#math-and-meta
1 messages Β· Page 534 of 1
It's odd for sure.. I think this setup has been running since... december maybe? o.o it's not causing an issue yet.. I guess the easiest way would be to just shut it down and let it recharge..
eh I'd not poke something that's working, pipes get empty sometimes, full pipes are more stable but not strictly necessary
I used to think the fluids in this game were just.. conveyors that could go both ways with a little headlift mechanic programmed in... clearly it's way more complicated than that
if it's already working no need to fill it
there is definitely some fluid simulation going on, not just numbers moving
if it has to be shutdown after probably 800 hours of running.. I guess that's not really a big deal
Yeah, I dunno what kind of mechanics they have programmed in.. but it's definitely something fancy
apparently it's still not realistic, someone who does work with pipes thanked them on twitter for not making it realistic lol
so apparently in real life it's even weirder/more complicated
Oh yeah no, not even close to realistic.. that would kill our pc's
it takes huge computing farms hours or days to do real fluid simulations. XD
just go old school: mult-million dollar fancy fluid models

like literal models: https://en.wikipedia.org/wiki/U.S._Army_Corps_of_Engineers_Bay_Model
The U.S. Army Corps of Engineers Bay Model is a working hydraulic scale model of the San Francisco Bay and Sacramento-San Joaquin River Delta System. While the Bay Model is still operational, it is no longer used for scientific research but is instead open to the public alongside educational exhibits about Bay hydrology. The model is located in...
..Or maybe just a really powerful supercomputer, like the blue gene a few seconds. I dunno. There was someone on a pc building site that was simulating the airflow in a case he designed, and it said it took his machine about 12 hours to draw a cute little graph with a few swirls in it
damn, now that's fancy.
yeah it's cool, built in the 50s to test out wild engineering ideas
pumping fluids up really high and letting them gravity feed does seem to work pretty well, but.. I can't really recommend it because people have issues building a wall and running pipes up it lol
What I've done is I treat pipes like factory floor/whatever, and I build them all on foundations from the extractor to wherever they're going.. and it's to have complete control of any kind of elevation changge.
straight pipes up is better than curved or mixed with horizontal sections though, that gets messy and breaks the pump guides so you have to manually figure out where to put pumps
Yeah, I still count walls for going up lol
But what I mean is I do stuff like this for all pipes
trust the blue donuts! they're blueberry flavored!
I wish we had giant bulky pipes
I can't stand blueberry donuts >.>
Maybe, but there's something that's kinda cool looking about a tightly packed cluster of 15 or 20 pipes lol
..That might have more to do with me running conduit for a living than anything else >.>
You have any luck on your big turbofuel setup lund?
Yeah that one was easier than the tower, just took out two pumps and move two others. It was already built a bit better and I had already looped in in preparation for U4
Though still have something dropping out every once in a while, might go check on it again. I also built like 128 power storages to cover my ass so I could also just ignore it 
Yay. I was going to ask if you haven't sorted it out, you can send me the save and I'll have a look. no promises though
ick.. one or two fuel gens starving could be a pain to track down :/
Literally 90% of the problem was the pumps in the middle, and then some mistakes that didn't show up until they were running at 100% on the older setup
It's just one, and it's not 150 or 75, and I checked the tower, so it's the underclocked one in the big TF setup
I'll check the clockspeed and make sure it's accurate, that might be all that's wrong
tomorrow, I'm away from my gaming PC right now
it could be, slightly overproducing tf isn't necessarly a bad idea now either. with the way pipes work, even if you produce like.. 10 more than you can burn, it'll still run at 100% at the refineries
I thought I had actually already rounded-down on the clockspeed so I was slightly overproducing already, but I might have done the math wrong
if you're anything like me.. this isn't a good habit, but I don't keep and kind of notes on anything I've built. not proud of it lol
I do a decent job, it's not perfect but I do ok
I've got a couple of blueprints for the more complicated areas, and I keep the tabs on greeny's (π) calc
need to update the blue crater blueprint with the aluminum stuff
this is a relatively unknown bug to public, but I kinda know about it. I hope this will be resolved in next big update, which aims to also solve the maximize+input bugs.
The issue is current implementation. If there are items in "maximize" and items in "items/min" request, then the tool first calculates the "items/min", then figures out what resources are left and then maximizes the remaining items. So the "items/min" use the most optimal resources for them, instead of using most optimal resources for maximizing the production of the maximized item.
I've kind of noticed that items/min calculates differently from maximize.. but I don't normally throw multiple outputs into the tool either because.. my smol brain can't handle a huge bubblrific mess.
maximize doesn't solve for efficiency at all
only most
multiple maximize is where I see the most problems, but it's also a really weird thing to do and most people trying to do it don't really understand how to use the tool or actually what they're asking for
I most often see people do it when they want a "play the game for me" button
yeah, I may come up with a better way eventually
I was researching maximize in steps
e.g. first maximize all items
then figure out which items can't be produced at all from remaining resources
get rid of those item from request and repeat
which would no longer find the ratioed maximum, but rather maximum for each item (while keeping the maximums as close as possible to each other)
so it wouldn't just set them to the same ppm? how would that handle something like iron rods/plates, where they're competing for the same resources
so there's technically infinite solutions for a maximize with those two items
as I said, it'll first do the current maximize - produce as much as possible of both of them (both having the same output amount). Then figure out which one is no longer possible and try to produce the other one. In this case it probably won't produce anything extra from either, but in other cases it may.
oh I see, so it'll start the same as now, but then check if any can be maximized even more with the resources that are left? am I getting that right?
yeah exactly
it'll just repeat the cycle for the resources left and items that can still be produced
that would help with a lot of the confusion with multiple maximize, I still think it's a bit of a weird thing to do and most people don't realize what they're doing with it, but it'll at least get rid of those cases where everything is being made 0.5ppm because of one item
but always maximizing the remaining requested resources in the ratio (or I can get rid of ratio and just make it 1:1 by default
)
well currently you can choose a ratio in which you want the items to be produced
by using the sliders next to the maximize selection
so you could tell it to e.g. make twice as much plates as rods
And you're thinking of just getting rid of that part?
well I'm not sure
I don't think most people know what that slider does anyways
But if you have a fixed item/min, couldn't you just add that to the production condition? Like output - input >= item/min, maximize for rest? Or have I missed something?
it's slightly more complicated, since if you do maximize, you can't optimise for raw resources as you're optimising for max output
but I do have a solution for that
Well, that's true, but do you have to optimize for raw resources really?
In that maximization case?
yes you do π
you can be limited by one resource only, you don't want to do unoptimal paths for the remaining resources
Fair enough
But even then two steps should be sufficient: 1) do that maximization with th additional condition, 2) Add the produced amount to the required items (maybe subtract 0.0001 to account for rounding issues), maximize for sink points for the remaining stuff (for simplicity maybe even with 2 variables for the normal condition and for the sink points so you don't need to have any postprocessing)
Because I would guess it would be a nice proxy for "used resources"? Value of unused resources = how many sink points could you make from them
You could of course also make a three-step process, where in the second step you'd optimize for the linear product of the requested output for all remaining resources and only in the third step the sink points
I think the weighted raw resources are better optimisation target
also, what are "unused resources"?
for maximization it's obvious, but for items/min, it's usually not something useful
as people just leave the default map max values
(so 1) maximum minimum 2) maximum linear combination with (with requested output, the maximum minimum is added to the required items/min), 3) free resources using max sink points. Of course weighted raw can also be used, but IMHO not all resources are equally important.
not all resources are equally important.
that's why their are weighted π
and weighted raw resources is how it's done for now π
I think it would also make sense for items/min. This three step process would IMHO be applicable for the combination or only items/min or max. production
Well, ok
The sink points just give a kinda "natural" weight IMHO. And natural weights are IMHO better than user specified ones if possible
resoruce weights aren't user specified, but user will be able to change them in the future
which imo is better than sink point weights
Hello i need some help Turbofuel consumption rate
4.5/min inside generators
Δ± am trying to underclock my fuel generator to 1.5/min
its so annoying
the percentage in the bottom is wrong
why do you need that btw?
Δ± am producing 600 turbofuel per minute
underclock to 23.9741%
Δ± either overclock one to 6 per minute or another one to 1.5 per minute
thank you
#FixGeneratorOverclocking 
it's not broken tho π€
who knew the conversion rate of polymer resin to the two polymers was so terrible
(also before anyone asks, this was edited in paint)
the issue is that the conversion rates for residual rubber/plastic are not the same
iirc plastic is 60/min while rubber is 40/min
also 75/min? is that from a 250% overclocked impure node?
wait no, impure is 60 iirc
250% on an impure node is 150 oil / min
this was simply to show the conversion rates
this one is worse because it uses the polymer resin alt
Top Image: 220 total for 75 Oil
Bottom: 353,84 total for 230,77 Oil
best you can do to get the most out of oil to rubber/plastic is this:
thats a 1 to 3 conversion ratio
the best i found what polymer resin recipe can do is 1 to 2.2
if you use it together with recycled rubber and plastic again
yeah it has to be residual rubber, then you either do x cycles of the recycled rubber -> plastic loop, or x+1, depending on which one you want
in short: polymer resin is still kinda bad
i mean, you have to start your rubber/plastic factories somehow
it would need to have like double the output rate to be comparable to the diluted loops
yeah but you could literally kickstart any recycled loop setup with like 20 rubber
i guess you build a starting reservoir via the basic plastic/rubber recipe until you get the useful alts?
yeah, using crude oil on the basic plastic/rubber lets you convert the HOR to the basic residual fuel recipe, so you don't need to throw in water extractors yet
then once you get all the good alts, you can really take off
The meta of oil processing is 1:3.
yep. thats the conclusion i came to for the two polymers
the second best after is like 1:2.2
The fact that you can PRODUCE polymer resin (not as byproduct) is kinda... Meh
yeah, it is a truly bruh moment
Just woke up, sounds good greeny, makes sense regarding the maximization thing if the calculator attempts to fix the recipes of items/min before going to maximization, cause pushing beyond that 'maximum' forces it to start using new recipes to use more of the unused materials on the map to alleviate the capped out ones
How much coal per minutes does a generator need?
I thin k 15?
yes
clean nuclear plans..?
sink plutonium rods and stick to uranium rods
okay but how do i do itπ
^he wants numbers, and what recipes to choose
oh i need particle enrichment too dont i lol
yup
I do wonder what the most low-power way to make plut rods is. My gut says either no plutonium alts or just instant. Fertile hurts your total power, and fuel unit adds the whole pressure cube chain which I figure would hurt both resource efficiency and power.
Ummm, you can check power use on the calc...
well it's pretty hard to figure out the lowest usage tho... you'd need to check all of the possible ways
Just a few more clicks is all
yeah cause there's no low power solve I'd have to manually go through all the recipes at all the steps and figure which were the most power efficient
lol just a few
π
there will be some low power solve eventually
I wish I could just pick the lowest MJ/item at each step, but that's deceptive because some of them take less power per item at that step but need more items total so it undoes itself
cough flexible frame cough
Fabric! I use that recipe to make fabric for my gas filters!
[I now have enough gas filters for whole discord. Automating that is not recommended xd]
anyone know how to do 1 to 5 split?
Isn't that the example on the wiki?
fortress there is a blueprint or you can just manifold xD
where is the blueprint?
,go to welcome misc, there is splitters and i believe a few basic blueprints
that link does not work
Just manifold it
idk what that is
yeaah then just manifold idk what happened to the link
manifolding means you have one conveyor line and then put a splitter for each thing you are splitting to
i.e. 160 copper ore come in with a splitter at each of the 6 smelters
hopefully that helps
!wikisearch manifold
yep... a visual of what i tried to say lmao
Right... literally the only reason to make polymer not as a byproduct (fabric does consume quite a bit of it)
If only there was some use for fabric
, after you finish making your 2k gas filters. You could burn them in bioburners...
They burn in bioburners?!
Better than bringing around biofuel for me then! At least you can fully automate those 
I think he's saying they should, not that they already do
they have the efficiency of leaves tho
But they automate! 
@oblique hollow I just booted up my MAX URANIUM RODS setup, took a while, but reached 100% efficiency without too many issues. Fluid parts included
And I didn't see the byproduct acid back up even a little bit 
So proud <3
Yelds around 1.5~2 milion points/min just in rods sinking
noice
The power graph was actually surprisingly smooth right from the beginning. Must be thanks to the balanced beltwork 
cries in having just finished warming up a aluminum scrap manifold
please CSS we don't need full stacks in the buffers
and why does scrap go to 500 anyway?
Cause manifolders need to suffer 
Tbf, there's some reasons surrounding how when you have high item/min numbers you surely have advantages by having bigger stacks too, but I'm too lazy to remember what they were and argument it now π
(Something regarding machines outputting lots of items at once and others taking in lots at once ("at once" means "each production cycle"), which can become inconvenient in some ways if the amount needed for each cycle is bigger than half the stack size)
That'd be solved by how I'd prefer machines buffers work: 2x - 3x the amount need for one cycle. Ignoring stack sizes completely
2x exactly would be best I think
Too little imo
2x is theoretically enough, but with fluctuations cause stuff is made in bursts rather than in a constant stream, I'd prefer 3x to be safe
theoretically, 1x is enough
it's actually not
because of the way the machines work they take the items at the end of the cycle, and also need enough items for the next cycle already in the buffer at the same time
so to stop a machine from going idle, you need 2x in the buffer when the cycle ends
mmmm, yo're right
I just finished dealing with idle time bullshit getting my aluminum started up, I watched it a few time trying to figure out a plan around it lol
it's the reason I ended up seeding some starter water in the recycled water refinery for alumina solution, the idle times kept making it and one of the scrap refineries stop and never converge on 100% efficiency
Uranium cells actually stack with double the size needed for 1 cycle of the alt recipe for uranium rods (100 needed, 200 stack size). I think it's pretty annoying to have them back up if for whatever reason the manifacturer stops for a moment (and lags behind the blender from then onwards). When you have machines 1:1 I don't want to see items backing up between them >.<
That's why I always say to have sufficient buffering to help manifolds fill up :P
It'll eventually come in handy in so many ways (like sustaining a system before the backfeed kicks in)
this was a rebuild of a U3 system, so I had to tear the old one down
which means I had spare scrap, that I didn't keep...... 
"la la la oh this an intermediary I can trash this scrap"
....did you perhaps manifold the scrap too?
yeah, I wasn't gonna make a 10 splitter
B R U H
it was fine cause it filled while i built the assemblers, but then I had to fix the alumina/scrap refineries after they fell behind........
You gotta treat it like what it is: screws mk4
And like all screws, you make it 1:1 with the next machine xD
I wasn't gonna build 10 scrap refineries lol
||Irons screws are mk1, Copper Wire is mk2, Quickwire is mk3, Scrap is mk4||
But you did and even manifolded them! 
it's 2:10 scrap refineries:ingot smelters
Oc is your friend :P
no
Then pain road it is π€·ββοΈ
I mean I bitch, but it wasn't that bad
Btw, I made some #screenshots, not trying to self-promote, but I'd love it if anyone got some critics/comment to discuss
oh I like it, basement with a window
You mean the crawling space?
Also, look, somebody made some sushi belt with screws on them 
is 1200 iron ingot/min alot?
depends on your perspective, it's not a little but it's not humongous
is it enough to start my mega base?
im tier 5-6 rn
just made a new save for update 4
I can't tell you that, only you can know what you want to make
it's all arbitrary
that's like saying "I want to build a big house and I have no plans/thoughts beyond 'big', I have some wood cause you need that to build a house, is this enough wood"
steel is can be most logistically convenient, it's very fast so you can just feed it straight into the next machine most of the time
best resources is steel rod > default screws, it's very slow though
cast is just good early game, it's not a late game thing
k
Funfact: in all my "mega" production plants, there was enough steel to make use of steel screws, even if they're not very resource efficient :P
@fathom root
i know
#looking-for-group-old is better or #off-topic-general
iv benn using looking for group, but benn getting ignored
Screw you . Nothing wrong with that
now that i have what i need, how do i do clean nuclear, more specifically what alts will i need
Time to tear it all down and start over from scratch.
I'm all down for sushi. Just trying to trigger Lund ahahah
how much uranium waste will i get from 3 fuel rods per minute(15 reactors) and what sort of machines/resources will i need to be able to sink that or reuse as more power?
Each reactor at 100% produces 10 waste per minute. So 150 Waste per minute. The setup to remove the waste is quite large.
https://u4.satisfactorytools.com/production
Add 150 Uranium Waste to the input tab. Then go to the Production Tab and hit "Plutonium Fuel Rod: Maximize". You might want to turn on all alternate recipes as well
so each reactor makes 10 uranium waste per minute?
Says that in the last picture linked here under "Fuel Consumption"
okay, last question do i have to make plutonium fuel rods? do i burn those? sink those? do those make waste?
they do make waste and you can sink them, but you'll lose the power potential
it also makes way less waste than uranium, and it takes a lot of waste to make them
https://satisfactory-calculator.com/en/interactive-map#7;-260864;33165|gameLayer|;hardDrives does this calculator resource still have a tab to see what your production is?
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
Hello, how is there a formula how many extractors are needed for a certain amount of coal generators? Trying to setup 36 coal generators
ratio of coal gens to water extractors is about 8:3
Thanks
so you need 4.5 extractors
wait no i'm dumb
i forgot how to calculate ratios
π
I need about 14 extractors I think
I would do 4 sets of 8, would be the easiest cleanest setup. Unless you have mk3 belts and mk2 pipes...
8*4 is 32 so he/she would need a single row of 4 too
Don't have MK2 pipes but do have MK3 belts
I have 2 pure nodes and max output I can take from them are 270/m
You can fit 3 extractors at 100% in one mk1 pipe as long as the 3rd extractor is connected in the middle of the pipe
I have it so that 3 extractors are connected to 2 pipes, each pipe fuels 4 generators
Old picture of what it used to look like
hahah all yall getting caught up on aesthetics over productivity
wait you don't?
nah man
you would get a heart attack if you see my factory
but it all works bc i fine tuned everything below 100% with power slugs
e m b r a c e t h e s p a g h e t
yes sir
i am a Mindustry veteran also so u know i finna spaghet in early game
later when I have everything I am going to build a main base and then tidy everything up from the final storage container all the way to the miners
actually I find this a really neat trick to optimize, what are others opinions on going sub 100% with power slug? Better off using it for power or to fine tune production to 100% Ξ·
Well, just getting shit organized wouldn't be bad overall
It's just easier to build symmetrically, at least for me
i am a savage, it is true
lemme screenshot something for ya
see #screenshots @fickle scaffold
Yea
ima do this: once i have all the resources Im going to migrate my conveyer belts
My current factory is like that since I keep telling myself that it's not my main factory yet
To a new area and build a new base, and collect the resources
And then Im going to reoptimize everything line by line lmao
i just need that Miner Mk3 first as a boundary condition
That's the reason why my factory is pasta too
So i am finishing up a massive steel plant that makes 1620 steel ingots per min using solid steel. Any suggestions for how i should divide that up between all of the things that need steel?
I finally got stacks of conveyer MK5 so when I get the Mk3 miner then I am going to migrate far and far away
Load balancer seems like the only option here
Try and split the output of that factory in 3 conveyers
Meaning that you have 3 Mk5 conveyers at max capacity coming out of it
I think 3 Mk5's is enough, 2 is just not enough to fully handle the output
how many smelters are we talking?
Well i'm only really at reliable mk3 and thats not the problem
27 foundries
I am more asking how much steel I should use for steel beams for storage
ahh emm yeah it depends
Most of this will be used for storage room
once you can make industrial bars or aluminum then it will be obsolete
And like im going to use alternates like steel rotors
Which is why its for storage room
Ehm for storage I reckon a factory with 1620 ingots should be enough lol
Yeah
What im going for is to make everything I possibly can with steel alternates
And I had 4 coal nodes to use so i went full yolo
You can replace the use of iron by using steel alts
Consumes a LOT of steel, but produces more items per machine, generally (steel alts be quick)
Yeah thats what I figured
Performance question:
How far away do I need to place the mini factory to benefit from performance gain VS single big building?
Okay so I'm transporting a ton of packaged water by train at the moment. Is it more efficient for me to have 4 stops or 2x the number of cars?
why package it?
trains have wagons to transport fluids directly
and well, one takes more space and power, and the other takes more space and power lol
diluted packaged fuel
theres no real efficiency loss here for anything
the diluted packaged fuel recipe requires packaged water
also means I don't need to use pumps
ah yeah got it
so which one is better for throughput?
theyre the same
I guess with 8 cars I could do 3 electric locomotives on each side?
same amount of freight stations
yeah but one uses 4 stops the other uses 2 stops
multiple trains?
transporting packaged stuff has a demerit of having to move canisters opposite way
hence my question
I have a space issue over where I'm taking it, and it needs to be packaged either way
and I wanted to avoid pumps
people generally build refinery + two packagers as combo
its the most hassle free way
I have a space issue, and I wanted to avoid pumps
if you have a space issue, can you even fit a long trainstation
and a packager
I'm in the north of the map working on a massive fuel setup to get me to nuclear power. For each 600 crude oil to fuel generators using the heavy oil residue and diluted packaged fuel alt recipes it becomes a total of
47 refineries
14 water extractors
54 packagers
and 134 fuel generators.
And I have a total of 2850 crude oil. so multiply those numbers by ~4.75
I want to avoid pumps as much as possible. So I have a train station that is elevated. Packaged water is already a necessity since I'm working with diluted packaged fuel as I'm only at tiers 5/6 atm. I realize this is not the most ideal way to work with this, however, I do not want to go through the trouble of planning on where to place ~ 1300 buildings.
If your doing this just to get to nuclear that sounds like over kill
I would rather, instead, deal with the logistics of transporting empty canisters back. That's fine by me. So I'm trying to figure out, if I do 4 stops (drop off packaged, pick up packaged, drop off empty, pick up empty) is that faster than the loss of time with additional freight cars
I might not take it that far, but I'd rather plan for it if I follow through than not and have a huge headache
How big are you going with nuclear? There is a difference between using 1 uranium node and using all of them
I have an incredibly long term plan of full utilization of the entire map
utilizing all uranium as plutonium eventually
so basically all 2100 uranium
Are you planning on building all of nuclear at once or over time?
I'm not sure yet
Because if you say build it one node at a time then you dont need that much fuel setup
Just wondering
yeah, not sure at the moment.
I just don't want to have to worry about power again for awhile
So this fuel power won't be just to get nuclear online then
building in small modules helps with troubleshooting
yeah I'm only building for 600 crude oil at the moment
yes
but if/when I wind up coming back for the other 2250 crude oil, I don't want to have a space/organization issue
If you are just using fuel to get nuclear online i would go with the minimum amount possible. If not, do it all
I'm also not planning on rushing to nuclear
Then i would do it all
or actually
Here, if this helps.
Basically a 600 pipe of oil will turn into 22 gigawatts if you are only using diluted fuel and not using turbofuel
so like that 2250 oil will turn into about 80 ish gigawats
Hopefully that gives you some numbers to think about
yeah that much I'm aware of :) the total setup would be around 100
Yeah, not to mention that you could also make a pretty decent amount of plastic and rubber
imo 44GW should be enough, SFtools also gives you the power use of the basic nuclear setup
Yeah and if you are not looking at jumping straight into nuclear i would do at least 1800 oil into power
I think thats net around 60 gigawatts
yeah
Something else to keep in mind is that this is around like 230 refineries to build
That is quite a bit
But for now, I'm just trying to get 600 online. But I didn't account for the either additional 4 freight cars on my train meaning I would lose time or need more electric locomotives meaning more power, or I would need to do 4 stops total
yeah for the full 2850 oil, it's about 1300 buildings
Something i would suggest is to build absolutely everything for power in one singular spot. Makes it so later its not completely the end of the world if power goes out. I like building on the beach so water is not a problem
it was an organizational issue
I wasn't sure how to build in a way that I could have all of the water extracors and fuel generators over there. So for now it's going to be dependant on trains.
how many water pumps would it be worth it to just package it and ship it up?
iirc it was like 200-300 meters to make it worth it with just belts
trains makes it complicated, but I think it was close enough that the conclusion was just use fluid transport
so, pipes
irrc that sounds right
sorry I wasn't clear, for trains it was solid freight vs fluid freight including the train looping empty packages
also that estimate of belts vs pipes might've been with mk1 pumps/pipes, if it was it's even worse with mk2 pumps/pipes
what I got
y is 2 * 10mw for the packagers
that's not including the 10m headlift they provide
I don't understand this formula, could you elaborate?
oh I get it now
odd I remember it being higher
yeah this doesn't look right
oh wait I had the axis flipped in my head when I was looking at this, no it does look right
cause y is MW for packagers not number of packagers, and 50MW is only 5 packagers
this is for one pipe at 60m^3 oops
it depends on the flow you need to move too. For 600m3 you need 1 pump every 50m, but 20 packager (10 bottom, 10 top)
facepalm
I don't use packagers lol
20 total at 10 mw each
they never fixed the pipes sharing headlift if you connect them thing, even if there can't be flow between them, so for any given amount throughput you still only need one set of pumps
it works for nowβ’οΈ
and even if you need a new set every 600m^3/min, packaging probably doesn't come out on top
my point was more: you need more than 2 packagers for 600m3 (more like 20, but that also depend on what you transport iirc), and not about pump possible optimisation

assuming each packager is at 10 mw and 60m^3/min
they're not though, they all vary wildly
I don't think the green formula is needed at all, cost for MW at a certain height is enough information to inform specific situations, which will be highly variable
well I guess not that variable: throughput and speed of packagers and whether you use the pump cheat
I could just add variables for that
but lol for water (which is the 3rd most efficient one) it's still 1200m
that's the one that 60m^3/min
We talkin viscosity of fluids?
alumina solution is 120m^3/min and nitrogen gas is 240m^3/min, but that doesn't count cause it doesn't need pumps in the first place
pump power vs packaging power
water packages at different rates :jacehappy:
had to do a double take i thought bahroth here swiped my name
normally im borketh π
you've had like 6 nicknames on here, none of them borketh lol
I have never changed my name. Like. Ever. 
his name is borketh but everyone calls him floof π΅
I remember him as good ol' DDR4 3200Mhz π
you were excited to build that computer
it was A Satisfied Boi -> Satisfied Floof -> Floof | [useful stuff]
that... wasn't me
oops, sorry about that
I'm looking at the packager chart and it looks like most of them pack/unpack at different rates, cause lol I guess 
how much water can a mk4 convayerbelt carry?
480?
480/min, everything but nitrogen gets converted 1:1 to its packaged form
yummy
gross
I assume that L(?) is throughput and the p/u is the speed of the packagers/unpackagers
p = pack rate, u = unpackrate, L is throughput limit
10 is the mw cost of the packager
alumunia and water seem to be tied
adapted formula puts it at 900m
so for how many pumps you'd need so that it'd take more power than packaging/unpacking it'd be: #pumps > floor( (10 * ( (L/P) + (L/U) ) )/8 )
and then multiply that by meters for the height
so not impossible, but a highly improbable scenario
Is there a way to load balance fluid? If that's a thing. I need to take output from 7 extractors and split it evenly into 3
like crazy sky factories
it's not a thing, junctions just open areas for fluids to flow into
checks out with my math
I get that but splitting from 7 to 3, I just can't imagine how to do that
mcgalleon valve circuits
if it's all flat it's balances itself, if there's ups and down it tends to favor filling bottom-up, but you can manipulate that with pumps and valves
you can set each output flow at what you want with some valve, and so split them as you want
Thanks
you just don't, you just put junctions in front of machines and let the fluid flow
That easy? Sheesh
That's nice
preferably you let the pipes fill up first so that sloshing isn't a problem
you can also do the same with solids btw
!wikisearch manifold
MK2 pipelines would be such a relief
#old-questions-and-help message for pipe manifolds
Right now I have to make 6 pipelines, each pipeline fuels 6 generators
it's important to note >900m
pipes are theoretically easy to set up, but the fact that they just flow and don't have a set direction + have some issues at max flowrate leads to some quirks
safety tips are:
- if you can, let the pipes and machines fill up completely to lower issues with fluctuations
- keep as flat as possible, this is obviously subject to aesthetics but any up/down and pumps adds complications and troubleshooting
- if possible, loop the pipe back on itself, this can overcome the difficulties when you need max flowrate
- don't put pumps in the middle of fluid manifolds, I don't know why this fucks with it (probably something to do with them being one-way gates), but it doesn't play nice if you're raising elevation in the middle of a manifold; just take care of all pumping before putting stuff into machines not between them
I have 6 mk1 pipelines each needs just 270 water/m
best guess on #4 is preventing back flow and or reseting headlift
If I have valves I'll use valves
Oh I don't have valves, they're tier 6 it looks
Anyway we'll build and see
you usually don't need them
I'd actually avoid them unless you have a very specific reason that you need a one way direction or to restrict flow
for example with a recycle loop where you could flood the pipes with fresh water and leave no room for waste water
not just because a machine only needs so much flow
I have 1 pump pumping 270 fluid up and from there it is distributed downwards to generators
Still organised
But looks a lot better
This times 6
your generators won't use more water than they need, so in the end, even without limiting the flow with valve, it will go evenly between them.
in theory
I mean I'll test that theory alright
Designing coal generators specifically is probably my favourite part of the game yet
See #screenshots
it'll test your theory and your fury
I mean worth trying, rebuilding it in case of it not working is not a big deal
if you let the generators and pipes fill up before hand you should be fine
generators can take materials when they're off btw, different to production machines
But don't they turn on automatically once both water and coal present?
not if you put it on standby
They're full to the brim with coal, I setup 5 batteries beforehand, turns out it can sustain generator kickstart for 22 hours
they also need to be connected to a power line, iirc
Those including miners, not yet including extractors
this factory optimization for awesome points from thermal rockets/assembly director systems is really spitting out some heretical steps.
Like pure aluminum ingots.
Quartz requirements be real.
(followup investigation: sloppy alumina -> electrode scrap -> pure ingot vs normal alumina solution -> electrode scrap -> pure+normal ingot)
favors sloppy alumina in accordance with calculator, by about 9.7%
oh those aluminum calculations have already been done, sloppy -> electrode will always yield more aluminum ingots per bauxite than anything else but isntant (which only ties it)
the extra silica doesn't make up for the loss of scrap
and then any extra silica is always a booster
if you go normal alumina -> electrode -> all normal ingot (which requires extra silica input), you get 10 ingots per 9 bauxite.
Sloppy -> electrode -> pure is 1:1
but if you don't put any extra silica in you can only do 1/4 of your ingot processing via normal ingots, and have to do 3/4 as pure, which gives ~0.903 ingots per bauxite, which is worse than sloppy->electrode->pure
it takes a little more petroleum coke but that's usually not an issue
that's the thing, sloppy gets the same kind of boosts from silica that that normal alumina does
and yeah i missed that you can jam external silica in even with sloppy
it's fairer to compare what it looks like without any extra silica, because they both benefit from the extra silica
yep, which is where the 0.903 ingots (for normal) vs 1.0 ingots (for sloppy) comes in
never did i think i'd see the day id be using pure aluminum ingot in an optimized factory.
But quartz requirements for everything else do that
yeah the way I view it is you choose the best bauxite efficient route, then jam in as much extra silica from quartz as you can spare
either way, fun problem resolved, back to making my build list
I am curious if normal -> electrode is more quartz efficient, gonna check that real quick
cause this factory legit uses 3 different recipes for wire
yep
I can't imagine doing straight caterium
and it also uses quickwire cables???
not one of the many oil-based ones?
optimization truly makes some abominations
tbh i dunno if it uses an oil one yet
there's at least 60 orange boxes on this graph
you'll see those oil alts sneak in there as you approach the limits for other resources, turns out not much needs plastic/rubber by default
but it sure does a good job of stretching other resources further
apparently not a lot of caterium either.
I feel like oil, caterium, quartz, and sulfur are all in the same boat: not actually that much uses, used in a lot of alts, and a lot of alts get rid of needing them
so it becomes.... interesting where they're best used
this setup is certainly a lot more complicated than the 0.3.0 turbomotor+adaptive control unit result from optimizing awesome points
which is cool, I'm betting a lot of the complication is from balancing two items instead of one
i think that one only ever had 2 different recipes producing the same material at most, and didn't use anywhere near as many of the whacky ones
yeah. turbomotor and ACU didn't share a lot of resources
rockets and assembly director systems do
turbomotors also got weirder, the calculator does weird (but probably not unjustified) things to balance electric and pressure to max out turbomotors
you need to use both to get max, and how much each uses changes the closer you get to max, like it sticks to pressure until a point and then puts more and more to electric
the setup i calced out only uses turbo pressure motor because it extremely heavily favors assembly director systems
its making only 38.2 rockets/min but 268.1 systems/min
got there by just adjusting/walking along the surface between the two until i was getting less than 1.5 systems/rocket
assumption being that nothing else has enough crafting steps to be worth using even if im using more inefficient recipies
sound close enough, probably can't get any closer without a points solve from greeny or setting up a solver for points yourself; it'd probably take months to precisely solve for most points from raw resources by hand
yeah
it's a high-dimensional linear programming problem, which is ass to solve by hand but a computer program can do it quite easily (if you know how to write it)
it's all the alts fault
so many different paths
( I say this lovingly, it's like the most different thing about satisfactory )
oh have you seen the clip where mark practically revels in making bad ratios?
i guess, but i think that aspect becomes degenerate once you figure out manifolding
bad ratios just mean you can't easily 1:1 or 1:x (x being some integer)
but manifold+clocking handles bad ratios so easily
Whats faster for travelling along existing powerlines - hoverpack or zipline?
yeah it's not really a problem, I think he just uses it as a way to make recipes different. Apparently some players like clean ratios more than they like efficiency. So we get efficient, messy ratios that we can overcome with manifolds and/or clockspeed, and they get to spend more resources for nice ratios. Or something like that
without measuring it, I'd guess straight line or downhill zipline wins, but if you have to go up hoverpack wins
Would someone mind checking my math on something?
I dont wanna commit to building something and it turn out to be wrong
tried using the online calculators to compare?
Horizontal.
Hoverpak looses power between poles, as I'm using max distances for transmission lines to base. Zipline, well, jumping is tricky.
Using Trains for now π
so the answer was C: none of the above π
Actually, train tracks might be the solution, as they should give hoverpack a continuous power source?
[yet again, why fly if you can ride an actual train?]
yup, although hoverpack helps immensley with laying elevated track
hoverpack doesn't make you move any faster tahn regular running/sprinting
hoverpack actually is kinda slow on horizontal speed, not really it's purpose anyway
really good for climbing cliffs while placing poles though
Guess this also makes satis different from Factorio: alts
de-faulttorio vs 3d falttorio
that plus no goal like the rocket is probably why we get a lot of confused people here who ask for like a default amount of something to build, y'know the "is this enough iron ingots to make" type of questions
You only need 1 200 000 Copper ingots for the final elevator delivery!
man that's a lot of copper though
"is this enough"
- "For now, yes"
@worthy copper so is nuclear pasta not worth throwing into the mix at all? does it take too much copper?
im assuming it's not worth it due to copper costs
ACUs and supercomputers (or director systems) are both long-crafting chain materials so their point/raw material cost will be high as-is, while nuclear pasta uses a huge amount of copper that's only been refined a couple steps
same for thermal rockets, all the parts used in them are long-chain materials
I guess that makes sense, I kinda assumed nuclear pasta would steal too much copper to be worth it
This is how I look at it
Pretty much eats all the copper on the map
I think if you go for max sink value pasta is bad
as well as a good chunk of power in it's assembly
either way im gonna need to make the 1k pasta for the space elevator step, I'll probably set that up as a side project once I have nuclear power rolling
oh yeah just comparing max on map, it's ~210GW & ~60/m for pasta and ~530GW but ~320/m for assembly directors
and that's not even talking about mixing or bringing thermal rockets in
definitely eats too much copper
or nuclear power
cause im also capping uranium fuel rods and then refining/sinking the plutonium rods
If you try to max out the map, you end up with around 40/m of all the 4 final space elevator parts. Including enough to make 1TW (or 500GW if you sink plutonium)
Yea I got to like 40 as you say but I think iirc you can also get 60 of every other part as well You then run outta coal and copper . But that was before the rebalance of nuclear . So not sure what it works out to now cause that was with 600 gw of power
How do you guys like these numbers? (Plutonium recipes for the lowest sulfur-bauxite intake)
||Honorable mentions: @bleak coral @worthy copper @torpid robin @cedar mica ||
is that for max nuclear and points?
Yeah. I tried to push for most Assembly parts other than the MFG, that got the lowest priority in the plan
Too much pasta
But in saying that those numbers arenβt actually that bad ae
Can you get more rockets ? That is highest point value right. Iirc
1812 steel beams for screws. Fair enough 
You can change pasta and rockets at almost 1:1 ratio ^^
At 30 pasta it's 69 rockets instead of 70 though
It was meant to be
Bruh, with 50-50 it WANTS to use some electrode circuit boards (rubber+coke) as there is neither enough quartz, caterium OR copper leftover to make anymore with any of the other 3 recipees π€¦ββοΈ
Which means no plastic for coated plates :\
Correction: you can get more rockets at the cost of pasta and MFG (1 of each for each TPR pretty much)
Trying to push for points even further...
That's a grand total of 135'055'880 points/min (excluding the nuclear rods of course) with still 3800 sulfur, 10k iron, 22k limestone and TONS of water leftover... not really that much actually, sulfur aside
But isn't sloppy -> electrode the better bauxite usage?
What was the old max points per minute just using turbomotors? Curious if that goal has been passed
instant and sloppy -> electrode have the same bauxite efficiency
it wieghts quartz close to bauxite
I just noticed that
I believe max aluminum actually uses both so it can use both coal and oil
Yeah...Not sure if it's worth it π
there's not actually much to use sulfur on, and what does use it doesn't need much
But my drones!
so there's a bit lying around, you wouldn't want to use it for all your aluminum, but there's enough to do it some
Nevermind, I'm spouting nonsense: instant has the same ratio from bauxite to scrap of the sloppy route!
Yeah
I mean you're technically still right, tied for 1st place is still 1st place
both have the best bauxite conversion
I was quite surprised there'd be more than HALF the sulfur aviable after such a massive plan though... only the MFG really use it
yeah they really listened when we asked for the nuclear resources to be reduced
it's a lot, but leaves plenty to play with
Funfact: it's worth to make tons of pressure conversion cubes. Out of the 80 TM needed for the plan above, 50 come from Pressure Motor recipes (they can also easily boost pasta or plutonium chains)
Nitrogen needs to be handled with extra care as it's terribly easy to finish it
If you're chasing just awesome points i think you want purely rockets+director systems, pasta uses singularly copper which can be crafted a lot of times in other recipes for those two, while in pasta it gets only 3 steps (ingot->powder->pasta)
https://u4.satisfactorytools.com/production?share=7mQoEBOT97QcflJusFMY this is the final setup i settled on
No, the plan I linked is mainly to fill up the elevator fast xD
This one is more for points #math-and-meta message
i think you still run 0 pasta for points. I'm gonna slow roll my own elevator though cause uhh... I'm gonna finish that long before i finish even getting basic node processing on everything lol
Sure, if you want ONLY points and not even materials for storage, pasta and MFG are useless π€·ββοΈ
just out of curiosity, seeing how many setups you post over time... how many tabs are in your tool? π
I haven't tested how it will behave if there are more tabs than can fit on a single screen width π
at 11 tabs now, still doing fine at 1/3rd the screen width
I don't have that many I clean them up or it clogs my browser even more xD
when i try work things out. i put all my hub resources in as well. cause you gotta start somewhere. and you still need resources coming in to build . unless you are using creative. i feel it gives it a more realistic goal
@fallow vector i did some analysis and pretty much anything ingame can be an Immediate Product of Fluids or Produced With a direct Product thereof
the only things that cant be made..... are tier 8 elevator parts and nuclear path
wet explosives black powder ?
Same :)
(BTW, all the plans I shared so far leave some wiggle room for that, that's why there are no decimals in the production goals!)
I feel sad that I was bored enough to do math... Well, hope it helps anyway.
why did you math it out xd.... theres already recorded data on clockspeeed for generators
pulls out desmos
Does liquid manifold works the same in terms of spinup time?
liquid manifolds are finnicky and sometimes need loops
Yes. It's also a good idea to loop those manifolds
I see, will do, or at least try to
Will be hard to loop
Just connect those first two junction?
the man the myth the legend
it won't work if you don't do 
Thats rather safe
Which consume exactly 270/s
mfw a pure copper ingot refinery can 1:1 into a fused quickwire assembler (37.5/min out/in)
the machine dimensions even line up
Steamed copper sheet refinery exactly matches heat sink recipe and lines up with the assemblers too 
I still stand by the diluted packaged fuel loop being the best ratio lineup
the only thing it has going for it now, due to diluted fuel in the blender being the chad version of the recipe
@oblique hollow I am at work today. Do you know how I plan to use my time?
Analyzing resource efficiency of every single possible combination of recipes
because I am a clown
Well, you don't have to do it manually anymore. We are slowly adding alternate recipe analysis for individual item pages
You clown! Only i am allowed to do such clownery
but instead of spreadsheets I'm doing score analysis
through like
I could assign scores there too
well we'd also need to account for the cost too
that means the wieghts would change too
PAIN
obviously this is just a very basic system I've set up so far, and it takes into account only the materials it uses for now, buuuuut
lower score = better
python indeed lol
whatever floats your boat
it's easy enough for python, so if someone wanted to look at my code it's basically like handing them pseudocode
I don't code
print("\nUsing diluted fuel and heavy oil residue alts for all recipes:")
print(f"Normal turbofuel: {((0.45 / 11700) + (0.8 / 30900) + (0.8 / 6840)) / 0.000003}")
print(f"Turbo heavy fuel: {((0.938 / 11700) + (1 / 30900) + (1 / 6840)) / 0.000003}")
print(f"Turbo blend fuel: {((0.75 / 11700) + (0 / 30900) + (0.5 / 6840)) / 0.000003}")
okay but if I handed you this, you'd probably understand
it's just text and math, I'm confident you can do that
obviously the code will eventually be more complex than this, but still
those #s are wack
it's a work in progress lol
the decimal at the end has the sole purpose of forcing it into a value between 1 and 100
in actuality the value is 0.000001 * [number of resources tapped into per unit of product]
odd way to wieght it
again, just forcing it to a value between 1 and 100
I may have to adjust, depends on if there are parts that use everything.. see how those turn out
I don't see the value of it being constrained like that
You could do exponential functions
shooting stats!
buyt why would you divide by a small # when you can * by a large #
Same thing really
in precision too?
so I could just use the logistic function for this?
or to simplify it, 1 / (1 + e^-x)
does that hold up at the extremes tho, since it levels out
it would look like this.... why is it transparent
the one time I don't want an image to be transparent, it is
but as you approach the limit do comparisons hold up?
you need to be more transparent
opacity is the name of the game
I don't see what you gain by constraining it?
what clock speed do i need to get 2.5 uranium waste in a power plant
I mean I don't have to constrain it or anything. I could definitely choose not to..
I'm debating how to actually implement water
because it isn't exactly limited
if I used a formula like this, would water just account for 0 for the numerator (when summing up amount of resources per unit of product) but one additional resource tapped for the denominator
because then that pushes things to
Using diluted fuel and heavy oil residue alts for all recipes:
Normal turbofuel: 45.32764260664107
Turbo heavy fuel: 86.24407670907415
Turbo blend fuel: 45.73399310241415
...buut wait
π€ because the lower numbers are better but we don't necessarily want the increased resource count to make the score better
because I am dumbβ’οΈ one sec
Using diluted fuel and heavy oil residue alts for all recipes:
Normal turbofuel: 22.663821303320535
Turbo heavy fuel: 28.748025569691386
Turbo blend fuel: 15.244664367471385
so that's a bit better.
π€·ββοΈ Couldn't find the numbers I needed without doing math. I'm sure I didn't look hard enough really but too late now.
^
denominator is now 0.000001 * (12 - [number of resources tapped]), where the 12 is picked from there being 12 different resources
"denominator" shows multiplication 
You can choose a very low number for the exponent to make it less steep
And more linear
Normal turbofuel: {((0.45 / 11700) + (0.8 / 30900) + (0.8 / 6840)) / (0.000001 * (12 - 4))}
water isn't being taken into account for the numerator, but it is for the denominator.
water is effectively limitless for our purposes (unless someone for some reason wanted a max water factory π€) hence its lack of weight for the numerator
but it's still a needed resource, hence being relevant to the denominator
but you do need to calculate it's power cost eventually
since power is low cost resources
in the system I planned to use, it was going to be different scores for a few things
setup complexity (subjective, unfortunately), power consumption (also somewhat subjective because different forms of power?), and resource efficiency
weighted cost per mw?
then convert mw used to wieghted cost and add
you're implemention looks to be the inverse of greeny's wieghts
Give it a slider. The user can define what weight they want to apply to it.
Right
Not a literal slider of course... Not sure how difficult it would be to make something like that
"how much do you give a shit on a scale of 0 to 1"
"how much do you give a shit on a logistical scale of 0 to 1"
that's quantum computer territory tho...
@muted crypt greeny's weights
how did these come to be
resource amount/total resource amount
Amount if x resource divided by y total...
that way he can calculate cost
if that were the case, the weights would sum to 100
yeah, just checked. Weights are indeed reverse order. Uranium is heaviest so his recipes try to save on it
tbh, i wonder how his tool computes stuff
eg it prefers blender based aluminium even tho it needs sulfur for no particular reason
he told me recently. want a tl;dr?
He basically just sends a list of all recipes(weighted) to a server that has a linear programming solver
that's the inverse
oh
and then he receives an answer in the form of "use x machines to get x products"
so the actual solver is a black box
neeeeeeerrrrrd!
shut up nerd
any set to max?
minimizes oil
he does total availability / resource availability, then? but you didn't say that initially lol
that's why I was confused
limited on silca and baux, maxes alu
the instant scrap saves on oil
visible confusion
you said this, but what you just told me was the opposite
but isnt sulfur much more rare than oil?
11700 oil vs 6840 sulfur yes
quartz is weighted very closely to baux
i guess the math checks relative used ammounts too?
sure, instant uses sulfur, but how much, comparatively?
just because "rare resource is used" doesnt mean you cant use it
this is resources possible not availible
if i use ALL the oil vs a bit of sulfur, it will prefer sulfur
since theres MANY more recipes that need oil
π€
and sulfur is really just either power or..... nobelisks
if you try to max something out, it doesnt regard rarity
thats why setting maximize vs "max in numbers" gives different results
sulfur is also used in t8 elevator stuff iirc
battery
and supercomputers, but dunno how those are relevant really
it doesn't regard cost
but thats it
thats what i meant, yes, thanks
if you use that one alt that needs batteries
weight*amount = cost
i guess (x sulfur * a tiny bit used) wins out over (x oil * a LOT used)
graghs lines to show intersection
graghs 
fell to spail
i think i will go with oily setup as it seem easier overall for now
batteries
yeah
you need bateries for drones too and thats major usage probably if i want cool stuff
but those are really not a lot of numbers. id honestly rather not use that super-state alt if i need sulfur elsewhere
a π§ and π mcgalleon is violent...
salt? xd
oh π€£
@wicked tinsel McGalleon said it earlier though: the calculator doesn't prefer instant, it's just that the maximize function doesn't account for resource usage. It just uses the first thing that gets it the most stuff. Here's the 1560 in items/min with all recipes on: https://u4.satisfactorytools.com/production?share=fiDcec32rKq31ZlMxynG
yeah
i enabled all alts and got this when i asked for 100 ingots/min
not the best combo buuut its ok
i tries to skip on silca
of. quartz is a bit limited too
i built silca factory separately so i got it as explicit input
which probably did what it did
but yeah. quartz isnt too common either
at 10000 ingots things change....
it still tries to minimize quartz
so it mixed pure and normal
yeah got to force it to use some stuff, that's what setting the input limit is for IMO
cause if you let it go wild it'll just not use some rare resources at all
thats why i prefer adjusting the input numbers
or just...... do things my own way and only use greeny's site to confirm math
yeah, i just tried to get general idea
I like doing: decide resources and maybe ppm goal, set the input limit, then start playing between maximize and items/min and turning recipes on and off until I get a solution I like
I use it to skip the basic math essentially, instead of just taking the first solution to a problem
what do you think of the other one? I find it too slow for my tastes personally, and I prefer the logistics-agnostic approach of greeny's
anthors?
i dont like how it shows things as multiple seperate nodes. sure, theres the simple mode but.....
output is too complicated to my taste tbh
i understand that it tries to show how it will actually look like but eh
idk. im not really sold on that....
What's wrong
checking out the simple mode, and it still looks more messy than the equivalent chart on greeny's
plus there's not search on any parts of the production calculator, so turning off recipes and finding an item for input/output sucks
and there's no maximize at all
here is my chart, it ignored silca input completely and decided to mine more baux than i had inputted
I vote greeny and anthor work together to combine the websites into one, using greeny's calculator and anthor's map.
no clue how to disable that
crashes ram
haha memory consumption go brrrr
also realistic mode is . yeah
hey that's a nice spider web
oh yeah this solve is using oil, and I didn't add oil as an input :/
oh dear lord
i mean, it will probably look like this in game but
so I guess the input is just for additional items, and you can't affect the resources it will grab at all
you will use manifolds so it doesnt look that bad in practice
oh man it makes some weird recipe choices too, not that greeny's isn't immune to some interesting choices but I at least understand why it's doing that
so I can work around it cause the tool is doing what it's supposed to, just not what I want
curious of examples
can you share from anthor's site?
56.25 heavy modular frame with all alts, try that in anthors
make sure to do simple
and here's it on greeny's: https://u4.satisfactorytools.com/production?share=UZVJDouJ8A3d7z2gOzZv
yep
anthor uses ~3x more oil, ~35% more iron, and saves 40% of the limestone compared to greeny's
that's a weird resource choice
also uses more power, and has more buildings
does it prefer nicer ratios or something?
not sure
I know I would
that's literally the only reason why I made 3600 turbofuel
it's because every machine is at 100% clock speed for processing and consumption, with the exception of extractors
laughs in 270 turbo
like was it fun? yeah
that's valid, hard to tell if that's what's happening though cause even in simple mode some of the machines still seem arbitrarily separated
am I happy with how it turned out? after I got Galleon to help with getting the last 12 GW, yeah
stupid pipes...
McGalleon wants to know your location
he was already there
I had to solve my pipes myself, cause mcgalleon saw my architectural choices and said "fuck no"
like three or four separate times LOL
does the damn petroleum coke work now?
I haven't actually been able to get on the game in the last few days
I will open it tonight and let you know
only took like...... fixing the turbo pipes, fixing the fuel pipes, fixing the coke belts, fixing the HOR pipes, fixing the oil pipes.......
also, full disclaimer: by "haven't" I mean "chose not to because Path of Exile exists"
anyone have any further theories on why putting pumps in the middle of a manifold fucks it up? like it made the end of the manifold at the top starve
same reason as valves? prevents self-balancing?
figured that'd make ones at the bottom starve though, cause liquid would get "stuck" past the pumps
whatever it is, using valves or pumps really messes with manifolds
so i prefer to only use them when feeding the manifold
yeah I've added that to my list of best practices with pipes: all pumping before manifolds, and valves only as needed
I cringe when people suggest like valves before each machine, it's super unnecessary and I'm afraid they'll break the setup
also pressure
its horrible
the self balancing is the most useful thing for pipes
if only the setup wasnt so damn hard
I think I've only got a couple valves in my whole factory, and it was in front of and behind the tank holding some seeder water for the recycling refinery in an aluminum setup
and I probably only need the one preventing the seed water from going back into the pipe system, the other I doubt is necessary
i dont even have seed water
i just do funny recycled loop and hope it never fails 
yeah I do isolated recycle loop, but the downtime when it goes idle kept it from warming up completely
I, uh, might stop telling people to do that, cause it was a bit of a pain to fix. Now I know how to do it, it's fine, but valves on fresh water input restricting flow is probably simpler
it definitely is
buuut the problem is that the system can never halt
or you got issues
mine can halt, but only so many times
cause every time it starts up it eats of bit of the feeder water
who knew that inefficient factories are inefficient
I think, maybe now that it's balanced it's infinite
below 100% efficiency = below 100% efficiency confirmed
he did the math 

1 = floor(0.9Μ ) + 0.9Μ
tf is that
now that's an engineer right there
Pi = depends on your clockspeed 
officially a mechatronics technician now, since last week friday
π§
they should hire you to take care of the parts sent to part assembly who knows
I just cried a little inside
e = 3
sqrt(2) = 2
sqrt(3) = 2

pi = 3
e = 3
pi = e?
pie
sqrt(2) = sqrt(3)
square both sides
2 = 3
Snutt = Comnity Manager
Jace = Comnity Manager
Snutt = Jace confirmeded
@oblique hollow
Wha
the hell went on up there?
Math expertise
π π§
congrats mcgalleon XD
Youre late to the party xd
he easily blue away the competition
Also @proven prawn why the ping
Lol, I've been away for quite a bit as of late :/
yeah why did you ring him up @proven prawn
pi = 4 proof
Heretic
"4 proof" in US english means "2" for other country speakers. neither of which is particulary close to actual value, unless you like square wheels
what no
when you overclock coal generators to 250% is their water consumption really 91 cubic meters or is it a bug?
i'm not sure of the exact value, but it should be close around that