game lets you build it it would be ok
It's all flying on the air between fpundations and going down between cliffs
Ramps are for engineers I am a spagetti God
Oh, if it let you build it, it's fine
Sorry, I figured you hadn't laid tracks yet. You good
No worries... So far is looking wild XD
Eh my 60/mon HMF plant is getting a lil big ๐
Finally setup the 200 encased indy beams needed, took a good amount of space, but frames will take even more
With regards to the turbo fuel discussion that was happening earlier, let's do some math: We will always use Diluted fuel to make fuel (it's significantly cheaper energy wise), so we don't need to worry about using refineries to make fuel. Instead, we need to worry about using refineries to make heavy oil and petroleum coke. However, you were always going to turn all of your oil into heavy oil anyways (since that's what the diluted fuel recipe uses). Let's count the amount of resources using Diluted Fuel:
- 22.5 F + 15 CC per 18.75 TF => 1.2 Fuel/TF and 0.8 CC/TF
- 50 HOR + 100 H2O per 100 Fuel => 0.5 HO + 1 H2O/F
With Turbo Blend, we have:
- 15 F + 30 HOR + 22.5 S + 22.5 PC per 45 TF => (1/3) F/TF, (2/3), 0.5 S/TF, and 0.5 PC/TF
Suppose we have a fixed amount of HOR. The amount of energy used to produce it is negligible as it will be the same for both recipes. First, let's calculate our total TF produce with this fixed amount of HO, assuming all other resources are limitless:
Diluted: x HOR yields 5x/3 TF
Blended: x HOR yields x TF
So, Diluted yields more Turbo Fuel. The power generated by each would be:
Diluted: (150/4.5)*(5x/3) = 44.44(x) MW
Blended: 33.33(x) MW
TBC in my next comment, in case I'm getting close to the character limit
I am currently looking through the numbers for U4 aluminium (as a preparation for next Tuesday)...
if I see this right there are multiple choices to make...
Coke or Coal...
(More) Bauxit or Silica...
How much Copper...
did I miss something?
@vast jungle I believe the best aluminum ingot making setup still is Sloppy Solution + Electrode Scrap + Pure Aluminum Ingot
You do lose ingots, but the sheer volume of silica required is the reason I see pure alu being useful now. Especially as Sloppy does not byproduct silica.
In regard to TF, I am setting up a 2500m3 build on the West Coast, using all 1800 oil there.
Using turbo blend fuel and blended fuel
@manic oak
Suppose we have a fixed amount of HOR. The amount of energy used to produce it is negligible as it will be the same for both recipes. First, let's calculate our total TF produce with this fixed amount of HO, assuming all other resources are limitless:
This is the problem in your evaluation. You're comparing two recipes whose axis of change is oil and sulfur. We already know blended uses more oil and less sulfur and normal turbofuel the opposite. Ignoring the sulfur costs ignores the actual difference in the recipes.
I'm not ignoring the sulfur cost, I'm looking at total power consumption assuming I have some fixed amount of HOR. The model will eventually break down when you hit the sulfur limit, but again, I'm just looking at how much power it would cost to use up x amount of HOR to make some amount of TF
What? You literally said "assuming all other resources are limitless", that's ignoring the non-oil costs
Sorry, I should clarify. I AM ignoring the sulfur costs, but that's only because I'm not interested in it. If your argument is save on sulfur, then Blended is the obvious choice. But if your argument is gain more net power, regardless of the solid resource cost, then the answer is a bit more complex.
@upbeat tide hmm... the input number for "Electrode Aluminium Scrap" is really awful... 180 instead of 240... make sure that nothing fits well ๐
@vast jungle 2 Sloppy Alumina Refiners-> 4 Electrode Aluminum Scrap Refineries
Greenys calc tells me "2 Sloppy Aluminia" => 2.67 "Electrode Aluminium Scrap"
I might have the numbers wrong, hang on
not sure the wiki is up to date either...
Oil is no problem for me... I have TONS of unused oil nodes.
But I would need to get new Raw Quartz nodes if I need a lot of Silica...
copper is not nice, but I think I have enough copper left, its not used that much
It's funny mark said he meant to increase the number of foundries with the bauxite change cause they're kinda underused, and then everyone flocked to pure ingots 
if your argument is gain more net power, we found before that turbo heavy fuel was our best bet out of the three, not normal or blend
How much power does it take to produce this TF? If we have x HOR to work with, we have:
Diluted: x/50 Blenders for Diluted Fuel + (x/50)*(100/120) Water Extractors + (x/50)*(100/22.5) Refineries for TF + (x/50)*(100/22.5)*(15/25) Assemblers for Compacted coal: 33.8(x) MW
Blended: x*(50/100)*(15/45) Blenders for Diluted Fuel + x*(50/100)*(15/45) *(100/120) Water Extractors + x*(40/120)*(22.5/45) Refineries for PC: 20.28(x) MW.
Net Power:
Diluted: 10.64(x) MW
Blended: 13.05(x) MW
Where again, (x) is the amount of HOR you have.
Think your numbers are off there buddy, nothing has a net power gain that low
It scales with the amount of HOR
yeah I get that, but that scales all parts of that equally, doesn't change the relative numbers
and you're saying it's <50% net power gain
I wanted to see if they scale differently, so that at one point one might be more beneficial than the other, but looking back that was naiive, as either way the only thing that would matter is the slope
lemme bring these back to light, if we're looking at EXCLUSIVELY the relative net gain of power for X turbofuel produced, heavy turbofuel is the most efficient... because we're assuming resources are limitless.
I'm linking normal just because it's at the top^
I also listed the relative resource consumption of each based on how much is needed for X turbofuel (I chose x = 3000 because it just sounded like a good number I guess) and how much is available in the world
If I trust Greenys current site, the combination of "Sloppy Aluminia", "Aluminium Scrap" and "Pure Aluminium Ingot" gives you nice numbers...
1 Refinery Sloppy-Alumina - 1 Refinery Aluminum Scrap - 6 Smelters Pure Aluminum Ingot
turns 200 Bauxit into 180 Aluminum Ingots
๐
trusting me can be dangerous
heh
your site is doing some funky stuff with big turbo motor solves
but the cost of 120 Coal for each 180 Aluminum Ingots is not nice...
I don't think it's wrong, they're just weird
weird how
like when and how it starts mixing the different turbomotor recipes
this?
it favors electric on low numbers until the bauxite is maxed out, then starts bringing in turbo pressure motor
but it doesn't just start bringing it in, by the end you're making more turbo pressure motor than electric motors
considering that I know like 0 of the recipes from top of my head, could you link me example on what happens, so I can have a look at it? ๐
I deleted them cause I figured it was a trying to save bauxite thing ๐
I am at the moment building the belts to get 2 Pure Bauxit nodes to an empty area... and now I have to consider what else I need ๐
I could find the spots again though
Sorry Henning, I had a brain fart. It's 3 Sloppy Alumina Refineries -> 4 Electrode Aluminum Scrap Refineries
would be appreciated, so that I can try to explain it / figure out there's a bug and everybody was building stuff wrong all the time
๐
1200 Aluminum Scrap... holy shit... ๐
Oh yeah, baby ๐
This is a good example:
Max turbo electric motors: https://u4.satisfactorytools.com/production?share=Le93bkkuMkQSv6vrbGv1
Same number but with both: https://u4.satisfactorytools.com/production?share=1kPMQdy96VK82IqsVifA
so its a 1-1 conversion of bauxite into Aluminum Ingots...
Actually it's 7200 for my setup, ya know, when I Get around to fixing it
with the help of Petrolium Coke
in case anyone is curious of max ingots according to greeny's calculator^^
I'm guessing it has something to do with aluminum, cause the bauxite actually gets maxed out way before 209.16
Yeah, it really depends on what resources are nearby and if you feel like using silica. In the rocky desert, you can combine bauxite with 360 oil to get 3,600 Aluminum Ingots/min. Otherwise you can try the Blender recipe, but it costs a lot of sulfur.
So I figured it was the solve doing it's best to juggle all the rare resources
and 600 Bauxit is exactly what you can get from a fully OC Pure node with a MK2 miner...
but weirdly the solve does seem to prefer not using nitrogen more than not using bauxite, or maybe pressure cube introduces another rare resource that it prefers not use
well the trees are pretty complex so I can't really be sure...
so I only need to get the oil/petrolium coke for the "pre aluminum ingot" step...
does anyone have a good setup for a 3-4 balancer
nitrogen is slightly more common than bauxite, however it also depends on the amount of nitrogen/bauxite per TM
most people don't do balancers here ๐คทโโ๏ธ
you could build it from 2-2 balancers
usually they either do manifolds or 1:1 direct inputs
(which are easy to do)
2 mergers and 2 splitters is not really easy ๐ค
yeah I wasn't sure that it was a mistake, but it was just weird that below a number of turbo motors it prefered electric and then beyond that it started making less and less electric and more pressure
even when it could make more electric if it wanted to
i do to usually but i really want to balance this setup
its a compact design with 2 inputs and 2 outputs thats easy to get right
and with 4 of them you can build a 4-4 balancer (which can also do 3-4 balancing of course)
any particular reason to want to balance?
crossover point is about 201 as demonstrated here: https://u4.satisfactorytools.com/production?share=pqyIgnhD8KvG33evr6Uw
looking into the wiki and Aluminium Ingots get turned into Alclad Sheets and Casings... and maybe some Fluid Tanks and Fused Modular Frames later
dealing with 1900 silica and 2250 aluminum
that's the weird part to me, that the solve starts making more pressure motors not past the max of electric, but before then
I'd build 4 modules instead of 3 and then do 1:1 ๐คทโโ๏ธ
welp its already setup at 3 so... its already been a 2 day adventure this is the third just tryin to get it done
then do 3 of the other modules instead ๐คทโโ๏ธ or 6
cant do 3 cause its over 780
don't merge it to one belt, merge it to two ๐คทโโ๏ธ
anyone a suggestion whats a good split between Alcad Sheets and Casings?
I would guess more Alclad Sheets is good, because they are MK5 belts...
but Casings look important too
Depends on your goals. I don't find these kinds of questions useful because the answer changes depending on what and how much you're making and also the recipes you use.
I don' plan any "max XYZ strategy"... over time I will make everything, but in "reasonable" amounts...
(I have to admit, sometimes not that reasonable ^^)
some buildings need Aluminum casings... but ALL belts suddenly will use the Alclad Sheets ๐
so I would guess that the typical factory will need more Sheets (Belts) than Casings
well you personally can be sustained with 10-20 sheets but the bigger thing is how many heat sinks and batteries are you gonna try and make per minute that will determine your required sheets per min
so maybe just start with an equal amount... 600 Ingots would be enough for 240 Sheets and 240 Casings...
Heyo, How much sulfur is the blender turbo fuel recipe saving compared to regular, in percent?
I can later split the second Bauxit node differently when I know better what I need
might need Fluid tanks if I decide to package nitrogen for train transport...
the tanks are mad efficient
1 canister contains 4 mยณ
and a stack is 100, so 400. thats a small fluid buffer
yes... on the other side, I normally use 4-wagon trains... not sure if I NEED to package them with 4 fluid wagons in a train
packaging and unpackaging is always annoying
I really like how packaging works with nitrogen. I wish they'd done that with some other fluids.
how much nitrogen do you get from a cluster in total?
depends on the well
not all nodes are equal
the pressurizer does tell you the total though
believe so I haven't checked oil nodes
so with overclocking this would be 2100 m^3/ minute...
just water and nitro
thats easy to handle with a fluid train with 4 cars I think
(and I don't want to use 9 packagers just to package it)
IIRC, something like 18% less sulfur per MJ added by turbofuel.
Thanks!
It's substantially less sulfur per turbofuel, by a much bigger margin, but turbo blend fuel adds less value to its components than classic turbofuel.
yeah I've figured. Got some help earlier in the #satisfactory-experimental
if I have two train stations that are far apart but i want to increase the items/minute throughput, whats the best way to do so?
the problem with two trains is stations cant handle multiple trains at once
so i guess i just need to make bigger stations
if you start one while the other is at the other station you should be fine
so actually liquid transport via truck is hella viable...
If you dual train a single route, just make sure there is a minimum of 30 seconds between both trains at all time
see, thats the thing, i dont want to have to ever check in on that
becasuse im going to have many trains
so i guess i just need to time the round trip and add cars as needed
time the round trip (without loading/unload) first, then add 50 seconds. If the total time less than 4m06s, then 1 car per belt. If more than 4m6s, use 2 cars per belt or 2 equal trains. If more than 8min12s, use 3 car per belt or 3 similar trains.
belt > ISC > cargo platform > train > pipe > pump > IFB > pump > fluid platform
There ya go. Train advice
yea, i saw the train post on the subreddit yesterday
would i need extra engines after a certain number of cargo cars?
Thats straight from kwjcool321. Best you get
Extra engines help with big trains or alot of inclined track
Id double it after 6 cars, or if you notice its running slower than you would like uphill
im using double headed trains, does the backward engine count?
Nope. Just gives you same engine power going other way
okay, i think i know what i need to do now
probably still going to fuck something up
yeah it does, it pushs/pulls both ways it just needs to face the other direction to pull into the station
that would simplify things, since i would hopefully never need more than 2 engines
you can test it yourself by doing 6 cars and testing with a one engine train going uphill and then again with a double-headed train going up the same hill
can someone check my math here before I build this and mess something up? just getting something basic going with aluminum
240 bauxite + 360 water -> 240 alumina solution + 100 silica (2x refinery)
240 alumina solution + 120 coal -> 360 aluminum scrap + 120 water (1x refinery)
360 aluminum scrap + 300 silica -> 240 aluminum ingot (4x foundry)
90 aluminum ingot -> 60 aluminum casing (1x constructor)
150 aluminum ingot + 50 copper ingot -> 150 alclad aluminum sheet (5x assembler)
to feed water, need 2x water extractor in addition to byproduct
to feed silica, need 5.33x constructor (silica) in addition to byproduct
to feed copper, need 1.66x smelter (copper ingot)
These are all base recipes ^
On the trains: I'd prefer putting down more freight platforms. If trains somehow sync up over time, that could be problematic.
On the aluminum stuff: U3 or U4?
I totally don't trust trains to not sync up over time. I just don't think the game is that reliable or precise to do it even if you could calculate the timing.
I think the primary issue with train synchronization is that trains with full wagons drive slower... which automatically make one of the trains catching up to the other one faster and faster as the intervals between the trains decrease
i have yet to notice anything like that.
the weight of a freight car on a slope seems to be the same no matter if full or empty
I often notice that when I travel with a locomotive without wagons I take over other trains will wagons on it... so I assume its a difference
wagons themself, yes
but not the cargo
not sure... train loading/unloading is a constant time... so if everything else is train load independent, the trains should not catch up
depens if they all have the same number of cars and locomotives
but they catch up... which suggests that the train travel times are not just dependent on the number of locomotives and wagons
is it all on giant loop or are there seperate branches
as far as I have seen peoples videos they have trains going from and to the same stations slowly becoming synchronized...
I don't have the problem because I have no pair of stations where two trains are necessary
dat oil tho
less oil with caterium computer. less copper for a little bit of quickwire. less circuitboards is where that alt really saves you.
caterium for oil essentially
and copper too, 397 vs 490 copper
oh that 9 was soo small
Yeah sorry. I'm not very good with my win+shift+s skills lol
make iron plates and lots of ez hmf's ๐ uh no idea tbh.. I was really banking on U4 going kinda ham on oil.. and it didn't
it did ham on sulfur tho
so now I have a 4800/min recycled plastic/rubber combined setup on the spire coast that mostly just feeds a sink :/
f
yeah ham on sulfur and copper. looks like the best way to make supercomputers uses aluminum sulfur for batteries (which could use some plastic)
default uses too many circuitboards. :/
by far as I've seen
the OC supercomputer at first doesn't look bad, until you scale it up and the aluminum consumption of it explodes
OC is kinda a personal use recipe
Maybe. It's definitely not that good looking once it's scaled up
even with Caterium computer off it defaults to caterium circuit boards lol
The calculator really seems to like caterium circuit boards.. I'm not really a fan, I like the silica alt for cbs
it uses weighted resources to calculate
caterium is more abundant than quartz probably
It is. And it's not really a bad alt. I just had a bad experience dealing with it and all the quickwire in general involved with u3 supercomputers
the copper sheets ratio is worse on silicon
Ouch...
I'm okay with using a little quartz for circuit boards. My world isn't a max one. The increased copper usage though </3
Well. I'm making 540 cb/min with the silicone alt. I won't make anymore with it lol
it doesn't make sense it should use more copper to make quickwire CBs too
if your prio on copper electrode or default are possibly your best options copper wise
oh wait wrong mathers err
15.625 C ing for 8.75 CBs on quickwire alt
1.78571429 copper ing to cb vs 2:1 default vs 2.2:1 SCB vs 0:1 electrode
quickwire probably. Haven't really tapped into that much caterium on my world yet. I think I'm using maybe 2 nodes
Copper ingot to cb is what with silica?
2.2:1
Ah
27.5/12.5
Yeah. Damn
That's what I get for only looking at machine speed lol
Quickwire CBS are almost as fast
not really
it's 70% the rate = 8.75/12.5
which means more energy use not accounting for ingredient cost
I guess that's the one niche benefit of quartz CBs
Well, mine are all overclocked because that's what I do.. so not even getting that lol
No reach around D:
in theory you dont need to feed more rubber into the recycled combo
you only need fuel there
So 178 c ingots vs 220 for caterium vs silicone
If I need more cbs. It will be
42*5.4 (roughly 226.8 ingots) if you replaced your current builds
assuming they're all silicon rn
They are, but it's not really worth replacing.. I built it all in the swamp.. and I've used all the caterium on ai limiters and hscs
probably not
So I'd have to train in plastic and caterium ingots xD if I need more, it'll make it happen at my hub and they will definitely all be caterium cbs
There was oil in the swamp.. which was nice.. I've already used to that too lol
then there's the pain of the rest of the computer parts arrrg
a lot of super state is iron derived minus the battery
Well, if you're just making rcus, it looks like the best alt is the one with casings circuitboards, crystal osc and rubber. No computers needed :D
So I'm looking at kicking off turbo fuel production today, and since I don't have the blender, it looks like I have two routes: turbo fuel or turbo heavy fuel. If I combine turbo heavy fuel with the heavy oil residue alt, I can get a ratio of 450 crude:480 turbo, whereas with the normal turbo fuel recipe, I can get 1080 crude:600 turbo. That's a 5:9 ratio (normal) or 16:15 ratio (heavy). Am I missing something, or is heavy turbo fuel the better of the two?
turbo fuel ez pick
There's some caterium in superstate. For the control rods but besides that it just iron and some batteries
Why? I use more crude oil that way
Hm
diluted fuel is the secret here
Well if you plan to upgrade.. turbo is better as the moment you get blenders and diluted fuel.. or packaged diluted fuel that changes
turbo heavy isn't a good long term plan
Oh. Diluted fuel. Dang
it's quick for a good jump maybe?
I dunno. It wouldn't be an easy setup to upgrade
diluted HOR when
For maximum turbo fuel. You need heavy oil residue, diluted fuel or diluted packaged fuel, turbo fuel or turbofuel blend alts
its a rather big combo
preferably turbo blend(but reg TF should do very well too)
Gosh. Alright. Well, even though it's not ideal, my power is maxed out right now so I'm just gonna go with what I have and regret it later (then make it more efficient lol)
ive just built a really small boring normal turbofuel setup that uses 4 refieries in total
I don't have time to wait until I can reach the next tiers. Yeah, I won't go too big. Thanks everyone. Totally forgot about diluted
-the motto for a non-alt factory
I liked mcgallons nuclear setup
But yeah, with those diluted alts, 270 crude : 600 turbo is kinda ridiculous
I haven't seen it outside of the editor. But it was neat looking
it was really small and the organization is a mess
Link?
Oooh
i just slapped my reactor on top of my factory
its a 2 story structure. 2 blender and 2 manufacturers below
Alts use more power in general. So if your really strapped for juice. You might want to go for the simplier quicker setup
What are you doing with the nuclear waste right now? Isn't it like 20/min/gen?
It looks nice and warm too. Like the temperature is just right
yeah. im recycling it on the roof
Not to radioactive not too cold
my particle accelerator is set to like..... 17%
I like how your train line just touches the radioactivity lol. Just a little buzz as you zoom by
It's not instant death like some people's setup on here >:
does 120*1000 = 120 000?
Yes
cmon, we did that test ages ago. yes
Come visit the wolf powerplant for the flesh dripping off your bones melting experience
I love how it's a paw
shit it kinda is
apawing that is
i remember visiting it. your blenders were stuck because of the recipe change patch 
D:
xd
they werent recycling waste at all xd
looking ||wolf ||grim
yeah they ran out of.. uh.. nitric?
nope, the recipe messed up their inventories
Oh yeah that.
2000 silica was it?
you need to drag out the 50000 silica
I couldn't remember.. as soon as the patch hit I ran and shutdown the reactors asap
resetting the recipe fixed it... after killing me when 500 waste went into my inventory
i wore a suit
get wasted
Here we go X3 #satisfactory-experimental message
50 000 in japan
funny enough, thats a result of the inputs being swapped. the nitric acid is inside the silica slot, the silica is inside the sulfuric acid slot and the sulfuric acid is inside the nitric acid slot
the "50000" is just 50 nitric acid, with decimals
The odd part is how it turned into a sulfuric acid sink, and drained the whole system
very funny. Btw your nitric acid at the blue crater is overfilling your train buffers
might be because of this
I think I'm not using enough of it. or I wasen't. I turned all 1500 nitrogen into 375 nitric and I was only using 135 of it.. glad I did because after the update it's using 270
im still quite impressed by your oil site
the plastic and rubber recycled loops? :3
yeah there's some kinda issue with my fluid trains. it supposed to pull evenly from the 3 buffers/train cars but it dont :/
Well, time to redo my nuclear build. Targeting 50.4 nuclear rods a min and then 20 plutinum rods, whatever uses least nitrogen
hey guys! i am just curious how does it work in the game, what if i've found a iron ore with 120 and my miner mk1 is 60/m, right? so i put this mk1 for iron ore and it says 120/m.. i am too confused to understand
if i put mk1, so then it will pick up 60/m or 120/m?
whatever the miner UI tells you is what it is producing
but you are limited by your belt too
mk1 belt = 60 per min
so you can have a miner produce 120 per min, onto a mk1 belt, meaning you will effectively produce 60 per min
so i am understable that if i put miner mk1 that it saying 120/m so i have to put mk2 belt to take 120 per min and then split half for both 60 with mk1 belts right?
alright, i just realised how it works now, thanks
yes you got it
Also, @amber basin, miners have a base extraction rate, but it is given a multiplier depending on the richness of the node you place it on.
Pure: 2x
Normal: 1x
Impure: 0.5x
If you place a mk1 miner on a pure node, it gives 60 x 2 = 120 ore per minute, which is what you were seeing
BASED PATCH NOTES ๐
sitting in tier 5 &.6 watching everyone celebrate or cry at the changes
Almost tempted to say I hate the changes just to stir shit up ๐
I'm a fan of the reduction in uranium waste though. 20 made it really appealing to only do nuclear with both unlocked.
time to update my tiny nuclear build.
at least nitrogen isnt as much of a bottleneck now
Its litterally the same with me...
At least im playing co-op...
you celebrating or crying?
Hmmm, well i do like playing co-op and its my first time really getting into bigger oil production and i am really starting to like it, sooo, well idk
man, they really dropped the nitrogen usage.
It looks like aside from taking a trip to my nitric acid plant to see what's going on there.. I don't have to do anything to my setup after this balance pass... so that's nice
and now I have enough nitric acid to build another setup of equal size ^^
Ehe, fertile uranium can go Broom for the first time with this... Maybe?
I have hopes for it 
I'll be running the numbers betwen work tonight
I'll be waiting for the results then. Don't wanna run the simulations again :P
I'm also making some updates to my calculator sheet
His stuff is automated
doesn't it just grab from the files directly
he has a tool that does that, but it's not automatic
as in he has to be awake to run it
@keen flame Part time systems engineer?
Didn't bother to do the last recipe, but seems numbers are a lot more manageable now. plutonium units still seem way too overpriced to be worth it personally (huge bauxite/oil increase), but fertile uranium is actually very tempting now even if I'm sinking the plutonium, just for how much it saves on resources...
One day, I hope XD I'm in the industry/that's one of my specializations but I'm pretty early into my career
I know my programmer roots are showing, because I keep making module bases during the biofuel phase because it makes the power problems more easily managed.
lmao. Would you believe I'm actually an artist professionally?
Explains your use of the weighted color value in Excel
I make my sheets pretty xD
Please tell me I am not the only one who as moved their HUB to a base, this was mainly because copper doesn't mean much early game but the build location of the copper mine was very safe.
I figured out that if you split the power grids, you can keep some of the system processes working even when another generator runs out of fuel. So I broke up the grid by level of production type. Mining and Refining are on their grid, initial construction has its own, and advanced assembly has its own. So I can deliberately not fuel one section of the process to save on fuel when I want something to get backed up
Biomass burners scale so you can't actually waste fuel. If the fuel is burning it's cause it's needed. All you've done is divide the problem and reduced the potential stored energy from the buffers in the biomass burners.
I deliberately want to have parts of the system off at certain points in time, using the biomass burners as a buffer gates
I'm not sure what you're accomplishing with this though
Scaling production model using an inferior source supply, the building that I have made just to produce the parts needed to build almost all of the other building parts in the game runs on lower efficiency because I only need it to work like 20% of the time. Having it connected to the main power grid would just cause my breakers to trip
Ah you're doing clockspeeds without clockspeeds. Go find a slug ๐
Slugs belong in miners, and I haven't found my auto slug harvesting lizarddoggo
You can also underclock
Slug collecting by hands is meh
What is the power trade off of underclocking a miner?
Suggestion: You may want to have the 'essential' infrastructure on separate grid too, eg all water/miners that fuel gens, hypertubes, truck stations etc, and give it a power buffer so it never ever trips. this way your power plants won't die due to lack of fuel
@obsidian musk if you want you can read about the specifics here: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_production_buildings
but tldr: it's the same quadratic function that dictates power usage for both over and underclocking, so underclocking leads to better power efficiency compared to just running it 20% of the time (however you accomplish that), just as overclocking takes more power than just building another building.
@bleak coral Nice, going to have to create a widget to make this a breeze to implement
I assume you'll do that for fun, but greeny's site has a codex that has a slider for that that works well if you just want something: https://www.satisfactorytools.com/codex/buildings
very useful for power production buildings as well, since their production/consumption is also non-linear
I was going to use Unity to do a dynamic system balancing. Have it highlight the stuff that is running under effeciency
Isn't there an efficiency checker mod already?
Is there? I wanted a flat 2d Representation that I could drag and drop modules on
As in excel, or ingame?
If you want ingame panel that you can drop pieces into, there was a mod in showcase that allowed such, can't remember name -> ask in moddy discord. (#welcome haz a link)
I will have to check that out
Am I reading this right? The single worst part of plutonium production removed?
Yup, as well as making it possible to make more nitric from a given amount of nitrogen, and reducing nitrogen use across the board
I'm not sure I understand what halfing the uranium waste output of the reactors does though?
Not sure either but to make ppl not so annoyed? Move from 5 to 20 was big
Wish I saw a mention of instant scrap tho in that report. Id love to see that alt useful
prehaps. overall if you're already processing waste, it didn't matter much that they produced a silly amount. I suppose they did it so people who have one or two reactors can reasonably store waste, prehaps
And here I was calculatong a 50.4 nuclear rod build and 20ish P rod setup ๐
Glad it is still โcalculating phaseโ
I already built mine ๐ before infused cells and before the first rebalance. it's still kickin and I couldn't be happier with nuclear now that they've reduced nitrogen enough that I can build a second one on the otherside of my map
Nice
I have been busy redoing my whole base from scratch. Decided to raze it all via SCIM
Just finished automating heavy mod frames to 60 a min. About to start on the non-nuclear components for nuclear rods. Beacons, electromag rods, and osscilators
damn, I liked seeing screenshots of that base too. can't wait to see what you build next ๐
Well, thats the 60/min HMF base
I did not do a total dumb. The OG save is saved in a archive.
Yeah basically what I figure it was for too. So that doing uranium before you have plutonium unlocked isn't as bad. Same amount of plutonium rods and waste, so it doesn't change anything once processed.
So how does the patch today, effect the nuclear numbers? Same numbers, just less nitogren?
and less bauxite with instant plutonium
but yeah I think max numbers should be the same, unless they left out a change in the patch notes
just less stuff used
Whats the relationship between uranium and plutonium now? Before, I could setup 20 uranium fuel rods and 40 plutoium fuel rods. Is it 20:10 now?
Aiming for 500GW total
same relationship, they cut the waste produced from uranium in half but also the waste needed too
Those numbers where from before they changed the burn/power of plutonium
ah, so yeah it's probably 20:10
the max was 50.4 and 22.4
i dont think that changes with the difference in waste
unless you use fertile
100 reactors running uranium, is 1000 waste now?
Using all recipes, on satisfactorytools
But thats just a guideline, as making 500GW of power, dont use much resources anymore. So I can select recipes more freely
20 and 40 doesn't sound right, but whatever once greeny has his calc updated you can check and compare
20:10 consumes all the waste, between fertile uranium and plutonium pellet
oh gotcha
I have no clue how to load balance this
Make 6 smelters, 6 iron rod constructors and 3 iron plate constructirs, and it evens out. Then sink the excess rods/plates ๐
If you have mk3 belts, dont bother to load balance. Just manifold it straight down one long line ๐ or side by side lines
well this is what I have
Foundations ๐
Get some crete running, and thus reborn into foundation richiousness
Still love the woosh as you give half of your inventory to build the space elevator
Oh I know about them, im not using the though
This man is on a mission to do something utterly ridiculous and I'm watching with great interest
This channel is filled with masocists...and as a member of the club... ๐
if you don't want to manifold, don't combine all of the 5.4 smelter outputs in the first place. Have separate sets of 2.85 and 2.55 miners.
happily is the same number of smelters here too, just have to change clockspeeds
well I physically cant manifold cause I only have mk2
oh then yeah do the keep the smelters separate thing
Manifold on underclocked machines
there is a simple solution to this that I skipped over, make a smelter that makes 85.5 a minute, and then have another that makes 76.5 a minute, and since its 1:1 I dont need to change the input of 162
you can't have one smelter make either of those numbers, you need at least two each
those are more than 250%
I mean keep the same number of smelters but just change the values
oh, like what I said earlier? that's what I meant, did I say it in a confusing way?
I guess so, yeah
So, I've been thinking:
-
There's presently an enormous gap between default oil processing and end-game diluted fuel + recycled R/P shenanigans. You can get 4.5x more total product per crude oil, and is very flexible in the balance of fuel/plastic/rubber. This makes a set of alts almost mandatory, which can't be fun for players who dislike HDD hunting.
-
The blender introduces possibilities for new, more complicated oil processing. So... what if in tier 7/8, there's a milestone, "Advanced Oil Processing" which introduces new plastic/rubber/fuel recipes to help bridge the gap?
Some inefficient, but fast way to add closed loops without hard drives?
It'd take some development to ensure there aren't any weird infinite loops, but you could have some moderately complicated processing?
Maybe something that utilizes both HOR and the currently neglected polymer resin?
I was thinking "not as efficient as the current meta, but still much better than current default", and you're thinking a lot like me there.
And I definitely would love to see polymer resin get some love, it's quite underutilized
to be honest I think half of it is that you basically have to find all the hard drives to ensure you get all the recipes. I think removing the random element and making it an unlockable tree that lets you at least somewhat choose what recipes you get would go a long way to opening up alts to more casual players. As it stands right now you're either dedicated enough to keep going until you get what you need, or deal with what you get.
I sort of like the variety in intermediate setups, like "I don't have heavy encased frames yet, so do I run default or heavy flexible?", but the diluted fuel alts are so transformative as to be almost mandatory.
I feel the opposite, I don't like recipes that feel like they're there as "filler" so you only use them if you have to. I'd rather each recipe bring something to the table and be usable rather than just "this is what I've got so I'll use it"
Like I'd much rather flexible just appeal to another set of players who don't go after efficiency than just kinda be there
As a prototype:
Blender Fuel: 60 crude + 20 HOR -> 90 fuel + 60 polymer resin
Blender Plastic: 30 polymer resin + 40 fuel + 30 water -> 60 plastic + 10 water
Blender Rubber: 40 polymer resin + 30 fuel + 30 water -> 60 rubber + 10 water
The thinking:
-
Blender fuel is imbalanced towards fuel vs. polymer resin, meaning some sort of creativity is required.
i) If you have the polymer resin alt, this supplements resin and provides a bit of HOR
ii) Use it for power
iii) Recycled rubber/plastic can also use up the remaining fuel in the absence of the full HOR -> diluted fuel -> recycling chain -
It requires a trickle of HOR, which none of these recipes provide. An all-defaults run can do some default rubber production, and use the HOR from there.
i) Once again, having some, but not all, of the alts can help: the HOR and polymer resin alts both supplement the deficiencies of all-defaults processing. -
Recycled water because why not?
And, now I have another idea, this time for an alt recipe:
Purified Fuel: 60 crude oil -> 70 fuel + 10 sulfur + 10 nitrogen
Fuel is a bit lower than other recipes, partially to balance it, and partially because I'm sure everybody will love a 6:7 ratio. This one is inspired a little bit by RP-1, a highly refined type of kerosene used in rocket engines. This fuel takes pains to remove sulfur, and possibly nitrogen, so as to minimize buildup of residue in the engine.
In-game, it'd be a method to squeeze out a bit more of two rare resources at the cost of less efficient production of fuel/plastic/rubber.
Suggestion now posted here: https://questions.satisfactorygame.com/post/60713196aa0ba107e32576f8
The blender doesnโt have two fluid outputs, we might have to do without the Nitrogen
(I realized that for my Q&A post, and split it into two recipes)
personally think the alternate is too strong and also the recycled water is just a pain and yea scaped is right about the no 2nd output
it's the mk2 pipes and mk5 belts that have the rounding issues that can cause problems for throughput, right?
i.e. you generally don't want to run them at full?
The issues are exaggerated by their high speed: I'm given to understand all pipes/belts can suffer issues if run at full capacity, with T2 pipes/T5 belts being the worst offenders.
given a short distance, such as a pure oil node overclocked to 250% leading immediately into a junction via mk2 pipe, with two mk1 pipes coming out, do you think the issues will be that significant?
I'm about to build a turbofuel plant for 3600 turbofuel per minute, I don't exactly want to get anything wrong lol
I've updated data to latest version btw
My understanding of how you want to avoid the bug is to always use mk2 pipes (not mk1s at 300m^3).. and avoid running the Mk2's at max capacity.
so it's better to use mk2s only half full instead of mk1s at full?
Thats how it was explained to me.
basically run nothing at max speed belt/pipe limits if you can avoid it
interesting, noted
that being said, the 'loss' is still gonna be miniscule.. 1-3% ish
is that just overall, or is it based on going a certain distance?
any pipes and mk4/5 belts should not be run at full speed, but max around 90-95%
I imagine that distance pushes the issue to the higher (worse) end of the spectrum.
hmm, noted
I'm currently building myself a zipline to navigate there, since I don't plan to make it connected via train (nor can I afford to do so with my given power situation...)
is this a known bug that will be fixed?
It's not even that far away, relatively speaking, so I think the zipline would look cool.
it's a relatively known bug that will probably be fixed eventually, but it's better not to rely on it being fixed soon, as it's been around for over a year now (and for obvious reasons it's not super high priority)
That bug caused my power to be unstable. I just fixed it after troubleshooting off and on for awhile now. Two or three plants would just keep toggling off because they weren't getting enough water. Once I realized I mathed wrong (calculating 50 instead of 45), I realized I joined one pipe too early which caused it to hit a flow rate of 300. I moved the joint down a little bit and the power line instantly stabilized.
mk 4 is pretty save tbh
mk 5 has the most noticable loss rate
If I remember correctly. Belts > Trains unless you're traveling half way across the map right?
belts for short range, trains for long range
And if you dont care about transport efficiency, trucks/drones for mid range
As in needs to be 100% throughput or things stop working type efficiency
So, as a theoretical use case, I'm building with microfactories rn, and a system that doesn't require efficiency is a storage room (which is both time and resource inefficient), but it is convenient... So, good to use trucks / drones to stock your storage room, but don't lean on them for your nuclear production lines
... right?
wonders if the teleporting trucks are technically the most optimal method of transportation...
as in: create full path > delete all the nodes except the few around the load/ unload stations so they teleport super long distances when out of range of player
I would guess this doesn't change the total speed of the truck
it does
you can literally teleport the truck across the map if you delete all the nodes between them
because it teleports from pathing node to pathing node
And it doesn't stand still for a certain time afterwards to account for the jump?
so if there are no pathing nodes for 7km, it'll just teleport 7km instantly
as far as I know, no, it doesnt stand still
Never knew u could delete nodes like that in a vehicle path
yeah its interesting, and im genuinely curious as to how that affects 'ideal' transport
You can also edit pause nodes to change the pause length
You can't put negative pause values... Right? 
Would it tranvese the path in reverse then?
Saves time each node 
so, I was told this is the thread for the message below:
"if anyone is interested: the max 252 nuclear reactors would produce 2520 urawaste/min, which translates to 59.73 plutrod/min, which in turn means aprox. 600 more nuclear reactors... which means aprox. 1500GW... jeezus
on top of the 630GW from uranium, the total energy nuclear reactors can output is aprox. 2100 GW"
I have no idea how or if they scrub user input like that for invalid values lol. Only one way to find out....
Are these numbers "up to patch"?
2.1 terawatts!
they should be, I used greeny's U4 calc
Yeah, but that doesn't calculate how much waste you produce ^^
considering 2520 urawaste/min from 252 reactors
We've reached a new order of magnitude so now we can standardize TW
Waste production got halved from 100 per rod yesterday
Should be 50 per rod now I think (haven't checked in-game)
yeah, 50 every 300 secs right?
greeny's calc is up to date afaik
so as long as the numbers are correct for waste it shouldโข๏ธ be fine
but 2.1TW seems very high
If one rod still takes 5 min to burn, yeah ^^
I'm using wiki reference, 50 barrels of waste every 300 secs (5min) from a 100% reactor, that would mean 10 barrels/min, right?
As mentioned in #patch-notes: from 20 to 10/min
yeah, so greeny's calc outputs 59.73 plutrods/min
since it takes 10 min to burn a plutrod, that means 597.3 nuc reactors, I hope my math is right
Mhhh, I'm unsure how we finally have more plutonium power than uranium power... But I'm glad it is so
so... if my math is right, it outputs a total of 1.493.250 MW
the real total would be 2.123.250 MW (because we would already have 630.000 MW from uranium reactors)
Wait, was the uranium nerfed again?
One less impure node? (From 2100 total to 1800)
didn't know that... really?
No, it was just a residue from a previous simulation I ran 
False alarm
any plan to bring back the power calucator @wind spade ?
would be nice to say I need x power from fuel generators, what do I need to set up to supply that
I know I'm not really helping saying it, but if you have the energy output, the calc should be straightforward
like, divide the energy per generator and multiply by consumption
yeah seems fairly straight forward to do manually
would be interesting to see a power calculation ran alongside any setup calculation
where you can just choose what type of power you want and it'll tell you what you need to build for that
is it not there already?
Pioneers these days are getting lazier and lazier 
so lets say you choose 10 turbomotors
it'll also show you a second graph showing a setup for power generation
to match the power for that 10 turbomotor production
what do you mean by manual
Make 6 smelters, clock them all the same (5.4 / 6) and just split in 6 
my brain hurts reading that
Load balancing have made my brain surpass the folding limits of paper

the greatest anime rivalry
I always thought you could load balance everything by dividing in equal parts and sending the rest to the belt root, can't you?
like, if you have to divide by 5, you do 2 splitters, then 3 per each splitter, and send 1 exit back to the entrance
really hope they change the bauxite blender recipe, its completely useless as it is
no smart person would use sulfur for this when you've got so much spare oil to work with
Yeah, that's one way to do it.
I do that or separate the overflow and balance the rest easily or (as mentioned) change machines' clock so the splits become easier (split in 6 Vs split in 5 and 0.4 in earlier example)
I already solved the problem 
I never thought of that, but it makes perfect sense, even more now that we can float the hell out of over/under clocks
In which way? ^^
Also, nice to see you here xD
I made it so that 3 smelters were making the 85.5, and the other 3 smelters were making 76.5
Ended up making my power graph nice and linear
is it not always linear
When things start up yeah
But that will most likely change, since Iโm going to make a steel beam factory with an output of 45 a minute but 21 going to make versatile framework
To keep the graph linear (I wanna have that endgame too, one day xD) I have separate power grids for railways/particle accelerators or whatever have fluctuating power draws
Just have the geothermal take care of that part of the grid :P
Oh god trying to be linear with the particle accelerators would be atrocious
You simply can't xD
Just like with trains
I mean, sure, the average is linear, but if you wanna have that smooth line you'd need to set 60/90 of them down and offset their production cicles accordingly... Quite the pain, tbh
Oooooh my god, thank you Devs! halfing uranium output!
means my storage system will now last twice as long... 700+ hours hehe
And thatโs why Iโm enjoying the ease of linear now
F 500 stacked waste
Hell no that fucks up everything in my other save
in the patch notes?
"Halved Uranium Waste output (From 20 to 10 per minute)"
Yeah cause I was making 360 a minute and I needed 340
it literally means ill never have to worry about my waste issue ever again ๐คฃ
Lucky you 
They also halved it's usage, so you don't need 340 anymore
that actually conservers the waste ratios
so your factory will keep working
just..... you produce less
yeah it should be the same amount of plut rods and plut waste just takes half the amount of uranium waste which is now getting produced at half the amount
Have greeny's recipes been updated yet?
yes
had fun for a second though with a cached page that pulled some of the new recipes but not all of them though 
for a second I was like "it's 350:1 waste:plutonium rods now? that's so weird!"
reload the page, it's probably cached
codex is one giant page
Ffs, I though I had already 
I know, those cached pages are stubborn in a modern browser
Praise Greeny
really annoying for my webcomic group in firefox, I basically have to reload them twice cause it always grabs the cached page on first load
the whole website is technically one page
so unless you refresh, you won't get newer data
cache should be "disabled"
or rather, prevented from doing wrong things
everytime there's a new version, the data file has different name, so if you open the website, it loads the correct data file
oh while you're here, how will you handle the tabs when U4 hits EA? will you just update the main site and whatever's already on there will be on there? and the u4 experimental stuff will be lost?
when i overclock a machine to a certain amount of items/min that results in a non-exact percentage (like 33,3333...%) is the resulting speed exactly that amount of items or is there an small error? If there is, should i care about it or is it negligible?
I have a question as well
So when you said that cache should be disabled, did you mean that you have it disabled on your website with something like this
<meta http-equiv="Cache-Control" content="no-cache, no-store, must-revalidate"/>
<meta http-equiv="Pragma" content="no-cache"/>
<meta http-equiv="Expires" content="0"/>
Or does the end user need to clear cache to make it work?
there's a small error if you need to go beyond the exactness of the UI, so I'd round up
but also now that we have 4 decimals to play with that error will be really really small
This is probably a convo for #off-topic-tech if we want to continue it i guess
Alright, thanks. I was asking mainly to know if the actual speed is computed with the percentage or the target items/min as that changes things a little bit
I think it's still the percentage, but maybe that changed with update. Try putting in the exact items/min, exit the interface, and then reopen that. If it's still the same items/min and not changed to match the closest available clockspeed then it has more precision than it shows or the error is so negligible it all gets rounded away in the UI.
Nice, thank you!
I'm lead to believe the machines can work with weird percentages too, if you still input an exact number in the "parts per minute" field
Eg: You have a machine making 30 item/min and want 20 item/min (2/3). IF clock it to 66.6667% it should ||I'm a bit unsure here|| update the PPM field to 20.0001 or similar. But if you put 20 in the PPM field, it will not update to 20.0001 while still showing a clock of "66.6667%"
That would make some sense. Pure speculation here but it could work exactly as before but now uses floats for clockspeed instead of integers. So it can be more precise than the stuff we type in, so when it derives the clockspeed from the items/min input it gets more decimals to work with.
Cuts on rare resources introduced by the latest patch compared to before for Max Plutorium (Max uranium + Max Plutonium, only plutonium waste produced)
Nitrogen: 8512 -> 4032 (-4480)
Bauxite: 1493.33 -> 597.33 (-896)
Quartz: 1972.8 -> 1908 (-64.8)
Sulfur: No change
these numbers seem wildly wrong. absolute max should only be about 1.1 TW and that's using maximum secondary resources too
I was gonna point it out xD
Maybe he hasn't reload the page enough ^^
also, sulfur went down across the board
I did all of my calculations by hand instead of using greeny's xD
The numbers are wildly wrong for any patch. Waste to rods has never been less than 100:6.67
I meant uranium waste:plutonium rods, sorry should have been more specific
oh got it lol
my real question is: do you think we're close to what the final balance numbers will be for release... ๐
I've been absolutely itching to do a full factory plan
Btw, is there an agreed upon correct ratio of uranium rods to plutonim rods when using fertile uranium? Last time I checked you, silly, and vencam all had different ratios.
the math gets really wonky because of how fertile works, but I'm fairly certain my numbers are correct. it depends heavily on if you're using instant cells or plutonium pellets too
I mean that app.json is loaded with version parameter
have some ideas for now, but nothing concrete
Here's what I had:
Fertile > pellets > rods: 31.5:15.75 (perfect 2:1)
Fertile > pellets > units: 31.5:23.625 (4:3)
Fertile > Instant > rods: ~22.9:20.3635 (huge rounding errors, around 9:8)
Fertile > instant > Units: ~22.9:30.545 (rounding errors again, should be ~3:4)
Is there a way I can clean this ugly center mess?
take one of the 30's and split it to all the others
Not until fertile uranium starts making sense, I think 
I think it makes sense now tbh. accounting for rounding errors, the ratios are all very clean now
Merge it all, split in 3...
I was gonna say, but yeah, I guess you should listen to Death's advice until you get mk2 
That looks like even more of a mess lol
not really. it's cleaner overall and more reliable
but thats 4 input to 4 outputs
oh I linked the wrong one, sec
balancers are only really important when you have unreliable inputs
in satisfactory there's pretty much nothing like unreliable input
I mean this is all im working with
you can also go with balancers if you want to have some fun
Meh... I really think that's not worth the loss of power and extra plutonium waste.
IMO fertile should either let you skimp on more resources or offer more power by giving you much more plutonium than without sacrificing nuclear power
Right now you just trade some of your max capacity for... convenient ratios? ๐คทโโ๏ธ
I'm eventually going to be building a balancer on the scale of, uh, 100:100
it would be easier to go with 128:128
I think it's very worth it. fertile drops your secondary resource consumption by quite a bit (nitrogen in particular) at the expense of some max power. it's actually temping enough that I may use it
and just loop the extra 28 back into themselves i guess
tbh that's what I meant, I'm just brain fogged LOL
kek
(vaccine yesterday so I'm super out of it)
understandable
As a complete sidenote: I feel like I'm having a fever dream talking to an anime girl named "god of hyperdeath"
i do my best
Donald and Nagasaki triggered
And you think talking to a dragon is more normal? xd
huh, i thought instant plut cell was in a blender
About 1.3k nitrogen, 1.4k quartz and probably a few hundreds of caterium saved, but uses up 220 more bauxite...
Eh, I guess I can see the appeal... 
was that changed or am i just being a dum dum?
I'm a furry, that's 90% of my daily interaction
Im a freakin dust pile
wasnt actually that hard
and vencam is just a logo
I thought it was concrete powder
Accelerator ^^
ashes of wario
i c
bauxite gets used much faster for some recipes than others when changing to fertile, but it's a pretty negligible increase unless you're doing plutonium fuel units (which, imo, are still imbalanced and not worth the resource consumption)
Beautiful balancing on terrain 
eh, just manifold it 
n o
says the guy who nuked his last save
shhh shut up
I hate manifolds personally XD I use them a lot but I try to load balance when possible
load balancing just requiers a lot of work so sometimes I get lazy
manifolds are just long load balancers
I actually think the cost is countered by how handy the recipe itself is. I mean, you save on half the plutonium cells and only need assemblers and to bring less then a mk1 belt worth of material...
once the programmable splitter isnt shit anymore (aka you can set ratios) and just costs computers, then everyone will just do that
would you guys who like load balancing actually like a splitter that does exact % splitting?
I feel like it would kill the fun of load balancing
If you can't spare supercomputers, you're a very poor pioneer :P
you mean i need a supercomputer in order to count items
you'd still have plenty of early game to do load balancing while you wait to unlock the programable splitter
I don't think that'll hurt manifolds, at least at the machine level. They'd still be way more compact.
changing from rods to units generally more than doubles bauxite usage, nearly triples oil usage, and increases quartz and nitrogen by a bit. nitrogen increase isn't bad, nor is the quartz, it's the oil and bauxite that aren't worth it imo, even for the ~200GW of extra power
damn i wonder how what the normal computer does then.
I think it'd partly kill it, but at the same time some numbers are just monstruos to balance.
I think just having more options for dividing would be fine.
Eg: select a % of input, only integers accepted
Something that still has limitations
load balancing is "fun" but it's a hugepain in the ass to set up for large-scale, so an endgame splitter that can do it automatically would be a godsend
with percentages, you get funny things like with valves and pipes
so you actually increase complexity
Valves already make me incredibly happy XD
Maybe we just need a valve equivalent instead of a smarter splitter
valves make me incredibly unhappy because they dont actually limit the flow to what you set in it's UI
But you'll still need those quartz/nitrogen and such for pressure cubes anyway if you wanna max the allu side of production (which basically funnels everything in TM, Pressure cubes, cooling systems and batteries)
oop, dont have 60 / min going in? well, that "17 %" setting will now not split off 10,2 / min
I nicely got 40 and 40 for each input :)
they are useful for stopping fluid from backflowing, though
So why not just throw the spare pressure volumes into more power rather then a sink? xD
because I'm planning to sink the rods... xD
the issue is that the flow through them depends on pressure.
a half empty pipe will deliver half the set flow
I didn't say it had to be easy to use :P
It'd be for very nerdy users after all, I think
and because one of my goals is in fact to sink as much as possible
if you put a pump before a valve, you can force them to approach their limit very fast
I feel like I should log in in a sec and show you what my load balance/backflow solution was before the fluids update...
i get that part, but when i have a full pipe, and set it to 55, it only delivers 54.3 fluid/min
and when i set it to 56, it goes up to 57 fluid/min
Then no, of course it doesn't make sense to the cubes, points-wise
Btw, the whole "ingredient is worth more than the end-product" issue is back here... funny I didn't notice before
yeah, rods arent worth many points despite being hard to make
now I'm thinking of if you went into someone's world and put a valve in the wrong direction right after every pump, and place them really close so they'd be hard to see from a distance ๐
wth which? plutonium rods?
i had that too when i fixed your blenders and generators, and it didnt affect anything
i actually think its more of a display bug
id need to not be lazy, and test it, but im pretty sure its not a display bug
my testing would involve staring at a machine the processes fluid for a long time
Plutonium rods are worth 153'184 points vs the 257'312 of the pressure cubes ^^ (I noticed this issue with the "pressure turbo motors" recipe, got fixed by using 2 cubes for 1 TM)
isn't that issue every time pressure cubes are used for anything but nuclear pasta? cause they're like one of the most complex things and only nuclear pasta is more complex?
Ah yeah, in terms of sink value. I think this is the one case where it's "fine" because the return on plutonium isn't sink value, it's power potential/waste recycling
At the moment, out of 3 items using the pressure cubes only the fuel rods are worth less coupons than the sum of their input materials
actually, its kind of moot to argue that the rods should be more than the cubes when using plut unit
because anyone that is using plutonium unit is going to turn it into power
and pasta is kinda worthless
Shh pasta is tasty
its a very nice decoration
too bad i cant eat it
my storage room has some nice nuclear pasta night lights along the walls
You ship it or you sink it, but it is worth the effort of producing it, points-wise (I think)
I think they're still worse for turbo motors. Remember their points got nerfed too. If the wiki is still right they're now worth 204 584 points vs pressure cubes's 244 736 points. And it takes 1 cube to make 1 motor.
when i first sunk one it barely netted me any points
@bleak coral
I don't get what you're pointing out.
Sounds like turbopressure could use a rebalance... considering how expensive those cubes are
The thing about turbomotors got fixed, as they now take 1 cube to make 2 turbomotors
I'm working on a factorie to make 20/min for.. pasta ๐ and that factory ain't no joke
what was I looking at lol
it looks like 1 makes two
Did you remember to refresh the page?
it's this: https://satisfactory.fandom.com/wiki/Pressure_Conversion_Cube
for some reason it's still using the old usage, even though it's been like a week since that recipe got updated on the turbo motor page (which is where it should be pulling the data from)
Consider you can use up to 30.54/min (max plutonium) or 22.4/min (max plutorium) just for power if you use the alt using them for the plutonium rods
Blame @deft lichen
the recipe display stuff is all weird, I don't get it
like if I look at a past page to try to see how a recipe used to be, it'll show the latest recipe even if the source isn't giving it that data
also can take a bit to update, but a week seems excessive
I have no clue how to do this
I don't think you can
actually let me try something
well I guess you could get it down to belts of 0.5, but at that point it might just be better to overclock so you can do 1:1
or underclock and add a machine
separate to two and under clock
that'll force the page to update? does that work if I'm looking at a previous revision to see what a recipe used to be?
that's really close to a 1:2 ratio... you can split the incoming belt into three and send two of those to the right side, one to the left
false balancer
but it'll over flow
@keen flame I don't get why the numbers are wrong. The max reactors you can achieve is 252, that means 2520 uranium waste/min, does it not? if that is the case, you input 2520 in greeny's calculator and it shows 59.73 plutonium rods/ min. Where is it wrong?
but we like clean nooclear in our world D:
The result is. Try refreshing the tool's page, it's probably using cached data
what do you get when you input 2520 waste/min? just out of curiosity
^ you should be seeing half of that number of plutonium rods or less, dpending on what alternates you're using
ok, why? I'm totally fine with being wrong, but I'd love to see your results so I can know where
greeny's is just breaking for me
I did most of my numbers by hand though, and I got this:
Using the "best" alts for plutonium, I got 30.545 plutonium rods/minute and ~22.9 uranium rods/minute (using fertile uranium, which consumes raw uranium as well)
what broke for you?
link?
(I don't use the calculator much so it could be user error)
send me the share link so I can have a look
no input of uranium waste XD
I should really put a message about that xD
ok, I cleared the cache, and still...
Ahhh that'll do it xD
@daring sonnet what alternates are you using? are you using fertile uranium?
ok, I'm taking a look at this, this is also showing 59.73
This is how the normala Plutorium looks (Max Plutonium from max nuclear)
without alternates?
Oh, I see the problem. It's assuming that you can use 100% of raw uranium for fertile
because it doesn't realize that you're consuming uranium to produce waste
ah yes
I thought that was a little high. no alts and it gives us 12.6 plutonium fuel rods a miunte.
Using non-fissile instead of fertile, you should get 50.4 uranium rods and 22.4 plutonium rods (if using instant cells and plutonium units)
yup I'm seeing it too, that's what the calc comes up with if you turn on fertile without taking into account that fertile takes away from the max waste you can make
See picture above for reference