#math-and-meta
1 messages Β· Page 528 of 1
Pipes on the other side can get out of hands π
e.g. with "Steel Rotor" or "Encased Industrial Pipe"
My project plan has 36 assemblers for AI Limiters - I may have gone overboard.
I am just ramping up... which is funny because my AI-Limiter factory is a vertical Manifold... one Assembler (+2 Constructors for Quickwire) per floor
thank God for the Hoverpack
heres a handy Turbofuel chart
surprisingly, normal and heavy turbo are one of the worst recipes
Hover pack is life!
what is "normal turbofuel" ? Turbofuel with direct Fuel generation?
normal setup, HOR to fuel
no diluted
but it does consider the HOR alt
not using the HOR alt is suicide
WT (Wasteful Turbofuel) ?
ok... I think DT and DTB are both really nice...both my powerplants are D(P)T... but maybe I would have built at least one of them as DTB now
i could see what it would look like if we go with Direct Oil to Fuel
lets see....
yikes, 180 Oil / min
thats even worse
that just proves that the normal fuel recipe is the worst one
but its also the simplest
180 Oil/min... compared to 45 and 75... LOL
13 machines..... not great either
I've never built turbo heavy fuel. I always go coal -> diluted fuel -> diluted turbo fuel. I'm not even sure that straight up diluted fuel isn't better the turbo heavy.
here, updated
it could be worse
its really third place when it comes to oil.
But oof, sulfur and coal...
the exclusion of coal here is really great
unless you need insane amounts of rubber/plastic, DTB is a very good choice
DTB is new king
even if, it uses less oil than most other recipes
sure, the rest is just "they exist... in another universe" π
only 66% more than DT
hmm... so you table is "per 10/3 GW"...
Can anyone direct me to a good picture of a setup for Getting to Phase 3
Phase 3 HUB?
i just went with a nice round number
No, Phase 3 elevator
I hooked up my "Space Elevator Factory" directly to my central storage area... with 12 belts... (and need another 8 for the Tier 7/8 parts)
space-elevator parts are a mess in terms of input
and you don't need them for long (except the Tier 8 ones ^^)
they need stuff from everywhere
I spent more time building the factory than it took to generate the Phase 3 parts
thart's true, im in phase 2 and its a pain
can we suggest to the devs that take a closer look at reducing the elevator requirements per fase?
there's people asking for the opposite lol
wait, there are four?
which means the super-cool spaceelevator is meaningless for most of the game
β£οΈ
personally I'd like a harder phase 1 & 2, but probably not for the first playthrough
can always hop on the QA site and give your opinion though
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com
<3 @bleak coral
what if they made it so the difficulty not only depends omn the biome you pick? π
are u saying its the same to start in the dune desert than in the green area?
yeah, but the areas are more difficult
Who said there won't be more phases and uses for the space elevator? ;)
no, but the space elevator difficulty is not really that different... you can just "improvise" an assembly-line for phase 1/2...
they've talked about adding difficulty modes like adding creative mode, but as a 1.0 or post that thing
and when you want to finalize phase 3, you should have unlocked options for long-range travel anyways
thats what im talking aboput, yeah
100 Fuel Gens is not that bad... just 10x10...
thats the most massive structure id ever set up
the fuel production is rather small, good enough
I built a 22.5 GW D(P)T powerplant a few weeks ago... 162 generators
(3 floors, each with 54 gens)
Do 450 or go home! 
well, i do have another node nearby....
That's 100 gens and 10 TF blenders, clean numbers (not so clean on the oil side, but whatev)
337.5 oil
the pyramid style is a nice idea
6 floors, 680 fuel gens, 280 refineries, 140 packagers, 100 assemblers - and a significant portion of may sanity.
I started it in U3 so no blender diluted fuel.
I put mine in a grey wall box to limit its effect on frame rates... not sure I was successful
I deliberately built this in one corner of the map, away from an other area I plan to build in.
I built mine in the Lake Swamp... easy accessible oil and nearby coal/sulfur... and a horrible laggy area π
Gens and refineries don't seem to have that much impact on the frame rate though. Constructors seem to be the one that tank it.
That's where I built mine in my last save! I ended up turning the fog off when I was there.
I just used half a train car full of nobelisk to clean up the area...
This is the correct method.
I never regretted automating Nobelisk... always having more than an ISC full of it is "relaxing"...
Okay, here's a very convenient setup I stumbled upon with... Surprisingly nice numbers ^^ (for HMF, using pure iron, coated plates, bolted plates, bolted frames, flexible frames and steel screws ofc) Very easy to divide the production between plates/reinf plates/frames/HMF as, aside from the ingots, each have its own 1:1:1 array
Take 780 iron ore, split in 2. Feed to a row of 11 pure refineries and the 10/min overflow to a smelter
11 pure refineries make 715/min, plus the smelter (one smelter at 10/min splitting the output for the 2 rows) its a nice 720
Feed that to coated plates assemblers OC. Those normally take 50/min and make 75/min, but if you OC at 120, they take a terribly nice to balance 60/min (so 13 asses each refinery row) and make 90/min: just enough to feed a bolted reinforced plates! :D
And guess what! You can feed the reinf plates 1:2 to bolted frames! (I made it 1:1 due to space, frames assemblers at 200%)
And the final piece of magic... If you OC the manifacturers for HMF (flexible recipe) to make 4/min, those can be fed 2:1 or 1:1 by the bolted frames assemblers!
Such clean numbers feel so good... ||Tag people who may like steel screws: @vast jungle @bleak coral @topaz hedge ||
Away with you then! 
Yeah, one of the first things things I did in this play through was automate nobolisk and rifle ammo - they kinda go together. Just have a few thousand whenever I want is, as you say, relaxing.

That's your loss 
Steel screw is nice when you just need a couple of hundred screws and need Steel parts in the factory anyways
I would say its "copper alloy on steroids" if screws were not so... meh
On the scale mentioned, it's about... 300 ingots/min worth of steel for steel beams ^^
Not too little... But considering how easy it is to make steel compared to making screws, I'm still happy with the tradeoff :D
now I just want "Steel plate" (to produce Steel based iron plates) ^^
and never deal with iron ingots again (after turning them into steel ingots)
Bruhhh, those scale up so nicely!
Feed it 480 steel and you can set up 120 assemblers :jacelul:
you didn't tag people that would tell you that you can do more with steel rods? π€
I could make more machines to get the same output? I agree to that 
||I tag those I think would enjoy reading such a long-ass text about steel screws setup :P||
more machines to get same output from less steel
But why would I use less steel when I have over 2 mk5 belts worth of coal leftover even AFTER this project?
(and as much if not more iron)
For context, I'm spaghetting my way to end-game, this 28 HMF/min thing is the biggest thing there is in the save. Saving resources is the LAST of my concerns ^^
because why not do micro optimisations in resource consumption? that's what we do here, right? π
Because why not find a way to reach your goal with the least effort and max FPS possible? 
fps is not a resource π
so when you put your factory in, it'll tell you how much ram you have to buy?
and if you have to upgrade your CPU?
One has to compile a list of hardware specs he has before making a factory plan, then the calculator spits out results based on your hardware, giving you the FPS reduction estimate with your specs LMAO
I'm ath the point were I'd rather setup an oil->coke setup just to make coke steel instead of having to make ingots from iron before making steel just to skimp on machine count and belt less stuff (that 100 steel/min is so good) 
(My oil is very close to iron anyway, just as much as coal)
I'm here thinking about how I should set up a modular frame machine with only tier 1 and 2 belts. I have good alternate recipes but I still end up with needing just under 270 ingots per minute
I'm thinking bolted frames with cast screws
oh and bolted iron plates
What is the purpose of this https://satisfactory.fandom.com/wiki/File:Implementation_of_a_3-to-3_belt_balancer_(1_of_3).png ?? Having irregular ration in the input belts and the same ratio in output belts?
flow control
can you explain?
it helps when you have high saturation of belts to make them each have equal flow
it's pretty much useless as you can just use what you have on the original belts
yeah that what i thought... so what a 3-to-3 belt balancer does?
but the picture there is a overflow system not a balencer
yep, i'm sorry, this is the final balancer https://satisfactory.fandom.com/wiki/File:Implementation_of_a_3-to-3_belt_balancer_(3_of_3).png
technically makes all belts have equal flow, but it's pretty much useless
A belt balancer, in the above cases, 3:3 balancer, balances belt from 3A, 3B, 3C to ABC, ABC, ABC, where 3A means the belt#1 and ABC means A+B+C
do you know if there is a page on the wiki containing all the balancer/manifolds etc?
Look for page balancer
yes
idk π€·ββοΈ but manifold is usually straightforward
literally
just repeat
--S--S-- ...
| |
X X
uuu, so if I have 3 different inputs i create 3 belts with mixed items
Yes, you can mix belt with that
mixed belts are bad tho
yeah i know, I wanted to know the wiki page to see if there is something else to discover.. like this 3to3 balancer
yep I can't find an useful application
only relatively useful application is if you have a container where you dump items to sort to your storage
only really viable in spaghet temporary factories and storage
nhaa because you already have 3 bets with diffrent items for each of them.. why would mix them to re-sort again
Unless splitter is more predictable, mixed belt is prone to errors. One possible usage of mixed belt is to simplify manufacturers based manifolds
My main bus is a mixed 2 level belt. If one is overloaded the items are routed to the next line and in the future if needed I can easily add another line. The bus goes into a sorting system with a bunch of smart splitters.
main bus and mixed belts in one sentence? that's like the worst thing lol
Haven't had any problems so far
they're a buss
maybe because you are not working with high amounts.. What happens if you have 3 mk5 belts full of screws..
it's not about problems, it's about building something that's unnecessary complicated
ye
I add 4th mk5 belt
hmm having a mixed belt could make sense if I try to transport multiple type of few items from storage to factories and smart split them at the factory
Hawe you a solution for effective coal generators? I have mk 2 miners and mk 3 belts
Dude 1 exctractor=240 coal
I use programmable splitters to split off items that I need then use smart splitters to sort into inputs. Once the machines are full, overflow goes back to the bus
2 mk1 pipes
extractor = water extractor wtf
Uu sry
you're talking about a miner
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
You can as long as the pipe can handle the flow rate
ideally 2 pipes
Thx
or at least make it so the flow rate < the limit
I got about 10 generators and 5 exctractors and it is not effective so I was looking for a solition
If you connected everything to just one Mk.1 pipe then that's the problem. Mk.1 pipe can only handle 300 cubic meters of liquid per minute. And you're producing 600 cubic meters per minute
@proven sphinx you could probably do it either way
but they will eventually stack up ? since im making 4.1 to 20 NPP ?
Ok so I have 180 coal ready for 12 coal generators. Whatβs the best way to divide it all?
huh, the inbetween numbers arent pretty, but the output is.
First time using greeny's tool for some actual verification
@wind spade did people ever suggest a "move node along axis" function?
moving nodes in straight lines, like, 90Β°, 0Β°, 45Β°
how would you implement that
when you grab and move a node, snap it to the nearest full degree
preferably when you hold a key, like shift
ms paint can do it with their lines too
you would have to grab the coordinates of the node when the user first grabs it, use that as a reference point for calculating the angle
well the drag'n'drop is just enabled by a config setting, I haven't written the code
ah, ok
the best thing you could do otherwise is a toggleable grid
cause that doesnt need this relative angle calculation
If i make this recipe, which makes 45/min turbofuel, that means i can feed 10 fuel generators? if they burn approximately 5m3 fuel. right?
I kinda want to do big research about other libraries and find a better one if there's any
4.5 / min
So 10 exactly.
there's tons of stuff that can be improved in the visualisation
I'm not happy with current state
but there's also ongoing work on pretty much everything else, including a big rewrite
so can't really focus on small visual things π¦
i see
oooh i adjusted the numbers and now found a much cleaner setup for my purposes
The only thing I don't like about Satisfsctorytools is no way to choose pipe throughput
that's because it wouldn't change anything
the tool doesn't tell you how many pipes do you need to build
because that's up to you how you connect stuff
I get that's it's just literally a "here's exactly what you need in terms of throughput"
But I get so lost on factory design
I tried the satisfactory calculator one cause it has a more visualized factory design
But it's also messy
well the point is that the tool doesn't really force you to any design
like the calculator does
i like the node design of satisfactory toolsgreeny cause even if its messy at first i can easily adjust it to a much nicer to look at setup
there's pretty much infinite amount of possible designs that I could show in the visualisation
True, SC doesn't really like a factory design with more than like...20 machines lol
so I decided it's better to just show none
That's fair
the junctions and stuff are really more logistic and less production
The good thing about ST is that you can visualize the graph as a set of compartmentalized factories
and its up to us how we use the pipes and belts anyway
I got the "please show the full design" feature request a few times. The problem is that pretty much everybody expects the full design to look differently, so not really viable.
If 500 oil and coal go into a node, just make a factory that exemplifies the node.
I can easily work out which type of belt i need where and what pipe i should use
I think what people want is initially a design that's perfectly efficient or perfectly neat
Kinda hard to show on a 2D graph
adding the extra junctions and stuff makes the cluttering even worse
And yet we do not have the power to make a 3D example of a perfectly neat and perfectly efficient factory.
perfectly efficient is any design that doesn't struggle with belt or pipe throughput
(built according to the tools)
SC does its best to show you the perfect efficiency based on your conveyer and miner levels at hand
Which...usually end up meaning a fuckton more splitters and mergers
but perfect efficiency is already achieved by having stuff calculated π
besides, whether you use x splitters or mergers or just do overflow really is up to you
In all honestly just thinking about a 1000+ item/m graph really hurts your brain as a midgame first timer
old version of my tool had the max belt setting, which only showed how many belts a certain arrow is, wonder if that would be enough for you
As a guy whos only ever made a factory the size of maybe two trainstations at best
It's hard to visualize a factory system that is...several tens of times bigger.
If only we had blueprint systems
But I'm sure there's a mod for that.
The main thing I suck at is "What if I don't have mk5s"
SCIM has the option of toggling the splitters and stuff but it doesnt help really
How do I perfectly split MK4s to meet that ratio
yeah that's why I said there was a max belt setting π
you dont, you just overflow
Pretty much i guess.
whether the user does balancer or overflow really is their cup of soup
not greeny or anthor's
Too bad we don't have a ratio splitter
I'd like to see the ratio splitter as part of the programmable splitter
pretty much any balancing or ratio splitting is useless in satisfactory
Or even the smart splitter if you wanna be really noob friendly.
optional at best
The problem I have with standard single belt with chained splitters is just how long it takes for the last machine to reach peak efficiency
not long
Since smelters and builders have internal stock
it's usually a few minutes
You say that but a single stack of frames is like 50 when I make like 2.5 a minute
and if you build factory by parts, by the time you built another part, the previous one is already filled
or you can pre-fill the machines or disconnect them and wait for them to be filled
Again it's primarily just cause I've never built such a huge factory in my career in SF
yeah that's fine
again, you can chose to use balancer and nobody is stopping you, but they are pretty much useless
Hard to imagine a factory that takes in more than a single manufacturers worth of computers
I dunno what SF really needs in terms of QoL or cutting down spaghetti.
it's just the factory that makes single manufacturer, copied several times over π
modular builds are the best
Which would be nice if it didn't take like 40 minutes to build over and over
Let alone finding the nodes required to clone said factory.
e.g. plastic/rubber loop, diluted fuel, etc.
wiki has crap sorting of the recipes
some of the most resource efficient recipes are in the "worst" tier
Realistically I could make computers with just iron, copper, and oil
my tools would show you the most resource efficient path to make any resource
But the wiki says caterium computers are more efficient
Hence me waiting to find caterium nodes to make computers
Does your tool also automatically choose the better of two alternate recipes for the same product?
odd, SC doesnt manage to display the recycled rubber / plastic feedback
while greeny's does
yeah it picks most efficient path
even though i selected the recycled recipes
So it wouldn't hurt if I just...press Select All on the alt recipe list?
And then I guess I can toggle them off if I can't access the resource it suggests.
that makes me wonder how it prioritizes resource efficiency
does it choose based on the limit of all raw resources?
I'm guessing his tool just simply chooses the recipe based on minimum resource input possible
If it takes 1000 items to make a computer versus 1200, it'll go for the former.
no, it shows you best resource efficient path
you can then disable resources/recipes you don't want to use
so...... do you run math on "oh, sulfur is rather limited, so i choose the most sulfur efficient recipes"?
If only your tool had a button for "select all recipes at Tier 6 and lower" since I don't got blenders.
aka a filter
well there's nothing like recipe tier π
should i @ anthor to tell him his tool cant manage the recycled rubber and plastic?
but machine unlocks. that you can do
"machines unlocked: refinery, packager, etc"
indeed
look: no recycled rubber
I was told packaging and unpackaging takes some good bit o power.
@pulsar stratus your tool seems to have a slight issue with recycled rubber and plastic both being active at once
Not that I glanced at the packager power costs lol
yeah I reported it to him a while back
So ST can happily suggest a factory for plastic and rubber that uses both the recycled Alts?
10 MW is nothing
yeah
See you say 10MW is nothing
it uses completely different algorithm to calculate
Then I remember I have like 200 street lamps across the map.
Packaging and transporting is always more power/space than just transporting as a liquid, except maybe nitrogen cause that compresses instead of being 1:1.
I only got 2000MW of power aight xD
It took a better half of an hour to figure out a coal plant
well then build more!
So it's not efficient, but if you want to do solids instead of fluids it's there and not prohibitively expensive IMO.
I'm always super frustrated cause like I see a coal and iron node together and I'm torn between turning the coal into power or steel
lets hope you can managge fuel once you got that
How do I choose what to make next aaaa
hence why I've basically halted most production just to make a power plant
I'm guessing once I get this 267 Fuel generator facility up and running for GWs of power, I don't need to use coal gens anymore do I.
I also just realized I'm sitting on a pure sulfur node that's making only nobelisks and rifle ammo, is this a waste of the pure sulfur node?
Coal gens are shit all things considered, but that's fine since their job is just to be the first automated power
until you unlock turbo or nuclear, nope
pick your poison
I prefer diluted turbo blend
How do I read this spreadsheet P
oil sulfur and coal mean consumption per recipe
and the list goes downward with recipes
this is all per 100 turbofuel
I'm guessing the best and worst mean which recipe is best to conserve X resource?
yep
best for oil is Diluted Fuel + Turbo
Fair...
hence "Diluted Turbo"
So I've finished all the tech for Tier5-6, should I prepare power first or start making space elevator parts?
Not sure how much infrastructure I need to use a blender.
you better set up your power so you can even handle the production of the parts
Gotcha.
always power first
Just never sure how much power I need.
...I'm guessing ST will also tell you lol
Based on your factory specs
satisfactorytools is a bit awkward with how it displays power
it's fine until you introduce clock speed adjustments
it'll list a total of X machines but it adds up the clock speed decimals
well you can't change clockspeed for now
right
and no, it calculates the machines at given clockspeed
it lists 9.15343 refineries total
but if you count up each node it sums up to like 14
if you prefer to only underclock, anyway
so like 1.57 refineries making pure copper is 2 refineries, not 1
it counts 0.65 refineries making recycled plastic as only 0.65 refineries, not one at 65% clock... that plus 0.69 making petroleum coke, it sees 1.34 and calculates power accordingly when it will be much different (47.92 for one at 134% vs 31.62 for one at 65% and one at 69%)
and I know this too, but then it makes it even harder to do an accurate power measure - or in this case, a machine count
rounded up as in to the nearest whole number?
yeah
the power list is showing me a decimal count for refineries that is much lower than where it should be, even if you count each node separately and assume clocking up to 250% before moving on to another machine, that's 12 different machines vs the 9.15343 it shows me here
I guess that's why I'm confused
if I sum refineries in your shared production line, I get ~9.15 refineries, which is what is in the power production thingy
jumping back to this, you can't just add them up like that, as the power will be vastly different
[normal power consumption] * ([clock speed] / 100)^1.6
well again, it's how I calculate it. I'm assuming all buildings are built at 100% OC, average usage is what would be average power consumption (which is correct), max usage is what would be if all of them would run at the same time
Imagine you overclock your 95W CPU from 4 GHz to 8GHz on LN and your wattage is now 300W something.
it's to give something to balance the free speed you're getting
Why not just make it linear with speed?
Was that just too easy?
that would give it no disadvantage
since building two buildings would be the same as overclocking one to 200%
I feel like that would be fine if only because making smaller factories means less performance hit
That and finding slugs is already an adventure.
By what, letting your lizard dog idle?
yeah
Doesn't that take forever.
not really
And potentially kill you.
not really π
one unit of uranium waste isn't radioactive enough to kill you rapidly, you can safely transport it several meters away without a hazmat suit
I think this is what maroon is pointing out, you're not actually doing this right. If you have 3 recipes that all use constructors and need 2.14, 3.78, and 5.4 for example, then summing them up gets 11.32 machines. But that's not right, it's 13 machines with 3 running at below 100% efficiency. That's not the same thing at all as 11.32 machines.
anyway, I think it's fine, it's a tradeoff like everything else, you want less buildings, you need more power π
it doesn't tell you that you only will build 11.32 machines. It tells you that you're using 11.32 machines "worth" of power on average
the build uses (11.32/13)*100 % of power of those 13 machines
on average
and is the max for 13 machines or 12?
13
oh gotcha
max is the peak you can get from the setup (all machines running at the same time), the average is what you'll be consuming on average, which are two important variables imo.
the misunderstanding was, for me at least, I didn't realize it was calculating that way cause the only number I can see is the summed up number
yeah π€·ββοΈ
maybe list total machines too?
it's proof of concept power display, will be definitely updated anyway
kk
point is, it depends on user how many machines they build
so until I implement overclocking, I'll keep it this way due to lack of better solution
yeah it's always going to be a rough estimate until you provide a bunch of option for people to choose. and even then you'll have people like me who add extra machines and mess with clockspeeds in ways to fit logistics which can't be predicted
yeah because you're weird /s
I was just worried for a minute it wasn't working to the methodology you chose
look I gotta move 3000+ steel it's gonna get weird 
I think it works pretty well and is decently accurate
No one here, I think it's more of a casual thing to do. People who don't plan out 100% efficient setups and just get stuff working.
It seems like the game is punishing you for wanting to use slugs, rather than providing you with an advantage for going out of your way to explore the map
Still a late game way to make it better would be nice, like if you could apply an overclock to a group of machines instead of just one.
Like a machine that takes slugs and provides an overclock for some power, but isn't as bad as overclocking those machines individually in either power or slug cost.
SO a machine that turns slugs into power?
I have tons of ideas to make the game slightly more balanced and I want to eventually implement them to a mod
What does this imply?
such as the beacons in factorio?
That Coffee could optimize further?
I don't know what those are
that they don't want to balance the game based on current performance, since they can improve performance of the game and therefore break the balance they did
tl;dr you put modules in them (specifically speed modules, there are 3 kinds) and they apply an area of effect of the modules put inside them, but at half the strength that the module would have if you put it directly in the machine
The game already runs pretty well on a 3080, but my concern is just eventually super scaling your factories will multiply render and CPU demand
runs pretty well on a 3080
when you get to later in the game, people do shit like this with the beacons just to make singular machines run as fast as possible.
Satisfactory looks better than I remember
min spec is a GTX 770, sure they could push that up a little bit but they clearly are wanting to make it work on pretty low end cards
We talking min spec to intel integrated graphics or?
nah this game will never run well on integrated graphics, if it does it's an accident
βThere are no accidentsβ - Oogway
I think that they should replace the biomass burners on the hub with something like solar panels because the biomass burners are virtually useless later on
Maybe Iβm alone in this, but Iβm not usually making biofuel to supply them
they need to be burners for the tutorial
My bad I left out the part of my message where I say on higher tier hubs
They work at the start but for me theyβre useless later on
Clearly we just make the hub run on a tiny artificial sun
That makes free 100MW of power
And MAM is like "See this shit, this is waiting for you in tier 10"
With bobsmods, you can break machines to produce items so quickly, the game gets confused and produces far more than it should, I managed to get ~2000:1 in one instance
at that point just install a mod that gives you free resources
i wonder if the bobingabout here is the same as the bob that made that mod
math check on 540 oil i'm pulling from an extractor node
feeding 18 refineries doing heavy oil residue
which feeds 15 blenders doing diluted fuel
and 9 refineries doing residual rubber, which feed 6 refineries doing recycled plastic
(i don't have recycled rubber yet)
all of this requires 15 water extractors
and generates 1260 fuel after the recycled plastic
which amounts to 180 plastic/minute
no, that's actually way more plastic than that, hold on - i'm feeding the 180 rubber/minute into recycled plastic, which makes 60/min
so if my math is right, the grand total is 540 plastic/minute and 1260 fuel/minute
which i am going to try to turn into a turbofuel plant, which is a whole other bunch of math
LMAO i need 56 refineries to turn all the fuel into turbo-fuel
and it will need 840 compacted coal/minute
which is 840 sulfur/minute
I prefer turbo blend fuel
less sulfur, less water and no coal compared to normal turbofuel
it's been working well for me building this :)
the green bit is all the generators?
yes
each "band" is a 2x50 array
I need 8 "bands" to support all of the turbofuel (3600/min)
there are two "bands" shown in the picture
lmao that requires so much space you have to build the whole thing in the ocean?
yes lol
i was just building on a lake between the coal and the oil i'm pulilng from
right
blend fuel I like only because they added more oil to the map with a few wells
what's the "ratio" as far as blend fuel goes, because i do have that 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
Raw breakdown for each unit of turbofuel with each recipe, assuming diluted fuel, HOR alt and compacted coal where necessary
the fraction is the amount required to make one turbofuel?
each of these are per 1 unit of turbofuel yes
and blend is the one that requires coke and sulfur, which means eating more HOR on top of the HOR the actual recipe needs AND whatever you're converting into fuel
yeah it uses 66% more oil compared to normal turbofuel
but it needs way less water and saves a bit of sulfur
correct
they added 1800 oil (when taking into account clocking) to the map with U4 with the wells
but sulfur remained unchanged
i guess that super oil area on the north side of the map is the best place to set up a rig like that?
that's where I am, yes lol
need 2700 crude oil, 1800 sulfur and 1200 water for the entire setup shown in my SCIM screenshot lol
it produces 1800 resin as well, but currently that's just going into sinks... will make use of it later
..polymer resin
that's the full item name....
1609 results for resin when searched across the whole server, vs 897 for polymer
I think resin is a more common name to use for it
they just both mean the same thing
ooh, i think i got the math down
using the turbo blend
540 oil becomes 720 residue via HOR alt
for oil. whats the most efficient way to make plastic/ rubber? is it polymer resin?
Recycled plastic/rubber loop
3 coke refineries eats 120 residue, makes 360/min
so polymer resin...indirectly
the most efficient way requires the alts for HOR, diluted fuel, recycled rubber, recycled plastic
3 blenders making diluted fuel, underclocked each at 80%, eats 120 residue to produce 240 total fuel
that leaves 480 residue, which is then funneled into the turbo blend fuel along with the 240 fuel and 360 coke, plus 360 sulfur, to produce turbofuel
requiring 16 refineries
which results in 720 turbofuel
The most efficient method is:
Input: 3 parts crude oil.
Step 1: Heavy Oil Residue: 3 parts oil -> 4 parts HOR + 2 parts polymer resin.
Step 2: Residual Rubber: 2 parts polymer resin + 2 parts water -> 1 part rubber.
Step 3: Diluted Fuel: 4 parts HOR + 8 parts water -> 8 parts fuel.
Step 4: Recycled Rubber/Recycled Plastic loop: 8 parts fuel -> 8 parts of plastic+rubber.
and 720 turbofuel feeds 160 generators
The recycled rubber/plastic loop is simplest to explain when going for a 50/50 mix of plastic and rubber:
Rubber refinery: 30 fuel + 30 plastic -> 60 rubber
Plastic refinery: 30 fuel + 30 rubber -> 60 plastic
Combined: 60 fuel + 30 plastic + 30 rubber -> 60 plastic + 60 rubber
Net Reaction: 60 fuel -> 30 plastic + 30 rubber```
if you only make residual rubber, how do you ratio the split between recycled plastic and RE-recycling to make more rubber?
Honestly, it's simplest just to treat the residual rubber as a separate thing, and feed recycled plastic solely from recycled rubber refineries and vice-versa.
yeah, i know you "loop" the recycled rubber into recycled plastic
and recycling one gives you triple of the other
As to how to bias the output towards plastic/rubber:
Each rubber refinery switched to plastic yields +90 plastic, -90 rubber, and vice-versa.
At the endpoints, you can have either 1/3 rubber refineries feeding 2/3 plastic refineries, producing only plastic, or 2/3 rubber + 1/3 plastic, producing only rubber.
Those ratios get a bit more complicated if you mix in the residual rubber, which is why I treat that separately.
@iron prairie Thank you
It's even simpler if you don't do 50/50 and just do 100% rubber . 6 refineries making recycled rubber, and 3 refineries making recycled plastic nets you 270 rubber/min
If you want plastic just swap recipes
But yes, sms is right. Do not use residual rubber or plastic in your recycled setups.. do it separately or just sink the resin all together.
wait, so how do you get the rubber in the first place to start it?
Manually throw rubber or plastic into any refinery
then how do you automate the process
What do you mean? Once you throw rubber or plastic into it, it'll have a bit of warm up but after that it's good
so you break off part of the recycled product to feed the first array of refineries?
and create a loop?
Nope. Single row
then how do you keep rubber coming in to keep the whole setup going?
yeah, that's what i said, feed part of your product back into the system to sustain the loop
i wasn't talking loop as in the physical positioning of the machines, but the conceptual positioning of what feeds what
Oh, yeah. I got you.. I just setup the system so it's a closed loop on the backside
And doing it this way as well as targeting a belt speed for your output, you can avoid lots of issues with these, like overdrawing dropping the output, or running the loop dry
Its actually impossible to drop the output of you build it like in my diagram, even if it's feeding a sink it will continue to produce 270 a min forever
oh that smart
I fold it on itself like a soft taco
i typically cordon off areas of recycled rubber that have the sole purpose of feeding all of recycled plastic and vice versa
with flow priority to the refineries that feed the other type of recycling
hello everyone, iΒ΄m currently building my factory for the assembly director system, but for the amount of item/min is very slow. i need a lot of heavy frames. so iΒ΄m using the heavy encased. but for the modular frame, are the alternates worth it or should i stick with the basic? the bolted frame seems tempting but looks like it uses a lot more iron
bolted plates/bolted frames are nice if you use steel screws. I believe bolted alts have roughly the same resource efficency as the standard recipe, they're just faster.
hmm, ok thanks. iΒ΄ll check if i have the steel screws
if you want to go that route, another way would be screwfree, which uses steel frame (very steel heavy) or standard, and sitched iron plate (no complaints if used with iron wire, other than it's just slow)
Have you run the math on it?
Yep.
Mk
I've only done the math for them to compare on 60 HMF/min and it wasn't a huge difference.
non-bolted was like ~3500 steel ingots, and bolted was ~4000 steel ingots.
Normalized to an output of 15 Reinforced Iron Plates per minute:
RIP: 90 Iron Plates, 180 Screws
BIP: 90 Iron Plates, 250 Screws
70 Screws is 1.75 Screw constructors, or 17.5 iron ingots. In the beginning, not an issue. When you start mass-producing, that adds up in terms of both complexity (moving that sheer number of screws) and resources.
and for these last deliveries, iΒ΄m curious how much you guys with megafactories are producing. its very inefficient to just create, like, one line of 2/min for these items, right? it would need to be something like 15-20/min
I'd recommend shooting for something in that range, yeah. 10-20 seems to be the general consensus.
So a few more screws. like 72% more screws. that's offset quite a bit when using steel screws.
Except you've now introduced coal to the equation.
That depends on how you build your factories (: on my world.. I don't use any iron.. everything is steel.
steel coated plates, steel rods, steel screws.
Still... Every single Bolted Iron Plate assembler will need a dedicated Mk 3 belt of screws going into it. 52/minute translates to roughly 5 constructors for each Assembler.
For RIP, each Assembler will need about 1.5, so two can share 3.
steel screws is 1:1 constructor/assembler :3
...I'm talking about Reinforced Iron Plates, not Modular Frames, gimme a sec to swap pages.
quite the tall order haha. thanks for the tip
for hmf, the more you can make, generally the better. but it might be worth spending some time on satisfactorytools as to how you want to set that factory up
Some ways are more resource (iron/steel) efficient, but you end up using 2-3x as many machines which can hurt the overall performance of the game, (depending on how fast your pc is; and how big your world is)
ok. i was checking that today, also scavenged for a lot of alternates. i imagine the pure ingots or alloy ingots will be useful in massive production lines
pure iron is great, iron alloy.. no, not at all. coppy alloy on the otherhand, is useful
yeah, those ones, the copper alloy and pure iron will be GREAT here
would be better to spread out production to keep the performance, not make a centralised production line, thats how im planning to do these last deliveries at least
before it burns my potato
specially because i like the glass foundations and lights haha
that helps, to an extent. really it helps quite a bit, but, lots of machines still has a performance hit, regardless of where they're at in the world :3
indeed. do the walls and multi floor buildings help the performance in these cases? try to hide whats on screen
I'm not entirely sure.
Mkay... quick math, normalized to 10 Modular Frames per minute:
MF: 15 Reinforced Iron Plates, 60 Iron Rods
BF: 15 Reinforced Iron Plates, 280 Screws
Going with Steel/Bolted alternatives, that translates to ~55.7693 Steel Ingots and 10 Plastic for Bolted Frames.
Vanilla recipe for Modular Frame and Reinforced Iron Plate, with steel for everything else, that translates to ~43.8462 Steel Ingots and 10 Plastic.
That's a 27% increase in materials used, so in any situation where you may need to mass produce, you will literally get 27% more Modular Frames per input using vanilla than bolted recipes.
honestly, that sounds about right to the numbers I'd see on the calculator.
Mhm. It's actually significant. Also, the production chain for the vanilla HMF was greatly simplified.
the biggest draw to me for the bolted recipes, is the fewer machines needed. I can 1:1 assemblers to constructors, and overclock them both to cut down on adding too many machines to my world.
Okay. Which bolted recipe?
both of them
I'm actually interested in this, btw, currently planning another restart. Mkay, one moment.
I used heavy encased frames with mine though, as it cutdown on the amount of mod frames per hmf
https://u4.satisfactorytools.com/production?share=B2it2eWhVFnpPUbqF1GH this is my setup for HMF's
total steel use for 74.67 modular frames with steel coated, steel screws, bolted plates, bolted frames is 416.41 ingots/min.
lmao how the hell am i going to find space for 160 fucking fuel generators
Not bad. I made one for 90 HMF that uses about 5310.
switching from bolted plates and frames to standard recipes didn't seem to make that big of a difference in the total steel usage, as most of it goes to steel pipe https://u4.satisfactorytools.com/production?share=2r1lUD9EjwCQleTGrM37
https://u4.satisfactorytools.com/production?share=cWQwdi1SBHkia5UchZog Here's my variant of that.
What is Caterium's main meta use?
I could technically make computers out of just the basic metals, but Im wondering whats worth using Caterium on
Supercomputer and Crystal Oscilator factories.
Any ratio bias for those 2?
...highly variable and dependent on recipes chosen/desired quantities of each.
Caterium substitute and relieve the usage of other resources, mainly copper
Stack them 10 floors high, you will then only need to find a space for 4x4 fuel gens
eh, i did have enough space to do 2 floors of five 2x8 grids of generators
Caterium Computers are quite good too... and of course, its necessary for AI-Limiters, which have other interesting applications
hook up some Raw Quartz (or maybe even Limestone you don't need) directly to a sink?
you don't need Quartz early... and you often have more Limestone than necessary
just got pure aluminum ingot π³ but how worth it is it honestly since the ratio becomes 2:1 instead of 3:2?
it depends on your thoughts about Silica... if you (as me) use it to produce things like Circuit Boards, you will like Pure Aluminium Ingots
hmm interesting
personally i use only oil for circuit boards, which isnt the best, but its convenient
I like the Pure Aluminum ingots, if for no other reason than they simplify the production chain by an input and have nice numbers and use smelters. I look for reasons to use those.
I like the silica Alts. I really wanna set up a cheap silica factory or section of a factory to see how well it'd work
...also because cutting out quartz means I can make more crystal oscillators and other things with quartz.
true π³
ooo if you take sloppy alumina you can fully cut silica from the equation
dont even have to think about it
what do you guys think of instant scrap though π³
Requires Sulfur, that's used heavily in nuclear power plants.
Also the only place in the entire production chain where you might have to use it.
sulfur can be used heavily for batteries, and supercomputer production too... instascrap.. not worth it tbh
Has anyone figured out how much the drones consume battery wise?
4/trip, I think.
Yes, it tells you on the UI. varies depending on distance between ports
cool, thank you
Yup, anytime. (:
I still have to set up properly the battery factory (alumina, or rather, baux is slow)
if you plan on having lots of drones, idk what to tell you. I feel like targeting 4/5 batteries/min per drone is probably a safe starting point, but I could be wrong
if you wait until you unlock mk3 miners and pressurizers, you can easily turn the impure bauxite in the swamp and it's nearby sulfur node into 90 batteries/min
Copper is a far more limited resources in U4 because of Copper Powder, correct?
among other reasons yes.
someone interested about some math for Rubber/Plastic production with Recycling Loops... its a bit long for a single post here, but I could break it up (and/or link my GoogleDrive document)
excluding powder, alcad casings is a new one that can chew through quite a bit, then just the regular U3 offenders for copper usage, as well as needing more RCU's and computers in general.
I imagine you can get a hysterical loop going using Diluted Fuel, huh?
its about the HOR -> Diluted Fuel -> Recycling chain
I imagine that makes the Alloy and Pure Alts even more important, huh?
ahh so what, I will just post it here... be careful, wall of text coming... π
I did something stupid, thinking about "good" batch-sizes for plastic/rubber production just before going to sleep... which meant lots of thinking and not enough sleep, but I want to share what is mostly already known by a lot people... (to be precise, I am talking about a Diluted Fuel pure Rubber or pure Plastic factory)
Ranting
Why seem the number of Refineries in a Recycled Rubber/Plastic loop to be so broken? With other stuff it seems to be much easier to find a good rate...
The reason why producing Rubber is bad, but producing Plastic is even worse is a hidden? gem in the effective ratios between the recipes...
it makes alloy look like trash, and pure important
Rubber
I i'll start with Rubber... it's a bit easier.
everything starts with HOR, which turns 30 Crude Oil into 40 HOR and 20 Polymer Resin... which means we would like to start with a multiple of 30 m^3 Crude Oil...
The Polymer Resin is always turned into Rubber (it's more effective than to use Plastic) and its ratio is 2:1... so it's 10 Rubber from 30 Crude Oil.
the HOR is diluted... which (unless you really love Packagers) means we use the Blender to turn 50 HOR into 100 Fuel...
great... This means the perfect input ratio for Crude Oil into Fuel would be 150... because it produces 200 HOR, which is divisible by 50. You could also just OC a HOR refinery to 125% and you get 50 HOR... from 37.5 Oil (ugh... π ). The other option would be to run the Blender at 80%, which would make it fit perfectly on the 40 HOR output...
in all cases we get a ratio of 30 Crude Oil to 10 Rubber and 80 Fuel... nice... recycling turns fuel into rubber at 1:1, so we finally got 8 parts rubber (through HOR) and 1 part rubber (through Resin) from 3 parts Oil... factor 3, thats nice.
Using Recycled Plastic/Rubber to produce only one output is done by using three Refineries, fueling 2 of the with the output of the first, delivering 1/4 of the output of the pair back to the first one... Both Recycled Rubber and Plastic use an input of 30, so we would like to get Fuel in batches of 90 (or close).
Finally, my desire to always use pure has been buffed
Which is already a problem... producing HOR removes a "prime-factor" of 3 from the crude oil input... Diluted Fuel would like to get an input of 50 (no prime-factor 3) but Recycling would like an input of 90 (two times the prime factor three).
The "easiest" solution I have is an input of 270 Crude Oil, then use 9 Refineries to produce 940=360 HOR and 920=180 Polymer Resin... turn the Polymer Resin with 4.5 Refineries into 180/2=90 Rubber. Then use 8 Blenders (at 90% UC) to turn the HOR into 360/45=720 Fuel... which then fuel 8 Recycling-Loops (each taking 720/8=90 input, nice!) to generate 720 Rubber... which gives us 810 Rubber.
300 Crude Oil would need 10 Refineries to produce 400 HOR and 200 Resin, then 5 Refineries (nice!) to create 100 Rubber from the Resin... 8 Blenders (nice!) turn the HOR into 800 Fuel.
We then need 8 + 1/9 (sigh, maybe OC one of the loops by 11%?) Recycling Loops to turn the fuel into 800 Rubber, giving us a total of 900 Rubber.
Plastic
Plastic is worse...
Because Residual Plastic is worse than Residual Rubber, we still need to produce Rubber from the Polymer Resin and then use a set of Recycled Plastic Refineries to turn it into double the plastic.
again, 1/3 of the crude oil number becomes Rubber (through Resin), 8/3 of the oil number becomes fuel... but 1/8 of the fuel is necessary to turn the Resin-Rubber into Plastic, so we only have 7/3 of the oil numbers left for Fuel.
And 7 is an awful prime-factor, even for OC/UC factors (and unexpected when looking at the machines input/output ratios)... I have yet to find some elegant numbers without going for something insane like 1890=7*270 Crude Oil.
300 Crude Oil would again need 10+5 Refineries and 8 Blenders to produce 100 Rubber and 800 Fuel... we take 3.33 Refineries to make the 100 Rubber into 200 Plastic, using up 100 Fuel... leaving 700 Fuel, which gives us 7.77 recycling loops to turn the 700 Fuel into 700 Plastic, giving us 900 Plastic.
Stupid factor 7β¦
Combined Rubber/Plastic
Finally, there are factories producing both Plastic and Rubber at the same time in various ratios. A symmetric recycling loop is made from a pair of Refineries, each taking 30 Fuel and giving half of its output (60/2=30 Rubber/Plastic) back into the other one.
300 Crude Oil would again use the 10+5 Refinery and 8 Blender setup to produce 800 Fuel⦠which can be turned (by 26.66 Refineries?) into 400 Rubber and 400 Plastic⦠and producing another 100 Rubber from the Polymer Resin.
If you want total symmetry, you need to take 1/16 of the produced Fuel (which is 1/6 of the original oil number) and use it to turn half of the Polymer Resins Rubber into Plastic⦠and then take the other 15/6 of the original oil number symmetrically into Rubber and Plastic.
300 Crude Oil would again use the 10+5 Refinery and 8 Blender setup to produce 800 Fuel and 100 Rubber⦠then you need 33 Fuel to turn 33 of this Rubber into 66 Plastic with 1.1 Refineries (one at 110%?). The remainder of 766 Fuel can fuel 12.76 Rubber/Plastic Recycling Loops to produce 383 Plastic and 383 Rubber⦠with a total of 450 Rubber and 450 Plastic.
complete text, hopefully with not that many bugs:
https://docs.google.com/document/d/1wLy0kAQYMaTE8neluA8HkT_6HSqbKFFTtlyXGWR804Q/edit?usp=sharing
Beeg beeg oil products
oh mai.
So one pure node would produce, what 900 of each?
well, unless you're looking to maximize every drop of oil.. you lose a bit of oil with recycled loops, but you gain overall.
Seems to make oil alts for parts way more viable.
Also, jesus, big ass overclocked refinery lines sounds intense.
yes, the "HOR=> Dilution => Recycling" chain (including the Polymer Resin) gives you 1 oil to 3 Rubber or Plastic
Big gains
but the numbers are not as nice as we would expect
most of my large setup loses a bit of oil, per well.
something like 1080 out of 1200 oil gets used for the recycled loop
Well... 600 in produces 900 of each out.
if you find a mistake, feel free to point it out or put a "comment" on the Google Drive document...
I am planning a "larger" (for my playstyle) plastic/rubber plant and want both keep separate... this way I don't need to worry about blocking belts and I don't need to add a Sink either...
Just checked my design, then saw that it had been said previously.
lots of math that kept me awake last night π
I'll look through it, as for my setup.. I'm not really worried about the oil that I've lost as I haven't really found a way to use the 6000 rubber and 5000 plastic it's already producing D:
Jesus
yeah.. I knew I was making quite a bit but.. damn
I think the 5 rubber to 4 plastic split is promising when you want to produce both...
because it keeps the fuel-recycling-loop symmetric
Non-silica aluminum production good? I found the bauxite node near the oil on the west coast and I actually have enough oil available not being used to make coke for it.
it is 1:1 bauxite to alumium ingot with the right alts
That's a good ratio
I also have a Hanging Factory design I wanna do, which works great where that node is.
yeah, even if you don't want to deal with "belt limits" you could easily 1500 Aluminium Ingots with these two nodes
Two nodes? I only saw one up there
there's two.
there is a second one on the other side... also pure
3 actually all pretty close by i think
Well God damn, ain't that nice
That whole area has a ridiculous amount of good nodes
Most of the bauxite is up in the redforest... I ran a trainline up there to gather it all :3
besides bauxite.. redforest is rather crap lol
I built two huge "item elevators" to get all of the Bauxit down to the West coast
South of the oil is a bunch of pure copper/iron/limestone, south of that is pure caterium, and north of it too. Then the oil has a pure and two normalsz and then bauxite. All right next to the fucking ocean for water
and use 600 of it at the moment π
This might be my favorite place to build right now
Red Forest is hell. I will burn it down
lets not forget the Nitrogen there...
Didn't even know, I'm not at tier 7/8 yet
What a bizarrely great spot to work on
You can even build out over the water so nothing gets in the way.
Don't have to worry about piping water anywhere, it's always below you haha
you talking about the gold coast yeah? it's nice :3
Seems phenomenal, I never knew it was so rich...
"Gold Coast"
"Rich"
Well I'll be fucked
xD
it really makes a nice starter area for a main base, kinda it used to be my favorite spoit
Yeah, but it certainly seems balanced
I never knew. The coast was the only starter location I haven't used
I moved over there because I kept finding stuff
it's lacking in coal and quartz, and sulfur, and those aren't too terribly far away
It's not a starter location XD
Yeah, I'm training in coal and compacted coal for steel and turbo
Well the coast starter location is only like 500m north of there
the lack of coal would be a problem for a starter location
better start in the Rocky Desert and then move South
but during my first couple of playthroughs when i started in grasslands, I moved to that coast to build my base pretty quickly
Yeah Rocky Desert, that's what I meant
unless you end up with your base in the top northwest corner of rocky.. then you kinda screwed lol
This playthrough started at the northern forest. Then I moved to the grasslands, and now I'm settling on the Gold Coast
so anyone found something missing or bad in my "plastic/rubber" ranting? π
Not yet, well, you included resin in the ratios, which I always feel like it's best to leave that out of the math for recycled loops and deal with it separately :3
Is there an advantage to using fractions when deciding clock speed over percentages?
Or does it just come out to the same numbers, basically?
the problem is Resin is relevant as soon as you produce Plastic... because using it directly for Plastic is inefficient
I think both methods are valid... "%" is just a way to write "/100"
I know my current recycled line is based on residual rubber as a junpstart
I've always just used recycled rubber- recycled plastic My gripe is really the 101 oil usage of this setup
It's super modest compared to what y'all are on, though
@topaz hedge the new numbers for the Blender "Diluted Fuel" also shuffled a few things around in terms of "good fractions"
No it's not, you went with a different plan, remember?
Oh yeah
I think most people start with a Residual Plastic/Rubber plant
evenso, it's not really the blender use that bugs me, it's the fucked numbers you get when you try to maximize for a given amount of oil on the recycled setup itself
yeah, these strange numbers (because non-fitting prime factors) what made me write up this stuff this morning
using blenders will even out to 8 blenders, but your recycled rubber to plastic refinery ratio is still screwed
so it's either a) sacrifice a little bit of oil per well and have nice clean ratios or b) get all the oil and have nasty ratios :/
exactly
because every "plastic/rubber generation loop" needs 90 input for a 100% variant
and 800/90 is not a nice fraction π
and if you want to use the Polymer-Resin for Plastic too, it gets even worse... 700/90
granted, as long as you're not trying to get x amount of rubber AND x plastic out of the loop, and you build it the wolf way of only producing one :p it's possible to get the setup to run just fine by just overproducing the opposite (if you're making rubber-overproduce plastic slightly to feed the loop)
So dedicate one node to one, and another to the other?
not necessarly a whole node
Or, rather, separate loops
just that loop
@umbral harbor that would be one option... but one node is up to 600 oil... do you need 1800 Rubber and 1800 Plastic? π
keeping the loops separate make them more robust for blocking
pretty much you build this #math-and-meta message and you build it twice, once for plastic, once for rubber and you'll use ~220 oil, then take the remaining oil and turn it into jetpack fuel xD
I absolutely do not, I don't go as ham as some of y'all haha
separate loops that target beltspeeds as their outputs can also feed a sink for days with no drop in output :3
I just wanna make all the space elevator parts. Not even a lot of them, just enough to "win"
Then, I dunno, guess I'll stare out the window for a while
either way, it's a nice writeup, and your math checks out, including the last bit at the end :3
building factories is winning, no matter how small, or big
Once the game stops giving me goals to work towards, I'll probably just stop.
It's why I never cared for Minecraft or 7 Days to Die. No endgoals
Or, y'know, I'll just play it again, but differently somehow
I'll make Combine Towers like I initially planned
Making x amount of really expensive parts a min to feed into a sink is a valid endgoal.. you can kinda make up your own goals with this game in that way
That's the unfortunate problem for me, I don't really find motivation in setting custom goals. I like goals that are predetermined in games.
But hey, 750 hours and I've never seen tier 7/8. I think I'll be playing for a while anyways
Like I did a 20/min nuclear pasta factory.. completely useless part aside from spaceelevator. Just to do it and unlock that second golden nut statue.
I probably won't even be done with this playthrough by the time U5 comes out haha
Some people do max builds of a certain part.. like when you run out of things to do.. it's pretty easy to start on something new lol
True
hey are there any 3 to 8 splitter systems out there?
eh, issue is that each of the 3 inputs is already at max belt capacity for my tech tier
build 9 machines instead, divide to sets of 3, underclock last machine in each set to 66.6667%
that way you don't need to do any shenanigans
guess so, just have to craft 30 frames but that's not too bad
most of the times when people start thinking about balancers, there's another way to do it without them π
just out of curiosity, what are you doing that you need 3:8?
I'd suggest getting solid steel ingot alternate recipe
to have more steel out of same amount of iron
just have to find the alternate recipe is all, lol
you could just use splitters to split each of the 3 belts into 8... and then merge them into 8 output belts
you would need 3x(1+2+4)=21 splitters and 8 mergers
doesn't seem the most efficient way to go about it
I think I'll just go do some hard drive hunting to see how that alt recipe works out
no... I mostly care about stuff like this from the point of view of a mathematical puzzle... π
even without the alt, it's probably easiest to do what I suggested, build 9 buildings instead of 8
build 9, underclock all to 90% π
88.8889%*
well, I just got the alt
it adds one step, but allows you to make more steel out of same amount of iron
yeah, certainly looks like it
in the future you can also get pure iron ingot recipe, which adds water to make even more ingots
yeah it's kinda weird that you can get it before refineries π
honestly the refinery itself seems a bit ah... overengineered for what is essentially just ore washing
its the only thing we had with a solid and a liquid input at that time ^^ (and outputs)
well, maybe there'll be a dedicated ore-washer someday
most likely CSS thinks (at the moment) that "Pure XYZ" recipes should be expensive in space and power
yeah, balancing I guess
though you could counterbalance it with having to somehow deal with contaminated water after the washing
anyway not for this place
balancing numbers (how much cost vs. how much effect) are good here I think
we had a lengthy discussion how effective (and how expensive) the Copper Alloy vs. the Pure Copper path was in the past
I see
I used the Pure Copper recipe for my Steamed Copper Sheet factory. Since I needed water for the copper sheets, I figured I might as well use it to make pure copper too.
But I prefer to use the Copper Alloy recipe for most of my copper.
Prioritizing sheer throughput at the cost of one cheap resource seems worth it to me.
For me, copper alloy vs. pure copper is a matter of local convenience: is there excess iron or water around? Mechanically, I suspect copper alloy is usually better, with pure copper taking over if you need more copper or more iron, but the reduced power consumption of copper alloy ingots relative to pure ingots is not to be underestimated.
As to iron, my preferred recipe is just the default smelter one, falling back to pure iron if I somehow manage to run out of iron ore.
Eh... pure is better by the metric of more ingots per ore.
Problem is, alloy is far better by the metric of more ingots per MJ. Pure copper winds up indirectly costing you a decent whonk of coal, oil, or nuclear fuel rods.
Mmm... don't get me wrong, I'm a fan of the alloy recipes. But if you're running nuclear, and are that tight for energy, you have other issues.
Also with the new update, you're losing those resources anyway.
just plug a power cord into the sun, so you dont have any more problems
I need the brainy people to help me with a satisfactory math problem
Default copper ingots: 8 MJ per ingot
Copper alloy ingots: 9.6 MJ per ingot
Pure copper ingots: 48 MJ per ingot
Pure copper winds up costing you an extra 0.021 crude oil per ingot relative to copper alloy, assuming 672.5 MJ per fuel (after subtracting production costs) and the full HOR->diluted fuel chain.
...MJ? I'm not convinced.
As to the "running nuclear and that tight for energy" argument, that's a non-argument. Nuclear fuel rods, especially if you're doing plutonium reprocessing, aren't cheap in terms of other resources spent. Every drop of resources spent on energy isn't spent on making things.
...no, it's an argument that you aren't addressing.
You could reduce your nuclear power and free up resources for other purposes.
"Eh, nuclear gives you plenty of power" is a blithe failure to account for opportunity costs.
The question becomes what is the production cost of that nuclear fuel in relation to how much energy increase is needed to process the pure if I'm understanding correctly.
And the math isn't hard:
Copper alloy: 16 MW * 12 sec/cycle / 20 ingots -> 9.6 MJ/ingot
Pure copper: 30 MW * 24 sec/cycle / 15 ingots -> 48 MJ/ingot (not including water extraction costs)```
So the cost of producing an additional 38.4 MJ or 40MJ depending on recipe
It's a few questions which wind up being part of a very complicated multidimensional optimization problem.
- How badly do you need to squeeze out those last few copper ingots (or possibly iron ingots if you somehow manage to run out of iron ore)?
- How much coal/oil/fuel rods are you willing to produce?
1 MJ is 1 MW * 1 sec. It is very basic physics.
im trying to get the perfect percentage for my constructor and its consuming 40.0001 limestone a minute and i only want it to consume 40 π
A megawatt is a unit of power, energy over time, while the megajoule is a unit of energy.
Energy = power * time
RIP
I'm aware, I have an AS in Physics, but that's still not what you produce.
Rounding errors. You're unlikely to get exactly 40.
OK, if you're being stupid about it:
Regular copper: 0.1333 MW per copper/min
Copper alloy: 0.16 MW per copper/min
Pure copper: 0.8 MW per copper/min
Floating point will not do that. The fraction 8/9 is not an exact power of two, so the computer cannot represent it exactly with floating-point numbers: the best you can get is an approximation.
Cut the insults. Using unuseful metrics and getting called out is on you.
It's absolutely equivalent, and I have no further business discussing anything with you. Either you're arguing in bad faith... or you're stupid. Either way, goodbye.
^
Seriously, it's easier to say "X energy per item" than "X power per item per minute".
Drop it
So going back to the MJ as I'd rather deal in integers personally when possible. I don't think there's a question it is an additional cost so much as just what is that cost and is it worth it. One you can quantify but other is harder without calculating all the nodes and what the ultimate use case is for that additional copper
You also can consider space. Pure cooper requires less room
Incorrect. Pure copper requires tons of room due to its slow throughput and use of large refineries. Copper alloy is far more compact.
Space considerations are harder to quantify as what is the cost of space? Concrete for foundations/walls, copper for power cables and so on but that number is pretty low value I would think
It's mostly a consideration for time spent building all that space and running around the factory floor getting things set up.
(it's also more of a concern for pure copper, since that means water, and if possible, you don't want to pump water upstairs. Copper alloy, however, is a purely dry process, so stacking additional floors is as simple as conveyor lifts: it doesn't need to be near water, and you don't have to pay for any fluid pumps)
So between building considerations, energy cost it seems like copper alloy would come out 'cheaper' for the ratio but how does it compare to default for the extra costs given the lower energy needs
Default copper ingot is probably roughly comparable to copper alloy for space considerations. Less throughput, but less bulky of a building and simpler to manifold.
As to alloy vs. default: while alloy is technically a bit more power-hungry (and iron-hungry), the 2x more copper ingots I feel is worth it in almost all cases. By the late game, there's a lot of uses for copper ingots.
Pure copper, I'd reserve for either "I have water but no iron here, and I CBA to belt in iron from a kilometer away" or "I have managed to completely run out of copper, so I really do need to squeeze out those last few ingots".
Copper alloy is also amusing when combined with fused quickwire. Quickwire is supposed to be "pure caterium", but with those two alts, it's a mixture of iron, copper and caterium in a 5:10:8 ratio (going by ore).
Substandard, adulterated product ho!
Since you're resorting to playground insults, which are never called for and cause me to question your maturity, I did the math by my own metrics. In terms of items/hour per MWh, your conclusion is correct.
However. When you use a unit, regardless of how technically correct it might be, and the use of that unit is confusing, and then someone questions you based on using a unit that does not appear in game and does not translate well to calculations based on which kind of power plant you want to use (standard practice is always to use the easiest units for this, not ones requiring additional calculations), then it's not arguing in bad faith. Its arguing for more clarity in the reporting units.
Finally, you don't address the question of nuclear having enough power, or the fact that regardless of usage, the materials are being spent anyway with the new update. Now on a tight power budget, it's a trade off of about two Foundries to one Refinery. For someone looking to max their production with a budget in the upper GW to TW, spending about 75 (rough math in my head) MW to max copper production, plus the electricity for the water extractor, when it can get hard to get in the late game as it keeps getting used, is a no-brainer.
what happened here
What's the point, saving power by not using pure copper? 
Looks at pure copper setups made just to avoid bringing in a new copper node
Looks like some people get crazy serious about math and power numbers here...over a game. I feel that there are areas of the game as is that the developers purposely set things up to no be 100% efficiency...
Think the final point is pure copper's cost to operate is greater than than it is worth in most instances so it isn't optimal. There use cases for it but the tradeoff is cost to operate
I think 100% efficiency isn't impossible to get... As long as you stay clear of belt/pipes limits, that is ^^
Cost as in...?
just have every machine's output connected to every other machines input
specifically the cost is power generation used vs ingots generated.
Heh, you wish it was that simple
even with the new OC settings, not every ratio can be made
i think if i made several thousand of each building it would work
within a few hundreths of a percent
but i wonder where i would get the RAM
The cost might be high, but I don't see a scenario in which you'd want to reduce your copper output to save on power 
I mean, sure, alloy copper is Hella convenient. But it's not like there isnt enough power to run pure copper, is it?
So for example...in a short while, my revamped site will have 22 smelters for Iron Ingots, 14 for Copper, and all off of 4 pure iron and 2 pure copper using Mk 2 miners and belts are mostly Mk4, except the connection from each machine to the mergers. And using ISCs to create two 480 lines for iron...is it efficient? I don't know yet
one U fuel rod using pure is 12500 copper
Maybe not the smartest thing to stick my nose in here, but here's my two cents: power efficiency only matters if you're early in the game or you're maxing out the map and your current max points plan doesn't leave enough resources for power.
so you get 12.5k copper for every fuel rod you burn (this is including a guesstimate for water useage)
Otherwise we have an excess of power in this game
"power is cheap"
well power supply is not an end of the world thing...just build more
How many copper alloy do you get per fuel rod? I don't have lot of the numbers in front of me.
So that's the core difference per fuel rod. Cost of producing that pure is significantly higher when you account for making that fuel rod as well.
I also think that the power storage buildings are thr greatest thing since sliced bread. I have 50 and my current max power generation is 2250 MW. All my machines on it may only take 1300 MW, but that gives me room to grow and expand my generators
To each their own
True. I know once I finish all my f tier 6... I will have to plan for a slightly Kibz power plant
I don't have much use for them. I was already overbuilding power and not turning stuff off so I don't have much fluctuations.
Power storages are fine. They don't hold much energy anyway.
they're better at holding energy than a fluid buffer of fuel
AIUI, they store 100 MWh (360 GJ), which is a pretty substantial amount, in fairly convenient form.
I would hope so, since that's their job.
Building a large "pure copper" array is not fun... as long as I have more copper AND more iron than I will need, I will happily use Copper Alloy π
Well...the fluid buffer is also about how many you place, and if you want to have several hours worth of fuel stored off site with a valve in case the main supply has issues
but, you need fuel gens along with those buffers, which take up substantially more space
which makes batteries far more compact
Using fluid buffers as energy storage makes only sense if you have the (Turbo)Fuel Powerplant anyways
IRL, fuel would be vastly more energy-dense than power storages, but it's a game.
The batteries are bigger on the inside. XD
In one of my saves I have 20k fuel gens on the ocean. It is on hold until mods work better, but the fuel storage portion would keep that plant running for 2 days
power storages are inertia based power systems
then, adding some fluid-buffers is a nice way to store power... but it only works if your resources malfunction
power storage can give you more energy than your powerplants produce for some time, so they have a different purpose
Are you sure on that? I'd imagine flywheel systems would likely be wider than they are tall, whereas in-game, they're taller than wide.
so, power storages arent limited by the power density of chemical storage media, but the structural integrity of their flywheel
\shrug
they use stators in their recipe, make a sound while operating, and show spinning when discharging
Considering the amount of power we use I think it's perfectly reasonable for them to be that energy dense. Part of their job afterall is give time to fix your factory. I'd rather that be measured in hours rather than minutes.
It makes no sense with IRL physics, but that can be said of many things in-game. I'm mostly OK with them.
and the game engine is limited in doing big things like a battery lake
im gonna build a battery lake just you watch me
you can't just pump up water into a big lake to store in case your other power sources die and you need the hydro
oh
That's usually called "pumped hydro".
i thought you meant covering a lake with power storages :P
the UK uses a system like that for load balancing
I mean you want to talk about things that don't make sense: fluid buffers are crazy dense.
english ain't my native language haha
IRL physics...really? Stack of 500 pieces of concrete...fits in your pocket...as many stacks as you've unlocked possibly...sure. Physics legit
hell, oil wells are crazy productive
That is Handwavium.
that coast with the bunch of oil wells, near the dune desert?
you can get more oil there per minute than the total annual oil production of the USA
also
lol so basically yeah don't look too close at the numbers compared to irl
Yeah, I did the math on a single train car of fluid. 1600 cubic meters of any fluid would not fit in the train car as depicted
yeah lmao
alright I found my numbers again, misremembered on the oil output but it's still rediculous
there is no nitrogen gas in the atmosphere, but there is nitrogen gas in wells, but we're supposed to believe that these vast stores of subterranean gas have not drained into the atmosphere over the millennia that massage a-bb has existed?
6 oil extractors can produce something like 970 cubic metres of oil per minute
of various purities
When all else fails: it's alien bullshit
There is nitrogen in the atmosphere. Earth is not pure oxygen
each mark 1 pipe takes 300 cubic metres of oil per minute
for comparison, the US national oil production in 2017 was 1100 cubic metres per minute
Water extractors are also silly inefficient, at less than 2% power efficiency.
And that's ignoring the fact that "cubic meter" seems weirdly big for the amount of material we're handling.
the average tryhard here will outproduce the USA in terms of oil
if there were nitrogen gas in massage abb's atmosphere, then wouldnt we be harvesting it with a atmospheric condenser?
instead of wells as if nitrogen were oil?
god, yeah, this, why can't we just use an archimedes screw?
422,675.3 gallons is the US equivalent to 1600 m^3
I can get better production out of an archimedes screw powered by a campfire
To be fair we don't know if the planet has nitrogen in the atmosphere, or even if it's breathable for us.
honestly why even use an atmospheric condenser?
also, the MASSIVE pump on the water extractor can't push water up a pipe further than something a 50th its size
The engineer doesn't take off her helmet.
just use a nitrogen generator
Atmosphere collection of gases would mean they could be placed anywhere. Having it as a resource well is better for game engine
wat
do you mean putting coal into the particle accelerator and getting nitrogen out?
those things that collect the nitrogen with an electric arc
no no, they're real industrial machines
there's various ways they can work, like with membranes or adsorbtion
Yeah...the water pump having only 10 meters headlift is strange
very very interesting, was nto aware
but atmospheric condensers are easier for my smol brane to understand
right, the arc thing is the Haber process, which doesn't produce straight nitrogen but fixates it into ammonia
That relies on the planet's atmosphere having non-trivial amounts of nitrogen gas.
Which, given that there are underground deposits, and surface gravity is 11.85 m/s^2, there should be a nitrogen atmosphere, but then again, we have a "gold-like element", so...
honestly I wouldn't be surprised if 'gold-like element' is just to keep the engineers from hoarding it
we have a really slow terminal velocity as well
'no no it's not gold it just is LIKE gold'
so the atmosphere is certainly dense
Lol
(like, maybe there is a "gold-like element" in the island of superheavy stability, but there sure won't be minable quantities of it on a planet)
32ft per second per second doesn't work in Satisfactory
eh, id say its possible
yeah it's definitely not going to be a superheavy stable element
nuetron star explosions could make it
if there's any candidate for that it's going to be SAM
SAM is probablu just alien poo with special properties
Is it still where they only give so much per game session and run out?
Though, a Watsonian explanation on caterium is "it's just a flat-out lie so that Ficsit doesn't have to pay you for the gold discovery".
yeah this
like, this icon exists of caterium. Fairly cubic but..
kinda looks like this
which is an actual real life chunk of gold
with fairly cubic structure
Maybe someone on the dev team had an ancestor who was a gold rush pioneer...
well, the FICSIT CEO is called Caterina Parks
Caterina. Caterium.
I wouldn't be surprised that the plot on release mentions she used her political power to literally just rename gold to herself out of vanity or something
like how some dictators name cities after themselves.
thats the thing, caterium is named after her
though the ingame one doesnt look like that afaik
it's an unused menu icon
thought it was a reference to IRL pyrite
from what i remember, the game had ADA make a reference that this wasnt actually gold
basically making fun of you as the player
Thing is, pyrite is just iron sulfide. Smelting it would get you iron, and that's not exactly a good material for electronics.
Meanwhile, if we assume that ADA is just flat-out lying to you, and the "gold-like element" is just gold, it makes sense.

