#math-and-meta
1 messages · Page 524 of 1
Still quite useless
idle power draw will exhaust it tho
Let's say you feed liquid biofuel it to a blender with power slugs, sulfuric acid and turbomotors to get x2 power shards compared to what you would from just creating a normal shard. That means red slugs gives 10, yellow give 6 and green gives 2
That would give me a reason to go for liquid biofuel at least
i just made an entire self contained factory segment that runs on its own (green) power grid, just for the heck of it
Make SAM ore processing involve liquid biofeedback somewhere
as it currently stands, it will have enough fuel for...... days
lol SAM ore and the alien artifacts
has there been any indication of what they want to do with that stuff?
Nope
They've talked about SAM maybe being a limited resource
limited? nodes exist\
diluted packaged biofuel when 
They could make them run out, technically the fact that they don't right now is a bug
you seem like the kinda person who would do the single biomass burner challenge and enjoy it
add even more freakin water to it
water the chances of that
i just semi-automated bio
of course im happy
lmao
REEEEE
I knew this would need fixing but grrr
hear me out:
some combination of diluting the solid biofuel to make more liquid biofuel and then a way to filter out all of the bio part of it so you're left with biomass chunks and water... but a net positive of biomaterial
infinite feedback biofuel 
And juuuust enough net positive to actually automate it without actually gaining anything from it
I like this
Maybe you can run a lamp on it or something, idk
therefore you have to supply the initial system with biomass but after the fact it is entirely self contained
free energy, 100% efficiency
if I had this set up here, which side do you prefer more for visual effect, left or right?
I denoted the splitter on the left side simply because it's a 2:1 split
everything else it's just assumed to follow the arrows and merge/split as necessary
on the right is the same idea but I also show where those lines merge too
y not cheap silica
this is a basic, no-alt aluminum setup
it's meant to help people feel their way around with aluminum before building something bigger, this specific one is just to prevent mixing of recycled and fresh water
basically just tripling this @fierce ruin
not necessarily for the wiki, though it could be added
I know it functions, both sides at the bottom of the columns function the same, it's just a matter of what would be better for someone following this
looks neato
I need to know which side to use for consistency purposes throughout the diagram
gotta go with right, tho not consistent it doe provide clarity
alright that's one vote for right. anyone else willing to weigh in?
My aluminum setup is a gentle flower, if it backs up at all then the recycled water will fill up and I'll have to take a train out to my processing facility to flush the tank. 😬
cwm what do you think about the image, left or right?
which looks better? they're both functionally the same, it's just how I want the split lines to be displayed.
I do genuinely think this is the only spot where this happens though........ so uhhhhh....
Right side has better clarity that you're using a Splitter/Merger
I guess now that I think about it like that, this is the only spot where something is split specifically in a 2:1 ratio
For a good flow diagram it sucks when the lines intersect and it doesn't provide a good "decision" node on what's happening.
well I mean it in the sense that at the splitter I want two going one way and one going the other
so yeah a 2/3 split, i.e. a 2:1 ratio of splitting
My aluminum setup is pretty half-assed just to get some basic aluminum out for me to unlock stuff, I'm only using silica that's generated by the refinement process, haven't added any in yet lol
but where are you going to show these prints?
most important part is the recycle loop
yeah I'm getting there
but this new model is being diagrammed specifically so there's no recycled water mixing with fresh water
as I think I've said a few times lol ¯_(ツ)_/¯
also those are 200 belts at that point not 300 lol
ye
I hate water extractors... reee
uses iron alloy recipe instead
what do you do with your recycled water if you're not feeding it back into the bauxite chain? just burn it off with a coal gen?
you have to feed it back.. there's too much water
or steel
or concrete?
this is #math-and-meta after all not #satisfactory-experimental
If you're really determined not to deal with it.. make wet concrete and sink it...
That could work, I'm just sinking the plastic byproduct from my Fuel Generator plant lol
is it not b/w
I'm using different colored lines to indicate what merges where
I'd get used to dealing with it, and working it back into the system with valves/buffers/pumps because if you get into the habit of throwing it away, it's going to bite you when you start dealing with batteries and nuclear
though I guess I could just use arrows if a belt is merging into another belt...
I'll show you in a sec what I'm doing
it's probably online about what colors work best in CB mode
instead of color you can play with line style
I'm eyeballing battery production next, what's the big gotcha with that one apart from it using up some of my alumina?
byproduct water lol
Ugh more? 😐
that's why I suggested getting used to dealing with it, as finnicky as it is.. they really want us to deal with byproductos :/
or line style could work... that's not that bad of an idea
maybe de sat a bit they kinda blend with the white
You could also use the classic battery route, which uses manufactures and not blenders, downside is you have to use copper and plastic.
I think I have mine set up well so the water wont back up, but that only happens as long as my aluminum production doesn't fill up storage
saturation variation may also help
I forgot to mention use smart spliters with overflow to sink scrap or ingots to make sure the system never stops
Yup already started doing that with coke 😄
make a literal blueprint lol
this was a preset option, just had to recolor the belts a bit
pain.
yes
oh well, maths go BRRRRRRRRR
Why I hate water extractors... 360 production 360 consumption and this is what you get over time
Could always go with hot pink and lime green
Every time you load your game, it gets worse... and worse until machines starve
@topaz hedge
What's this for? I run a 75:100% 1:1 sloppy:electrode setup
oh this is just a very basic aluminum with all base recipes, but it's just to show you to use valves lmao
I usually like to try and overproduce at least a little, so I'll have a full waiting queue rather than perfect ratios
xD alright.
speaking of base aluminum... @fierce ruin imma go check on that system real quick
but, that system might fluid lock and fail @muted crypt
Oh no wait, I see it now nevermind
it's what I'm using right now, we're about to see if it'll ever fluidlock lmao
because for roughly 15 hours, if not more, it hasn't yet
🤞 😬
I thought you had the valve feeding freshwater into the same pipe that the aluminum scrap refineries dumped into.. you're not so you should be good
When you do diagrams with valves or pipes. maybe show flow direction arrows? xD
also line jumps
yeah all that stuff was discussed earlier lmao
I'm making a new diagram so there's never any mixed fluid, that's what this other thing I'm working on is
it's just this^^^ but tripled
if you need to know who to line jump XD
water is fluctuating between 2.9 and 6.2 at its extremes, out of the 10.6 the pipe can hold in total
i dunno if they're really necessary. not as much as the flow lines.
that is the pipe directly on the other side of the valve blocking off the fresh water
any starving?
very rarely does it dip to 2.8, so my bad - 2.8 to 6.2
For the record: Electrode aluminum scrap can very rapidly have you eating up most of the silica and bauxite on the map.
We just need fluid runoff valves so we can dump heavy oil residue into a lake just like in real life.
true
one is only ever briefly full, the other is never full @fierce ruin
all machines at 97/99% efficiency (since 100% doesn't exist apparently)
FFFFFFFFFFFFFFFF
no this is good
it's never starved of fluid
I haven't done this in awhile lol
I feel as though if I flushed the system it'd work fine, I didn't when I had implemented this lol
HOR is a demon.
It's HORible
the HORst
Did the pure aluminum ingot get removed?
no
it is confirmed, I am a brick.
🧱
Gonna use that so I don't have a silica based apocalypse
aluminum is HORendous alright.. I don't like half empty pipes,(because they misbehave.. those naughty pipes) and with alumium setups.. you can't have full machines/pipes
here, tell you what
imma just build this damn diagram and we'll worry about colorblind-proofing and idiot-proofing later
♻️
Trying to figure out why my Supercomputer production is getting starved, and my 6 plastic refineries are using mark 1 belts, with only one refinery handling byproduct. 😂
oops
Wait until that 6 refinery count becomes 60
Than 120
Than 240
Than... you get the idea
No 1337420117
black and white is always color-blind proof 
what if they're color blind because they're blind?
Whats the color blind references about?
scroll up
gross
sloppy or bust?
sloppy is loved by the calc
okay so you say this, but
sloppy seconds are loved by all
Sloppy is richious
I think this is person proof
I didn't say it was readability friendly, we'd all just have the same issues reading it 
And no cheap silica?
so we solved colorblindness obstacles by making it worse
inclusive in it's inaccessibility
doing this diagram completely alt-free
Well as far as idiot proof.. if you're trying to do that then I'm afraid you've already messed up >.>
Whats the point then? Nobody will build alu en masse with stock recipes unless a challenge
well it's idiot proof in the sense that idiots cannot use this
Imo
this system also isn't for mass producing aluminum, it's to get you off the ground
if you want something much smaller, I already made that, but it involves mixed water
this diagram does not, hence why I'm making it
seems too big for off the ground
Haha.. Alright, you're good then. the diagram isn't bad though
so then just keep this one?
harder to tear down then
I could maybe change the shape of the valves to indicate flow direction, hang on
ah shit wait this diagram's on my laptop
do I really wanna go get that
That or arrows on the lines to show flow direction :3
well there are arrows
there is no idiot proofing
I know I've said that before. and I tried to add arrows and it looks like shit >.>
ow that saturation
animate it
I don't actually know how to change background color
what is that software ya'll are using to make the charts?
pain, one moment lemme go get my laptop
draw io
tyty
this a little better, @fierce ruin?
||sexy||
now add layers 
wdym
god this is ugly
not sure if its updated, but there is a cool tools site that can build out production chains for you

lol
yes XD
besides the calculators don't really like... explain building logic
you were saying?
just processing logic
technically SCIM tries
it does, but... no
but not sure how good it is at recycling loops
Pure Aluminum Ingot: enables me to save all the silica generated from the Aluminum process, but I lose out on efficiency with the scrap. Anyone have thoughts?
6 scrap to 4 ingots (standard), requires 1.25 silica per ingot
versus
8 scrap to 4 ingots (pure)
unless you want crystal oscillators what else do you use quartz for?
silica could go into alt recipes for computer parts
caterium is favored there
you can look at the calc to compare production chains
I know
So, I unlocked particle accelerators and built one just to see how big it is. Those puppies make refineries look like constructors 🙂
CERN makes it look like a conveyor support
I could be wrong, but I think CERN uses less power too
"CERN uses 1.3 terawatt hours of electricity annually"... Okay maybe not, not even if I left my game up for a year making nuclear pasta, that's only .031 TWh
Are you CERNtain about that?
🚪 go, there's the door, get out @fierce ruin lmao
for comparison, New York City uses 140TWh annually
wait that's the state of new york
Beautiful
What’s the difference?
the state of new york is a lot bigger than New York city
ignore my inconsistent capitlization
Sarcasm
But what is nyc at?
i should probably expect the former at all times with you -_-
Uses alt instead
cring
also it seems that NYC is at 50TWh a year
that measurement includes natural gas burned for heat, so its not all electricity
still, that makes the LHC a power drinker
they're the same kek
understandable
🤏🧠
granted, the LHC is only a part of CERN
also, we need bigger particle colliders IRL
then we can detect what quarks are made of! or soemthing
I heard some were Up some Down, but I still find them strange and charming even tho I don’t and can’t appreciate them fully
But people are still looking top to bottom for them
Quite a bit of natural gas is used for power as well. us humans have followed our fellows pioneers on massage by switching from coal to fuel generators.
They’re fuel of it
Hey, what kind of throughput are you seeing from drones?
<@&673829841413603379>@
wait i didnt meant to @ anyone there lol
oops
each drone connection tells you how long it takes to get to the destination and back... you can have two drones for each pair of ports...
each drone has 9 stacks...
so the maximum throughput should be 18 stacks divided by the roundtrip time in minutes
it gets less if you use a "one to many" drone port routing design
I do 4 drones minimum per 780 line.. up to 8 for really long cross-map distances
i love the irony of scientific advancement. from fire to particle colliders. we're still smashing things together after thousands of years.
when using power storage to smooth out geo, how many? I've been doing for max
or is that not "optimal"
if we take a pure node that has a power generation of 200 - 600(avg400). then given the capacitors have discharge limit of 100. then i'd assume 2 would be enough. given that at the low point 200+200=400 and at the high point 600-200=400. could be wrong tho. this is just what makes sense to me at first glance
There's no discharge limit, just a charge limit. Same conclusion though.
You calculation may be off though. Cause although the average is 400. The charge kept is more related to the duration of time spend below 400 rather than anything else
It's right if it spends less than 1 hour below 400 and an equal amount of time above.
Yeah so if the charge is 100Mwh . You get 1 hour per 100 under. So a single one for a 200MW drop in power covers 30 minutes downcycle
i see your point. but given the min and max rates of 200 - 600 and an average of 400 wouldn't that also mean that it spends the same amount of time below as above the average ?
Well yes. Thats why its an "average" 😉
I don't know, haven't measured the curves.
for example if it was min 200, max 1000 and avg 300. then i'd deduce that it spends most of it's time below the average and then sometimes spikes really high
Yes but you would still have a equivalent mirror. So this also bring charge rate (a max of 100MWh into play)
in which case we could still apply the same equation (Max-Avg)/100=amount of capacitors needed
So if you have 200 avge(300) max(400). You need 1. If you had 200 avg(300) max(1000) you need (1000 - 300) / 100 which is (max - average) / max charge rate
haha ye we're on the same page 😛
unfortunately there doesn't seem to be a way to build some kinda bridging circuit to hide the power changes on geothermal :/
what do u mean ?
So like a transistor. Where you connect the geothermal circuit which is connecting to the main grid with a limited to advertise X amount of power which would be an average
ah u mean like segregating the grid with the geos and then feeding the main grid a set amount from the geo grid ?
Yup. So you can build a power plant that says. I guarantee to give X power. So when you look on the grid its connected to shows a flat power curve
ye i feel ya, long wanted more possibilities for conditional management for all things from belts & pipes to power grids
at least i feel like this step with the power switch & storage is a step in that direction
Same with the capacitor. Which is its a same terminal in as out so you can't really have automatically protected redundancy
ye, just gotta wait for ficsit networks to become compatible with update 4
yeah soon 🙂
I actually think something like a transistor ciruict is needed for the storage. That way when you have power storage you can control the discharge rate as well
and a circuit breaker would be useful lol. eg draw more than X over it and it trips the fuse
i'm in general an advocate for options. so i say sure why not. can't really think of a reason why you'd want to limit the discharge tho ?
It would guarantee you time. eg This battery will provide XMW for Y time period when fully charged
It highlights when something goes wrong eg you think its discharging at 200MW when in reality it could be discharging at 15,000MW
ye, but if machines dont get the full amount they want they wont run and the discharge rate auto adapts to meet the demand? i could see it be a thing if we had stuff like dynamic powerswitches
if you have an "overproduction" of 200 MW, you need at least 2 batteries, otherwise power will get lost. The powercycles of a geothermal generator should be short enough that 200 MWh are enough for smoothing out the curve
Well yeah but it just blows the fuse instead (hence the circuit breaker) you can protect the power plants internally
ye i feel ya. and i mean i'd not against, just i'm not sure i'd have any use for them unless we had other stuff to go along with it
also its interesting to "play" with 😄
haha ye for sure. 😛
yes, power storage sounds fun... not sure how much I need but I will add one later... (but first I want my Aluminium production up and running)
A good place to probably aim for with power storage is current power requirments by 1 hour or so
It is something thats overpowered int he early game lol. I will just drop down there 25 assemblers to make my 2500 vert framework (20 mins)
ah u mean like storing a bunch of power to produce the project assembly stuff in a burst ?
yup
i go the complete opposite way about things xD
I will definitely not make 400 power storage units 😉
399 then? ;D
It takes about 5 mins lol
@vast jungle You know they changed snap a little bit with ctrl? So you can just "backoff" with the hover pack and lay grids of things in seconds.
it was already fast with "dense row" building before... but I can see how the hoverpack make long rows even easier to build
i'm just sad that all these super convinient things for building is at the end of the progression xD
Well yeah but the builds go from needing 8 of something to things like waaaaaaaaaahhh i need to put do how many refineries? Things like 192 😛
ye fair enough
Yeah copper pure for 780 = 52 refineries per node lol
okay, I stay with Copper Alloy... thank you...
hmm, okay 52 refineries is not THAT bad... but still lots of effort for a bit more copper
ye for sure but with limited ore generation on the map u do what u have to do
pasta is limited by copper 😦
What’s the current best method for Aluminum? Pure Scrap via Blender?
Most efficient in resources to output
its also a trade off between coal / oil (pet coke) isn't it?
coal is easier to do, coke is more efficient (I think)
I have always found the reverse of that but its situational
Is that for instant scrap or solution into scrap?
he linked ya a flowchart
the flowchart is just "considered all available recipes, whats the least amount of resources you can use for 720 Aluminium Ingots"
reduce the number to 600 Ingots and you get a great 4-3-20 split between Sloppy Aluminia and Electrode Scrap and Pure Aluminium Ingot
I hate how there’s no universally good factory planner one always misses what the other has
I tried a few planners and satisfactorytools is perfect for me... the handling of "additional inputs" could be better, but I still really like it
the best one i windows notepad+calculator
not when you want to experiment with lots of different recipes... because its not fun to do an exponential increasing number of combinations by hand
and yet you said you use a calculator 🤷♂️
sry let me clarify
i use a normal calculator, but i meant i dont trust a factory calculator
you don't trust an "optimization strategy/algorithm" you don't know...
ye
factory calculator is just a normal calculator wrapped in a fancy UI
nah it's not at all xD i mean ofc it uses math. but it's really more of a pattern finder
still, its a good tool to check the results of your own calculation... nothing is worse than do a calculation by hand for hours, then spend hours on building the factory only to notice that you misplaced a digit because of a lack of sleep ^^
and fyi the algorithm I use is linear programming https://en.wikipedia.org/wiki/Linear_programming
no patterns really
I did that wit fused quickwire :/ which was pure copper, pure caterium + quickwire
ye
Nerds
what did u expect in a maths and meta channel related to a factory design computer game xD
@wind spade not sure why, but the calculator seems to prefer encased industrial beam over the industrial pipe alt despite the latter consuming less coal and iron
can you share links?
sec
ahaa! the notepad rains supreme xd
it does not happen when I make it produce just EIB
but it does prefer the default recipe in this setup
because this setup uses maximisation and that doesn't optimise for raw resources 😉
no, that's just a limitation that's already handled in a new version that I'm working on.
but going back to the Aluminium numbers... 600 looks like a really got input number... at least as soon as you have a MK5 belt.
with two pure nodes you could do 2 full 600 setups and 1 half "300 setup" which keeps most of the nice numbers
the only bad thing is that its not easy to keep "recycled" and "fresh" water apart
but 180 water is luckily easy to produce
i made a system in 3.5 that worked for priorotising the byproduct water over the fresh water from the pumps by elevating it over the junction that merges the two water sources
hmm... if you do the 3 Sloppy Aluminium Refineries with 100%, 110% and 90% it works!
why 1 90% and 1 110% and not just 3x 100% ?
the 110% + 100% Refinery can run on the recycled 420 water, the 90% Refinery runs on the 180 Fresh water
no mixing of water necessary
ah i c
if you care for space, you could also run 1 Refinery at 210% and 1 Refinery at 90%... and still get the nice numbers on the other side and the separater water
I resorted to the sloppy + pure recipe. I stacked the scrap refineries on top of the alumina refineries and fed the water back into them from the top
Works flawlessly
(finally, at least)
not sure what you mean with "pure" recipe
Pure Aluminium Ingot? Thats what we are talking about...
1 sloppy refinery at 100% to 1 scrap refinery at 133%, easy feedback water managemenet while being compact
Yeah, pure ingot
I just did all the refineries at 100% because that works out, apparently
Or at least im not sure anymore
@oblique hollow my idea is to use the 4/3 ratio from Sloppy Aluminia/Electrode-Aluminium-Scrap, but split the Sloppy Aluminia into 210%/90%... so that the waste water of all 4 Electrode-Aluminium-Scrap Refineries can go into one (or two, 100%+110%) Sloppy Aluminia Refinery and the 180 Fresh water into the other one.
should reduce the headache about mixed sources of water
Mixed really isnt an issue, the only problem i encountered: i overfed the system with fresh water due to bad math
Now that i feed in exactly whats needed, theres no issues
And ill be honest: doing the math there can be troublesome at times
^^
Buut it certainly works
the second there's even a tiny stop in the refineries the pipe is still gonna fill with fresh water and you're slowly gonna build up a clog :/ this is why i really want a prio input junction
I think some people reported that a mixed water source (fresh + recycled) can go wrong without the "priority liquid merger" when your production stops... because the fresh water keeps trying to add water to the system...
not sure what exactly can go wrong, but I was looking a way around the whole problem
You mean without valves, right?
nah even with valves
like let's say u need to add in 500 fresh water/m to keep the system running
The problem of recycling really is that it needs 100% efficinecy, yes
if your refineries stop for even a split second it's gonna be slightly less then 500/m demand and over time this adds up and your pipe get's clogged
I think the problem happens when the fresh water manages to fill a buffer in a machine that should be filled by recycled water
then you suddenly have "no space" left for the recycled water anymore
i solved all my issues with pump on feedback pipe and valve on input - output empties instantly
Insufficient mixing
I did that with gravity + valve
But yeah, valves need pressure to work in low flowrate systems
ye i placed a buffer tank for the recycled water at an elevation aswell back in and old update and that seemed to work in a way that gave the recycled water prio. not sure exactly how stable it is, but it held up for atleast a few houndred hours
I don't trust Gravity in Satisfactory... it seems "unreliable" 😉
ye i feel ya. i'm not even sure it's supposed to work that way. i just made a bunch of test rigs for different possible solutions. and this is the one that worked. so i put it in my actually setup and it continued to work. not sure if it'll eventually will run into issues but as i said it held up for quite a while
Mind you, you ONLY gain gravitational pressure in full pipes
That means the bubble icon needa to be filled
I will try to build a test setup with the 3-4-20 numbers this week and hopefully come back with results later
ye that's why i had the buffer because it needed to fill up a lil bit but after that it worked
I just need to build the Coke production too, but this will be trivial
i'm building a base on a 90 degree angle in a sense. so instead of lining machines side to side, i do it upwards on new floors xD
I am building my Aluminium production at the West Coast... lots of Bauxit (2 pure nodes) and lots of oil there... and I import copper ingots from the Rocky Desert via train
If you really dislike feedback: use a dedicated refinery that gets fed by recycled water only
Thats also something i like
that's the only version of the system that can actually start and stop automatically right?
otherwise it needs to keep running as far as I know
Yeah, that one can run at less than 100%
The normal feedback needs 100% efficinecy, else it breaks
but why stopping it? that late there is no way you dont have sinks
the prio system can stop too
As if im gonna package and sink water
in the case of power outages and shiet u dont want your system to break down
Power outage shouldn't be too bad
Oh yeah sinking ingots is fine
🤷♂️ some people just store stuff, though yeah you could have fail-safe sinks for the scrap
nah it's not. but it does happen xD
good point, it wasn't a thing back when i did the prio system
y'know for as long as I haven't added any sort of plan for power outages it's felt just like hubris, but it's gone on long enough now I'm just daring the universe to challenge me
Using a coal generator as a water sink is fine too, but there better places to use coal
I really gotta look into test setups for efficient priority valves
The normal one is too unreliable
now you can build local "battery" bank
And a true priority could be useful in more exotic cases
if you need to guarantee power safety
i can see if i can dig up some pictures if u want mcgalleon
Nah im fine
nps
I have enough own source material 😉
no no, the idea is I keep just tempting daring fate to give me the karma I deserve and whoever blinks first loses
Me and never backing save backups 
I backed up one save before I downloaded U4... but thats it.
I might need to remove a "few" saves from the savefolder in the near future, the number gets out of hand...
so for a feedback loop you want to recycled water to input back into the system at a lower Y value than the fresh input in order for pipe logic to prioritize it, right?
in my experience u want the recycled water on a higher elevation then the freshwater
ye, u want the recycled water to have a higher pressure as to take prio in filling the output pipe from the junction
Drones are more effective than trains.. Or are they?
what you mean with "effective" ?
Trains are better for mass transport while Drones are got for low-amount of stuff to deliver to/from remote locations
like most things in Satisfactory, its all about tradeoffs...
Mhhh, maybe I should follow follow your example and clean up too...
https://cdn.discordapp.com/attachments/830587443630833676/830589501033676820/Cattura.JPG
First thing I saw Oil, but better 😂
Sounds like Turbo-Oil!
It was actually a rework to get to my final version of the "Henning-style packaged fuel" setup 😆
^^
Now we have blended fuel, I never wanna touch again packaged diluted 🙂
packaged diluted fuel wasn't that bad
Oh i know. I diluted something like 4000m3 of oil in U3 🙂
I developed a nice pattern during building my first turbofuel powerplant... and kept it for two other factories...
okay, with the Blender recipe its not necessary anymore. but it was fun because it didn't need extra space left/right of the refinery
My DPF setup uses sets of 6.67 refinery and packager rows as close as possible. The machines need 7 to 8 foundation width for room.
I think I would overclock the Blender so it can take the output of two HOR Refineries to keep a tight pattern
my DFP setup was 10m for a slice of turbofuel... 1 HOR, 1 DPF, 2 Packagers, 3 Turbofuel... all in a slice of 10m
This was my last U3 DPF setup
but with the blender...
maybe a 2-1-6 pattern? 2 HOR Refineries (for 80 HOR), 1 Blender (OCed to 160%) and then 6 Refineries (or 8?) OCed/UCed to consume the 160 fuel
this is mine... with the packager under the unpackager
Well, for blender I know this works.
300m3 oil > 10 HOR refineries > 400m3 HOR > 8 DF blenders > 800m3 fuel
(and a "packaged water" belt below the Refinery)
yes, but 10 HOR are a totally different width as 8 Blenders
Well, my setup has the HOR refinement in a different building altogether
The HOR refineries are in the far right structure and DF blenders in the middle
hmm
Image is a bit old during construction, but general layout is unchanged
have to tackle this problem when I build a new plastic/rubber factory...
would be a pain if the factory complexes get even bigger than before... 😐
I don't typically build factories in separated stages...
and the blender input/output rate is just awful... HOR goes by "40", recycled stuff goes by "30", Blender DF goes by "50/100"
hmm
four HOR refineries (40 m, UCed to 150 output together), 3 blenders (54m), 5 recycled rubber refineries (50m), 5 recycled plastic refinereis...
54m? You taking footprint into account?
yes, because that makes factories easier to scale and to build
like I said, one "turbofuel unit" in my current powerplant is just 10m width... and the powerplant just has 15 of them
all of them the same, without any intermediate interconnection
so you can build and test each of the "units" on its own
Blenders ratios are really nice if you don't shy away of over/underclocking ^^
Ah I go a slightly different approach. I also break it down into modules.
Like this is just my turbo blend fuel section. Each side has 28 blenders broken into two banks of 14, and farther into two more banks of 7, for a total of 8 banks of 7 blenders. Each makes 300m3 TF and pipes it to fuel gens
recycling was 30 fuel input, right?
Yes 30
so...
3xRefinery (120 HOR), 2x Blender (OC 20%, 240 Fuel), 4x Refinery(Recycled Plastic, 240 Plastic), 4x Refinery (Recycled Rubber, 240 Rubber)
still 2 Blenders are huge...
no... 36 meters... the 4 refineries are wider (40m)
Actually I foubd blenders to be smaller than I thought they would be
still, I am not really happy with the numbers... I don't like to OC that many buildings...
I would much rather have 3 blenders > 10 recycled recineries
That way there is no over or underclocking needed
And as long as I dilute enough, than the math is fine. For that Ill need to dilute 1200 HOR which isnt that bad
Which would make 8 pipes of 300m3 fuel
450 Oil => 15xHOR (600 HOR) => 12x DF (1200 Fuel) => 20x RePl + 20x ReRu (600 Plastic & 600 Rubber)
Byproduct: 300 Polymer Resin
Yup sounds spot on
I don't think I will build a 3rd Turbofuel powerplant anymore... so I am more interested in rubber/plastic numbers
its a pity that 300 is not dividable by 40 😉
Yea my TF plant needs 800m3 fuel. At least still no OC needed for the DF blenders there
And I have no plans to add another. Next will be nuclear
I think if I would build more TF, I would go with BTF
and on coal
Yup
My entire TF plant that makes 2400 TF only uses 1200 sulfur. Much lower
It allows me to have all the sulfur production I desire and still have a tad left over
1200 - TF
600 - munitions
600 - batteries
2100 - nuclear rods
1512 - plutonium rods
With a tad over 800 outstanding
I think I use ~ 1000 Sulfur for Turbofuel at the moment... ~ 40 GW of power
but 450 Oil => 600 Plastic + 750 Rubber sounds like a nice idea for a next big project on my TODO list 😉
Yup
but first Aluminium
Im already planning a sloppy + electrode + pure setup for aluminum
I know im losing ingots, but I also kinda want to max aluminum
1-1 between Bauxit and Aluminium Ingots... just needs a bit Coke
Issue with maxing aluminum ingots atm is that if standard recipe your looking at a huge raw quartz cost. Half to 2/3 world supply depending if you use regular alumnia solution or not
And instant scrap is a non starter due to sulfur
And would also have no silica byproduct, thus not so fun
I am still debating how much of the Aluminium will become Sheets, how much will become Casings and how much will become "something else"
It is
and then OC one of the 3 Bauxit Refineries to 110% and UC one to 90%
3 sloppy refineries > 8 electrode scrap > 20 pure smelters > 600 ingots
You guys are capping out all quartz on the map with fully OC'd T3 miners? or is this more theoretical?
Just need to add coke and 180 lm3 water
Some visual aids
These show how to max alum scrap
you mean 600 Bauxit > 3 sloppy > 4 electrode scrap > 20 pure smelters > 600 Ingots
Yea 🙂
what do you think about my OC/UC plan for the Sloppy-Refineries?
oc to 133.3 scrap refinery makes whole setup easy
Unless its a pure node should need no OC/UC
my idea is that 210% of "Sloppy Aluminia" consumes exactly the water produced by 400% "Electrode Scrap"
so I don't need to mix fresh and recycled water
What are you doing with 13k aluminum ingots per minute? 😮
the fresh water will go into the 90% Refinery
Yes 🙂
i have mostly alclad sheets, and one line of casings for now. sheets go to heatsinks and batteries whil casings for fused frames
5.4k bauxite
I have two pure Bauxit nodes ready hooked up to belts... so my first setup will be a bit smaller 😉
two copper nodes with pure copper ingot as all needs tons of copper
so is the Pure Aluminum recipe no good compared to the Silica Eater?
Quartz is really rare... not sure you want to waste it for Aluminium...
pure is fine. as you won't use whole world quartz just for aluminium
Ok good, now I just need the RNG gods to give me the unlock, I don't even have turbofuel yet lol
you just need enough HDs 😉
I think I grabbed ALL Tier 1-6 HDs from U3 as a preparation for U4
Yeah I've been a bit lazy with exploring, mostly just grabbed the ones around the Red Desert
How bad are the battery consumption numbers for Drones?
Alright, thanks!
Satisfactorytools.com @fierce ruin
Thanks, this one looks nicer than the others.
Thats the one from thosr screenshots
Yup I got it.
I’ve found it pretty relaxing to go back and balance my old factories. This is what I wrote down when fixing my aluminum sheet factory for update 4. I turned out needing way less buildings to produce the same amount, but rather than redo all the piping and conveyers I opted to underclock whatever I already had. I’ll probably go back and update it in the future to produce more
I have a question about trains and how to fill platforms, am I in the right channel? 😄
so here we go: I already looked up the optimal roundtriptime (RTT) for pure (4:06) and normal (~5:23) nodes. If the RTT for the train is higher, my factory will run dry on the ore input when built with the 600/780 items/min in mind. What can I do to fix this? Tap another node and merge it into the input of the first freight platform?
I would always suggest putting an ISC between the station and your belt
that is a given
okay...
its connected with both belts to the platform
and one belt to your node?
I don't see a problem with the throughput... if the distance is very far, you might need a second station or a second train
so lets assume I have a pure node with an mk3 miner clocked to the max of a mk5 belt, so 780 items/min
that means, to realize the 780 per minute on the receiving end, the RTT needs to be 4:06 minutes
if the RTT is higher, the items are consumed and the factory runs dry
if you are close to this times, you should just add a second train car... which easily doubles your throughput
so: do I need a second freight platform with another node to bridge the time gap?
just try it... its not an exact science... just use one car and see if the receiver starves...
add a second car and split your belt into both ISCs (connected to each of the stations)
and then merge each ISC into a single belt to your factory
this way each train car only needs a "390/min" throughput, which should be much easier
if necessary, add a third car
exact... 2 train stations, each connected with TWO mk5 belts to their own ISC... thats a LOT more speed to load/unload the stations
wait, but my problem is not load/unload times, its the RTT
the RTT is irrelevant
you need throughput... with the right amount of buffering, any RTT would work for you
maybe i need to describe my problem different
the ore my train delivers is used up before it delivers the next batch
we have a single MK5 belt you want to "extend" with a train without loosing throughput
yep
with two train wagons, each train will deliver twice as much items, so they will be enough for double the time
but each train wagon needs to be filled with its own belt & node?
otherwise I don't understand it
each train wagon will have its own ISC... connected with two belts to the train station
so if you have two wagons, the buffer(s) on the "sender" side are connected with FOUR mk5 belts to the stations...
same on the "receiver" side
the ISCs buffer the "blocked belt" time of the station, the distribution to multiple wagons allow greater batches of items to be transferred in the same amount of time
ah okay, because my limiting factor is the maximum batch size one train car can deliver
and the unloading speed (2x mk5) minus the load/unload block time...
so when one belt is split into several cars, I can extend this. and on the receiver I merge it back together
exactly... with an "arbitrary" number of train cars you can scale this up as far as you want... if you have enough input 😉
nice, thank you mate!
no problem... trains are a pain to get right... but they are FUN when you get them 🙂
is there any value to electrode aluminum scrap now? after they switched the original and alternates?
you go from a 2:3 ratio of solution to scrap to a 3:5 ratio (10:15 vs 9:15) - the lower the solution number the better the ratio is, so if you're willing to invest oil you can get more scrap out of it
Have I done some miscalculation or is turbo fuel now completely unnecessary at the endgame (trying to aim for max points) even when not producing any nuclear waste/plutonium waste? Both turbofuel recipes have value 0.0 for me when trying to optimize the points
Ah wait, there is a third turbofuel recipe now
Correct
I have done... a bit too much analysis of turbofuel
Raw components per unit of turbofuel for each recipe:
normal:
- 0.45 crude oil
- 1.2 water
- 0.8 coal
- 0.8 sulfur
heavy:
- 0.938 crude oil
- 1 coal
- 1 sulfur
blend:
- 0.75 crude oil
- 0.333 water
- 0.5 sulfur
Compared to normal turbofuel, blend turbofuel has 66.667% higher crude oil usage, 37.5% lower sulfur usage, 100% lower coal usage, and 72.222% less water usage (negligible for all purposes but power consumption).
We just don't talk about heavy turbofuel.
turbo heavy fuel*
shush
Well, that seems like the best version of turbofuel, but I have now restarted calculating, it isn't finished yet and I haven't saved my old result 😕
1 and 3 are good, I'd say 1 is better
yeah i went with the turbofuel recipe
not that i am currently in a position to make good use of it, but hey
lol understandable
yeah they added a bit more crude oil to the map with this most recent update, but sulfur was your bottleneck for turbofuel either way I believe
so using less sulfur is nice, no coal is an added bonus
I think it was only like 1800 crude oil added, but still - that's a roughly 18% increase of oil on the map
Strangely now, Casted Screws also has a small value. Probably because it "just" uses a bit less energy and is more convenient, does not increase max production that much
well, by itself, it doesn't change resource consumption at all.. all it does is cut out one step of processing.
well, it uses less energy, so less resources which would be needed for energy production
fair
less steps is usually better
how much uranium fuel rod i need per minute ?
That is a very open-ended question
any ratio for the nuclear plant ?
so I'm just going to answer 'yes' until more information is provided
as in how many do you need to keep one (1) nuclear power plant running 100% of the time?
one rods burns for 5 minutes
at 100% clock speed you consume one uranium fuel rod every 5 minutes with one reactor.
and will produce 10 uranium waste/min
1.6 * 5 = 8
so I'm looking at the two recipes for plutonium fuel rods.. is it safe to assume that the alt is better? or am I looking at things incorrectly?
depends on your definition of better, it makes more fuel rods from less waste. but that means you make more waste and also need more resources to make the rods
so depends what you're trying to do
mmm... I see
So... bit of a subjective question, but I'm curious what the general consensus might be. Is it worth it to use a less efficient recipe that uses more common materials (copper, iron, limestone) or a more efficient recipe that uses less common materials (oil, caterium, quartz)?
Depends entirely on context there too
Depends on the recipe too. Some of them are bad tradeoffs (flexible frame for example), and some of them work out (steel coated plates for example)
usually being oil, and usually with diluted + recycled
my goal is to make "clean nuclear" so
Okay, so... just taking those two as examples, what makes flexible frame bad, but steel coated plates good?
so you're sinking the rods or minimizing waste?
sinking
just use regular then, the others are just for making more power with more resources & waste
any other alts within the process that I should be aware of? I've never done nuclear, so I've never looked into it.
you use all the uranium alts, and avoid the plutonium alts if you're sinking
so uranium fuel unit & infused uranium cell
Just numbers. Steel coated uses little enough oil and saves enough iron to come out on top with weighted resource efficiency. Flexible doesn't save enough resources to do that.
This is also of course only looking at it from a weighted resource efficiency perspective, and not considering other possible positives like speed.
so again, Depends™️
Ah... so that's why bolted iron plates keep getting called good, then?
Who's doing that? @frosty owl what lies have you been spreading 😛
Joking, it trades more iron for speed and having to use screws.
XD I watch the screenshots of alternate recipes. That one keeps getting picked, and I really never understood why.
when using base recipes for plutonium stuff, how much uranium waste is needed for each rod?
200
I don't know. I think people see a fast recipe and think it's good. I think most of the fast recipes are bad including that one. They don't go fast enough to make up for having to create more stuff. So they defeat themselves in power and space efficiency.
vencam likes to use bolted plate with bolted frame to reduce the item types and help logistics
Mmm... makes sense. I think this one would win in terms of lag efficiency, especially if overclocked. 37.5 from a single assembler is pretty decent.
A kinda indisputabley good fast recipe is steel screws, that thing is fast fast
I want more of that
but it is not the most resource efficient way to make screws 😉
Oh yeah... I just steer so clear of screws in my plans it rarely comes up.
barely, but unlike other fast recipes it's fast enough that it's inefficiency doesn't hurt the system overall
yeah I avoid screws too haha
but if I didn't, I'd probably use steel screws to avoid transporting lots of screws, and just do 1:1 into whatever needed screws
Hey which one do you think ?
thanks
this is the way to put the screws to something. it's actually rather nice.. it makes screwing quite enjoyable.
.>
need a little help here, is the "turbo pressure motor" recipe better?
it's good for max motors but is hungry af
tks
If I need to get things going fast (rushing throw tiers or so), bolted plates and bolted frames (obvs with steel screws) is my fave. Heavy on steel and iron, sure, but unless you wanna go very large-scale, it's worth it's convenience ^^
Interestingly, for this run I happened to spare some steel ingots, so I combined that with the coated steel plates and ended up with arrays of 5 assemblers and 2 constructors making 10 frames/min each, pretty darn quick to set up and scale
Next one 🙂 what do u think ?
my vote's on copper alloy ingot
just pick one. not like your limited. you WILL eventually get them all.
@frosty owl That makes sense. Actually planning a HMF factory atm... is it worth the oil to go Coke Steel?
The extra steel I mentioned was actually from coke steel xD
If you got HOR to spare, it's definetly worth it. Fast, (100/min :superexcited:) and just 10 HOR every 40 coke
Well, I don't plan on going turbo fuel, so yeah I got oil to spare.
...and I'm down to 7 pure iron nodes, 5.4 pure limestone nodes, and... about 1.7 mk2 oil pipes for 90/minute.
90/min HMF?
I'm about to start implementing my mega-base. Any recipe change suggestions? https://u4.satisfactorytools.com/production?share=lWZNW6jnL7AYZqYIPfWH
Use alts as often as possible (computers, HSC, RCU), drop the iron wire, save on sulfur by dropping the instant scrap, make turbofuel in blenders ^^
Agree on instant scrap.. it's good for small batches early on, but 2 coal + 1 sulfur per 6 scrap hurts in the late game. Using sloppy + electrode scrap means 5 bauxite + 2 coke = 10 scrap, and coke is pretty cheap
I don't understand the point of instant scrap, like what does it do better than the normal way with regular or electrode?
It's instant
you're just trading making alumina solution for making sulfuric acid
that's a side step at best
complexity wise
It's 50 acid every 150 bauxite (1 refinery's worth). Brings down the overall complexity by a decent margin
I guess you guys are right. I was thinking it'd be slightly simpler, but I think I'm just irrationally against petroleum coke production for some reason
less machines is not less complex, it's just smaller
Petroleum coke is terribly cheap, and it's actually quite convenient to make since late game you'll be turning pretty much all oil into HOR anyway ^^
I'll get over my coke prejudice
IMO it should do one or either of:
a) use compacted coal instead of sulfuric acid + coal
b) not make waste water so you don't have to do a recycle loop
preferably B), because I think it'd be something cool it can do no other recipe can
It's less complexity down the line too: no need for coke, skip the whole alu solution piping
Ofc, it all depends on having the right things at hand ^^
you're not skipping on piping, you're just trading it for piping a different material
and the regular recipe doesn't need coke if you don't wanna do coke
I need to maximize bauxite, so it's coke or acid
I could see myself using it if I had sulfur next to my baux honestly... Since it's 2400 baux for a single sulfur node, it can scale "conveniently" to quite the number too
Coke all the way imo
I'm building a robust train network anyway, so gathering stuff isn't the deciding factor
My turbofuel setup is done and was pre-u4, and I don't want to rebuild it.
But in the future I'll use the blender
Wait, the calculator says the turbo blender is less efficient
Actually you skip on a humongous amount of piping.
Eg: take 300 sulfur and 900 bauxite, add JUST 60 water/min and 600 coal and you get your scraps
Gotta admit, the amount of water needed is ridiculous (10/min if you loop back the byproduct)
That's just 1 water manifold Vs 2 water manifolds + 2 solution manifolds
What's wrong with this setup? https://u4.satisfactorytools.com/production?share=3v79sQ9nB4LRKwPGf2hn
it's producing less for 1 oil node than non-blender
Uses a bit more oil, but saves on sulfur and is FAST
Ah
Lund speechless by the piping reduction 
it's 2 water manifolds + 1 sulfuric acid manifold vs 1 water manifold + 1 (or 2 depending on how you pipe it) alumina solution manifold
1.25 turbofuel per sulfur non-blender, 2 turbofuel per sulfur with blender. Not a huge savings. My build comes in under full sulfur utilization anyway
Right, forgot about the acid xD (though it's fed 1:1, quite convenient)
plus you can pipe the solution in one pipe and just have inserts
RRRR
||||
____
||||
RRRR
That looks like a troublesome pipe setup to me 😅
it's less junctions and less pipes, and the flow stays low throughout
I've done it, and it works great
No, 1 water manifold is actually enough (300 for acid, 60 for scraps)
fair enough
so what are we up to now? 1 water + 1 other? haha
for both
though if I'm gonna argue my thing, I'll concede and say just 1 water manifold for instant since you could just 1:1 the sulfuric acid
If you squeeze it down a lot, yes, but flow-wise 4 pipes are needed for the non-instant
... I worded this so weirdly 😅
4 pipes of flowrate sure, but like I said you don't need 4 pipes if you take it out as you go
I think what you guys are saying is that I should build a small test sample of both and pick whichever is pretiest
You can 1:1 the solution too, though needs OC magic ^^
I mean sure, use whatever you want, still gonna think instant is trash 
I've collected a lot of slugs and am not against OC magic
Yeah, just taking it as a "measurement" for the amount of piping needed
perpetually disappointed by the lack of a lightning bolt emoji in discord
We're just debating on wether the instant scrap is actually convenient to use over the 2 steps normal allu scraps refinement ^^
Best way to decide that is to just put them side-by-side
If you go large scale, you should rule out the instant scraps due to the amount of sulfur it takes (unless you're REALLY not concerned about sulfur)
I don't think either of us think instant is efficient, I just also think it's not convenient
or at least just the same as normal
The calculator says there is enough sulfur on the map, though maybe I'm overestimating how fun it will be to get it all on the train
Sulfur should be prioritized for nuclear and batteries first. Then the spare can go wherever you want ^^
If you do the other way around, you won't have enough for nuclear (lack of power) or high-tier logistics (lack of batteries)
small scale it's probably fine, just gotta make sure there's enough sulfur left for nuclear, batteries, and turbofuel
What do I need batteries for?
drones
Flying trucks
that's just normal trucks 😛
Unless they fix drones so I can fly on them, I don't really plan on using them
Your loss :P
I'm gonna have trains literally everywhere
Drones are handier. No meed for huge spaces ^^
Well, how many batteries are we talking for, say, 10 drones?
Bout 60/min?
Havent dabbled with those number much yet :/
on the subject of convenience, to me convenient is simpler/less complex which instant isn't
if you're talking about what's easier to make, I can see how the piping could be easier depending on personal preferences and the local setup. and maybe you could find instant easier/nicer to setup. which is far more subjective
I still think it shouldn't have waste water to be in theme with "nicer/easier to set up" so you don't have to do a recycling loop
Convenience is subjective :P
Eg: if you don't have sulfur next to bauxite, why would you even consider using instant?
If you got oil next to bauxite, the coke one is clearly the best bet
... So on
true
But I should really hit up the calculator to argue machine count (which I think favors instant) which I'm too lazy to do on mobile 
machine count probably does favor instant, curious if footprint does too
I don't know if a question I have counts as math & meta, or questions and help: whats the highest altitude in the map>
Large scale instant scrap = big bad 
I was thinking turbofuel. Ignore my deleted msg.
@potent hearth https://satisfactory.fandom.com/wiki/World#World_size
Instant scrap bad any quantanty
See conv above for context
Instant is about 50 fewer machines, but 1500MW more power
Do pure water resource wells give 600 or 300?
How much water do I get from the 11 pure waters at mid-south?
pure give 300 overclocked
Boo, that sucks
little disappointed they didn't make the water wells faster
That number is for max bauxite?
yes
Meh
50 fewer than how many? percent matters more than just the number
I'm guessing 150/200
Both take 217 foundry, 620 assembler (for full ingot production). The difference is 65 ref, 65 blend vs 179 ref
btw, Q&A site posts for:
- instant scrap is weak: https://questions.satisfactorygame.com/post/6052d3b4aa0ba107e3251911
- water wells are weak: https://questions.satisfactorygame.com/post/6053f25baa0ba107e3251f6d
Heh, I wasn't too far off, actually
oh that's super meh, bet the footprint is about the same or more for instant
blenders are like 2x refineries in size right?
Not too bad on machine count
130 Vs 179
Yeah
But you can stack 2 floors of blenders in the space of 1 refinery floor 
oh wow just checked the wiki, yeah blenders are way smaller than I thought
They're as big as manifacturers pretty much
they're about the same volume as refineries, but 44% more footprint
refineries are tallbois
I'd trade blenders for refineries, tbh
I was just hoping the water wells would be decent because I need to figure out how to spread out my base, and I'm currently putting a ton of stuff over water.
Might just be due to how sick I am of placing refineries Vs blenders still being new 
I will say every alt that moves something from a blender into something else makes me sad
so I getcha
I was optimistic about blenders saving me from refineries too.
I mean they killed diluted refineries dead
just gunned down in the street and everyone clapped
Nobody likes making too many tall bois
they're very cool, especially after their fluid update makover, but yes they've overstayed their welcome a little bit
little off topic, but y'all want to guess what my most upvoted Q&A site suggestion is?
Once I decided to ignore the minor clipping when running belts under pipes, refs became much less heinous for me.
then they gunned down packagers... and we drank and partied
yeah but we also got compressed nitrogen, so it's not completely dead
mostly, it's more like they were moved to their rightful place.
packing fluids for alternative transport lol
Also, diluted fuel before blenders still go brrr
yeah, wish they made all packaging like that, or at least the non-fuel stuff
would make it way more tempting to use, but I guess they don't want to kill fluid cars
well, fluid cars are still useful for moving nitric acid
probably more useful for that than anything else
@frosty owl this one where I asked for the input buffers in machines to be reduced, for us manifold folk: https://questions.satisfactorygame.com/post/60518819aa0ba107e32511e3
the uh increased stacks were a bit of a double-edged sword for manifold people
encased beam manifolds now.....
I graciously spared all you hethans from making a meme about it and tagging you all 
why not?
Too lazy, too little time to waste
||I C||
Also, getting the translation fixed for U4 was a bit of a hurdle
@marble coral This setup works wonders in being quick to make, easy to expand and fast
oh just normal frames? not the hmf
I didn't mention the HMF cause you got no alts for them (or I didn't notice one)
And yes, I made the setup separate from the HMF since I just manifolded both the frames and the reinf plates to get the excess in storage
"The thread" you might be interested in. I figured I'd save you the search @red plover
Alright, awesome! Thanks so much
i wish I could custom one build for underclock/overclock but dropdown menu is kind of useless
i mean on Satisfactory calculator
or rather, need to add menu: "Allow smelters overclocking?" so i can choose no
meh
You could just follow along with greeny's calculator, it runs faster than the one on Anthor's website from my experience and isn't as convoluted to use
I like using greeny's calculator and anthor's map
Where's that calculator?
Pins
I do not believe it's been updated for U4 yet, so in the top right corner of your page you'll want to select the experimental option for the most recent recipes.
How useful overall is the steel screw alternate? When comparing iron usage
you can compare recipes in the calculators in the pins
I'd use greeny's, you can turn off regular recipes to force it to use alternates
Screwless is best :)
regarding iron usage, even better than steel screws is steel rod -> normal screws
greeny, you really like those normal screws lol
Steel screws and 1:1 screw constructors with machines that need them > no screws at all most of the time.
no, I like the steel rod, that enables normal screws to have even better steel efficiency than steel screws
realistically though if you're doing screws you're not being efficient
I don't think a single recipe that uses screws is the most efficient version
not really sure about that, they were decent in U3 and not much changed for U4
e.g. for rotors they are good
(not like there's too much alternatives there tho)
looks like it's half and half, rotors and modular frames use screws on their efficient recipe and reinforced plates and HMFs don't
forgot rotors use them, been forever since I made them
and I like steeled frame to use with encased heavy
that's not the efficient one though
I don't get screws on all-alts modular frames (with disabled oil)
Copper rotor bad
copper rotor godly recipe
It uses copper. It bad
we're just talking about efficient, I know a lot people like steel to match with stators for clean manifolds
how is using copper bad?
Copper is too precious to some of us. Others don't carr
also yeah, just rotors for "most efficient", but generally they made screws much better than in U2, so you're no longer shooting yourselves in a leg when you're using them, you're just being slightly less resource efficient
I'm still ironing out the details of a copper free nuclear setup (:
oh right nuke pasta wants a lot of copper now
guess it depends whether you need to save on coal or copper
I'll agree with greenie on the standard rotor recipe though. Add some steel screws and a bit of overrclock and it's my favorite
I fail to see how is copper precious in any way, but 🤷♂️
not steel rotor to match up with stators in motor production?
Overclock fixes that and makes it match with no ironwire
Copper disappears really fast when you start making ai limiters and hsc
don't think it's that fast with that 2.5 times boost from pure
Even not doing pasta, making fused quickwire for a hundred hsc and a hundred ai limiters and 3+ nodes are gone
I could see it though, depending on what you choose radio control units & super computers both use HSC which use copper, and they're used in a lot more now
you can easily make Quickwire from Caterium
good thing we have more than 3 nodes 🤷♂️
plus nuke pasta's limiter is copper
that too
But they're still gone :3
nuclear pasta is something completely "optional"... you don't need it for anything except the elevator
even Rocky Desert and Northern forest together should easily make 5000 copper ingots per minute
It just gets used up faster than you think it does. And that's two whole biomes of copper Henning xD
Really though unless you're doing crazy stuff.. your point is valid
max alclad uses ~1740 copper, add 11k for max quickwire and you're still left with ~16k worth of copper, which is more than enough for anything you could do with it
(and that's ore, not ingots)
looked at pure copper refineries for pasta welp that's 9600 of that ore..
I will stay with Copper Alloy to keep my sanity 😉
did you substract any that's included in the quickwire?
I've completely cleaned the copper out from Rocky... Swamp, and most of it in north forest. The only untouched nodes I have left are grasslands
Dunes is gone too lol
seems it's around 1/3rd of the copper that goes to quickwire, so the pasta setup would use only like 6.5k ore, instead of almost 10k
(and also depends on which recipes you pick for e.g. computers, that can save on copper as well)
Max pasta is about 60 a min, and that's using all the copper for powder
I think if I ever need more copper, I will just visit the Dune desert for the first time... looks like Copper Alloy paradise 😉
With caterium circuitboards, crystal computers, and no fused quickwire
the thing is, why would you want to automate pasta long-term? 😛
points
that's the main for endgame is doing points
once you're making the final elevator parts there's no practicality to any of it, it's points or because you want to
Assembly directors are for point records.. pasta is for tasty shiny pretty pasta
isn't the rocket thingy way better in points?
It is, but it cost more and you hit nitrogen cap so you can't make as many
I thought nuke pasta came up cause of resource issues with the others
will need to implement sink points to actually see the most resource efficient way to produce sink points
That would be interesting indeed!
that'll be nice, now that it isn't just as simple as "max top thing, then the rest is basically extra"
cause like there's 3 things that are good and they all have resource issues and steal from eachother
Right now, we just guess based on how many of x vs y can I make and multiply the points to see what's worth more
I basically have it ready... in API v2, which needs to be implemented in the tools, which means big rewrite of some internal stuff, which takes tons of time ...
This has your requested power feature in it too?
D:
the rewrite is in the works, but no idea how long it'll take
Does someone have all the Blueprints from https://satisfactory.tash.fyi/ ? I can't connect to the side.
seems like the author also left the server, so he may have abandoned the project
Don't you ever leave us greenie. plz
if it's been neglected the blueprints may not even be valuable anymore
has left the server
as far as the rewrite though, you're building code factories.. se we can build our factories.. it's a cycle
....Nnnnooooo
In case someone downloaded all blueprints of the side, I would appreciate it if you could send them to me over pm :)
I think last time I checked they have been mostly for U2 and not very helpful. Also they were just images, not blueprints importable to the game in any way
Yeah I know that they were only images, I used some of them but I didn't know that they where for U2, but thanks anyways.
I think it's better to just use updated online tools to generate blueprints of your choice instead 😉
Yeah but I'm not that good with load balancers and I used these from the side, I didn't find them anywhere else