#math-and-meta

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oblique hollow
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aw crap

bleak coral
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radio control system now uses aluminum casings

oblique hollow
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my joke, RUINED

muted crypt
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the devs saw this loop

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and that inspired their rework

frosty owl
oblique hollow
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grrm gotta find another way to waste materials

bleak coral
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back to the drawing board!

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the quest to make absolutely nothing continues!

pulsar edge
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I do not understand a single word of this, and it is most likely my fault

oblique hollow
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...(other than with the classic battery recipe)

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i missed it..... by 2 Water / min

bleak coral
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that sounds useless! good job lol

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let me guess it also drastically increases the other material use

oblique hollow
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not really

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let me check on raw resources....

manic oak
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@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.

cedar mica
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Why even bother reducing water? Its the easiest to get mass quanitys of

red plover
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This is incredible. Looking forward to seeing more updates

red plover
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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

pulsar edge
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yeah that's where my mind went to

pulsar edge
manic oak
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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

red plover
umbral salmon
pulsar edge
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so once you have those 1 and 0 values where you want them, how can you harness them?

red plover
red plover
# pulsar edge so once you have those 1 and 0 values where you want them, how can you harness t...

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...

pulsar edge
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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

red plover
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I see. Then we have the same question lol

pulsar edge
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once conveyer values can interact with power grids however, a computer is plausible

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because then you can tell it to control the power going to lights, and boom, you've got a screen

manic oak
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If you have logic gates working, I assume this means you can set water to travel only through certain conveyor lines?

rain pivot
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In theory you can make a screen with belts. Belts with water bottles being "on" and belts with empty canisters being off

pulsar edge
manic oak
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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

red plover
pulsar edge
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there needs to be some sort of splitter that will only let items pass thro when it's powered

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replacing the packaged water with packaged fuel would prob make things easier

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the amount of separate power grids you'd need for the generator thing to work tho

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i'd love to see that done but that's a ton of work lol

rain pivot
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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

pulsar edge
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we could turn an input on/off by clogging a programmed splitter with one type of resource to stop the other from passing thro

unkempt acorn
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been putting it off for a while. but im finally going to automate motors... and try and do 30 pm

umbral salmon
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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

versed violet
cedar mica
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The issues with setups like that, is that they only work, as long as it flows even

daring sonnet
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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?

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also, does that mean that I can get 72 reactors from 1 node using alternates?

flat wigeon
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@daring sonnet how many exist for uranium stuff ๐Ÿ˜ฎ

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i didnt even know id there were many

daring sonnet
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there are 4 nodes, 3 normal, 1 impure

flat wigeon
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I meant alternate recipes

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for uranium stuffs

daring sonnet
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there are 2

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1 for cells and 1 for rods

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I was planning on using both

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I just don't trust my math

flat wigeon
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Do you write stuff down ?

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It's easy to trust when you catalogue stuff analog style.

daring sonnet
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I do write everything, but still, I was hoping to get some confirmation, because my math is not matching the wiki

versed violet
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use excel

iron prairie
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Unless there was an update in the past day or two: max uranium (all 4 nodes) is 50.4 rods/min.

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That should be 14.4 rods/min from a single normal node, feeding 72 uranium reactors.

daring sonnet
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that's what I got too, that's it then, happy times ๐Ÿ™‚

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the confirmation I needed

flat wigeon
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sorry i am here to just learn ><

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my apologies

daring sonnet
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no problem, this is my first nuc setup, also learning

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so the max output is 630.000 MW?

iron prairie
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Sounds about right. Do note that each reactor outputs 20 uranium waste/min, and plutonium reprocessing is currently in an awful state.

versed violet
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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

daring sonnet
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that's beautiful, I always wanted something like this list, thank you!

versed violet
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uh, feel free to try it out and let me know if somethings missing

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You can use short belts to make a display/shopping mall row of containers (to be reworked into v2 with ISC now)

daring sonnet
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I didnt know stators and quartz crystal were used to build stuff? am I missing something

versed violet
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U4 ๐Ÿ˜‰

daring sonnet
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what do they build though?

low snow
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Thanks

versed violet
low snow
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Ooooo

muted crypt
red plover
gilded maple
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Is anything new from t7 needed to make nuclear power and hydron colliders?

upbeat tide
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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

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Im currently wrapping up a 60 min HMF factory in U3. Gonna wait a bit longer to transition

covert frost
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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?

oblique hollow
covert frost
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yeah ๐Ÿ™‚

oblique hollow
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because you cant turn plastic into fuel

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only fuel into plastic / rubber

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aaaaand the answer actually is: making rubber and plastic from fuel

covert frost
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Sorry not recycled, Residulal recipes

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from the fuel resin

oblique hollow
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oh so you mean "make fuel, then use the resin, or make plastic/rubber, then turn the Oil Residue into fuel"

covert frost
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Crude Oil > Fuel/Resin > Plastic/Rubber

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Yeah ๐Ÿ™‚

oblique hollow
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its important to not confuse resin with residue

covert frost
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Or the other way round creating fuel from heavy residue

swift robin
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looks like you have the choice between increasing your plastic and rubber production further vs producing fuel to power the whole operation

oblique hollow
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yeah, that the thing here

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want more fuel or more plastic / rubber?

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you cant have both this way

covert frost
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Yeah that was my thoughts, im guessing fuel as power is king right? ๐Ÿ™‚

swift robin
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well turbofuel better ๐Ÿ™‚

oblique hollow
oblique hollow
swift robin
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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

oblique hollow
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or you go hunting for hard drives and hope you find the "recycled plastic / rubber" recipes

covert frost
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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

oblique hollow
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the benefit of finding the recycled recipe is that you ONLY need to produce fuel then

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since the new plastic and rubber are made from fuel afterwards

covert frost
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Oh cool

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so you smash everything in to fuel production then split that out in to TurboFuel/Plastic/Rubber

swift robin
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if u get all the Alts does it go HOR ->Fuel->plastic/Rubber?

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i forgot lol

swift robin
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  • the packaging and unpackaging
oblique hollow
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Oil > HOR > (Fuel / Diluted Fuel) > Plastic + Rubber Loop

oblique hollow
swift robin
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ooo i havent used them yet

oblique hollow
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normal diluted is 30 hor + 60 p water = 60 p. fuel

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diluted blend fuel = 50 hor + 100 water = 100 fuel

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so it saves packaging / unpackaging and building space

swift robin
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dang that would making building oil setups a bit nicer

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no difference in efficiency of resource usage though, just saves space and machines?

covert frost
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Oh that would make sense to turing it all in to HOR for the new diluted fuel

swift robin
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yeah HOR + Diluted fuel = lots of fuel!

oblique hollow
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refinery = 30 MW
Blender = 75 MW

swift robin
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oof 75 MW

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all for a glorified kitchen appliance

oblique hollow
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you would have to do math with underclocking and added packagers

swift robin
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me, do math? nah we got the satisfactory calculator ๐Ÿ™‚

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damn that thing makes this game so much better lol

oblique hollow
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you need at least 1.66666 refineries + 1.6666 packagers to match 1 blender

swift robin
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i'm that guy that overclocks all his refineries by 5%

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underclocks*

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with copy/paste here nothing can stop me from pasting horrible numbers all over hahaha

oblique hollow
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right now it looks like: 30 + 15.68 + 10 + 5,22 MW

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sooo 61 MW for diluted fuel vs 75 for blender

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buuuuut if you underclock the blenders.......

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well, you know the drill

swift robin
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ok so u eat into your net gain a bit

oblique hollow
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2 blenders vs 2 refineries and 2 packagers

swift robin
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i imagine it's not a whole lot though

oblique hollow
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its really just building space now

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2 underclocked blender already consume less than the adjusted refinery setup

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barely 50 MW

swift robin
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i been building my oil refinery in that canyons right off the cliff of speedrunner valley sooo space will become an issue actually lol

oblique hollow
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so when doing blender fuel vs diluted packaged, its really just building complexity

swift robin
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yeah i would do blender just to avoid the complexity

oblique hollow
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"Blender go brrrrrrr" vs "Vroom Vroom Canister Loop"

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both go in circles anyway

jaunty geyser
oblique hollow
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yeah, just underclock the blenders to save power

swift robin
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i believe he just told me it takes MORE energy to do the blender route (assuming all 100% clock(

oblique hollow
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yeah

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so use 2 at 50%

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that saves more than the packaged route then

swift robin
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and probably still takes less space...

oblique hollow
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For 100 fuel/min
100% blender: 75MW
Adjusted Packaged Fuel: ca. 61 MW
2* 50% Blender: ca. 49.5MW

jaunty geyser
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For 600 oil I had : diluted fuel 1800 MW, packaged route around 1933 MW

frosty owl
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Bruh... Making 450 turbofuel with the blenders be like: instantaneous
Just 10 blenders and little more refineries, that's a steal why_so_snutt

night jay
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God I wish I had blenders now instead of starting up my hundreds of refineries.

frosty owl
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Just the fact that one machine takes the HOR and water to make fuel saves on so many steps hehe

fierce ruin
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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

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Pure blender recipes when?

fierce ruin
red plover
# fierce ruin Hi, I am trying tonuse trains fir the first time with some aluminium stuff (so f...

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)

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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

fierce ruin
red plover
fierce ruin
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You can but mixing belts is more of a headache than its worth

fierce ruin
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The setup seems a big hassle

red plover
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It is a bit of a hassle, but it's also transportation AND power, so you don't have to run those yourself

fierce ruin
red plover
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It's definitely more efficient over long distances. Don't do it less than 1km away or so

fierce ruin
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Itโ€™s 50 mw a station use wisely

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+trains

red plover
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Two freight cars, one engine

fierce ruin
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In a looped system*

fierce ruin
fierce ruin
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Try to keep it flat

red plover
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Yeah, going around the mountain will be easier than up / down

fierce ruin
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You can always belt lift down easier than you can train

fierce ruin
red plover
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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

red plover
fierce ruin
red plover
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Just be sure the slope isn't too steep ๐Ÿ˜‰ 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

fierce ruin
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It's all flying on the air between fpundations and going down between cliffs

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Ramps are for engineers I am a spagetti God

red plover
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Oh, if it let you build it, it's fine

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Sorry, I figured you hadn't laid tracks yet. You good

fierce ruin
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No worries... So far is looking wild XD

upbeat tide
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Eh my 60/mon HMF plant is getting a lil big ๐Ÿ™‚

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Finally setup the 200 encased indy beams needed, took a good amount of space, but frames will take even more

manic oak
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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:

  1. 22.5 F + 15 CC per 18.75 TF => 1.2 Fuel/TF and 0.8 CC/TF
  2. 50 HOR + 100 H2O per 100 Fuel => 0.5 HO + 1 H2O/F

With Turbo Blend, we have:

  1. 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

vast jungle
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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?

upbeat tide
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@vast jungle I believe the best aluminum ingot making setup still is Sloppy Solution + Electrode Scrap + Pure Aluminum Ingot

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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.

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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

bleak coral
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@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.

manic oak
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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

bleak coral
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What? You literally said "assuming all other resources are limitless", that's ignoring the non-oil costs

manic oak
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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.

vast jungle
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@upbeat tide hmm... the input number for "Electrode Aluminium Scrap" is really awful... 180 instead of 240... make sure that nothing fits well ๐Ÿ˜‰

manic oak
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@vast jungle 2 Sloppy Alumina Refiners-> 4 Electrode Aluminum Scrap Refineries

vast jungle
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Greenys calc tells me "2 Sloppy Aluminia" => 2.67 "Electrode Aluminium Scrap"

manic oak
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I might have the numbers wrong, hang on

vast jungle
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not sure the wiki is up to date either...

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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...

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copper is not nice, but I think I have enough copper left, its not used that much

bleak coral
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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 jacelul

muted crypt
manic oak
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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.

bleak coral
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Think your numbers are off there buddy, nothing has a net power gain that low

manic oak
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It scales with the amount of HOR

muted crypt
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the x is each unit of HOR, I believe

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so if you're making 400 HOR, plug in x = 400

bleak coral
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yeah I get that, but that scales all parts of that equally, doesn't change the relative numbers

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and you're saying it's <50% net power gain

manic oak
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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

muted crypt
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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.

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I'm linking normal just because it's at the top^

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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

vast jungle
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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

muted crypt
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๐Ÿ‘€

wind spade
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trusting me can be dangerous

muted crypt
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heh

bleak coral
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your site is doing some funky stuff with big turbo motor solves

vast jungle
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but the cost of 120 Coal for each 180 Aluminum Ingots is not nice...

bleak coral
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I don't think it's wrong, they're just weird

wind spade
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weird how

bleak coral
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like when and how it starts mixing the different turbomotor recipes

bleak coral
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it favors electric on low numbers until the bauxite is maxed out, then starts bringing in turbo pressure motor

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but it doesn't just start bringing it in, by the end you're making more turbo pressure motor than electric motors

wind spade
bleak coral
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I deleted them cause I figured it was a trying to save bauxite thing ๐Ÿ˜…

vast jungle
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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 ๐Ÿ˜‰

bleak coral
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I could find the spots again though

manic oak
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Sorry Henning, I had a brain fart. It's 3 Sloppy Alumina Refineries -> 4 Electrode Aluminum Scrap Refineries

wind spade
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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

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๐Ÿ‘€

vast jungle
manic oak
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Oh yeah, baby ๐Ÿ˜„

bleak coral
muted crypt
vast jungle
manic oak
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Actually it's 7200 for my setup, ya know, when I Get around to fixing it

vast jungle
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with the help of Petrolium Coke

muted crypt
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in case anyone is curious of max ingots according to greeny's calculator^^

bleak coral
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I'm guessing it has something to do with aluminum, cause the bauxite actually gets maxed out way before 209.16

manic oak
#

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.

bleak coral
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So I figured it was the solve doing it's best to juggle all the rare resources

vast jungle
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and 600 Bauxit is exactly what you can get from a fully OC Pure node with a MK2 miner...

bleak coral
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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

wind spade
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well the trees are pretty complex so I can't really be sure...

vast jungle
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so I only need to get the oil/petrolium coke for the "pre aluminum ingot" step...

tardy slate
#

does anyone have a good setup for a 3-4 balancer

wind spade
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nitrogen is slightly more common than bauxite, however it also depends on the amount of nitrogen/bauxite per TM

wind spade
vast jungle
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you could build it from 2-2 balancers

wind spade
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usually they either do manifolds or 1:1 direct inputs

vast jungle
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(which are easy to do)

wind spade
bleak coral
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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

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even when it could make more electric if it wanted to

tardy slate
vast jungle
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its a compact design with 2 inputs and 2 outputs thats easy to get right

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and with 4 of them you can build a 4-4 balancer (which can also do 3-4 balancing of course)

wind spade
bleak coral
vast jungle
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looking into the wiki and Aluminium Ingots get turned into Alclad Sheets and Casings... and maybe some Fluid Tanks and Fused Modular Frames later

tardy slate
bleak coral
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that's the weird part to me, that the solve starts making more pressure motors not past the max of electric, but before then

wind spade
tardy slate
wind spade
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then do 3 of the other modules instead ๐Ÿคทโ€โ™‚๏ธ or 6

tardy slate
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cant do 3 cause its over 780

wind spade
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don't merge it to one belt, merge it to two ๐Ÿคทโ€โ™‚๏ธ

vast jungle
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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

bleak coral
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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.

vast jungle
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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 ๐Ÿ˜‰

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so I would guess that the typical factory will need more Sheets (Belts) than Casings

tardy slate
vast jungle
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so maybe just start with an equal amount... 600 Ingots would be enough for 240 Sheets and 240 Casings...

tall stratus
#

Heyo, How much sulfur is the blender turbo fuel recipe saving compared to regular, in percent?

vast jungle
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I can later split the second Bauxit node differently when I know better what I need

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might need Fluid tanks if I decide to package nitrogen for train transport...

oblique hollow
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the tanks are mad efficient

#

1 canister contains 4 mยณ

#

and a stack is 100, so 400. thats a small fluid buffer

vast jungle
#

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

bleak coral
#

I really like how packaging works with nitrogen. I wish they'd done that with some other fluids.

vast jungle
#

how much nitrogen do you get from a cluster in total?

fierce ruin
#

depends on the well

#

not all nodes are equal

#

the pressurizer does tell you the total though

vast jungle
#

SCIM says its 7 pure wells

#

120 per well per minute at 100% ?

#

(says the wiki)

fierce ruin
#

believe so I haven't checked oil nodes

vast jungle
#

so with overclocking this would be 2100 m^3/ minute...

fierce ruin
#

just water and nitro

vast jungle
#

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)

iron prairie
tall stratus
#

Thanks!

iron prairie
#

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.

tall stratus
glacial tinsel
#

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?

supple mural
#

there are two options

#

have two or more trains, or add more wagons to your trains

glacial tinsel
#

the problem with two trains is stations cant handle multiple trains at once

#

so i guess i just need to make bigger stations

supple mural
#

if you start one while the other is at the other station you should be fine

glacial tinsel
#

should be i guess

#

but i dont want to ever have to manually unstuck two trains

swift robin
#

so actually liquid transport via truck is hella viable...

upbeat tide
glacial tinsel
#

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

upbeat tide
#

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

glacial tinsel
#

yea, i saw the train post on the subreddit yesterday

#

would i need extra engines after a certain number of cargo cars?

upbeat tide
#

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

glacial tinsel
#

im using double headed trains, does the backward engine count?

upbeat tide
#

Nope. Just gives you same engine power going other way

glacial tinsel
#

okay, i think i know what i need to do now

#

probably still going to fuck something up

bleak coral
#

yeah it does, it pushs/pulls both ways it just needs to face the other direction to pull into the station

glacial tinsel
#

that would simplify things, since i would hopefully never need more than 2 engines

bleak coral
#

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

muted crypt
#

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 ^

iron prairie
#

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?

bleak coral
#

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.

vast jungle
#

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

oblique hollow
#

the weight of a freight car on a slope seems to be the same no matter if full or empty

vast jungle
#

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

oblique hollow
#

but not the cargo

vast jungle
#

not sure... train loading/unloading is a constant time... so if everything else is train load independent, the trains should not catch up

oblique hollow
#

depens if they all have the same number of cars and locomotives

vast jungle
#

but they catch up... which suggests that the train travel times are not just dependent on the number of locomotives and wagons

oblique hollow
#

is it all on giant loop or are there seperate branches

vast jungle
#

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

topaz hedge
#

@calm flax

fierce ruin
#

dat oil tho

topaz hedge
#

less oil with caterium computer. less copper for a little bit of quickwire. less circuitboards is where that alt really saves you.

fierce ruin
#

caterium for oil essentially

topaz hedge
#

and copper too, 397 vs 490 copper

fierce ruin
#

oh that 9 was soo small

topaz hedge
#

Yeah sorry. I'm not very good with my win+shift+s skills lol

fierce ruin
#

but then what do you do with all that oil

#

super computers?

#

or memeing with iron

topaz hedge
#

make iron plates and lots of ez hmf's ๐Ÿ˜„ uh no idea tbh.. I was really banking on U4 going kinda ham on oil.. and it didn't

fierce ruin
#

it did ham on sulfur tho

topaz hedge
#

so now I have a 4800/min recycled plastic/rubber combined setup on the spire coast that mostly just feeds a sink :/

fierce ruin
#

f

topaz hedge
#

yeah ham on sulfur and copper. looks like the best way to make supercomputers uses aluminum sulfur for batteries (which could use some plastic)

fierce ruin
#

time to switch back to default computer

#

sub the cable for iron wire?

topaz hedge
#

default uses too many circuitboards. :/

topaz hedge
#

the OC supercomputer at first doesn't look bad, until you scale it up and the aluminum consumption of it explodes

fierce ruin
#

OC is kinda a personal use recipe

topaz hedge
#

Maybe. It's definitely not that good looking once it's scaled up

fierce ruin
#

even with Caterium computer off it defaults to caterium circuit boards lol

topaz hedge
#

The calculator really seems to like caterium circuit boards.. I'm not really a fan, I like the silica alt for cbs

sand garnet
#

it uses weighted resources to calculate

#

caterium is more abundant than quartz probably

fierce ruin
#

just barely

#

if you really wanted to burn oil you could go electrode

topaz hedge
#

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

fierce ruin
#

the copper sheets ratio is worse on silicon

topaz hedge
#

Ouch...

fierce ruin
#

not to mention using quartz

#

2:1 vs 2.2:1

topaz hedge
#

I'm okay with using a little quartz for circuit boards. My world isn't a max one. The increased copper usage though </3

fierce ruin
#

it's just bad

#

you touching into the bottleneck of alum and using **more ** copper

topaz hedge
#

Well. I'm making 540 cb/min with the silicone alt. I won't make anymore with it lol

fierce ruin
#

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

topaz hedge
#

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?

fierce ruin
#

2.2:1

topaz hedge
#

Ah

fierce ruin
#

27.5/12.5

topaz hedge
#

Yeah. Damn

fierce ruin
#

oof

#

yeah not too good of a recipe anyway you split it unless you're desperate

topaz hedge
#

That's what I get for only looking at machine speed lol

#

Quickwire CBS are almost as fast

fierce ruin
#

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

topaz hedge
#

Well, mine are all overclocked because that's what I do.. so not even getting that lol

#

No reach around D:

fierce ruin
oblique hollow
#

in theory you dont need to feed more rubber into the recycled combo

#

you only need fuel there

fierce ruin
topaz hedge
#

So 178 c ingots vs 220 for caterium vs silicone

fierce ruin
#

pretty much

#

if that's worth the sweat to you

topaz hedge
#

If I need more cbs. It will be

fierce ruin
#

42*5.4 (roughly 226.8 ingots) if you replaced your current builds

#

assuming they're all silicon rn

topaz hedge
#

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

fierce ruin
#

probably not

topaz hedge
#

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

fierce ruin
#

then there's the pain of the rest of the computer parts arrrg

#

a lot of super state is iron derived minus the battery

topaz hedge
#

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

red plover
#

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?

fierce ruin
#

turbo fuel ez pick

topaz hedge
#

There's some caterium in superstate. For the control rods but besides that it just iron and some batteries

red plover
topaz hedge
#

Hm

fierce ruin
oblique hollow
#

diluted fuel is the secret here

topaz hedge
#

Well if you plan to upgrade.. turbo is better as the moment you get blenders and diluted fuel.. or packaged diluted fuel that changes

fierce ruin
#

turbo heavy isn't a good long term plan

red plover
#

Oh. Diluted fuel. Dang

fierce ruin
#

it's quick for a good jump maybe?

topaz hedge
#

I dunno. It wouldn't be an easy setup to upgrade

oblique hollow
#

diluted HOR when

fierce ruin
#

uses more sulfur and oil

#

it doesn't even have fuel

topaz hedge
#

For maximum turbo fuel. You need heavy oil residue, diluted fuel or diluted packaged fuel, turbo fuel or turbofuel blend alts

oblique hollow
#

its a rather big combo

fierce ruin
#

preferably turbo blend(but reg TF should do very well too)

red plover
#

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)

topaz hedge
#

Otherwise you can build a small setup to get you by.

#

But don't go big on it

oblique hollow
#

ive just built a really small boring normal turbofuel setup that uses 4 refieries in total

red plover
#

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

fierce ruin
topaz hedge
#

I liked mcgallons nuclear setup

red plover
#

But yeah, with those diluted alts, 270 crude : 600 turbo is kinda ridiculous

topaz hedge
#

I haven't seen it outside of the editor. But it was neat looking

oblique hollow
#

it was really small and the organization is a mess

red plover
#

Link?

oblique hollow
red plover
#

Oooh

oblique hollow
#

i just slapped my reactor on top of my factory

#

its a 2 story structure. 2 blender and 2 manufacturers below

topaz hedge
#

Alts use more power in general. So if your really strapped for juice. You might want to go for the simplier quicker setup

oblique hollow
#

im lucky i got the instant plutonium cell alt

#

that saves me a step

red plover
#

What are you doing with the nuclear waste right now? Isn't it like 20/min/gen?

topaz hedge
#

It looks nice and warm too. Like the temperature is just right

oblique hollow
topaz hedge
#

Not to radioactive not too cold

oblique hollow
#

my particle accelerator is set to like..... 17%

red plover
#

I like how your train line just touches the radioactivity lol. Just a little buzz as you zoom by

topaz hedge
#

It's not instant death like some people's setup on here >:

fierce ruin
red plover
#

Yes

oblique hollow
#

cmon, we did that test ages ago. yes

topaz hedge
#

Come visit the wolf powerplant for the flesh dripping off your bones melting experience

fierce ruin
#

I love how it's a paw

topaz hedge
#

shit it kinda is

fierce ruin
#

apawing that is

oblique hollow
#

i remember visiting it. your blenders were stuck because of the recipe change patch jace_smile

topaz hedge
#

D:

fierce ruin
#

xd

oblique hollow
#

they werent recycling waste at all xd

fierce ruin
#

looking ||wolf ||grim

topaz hedge
#

yeah they ran out of.. uh.. nitric?

oblique hollow
topaz hedge
#

Oh yeah that.

fierce ruin
#

2000 silica was it?

oblique hollow
#

you need to drag out the 50000 silica

topaz hedge
#

I couldn't remember.. as soon as the patch hit I ran and shutdown the reactors asap

oblique hollow
#

and also sulfuric acid and nitric acid

#

all 3 slots got messed up

topaz hedge
#

resetting the recipe fixed it... after killing me when 500 waste went into my inventory

oblique hollow
#

simon_smile i wore a suit

fierce ruin
#

get wasted

topaz hedge
fierce ruin
#

50 000 in japan

oblique hollow
#

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

fierce ruin
#

lol

#

them and their decimals

topaz hedge
#

The odd part is how it turned into a sulfuric acid sink, and drained the whole system

oblique hollow
#

very funny. Btw your nitric acid at the blue crater is overfilling your train buffers

#

might be because of this

topaz hedge
#

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

oblique hollow
#

im still quite impressed by your oil site

topaz hedge
#

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 :/

upbeat tide
#

Well, time to redo my nuclear build. Targeting 50.4 nuclear rods a min and then 20 plutinum rods, whatever uses least nitrogen

amber basin
#

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?

sand garnet
#

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

amber basin
#

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?

amber basin
sand garnet
#

yes you got it

muted crypt
#

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

keen flame
#

BASED PATCH NOTES ๐Ÿ™

red plover
#

sitting in tier 5 &.6 watching everyone celebrate or cry at the changes

bleak coral
#

Almost tempted to say I hate the changes just to stir shit up ๐Ÿ˜›

#

I'm a fan of the reduction in uranium waste though. 20 made it really appealing to only do nuclear with both unlocked.

oblique hollow
#

time to update my tiny nuclear build.
at least nitrogen isnt as much of a bottleneck now

mortal veldt
oblique hollow
#

you celebrating or crying?

mortal veldt
#

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

topaz hedge
#

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 ^^

frosty owl
#

Ehe, fertile uranium can go Broom for the first time with this... Maybe?

#

I have hopes for it hehe

keen flame
#

I'll be running the numbers betwen work tonight

frosty owl
#

I'll be waiting for the results then. Don't wanna run the simulations again :P

keen flame
#

I'm also making some updates to my calculator sheet

topaz hedge
#

Poor greenie

#

Somebody needs to buy than man a coffee.

sand garnet
#

His stuff is automated

muted crypt
#

doesn't it just grab from the files directly

bleak coral
#

he has a tool that does that, but it's not automatic

#

as in he has to be awake to run it

keen flame
obsidian musk
#

@keen flame Part time systems engineer?

keen flame
#

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...

keen flame
obsidian musk
#

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.

keen flame
#

lmao. Would you believe I'm actually an artist professionally?

obsidian musk
#

Explains your use of the weighted color value in Excel

keen flame
#

I make my sheets pretty xD

obsidian musk
#

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

bleak coral
#

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.

obsidian musk
#

I deliberately want to have parts of the system off at certain points in time, using the biomass burners as a buffer gates

bleak coral
#

I'm not sure what you're accomplishing with this though

obsidian musk
#

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

bleak coral
#

Ah you're doing clockspeeds without clockspeeds. Go find a slug ๐Ÿ˜‰

obsidian musk
#

Slugs belong in miners, and I haven't found my auto slug harvesting lizarddoggo

bleak coral
#

You can also underclock

obsidian musk
#

Slug collecting by hands is meh

#

What is the power trade off of underclocking a miner?

bleak coral
#

Better power efficiency

#

underclocking saves power and overclocking costs power

versed violet
bleak coral
#

@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.

obsidian musk
#

@bleak coral Nice, going to have to create a widget to make this a breeze to implement

bleak coral
#

very useful for power production buildings as well, since their production/consumption is also non-linear

obsidian musk
#

I was going to use Unity to do a dynamic system balancing. Have it highlight the stuff that is running under effeciency

versed violet
#

Isn't there an efficiency checker mod already?

obsidian musk
#

Is there? I wanted a flat 2d Representation that I could drag and drop modules on

versed violet
#

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)

obsidian musk
#

I will have to check that out

upbeat tide
#

Am I reading this right? The single worst part of plutonium production removed?

topaz hedge
#

I'm not sure I understand what halfing the uranium waste output of the reactors does though?

upbeat tide
#

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

topaz hedge
#

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

upbeat tide
#

And here I was calculatong a 50.4 nuclear rod build and 20ish P rod setup ๐Ÿ™‚

#

Glad it is still โ€œcalculating phaseโ€

topaz hedge
#

I already built mine ๐Ÿ˜„ 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

upbeat tide
#

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

topaz hedge
#

damn, I liked seeing screenshots of that base too. can't wait to see what you build next ๐Ÿ˜„

upbeat tide
#

Well, thats the 60/min HMF base

#

I did not do a total dumb. The OG save is saved in a archive.

bleak coral
cedar mica
#

So how does the patch today, effect the nuclear numbers? Same numbers, just less nitogren?

bleak coral
#

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

cedar mica
#

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

bleak coral
#

same relationship, they cut the waste produced from uranium in half but also the waste needed too

cedar mica
#

Those numbers where from before they changed the burn/power of plutonium

bleak coral
#

ah, so yeah it's probably 20:10

glacial tinsel
#

the max was 50.4 and 22.4

#

i dont think that changes with the difference in waste

#

unless you use fertile

cedar mica
#

100 reactors running uranium, is 1000 waste now?

bleak coral
#

yeah

#

I assume you're not just using the regular recipes right?

cedar mica
#

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

bleak coral
#

20 and 40 doesn't sound right, but whatever once greeny has his calc updated you can check and compare

cedar mica
#

20:10 consumes all the waste, between fertile uranium and plutonium pellet

bleak coral
#

oh gotcha

marble coral
#

I have no clue how to load balance this

versed violet
#

Make 6 smelters, 6 iron rod constructors and 3 iron plate constructirs, and it evens out. Then sink the excess rods/plates ๐Ÿ˜‰

upbeat tide
#

If you have mk3 belts, dont bother to load balance. Just manifold it straight down one long line ๐Ÿ™‚ or side by side lines

marble coral
#

well this is what I have

upbeat tide
#

Foundations ๐Ÿ™‚

#

Get some crete running, and thus reborn into foundation richiousness

obsidian musk
#

Still love the woosh as you give half of your inventory to build the space elevator

marble coral
red plover
#

This man is on a mission to do something utterly ridiculous and I'm watching with great interest

upbeat tide
#

This channel is filled with masocists...and as a member of the club... ๐Ÿ™‚

bleak coral
#

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

marble coral
#

well I physically cant manifold cause I only have mk2

bleak coral
#

oh then yeah do the keep the smelters separate thing

red plover
bleak coral
#

meh, at mk1/2 belts I prefer load balanced myself

#

too slow for manifolds

marble coral
#

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

bleak coral
#

you can't have one smelter make either of those numbers, you need at least two each

#

those are more than 250%

marble coral
#

I mean keep the same number of smelters but just change the values

bleak coral
#

oh, like what I said earlier? that's what I meant, did I say it in a confusing way?

marble coral
#

I guess so, yeah

iron prairie
#

So, I've been thinking:

  1. 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.

  2. 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?

bleak coral
#

Some inefficient, but fast way to add closed loops without hard drives?

iron prairie
#

It'd take some development to ensure there aren't any weird infinite loops, but you could have some moderately complicated processing?

bleak coral
#

Maybe something that utilizes both HOR and the currently neglected polymer resin?

iron prairie
#

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.

bleak coral
#

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.

iron prairie
#

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.

bleak coral
#

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

iron prairie
#

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:

  1. 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

  2. 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.

  3. 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.

iron prairie
knotty yarrow
iron prairie
#

(I realized that for my Q&A post, and split it into two recipes)

tardy slate
#

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

muted crypt
#

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?

iron prairie
#

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.

muted crypt
#

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

wind spade
#

I've updated data to latest version btw

keen patio
muted crypt
#

so it's better to use mk2s only half full instead of mk1s at full?

keen patio
#

Thats how it was explained to me.

#

basically run nothing at max speed belt/pipe limits if you can avoid it

muted crypt
#

interesting, noted

keen patio
#

that being said, the 'loss' is still gonna be miniscule.. 1-3% ish

muted crypt
#

is that just overall, or is it based on going a certain distance?

wind spade
#

any pipes and mk4/5 belts should not be run at full speed, but max around 90-95%

keen patio
#

I imagine that distance pushes the issue to the higher (worse) end of the spectrum.

muted crypt
#

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...)

oak garnet
#

is this a known bug that will be fixed?

muted crypt
#

It's not even that far away, relatively speaking, so I think the zipline would look cool.

wind spade
# oak garnet is this a known bug that will be fixed?

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)

dark cairn
#

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.

oblique hollow
#

mk 5 has the most noticable loss rate

fringe crow
#

If I remember correctly. Belts > Trains unless you're traveling half way across the map right?

sand garnet
#

belts for short range, trains for long range

upbeat tide
#

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

red plover
#

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?

sand garnet
#

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

vast jungle
#

I would guess this doesn't change the total speed of the truck

sand garnet
#

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

vast jungle
#

And it doesn't stand still for a certain time afterwards to account for the jump?

sand garnet
#

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

upbeat tide
#

Never knew u could delete nodes like that in a vehicle path

sand garnet
#

yeah its interesting, and im genuinely curious as to how that affects 'ideal' transport

red plover
#

You can also edit pause nodes to change the pause length

frosty owl
#

You can't put negative pause values... Right? hehe

shy mason
#

Would it tranvese the path in reverse then?

frosty owl
#

Saves time each node jacelul

daring sonnet
#

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"

red plover
frosty owl
daring sonnet
#

they should be, I used greeny's U4 calc

frosty owl
#

Yeah, but that doesn't calculate how much waste you produce ^^

daring sonnet
#

considering 2520 urawaste/min from 252 reactors

red plover
frosty owl
#

Waste production got halved from 100 per rod yesterday

#

Should be 50 per rod now I think (haven't checked in-game)

daring sonnet
#

yeah, 50 every 300 secs right?

sand garnet
#

greeny's calc is up to date afaik

#

so as long as the numbers are correct for waste it shouldโ„ข๏ธ be fine

#

but 2.1TW seems very high

frosty owl
daring sonnet
#

I'm using wiki reference, 50 barrels of waste every 300 secs (5min) from a 100% reactor, that would mean 10 barrels/min, right?

frosty owl
daring sonnet
#

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

frosty owl
#

Mhhh, I'm unsure how we finally have more plutonium power than uranium power... But I'm glad it is so

daring sonnet
#

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)

frosty owl
#

Wait, was the uranium nerfed again?
One less impure node? (From 2100 total to 1800)

daring sonnet
#

didn't know that... really?

frosty owl
#

No, it was just a residue from a previous simulation I ran jacelul
False alarm

shrewd yacht
#

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

daring sonnet
#

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

sand garnet
#

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

fierce ruin
#

is it not there already?

frosty owl
#

Pioneers these days are getting lazier and lazier disappointed_snutt

sand garnet
#

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

shrewd yacht
#

hover pack is only manual right?

#

didn't look at it yet

sand garnet
#

what do you mean by manual

shrewd yacht
#

you can't automate it

#

manufacturer

daring sonnet
#

no

#

Though I'm curious to know, why would you automate it?

sand garnet
#

oh no its equipment

#

you can automate portable miners in U4 though

frosty owl
sand garnet
#

my brain hurts reading that

frosty owl
#

Load balancing have made my brain surpass the folding limits of paper rolljace jacelul

fierce ruin
#

the greatest anime rivalry

daring sonnet
#

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

shrewd yacht
#

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

frosty owl
marble coral
daring sonnet
frosty owl
marble coral
#

Ended up making my power graph nice and linear

fierce ruin
#

is it not always linear

marble coral
#

When things start up yeah

#

But that will most likely change, since Iโ€™m going to make a steel beam factory with an output of 45 a minute but 21 going to make versatile framework

frosty owl
#

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

marble coral
#

Oh god trying to be linear with the particle accelerators would be atrocious

frosty owl
#

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

unkempt acorn
#

Oooooh my god, thank you Devs! halfing uranium output!

#

means my storage system will now last twice as long... 700+ hours hehe

marble coral
#

And thatโ€™s why Iโ€™m enjoying the ease of linear now

fierce ruin
#

F 500 stacked waste

marble coral
unkempt acorn
#

"Halved Uranium Waste output (From 20 to 10 per minute)"

marble coral
#

Yeah cause I was making 360 a minute and I needed 340

unkempt acorn
#

it literally means ill never have to worry about my waste issue ever again ๐Ÿคฃ

marble coral
#

Lucky you disappointed_snutt

bleak coral
oblique hollow
#

that actually conservers the waste ratios

#

so your factory will keep working

#

just..... you produce less

bleak coral
#

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

frosty owl
#

Have greeny's recipes been updated yet?

bleak coral
#

yes

#

had fun for a second though with a cached page that pulled some of the new recipes but not all of them though jacelul

#

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

frosty owl
#

Ffs, I though I had already jace_happy

bleak coral
#

I know, those cached pages are stubborn in a modern browser

frosty owl
#

Praise Greeny

bleak coral
#

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

wind spade
#

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

bleak coral
#

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?

gilded coyote
#

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?

mystic moon
#

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?

bleak coral
mystic moon
#

This is probably a convo for #off-topic-tech if we want to continue it i guess

gilded coyote
bleak coral
#

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.

gilded coyote
#

Nice, thank you!

frosty owl
# bleak coral I think it's still the percentage, but maybe that changed with update. Try putti...

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%"

bleak coral
#

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.

frosty owl
#

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

keen flame
frosty owl
#

I was gonna point it out xD
Maybe he hasn't reload the page enough ^^

keen flame
#

also, sulfur went down across the board

#

I did all of my calculations by hand instead of using greeny's xD

bleak coral
#

The numbers are wildly wrong for any patch. Waste to rods has never been less than 100:6.67

keen flame
#

right now uranium:waste is 1:1.2

#

If you're using best uranium recipes, at least

bleak coral
#

I meant uranium waste:plutonium rods, sorry should have been more specific

keen flame
#

oh got it lol

#

my real question is: do you think we're close to what the final balance numbers will be for release... ๐Ÿ‘€

#

I've been absolutely itching to do a full factory plan

bleak coral
#

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.

keen flame
#

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

wind spade
wind spade
keen flame
#

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)

marble coral
#

Is there a way I can clean this ugly center mess?

supple mural
#

take one of the 30's and split it to all the others

frosty owl
keen flame
frosty owl
bleak coral
#

That looks like even more of a mess lol

keen flame
#

not really. it's cleaner overall and more reliable

marble coral
#

but thats 4 input to 4 outputs

keen flame
#

oh I linked the wrong one, sec

supple mural
#

balancers are only really important when you have unreliable inputs

keen flame
#

the other option is to just split one of the 30's into 3 10's

wind spade
marble coral
#

I mean this is all im working with

supple mural
#

you can also go with balancers if you want to have some fun

frosty owl
keen flame
#

I'm eventually going to be building a balancer on the scale of, uh, 100:100

supple mural
#

it would be easier to go with 128:128

keen flame
supple mural
#

and just loop the extra 28 back into themselves i guess

keen flame
supple mural
#

kek

keen flame
#

(vaccine yesterday so I'm super out of it)

supple mural
#

understandable

keen flame
#

As a complete sidenote: I feel like I'm having a fever dream talking to an anime girl named "god of hyperdeath"

supple mural
#

i do my best

fierce ruin
#

Donald and Nagasaki triggered

oblique hollow
supple mural
#

huh, i thought instant plut cell was in a blender

frosty owl
supple mural
#

was that changed or am i just being a dum dum?

keen flame
oblique hollow
#

Im a freakin dust pile

marble coral
#

wasnt actually that hard

oblique hollow
#

and vencam is just a logo

marble coral
frosty owl
oblique hollow
supple mural
#

i c

keen flame
frosty owl
oblique hollow
#

eh, just manifold it simon_smile

fierce ruin
#

says the guy who nuked his last save

marble coral
#

shhh shut up

keen flame
#

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

supple mural
#

manifolds are just long load balancers

frosty owl
oblique hollow
#

once the programmable splitter isnt shit anymore (aka you can set ratios) and just costs computers, then everyone will just do that

bleak coral
#

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

frosty owl
oblique hollow
supple mural
#

you'd still have plenty of early game to do load balancing while you wait to unlock the programable splitter

bleak coral
keen flame
oblique hollow
#

damn i wonder how what the normal computer does then.

frosty owl
#

Something that still has limitations

keen flame
oblique hollow
#

with percentages, you get funny things like with valves and pipes

#

so you actually increase complexity

keen flame
#

Valves already make me incredibly happy XD

bleak coral
#

Maybe we just need a valve equivalent instead of a smarter splitter

supple mural
#

valves make me incredibly unhappy because they dont actually limit the flow to what you set in it's UI

frosty owl
oblique hollow
#

oop, dont have 60 / min going in? well, that "17 %" setting will now not split off 10,2 / min

marble coral
#

I nicely got 40 and 40 for each input :)

supple mural
#

they are useful for stopping fluid from backflowing, though

frosty owl
keen flame
oblique hollow
frosty owl
keen flame
#

and because one of my goals is in fact to sink as much as possible

oblique hollow
#

if you put a pump before a valve, you can force them to approach their limit very fast

keen flame
supple mural
frosty owl
supple mural
#

yeah, rods arent worth many points despite being hard to make

bleak coral
oblique hollow
#

i actually think its more of a display bug

supple mural
#

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

frosty owl
# keen flame wth which? plutonium rods?

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)

bleak coral
keen flame
frosty owl
supple mural
#

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

oblique hollow
topaz hedge
#

Shh pasta is tasty

supple mural
oblique hollow
#

too bad i cant eat it

supple mural
#

my storage room has some nice nuclear pasta night lights along the walls

frosty owl
bleak coral
oblique hollow
bleak coral
#

I don't get what you're pointing out.

topaz hedge
#

Sounds like turbopressure could use a rebalance... considering how expensive those cubes are

frosty owl
bleak coral
#

oh wait, wiki is not up to date on turbo motors

#

got it

#

or it is, wait

topaz hedge
#

I'm working on a factorie to make 20/min for.. pasta ๐Ÿ and that factory ain't no joke

bleak coral
#

what was I looking at lol

topaz hedge
#

it looks like 1 makes two

frosty owl
bleak coral
frosty owl
bleak coral
#

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

marble coral
#

I have no clue how to do this

bleak coral
#

I don't think you can

marble coral
#

actually let me try something

bleak coral
#

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

fierce ruin
#

separate to two and under clock

bleak coral
#

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?

deft lichen
#

it clears cache

#

works with recipes

supple mural
fierce ruin
#

false balancer

supple mural
#

yeh, itll be off by a bit

#

but... otherwise hell need to split it out to 20ths

fierce ruin
#

but it'll over flow

daring sonnet
#

@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?

topaz hedge
frosty owl
daring sonnet
#

what do you get when you input 2520 waste/min? just out of curiosity

keen flame
#

^ you should be seeing half of that number of plutonium rods or less, dpending on what alternates you're using

daring sonnet
#

ok, why? I'm totally fine with being wrong, but I'd love to see your results so I can know where

keen flame
#

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)

wind spade
keen flame
wind spade
#

link?

keen flame
#

(I don't use the calculator much so it could be user error)

wind spade
#

send me the share link so I can have a look

keen flame
wind spade
#

ah, the classic

#

waste cannot be "produced", so you have to put it in input

topaz hedge
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no input of uranium waste XD

wind spade
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I should really put a message about that xD

daring sonnet
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ok, I cleared the cache, and still...

keen flame
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Ahhh that'll do it xD

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@daring sonnet what alternates are you using? are you using fertile uranium?

topaz hedge
keen flame
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ok, I'm taking a look at this, this is also showing 59.73

frosty owl
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This is how the normala Plutorium looks (Max Plutonium from max nuclear)

daring sonnet
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without alternates?

keen flame
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Oh, I see the problem. It's assuming that you can use 100% of raw uranium for fertile

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because it doesn't realize that you're consuming uranium to produce waste

topaz hedge
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ah yes

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I thought that was a little high. no alts and it gives us 12.6 plutonium fuel rods a miunte.

keen flame
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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)

bleak coral
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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

frosty owl