#math-and-meta

1 messages Β· Page 534 of 1

bleak coral
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this is basically what I ended up doing, just one straight pipe up the middle of the tower, then let gravity feed the generators

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I looped it too, cause why not

topaz hedge
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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..

bleak coral
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eh I'd not poke something that's working, pipes get empty sometimes, full pipes are more stable but not strictly necessary

topaz hedge
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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

bleak coral
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if it's already working no need to fill it

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there is definitely some fluid simulation going on, not just numbers moving

topaz hedge
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if it has to be shutdown after probably 800 hours of running.. I guess that's not really a big deal

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Yeah, I dunno what kind of mechanics they have programmed in.. but it's definitely something fancy

bleak coral
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apparently it's still not realistic, someone who does work with pipes thanked them on twitter for not making it realistic lol

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so apparently in real life it's even weirder/more complicated

topaz hedge
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Oh yeah no, not even close to realistic.. that would kill our pc's

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it takes huge computing farms hours or days to do real fluid simulations. XD

bleak coral
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just go old school: mult-million dollar fancy fluid models

topaz hedge
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..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

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damn, now that's fancy.

bleak coral
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yeah it's cool, built in the 50s to test out wild engineering ideas

topaz hedge
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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

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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.

bleak coral
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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

topaz hedge
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Yeah, I still count walls for going up lol

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But what I mean is I do stuff like this for all pipes

bleak coral
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trust the blue donuts! they're blueberry flavored!

loud heron
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I wish we had giant bulky pipes

topaz hedge
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I can't stand blueberry donuts >.>

loud heron
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that require machines on both ends to convert from big to small

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and vice versa

topaz hedge
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Maybe, but there's something that's kinda cool looking about a tightly packed cluster of 15 or 20 pipes lol

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..That might have more to do with me running conduit for a living than anything else >.>

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You have any luck on your big turbofuel setup lund?

bleak coral
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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

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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 jacelul

topaz hedge
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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

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ick.. one or two fuel gens starving could be a pain to track down :/

bleak coral
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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

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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

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I'll check the clockspeed and make sure it's accurate, that might be all that's wrong

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tomorrow, I'm away from my gaming PC right now

topaz hedge
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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

bleak coral
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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

topaz hedge
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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

bleak coral
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I do a decent job, it's not perfect but I do ok

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I've got a couple of blueprints for the more complicated areas, and I keep the tabs on greeny's (πŸ‘‹) calc

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need to update the blue crater blueprint with the aluminum stuff

wind spade
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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.

topaz hedge
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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.

bleak coral
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maximize doesn't solve for efficiency at all

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only most

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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

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I most often see people do it when they want a "play the game for me" button

wind spade
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yeah, I may come up with a better way eventually

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I was researching maximize in steps

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e.g. first maximize all items

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then figure out which items can't be produced at all from remaining resources

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get rid of those item from request and repeat

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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)

bleak coral
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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

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so there's technically infinite solutions for a maximize with those two items

wind spade
bleak coral
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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?

wind spade
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yeah exactly

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it'll just repeat the cycle for the resources left and items that can still be produced

bleak coral
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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

wind spade
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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 snuttstach_think )

bleak coral
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I can get rid of ratio and just make it 1:1 by default

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I don't understand that part

wind spade
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well currently you can choose a ratio in which you want the items to be produced

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by using the sliders next to the maximize selection

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so you could tell it to e.g. make twice as much plates as rods

bleak coral
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And you're thinking of just getting rid of that part?

wind spade
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well I'm not sure

bleak coral
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I don't think most people know what that slider does anyways

fast urchin
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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?

wind spade
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but I do have a solution for that

fast urchin
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Well, that's true, but do you have to optimize for raw resources really?

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In that maximization case?

wind spade
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yes you do πŸ™‚

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you can be limited by one resource only, you don't want to do unoptimal paths for the remaining resources

fast urchin
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Fair enough

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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)

wind spade
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why maximize for sink points?

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that's not what the user requested

fast urchin
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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

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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

wind spade
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I think the weighted raw resources are better optimisation target

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also, what are "unused resources"?

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for maximization it's obvious, but for items/min, it's usually not something useful

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as people just leave the default map max values

fast urchin
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(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.

wind spade
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not all resources are equally important.
that's why their are weighted πŸ˜›

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and weighted raw resources is how it's done for now πŸ˜‰

fast urchin
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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

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Well, ok

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The sink points just give a kinda "natural" weight IMHO. And natural weights are IMHO better than user specified ones if possible

wind spade
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resoruce weights aren't user specified, but user will be able to change them in the future

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which imo is better than sink point weights

timber citrus
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Hello i need some help Turbofuel consumption rate

oblique hollow
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4.5/min inside generators

timber citrus
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Δ± am trying to underclock my fuel generator to 1.5/min

oblique hollow
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yeah, generators dont use linear scaling

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thats an issue with them

timber citrus
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its so annoying

oblique hollow
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the percentage in the bottom is wrong

wind spade
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why do you need that btw?

timber citrus
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Δ± am producing 600 turbofuel per minute

wind spade
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underclock to 23.9741%

timber citrus
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Δ± either overclock one to 6 per minute or another one to 1.5 per minute

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thank you

oblique hollow
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#FixGeneratorOverclocking BlameSimon

wind spade
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it's not broken tho πŸ€”

oblique hollow
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it sucks ass tho

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good luck getting it right without knowing the formula

oblique hollow
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who knew the conversion rate of polymer resin to the two polymers was so terrible
(also before anyone asks, this was edited in paint)

gusty nexus
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the issue is that the conversion rates for residual rubber/plastic are not the same

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iirc plastic is 60/min while rubber is 40/min

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also 75/min? is that from a 250% overclocked impure node?

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wait no, impure is 60 iirc

oblique hollow
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250% on an impure node is 150 oil / min

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this was simply to show the conversion rates

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this one is worse because it uses the polymer resin alt

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Top Image: 220 total for 75 Oil

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Bottom: 353,84 total for 230,77 Oil

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best you can do to get the most out of oil to rubber/plastic is this:

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thats a 1 to 3 conversion ratio

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the best i found what polymer resin recipe can do is 1 to 2.2

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if you use it together with recycled rubber and plastic again

gusty nexus
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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

oblique hollow
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in short: polymer resin is still kinda bad

gusty nexus
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i mean, you have to start your rubber/plastic factories somehow

oblique hollow
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it would need to have like double the output rate to be comparable to the diluted loops

oblique hollow
gusty nexus
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i guess you build a starting reservoir via the basic plastic/rubber recipe until you get the useful alts?

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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

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then once you get all the good alts, you can really take off

glacial hemlock
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The meta of oil processing is 1:3.

oblique hollow
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yep. thats the conclusion i came to for the two polymers

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the second best after is like 1:2.2

frosty owl
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The fact that you can PRODUCE polymer resin (not as byproduct) is kinda... Meh

glacial hemlock
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yeah, it is a truly bruh moment

loud heron
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Its an alternate recipe

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why not

worthy copper
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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

dire ermine
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How much coal per minutes does a generator need?

loud heron
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I thin k 15?

sand garnet
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yes

long bridge
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clean nuclear plans..?

sand garnet
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sink plutonium rods and stick to uranium rods

long bridge
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okay but how do i do itπŸ˜‚

muted crypt
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^he wants numbers, and what recipes to choose

long bridge
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oh i need particle enrichment too dont i lol

sand garnet
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yup

bleak coral
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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.

deep root
wind spade
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well it's pretty hard to figure out the lowest usage tho... you'd need to check all of the possible ways

deep root
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Just a few more clicks is all

bleak coral
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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

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lol just a few

deep root
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πŸ˜‰

wind spade
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there will be some low power solve eventually

bleak coral
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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

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cough flexible frame cough

versed violet
analog junco
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anyone know how to do 1 to 5 split?

deep root
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Isn't that the example on the wiki?

long bridge
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fortress there is a blueprint or you can just manifold xD

analog junco
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where is the blueprint?

long bridge
analog junco
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that link does not work

timber citrus
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Just manifold it

analog junco
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idk what that is

long bridge
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yeaah then just manifold idk what happened to the link

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manifolding means you have one conveyor line and then put a splitter for each thing you are splitting to

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i.e. 160 copper ore come in with a splitter at each of the 6 smelters

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hopefully that helps

bleak coral
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!wikisearch manifold

shadow prairieBOT
long bridge
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yep... a visual of what i tried to say lmao

frosty owl
versed violet
frosty owl
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They burn in bioburners?!
Better than bringing around biofuel for me then! At least you can fully automate those jacelul

bleak coral
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I think he's saying they should, not that they already do

oblique hollow
frosty owl
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But they automate! superexcited

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@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 jace_smile
So proud <3

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Yelds around 1.5~2 milion points/min just in rods sinking

oblique hollow
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noice

frosty owl
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The power graph was actually surprisingly smooth right from the beginning. Must be thanks to the balanced beltwork why_so_snutt

bleak coral
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cries in having just finished warming up a aluminum scrap manifold

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please CSS we don't need full stacks in the buffers

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and why does scrap go to 500 anyway?

frosty owl
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Cause manifolders need to suffer evildoggo

frosty owl
# bleak coral and why does scrap go to 500 anyway?

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 πŸ˜…
(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)

bleak coral
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That'd be solved by how I'd prefer machines buffers work: 2x - 3x the amount need for one cycle. Ignoring stack sizes completely

mystic moon
frosty owl
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Too little imo

bleak coral
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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

mystic moon
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theoretically, 1x is enough

bleak coral
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it's actually not

mystic moon
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But I agree

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Why not?

bleak coral
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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

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so to stop a machine from going idle, you need 2x in the buffer when the cycle ends

mystic moon
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mmmm, yo're right

bleak coral
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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

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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

frosty owl
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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 >.<

frosty owl
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It'll eventually come in handy in so many ways (like sustaining a system before the backfeed kicks in)

bleak coral
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this was a rebuild of a U3 system, so I had to tear the old one down

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which means I had spare scrap, that I didn't keep...... simon_smile

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"la la la oh this an intermediary I can trash this scrap"

frosty owl
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....did you perhaps manifold the scrap too?

bleak coral
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yeah, I wasn't gonna make a 10 splitter

frosty owl
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B R U H

bleak coral
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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........

frosty owl
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You gotta treat it like what it is: screws mk4
And like all screws, you make it 1:1 with the next machine xD

bleak coral
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I wasn't gonna build 10 scrap refineries lol

frosty owl
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||Irons screws are mk1, Copper Wire is mk2, Quickwire is mk3, Scrap is mk4||

frosty owl
bleak coral
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it's 2:10 scrap refineries:ingot smelters

frosty owl
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Oc is your friend :P

bleak coral
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no

frosty owl
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Then pain road it is πŸ€·β€β™‚οΈ

bleak coral
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I mean I bitch, but it wasn't that bad

frosty owl
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Btw, I made some #screenshots, not trying to self-promote, but I'd love it if anyone got some critics/comment to discuss

bleak coral
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oh I like it, basement with a window

frosty owl
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You mean the crawling space?

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Also, look, somebody made some sushi belt with screws on them jacelul

fathom root
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is 1200 iron ingot/min alot?

bleak coral
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depends on your perspective, it's not a little but it's not humongous

fathom root
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is it enough to start my mega base?

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im tier 5-6 rn

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just made a new save for update 4

bleak coral
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I can't tell you that, only you can know what you want to make

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it's all arbitrary

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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"

fathom root
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true

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whats the better way to make screws...

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cast, or steel

bleak coral
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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

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cast is just good early game, it's not a late game thing

fathom root
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k

frosty owl
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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

fathom root
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noice

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anyone wana just chat in a vc?

sand garnet
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no

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also not really what this channel is for

fathom root
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i know

sand garnet
fathom root
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iv benn using looking for group, but benn getting ignored

torpid robin
long bridge
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now that i have what i need, how do i do clean nuclear, more specifically what alts will i need

quaint lantern
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Time to tear it all down and start over from scratch.

frosty owl
long bridge
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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?

granite jasper
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Each reactor at 100% produces 10 waste per minute. So 150 Waste per minute. The setup to remove the waste is quite large.

agile crane
granite jasper
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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

agile crane
long bridge
granite jasper
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Says that in the last picture linked here under "Fuel Consumption"

long bridge
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okay, last question do i have to make plutonium fuel rods? do i burn those? sink those? do those make waste?

wind spade
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they do make waste and you can sink them, but you'll lose the power potential

bleak coral
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it also makes way less waste than uranium, and it takes a lot of waste to make them

blazing yew
solemn oxide
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i have all resource

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i am pround monke

fickle scaffold
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Hello, how is there a formula how many extractors are needed for a certain amount of coal generators? Trying to setup 36 coal generators

honest lotus
fickle scaffold
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Thanks

honest lotus
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so you need 4.5 extractors

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wait no i'm dumb

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i forgot how to calculate ratios
πŸ‘

fickle scaffold
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I need about 14 extractors I think

scarlet kite
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I would do 4 sets of 8, would be the easiest cleanest setup. Unless you have mk3 belts and mk2 pipes...

tardy moth
fickle scaffold
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Don't have MK2 pipes but do have MK3 belts

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I have 2 pure nodes and max output I can take from them are 270/m

deep root
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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

fickle scaffold
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I have it so that 3 extractors are connected to 2 pipes, each pipe fuels 4 generators

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Old picture of what it used to look like

solemn oxide
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hahah all yall getting caught up on aesthetics over productivity

quiet spoke
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wait you don't?

solemn oxide
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nah man

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you would get a heart attack if you see my factory

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but it all works bc i fine tuned everything below 100% with power slugs

quiet spoke
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e m b r a c e t h e s p a g h e t

solemn oxide
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yes sir

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i am a Mindustry veteran also so u know i finna spaghet in early game

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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

solemn oxide
fickle scaffold
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It's just easier to build symmetrically, at least for me

solemn oxide
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i am a savage, it is true

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lemme screenshot something for ya

fickle scaffold
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Yea

solemn oxide
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ima do this: once i have all the resources Im going to migrate my conveyer belts

fickle scaffold
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My current factory is like that since I keep telling myself that it's not my main factory yet

solemn oxide
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To a new area and build a new base, and collect the resources

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And then Im going to reoptimize everything line by line lmao

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i just need that Miner Mk3 first as a boundary condition

fickle scaffold
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That's the reason why my factory is pasta too

rancid ember
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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?

solemn oxide
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I finally got stacks of conveyer MK5 so when I get the Mk3 miner then I am going to migrate far and far away

fickle scaffold
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Load balancer seems like the only option here

solemn oxide
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Try and split the output of that factory in 3 conveyers

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Meaning that you have 3 Mk5 conveyers at max capacity coming out of it

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I think 3 Mk5's is enough, 2 is just not enough to fully handle the output

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how many smelters are we talking?

rancid ember
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Well i'm only really at reliable mk3 and thats not the problem

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27 foundries

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I am more asking how much steel I should use for steel beams for storage

solemn oxide
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ahh emm yeah it depends

rancid ember
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Most of this will be used for storage room

solemn oxide
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once you can make industrial bars or aluminum then it will be obsolete

rancid ember
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And like im going to use alternates like steel rotors

rancid ember
solemn oxide
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Ehm for storage I reckon a factory with 1620 ingots should be enough lol

rancid ember
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Yeah

solemn oxide
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way too much actually lol

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in my opinion*

rancid ember
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What im going for is to make everything I possibly can with steel alternates

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And I had 4 coal nodes to use so i went full yolo

frosty owl
rancid ember
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Yeah thats what I figured

versed violet
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Performance question:
How far away do I need to place the mini factory to benefit from performance gain VS single big building?

abstract thorn
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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?

sand garnet
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why package it?

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trains have wagons to transport fluids directly

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and well, one takes more space and power, and the other takes more space and power lol

abstract thorn
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diluted packaged fuel

sand garnet
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theres no real efficiency loss here for anything

abstract thorn
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the diluted packaged fuel recipe requires packaged water

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also means I don't need to use pumps

sand garnet
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ah yeah got it

abstract thorn
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so which one is better for throughput?

sand garnet
#

theyre the same

abstract thorn
#

I guess with 8 cars I could do 3 electric locomotives on each side?

sand garnet
#

same amount of freight stations

abstract thorn
#

yeah but one uses 4 stops the other uses 2 stops

sand garnet
#

multiple trains?

wicked tinsel
#

transporting packaged stuff has a demerit of having to move canisters opposite way

abstract thorn
#

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

wicked tinsel
#

people generally build refinery + two packagers as combo

#

its the most hassle free way

abstract thorn
#

I have a space issue, and I wanted to avoid pumps

sand garnet
#

if you have a space issue, can you even fit a long trainstation

fierce ruin
#

and a packager

abstract thorn
#

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.

fierce ruin
#

If your doing this just to get to nuclear that sounds like over kill

abstract thorn
#

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

rancid ember
abstract thorn
#

I have an incredibly long term plan of full utilization of the entire map

#

utilizing all uranium as plutonium eventually

rancid ember
#

so basically all 2100 uranium

#

Are you planning on building all of nuclear at once or over time?

abstract thorn
#

I'm not sure yet

rancid ember
#

Because if you say build it one node at a time then you dont need that much fuel setup

#

Just wondering

abstract thorn
#

yeah, not sure at the moment.

#

I just don't want to have to worry about power again for awhile

rancid ember
#

So this fuel power won't be just to get nuclear online then

fierce ruin
#

building in small modules helps with troubleshooting

abstract thorn
#

yeah I'm only building for 600 crude oil at the moment

rancid ember
#

yes

abstract thorn
#

but if/when I wind up coming back for the other 2250 crude oil, I don't want to have a space/organization issue

rancid ember
#

If you are just using fuel to get nuclear online i would go with the minimum amount possible. If not, do it all

abstract thorn
#

I'm also not planning on rushing to nuclear

rancid ember
#

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

abstract thorn
#

yeah that much I'm aware of :) the total setup would be around 100

rancid ember
#

Yeah, not to mention that you could also make a pretty decent amount of plastic and rubber

fierce ruin
#

imo 44GW should be enough, SFtools also gives you the power use of the basic nuclear setup

rancid ember
#

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

abstract thorn
#

yeah

rancid ember
#

Something else to keep in mind is that this is around like 230 refineries to build

#

That is quite a bit

abstract thorn
#

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

rancid ember
abstract thorn
#

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.

rancid ember
#

Yeah

#

You have fun with that

viscid shadow
#

how many water pumps would it be worth it to just package it and ship it up?

fierce ruin
#

many

#

cieling.(x meters/50)*8 = mw cost of the pumps I think

bleak coral
#

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

viscid shadow
#

so, pipes

fierce ruin
bleak coral
#

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

fierce ruin
#

what I got

#

y is 2 * 10mw for the packagers

#

that's not including the 10m headlift they provide

bleak coral
#

I don't understand this formula, could you elaborate?

fierce ruin
#

x is height in meters

#

y represents the power cost (if this is right)

bleak coral
#

oh I get it now

fierce ruin
#

odd I remember it being higher

bleak coral
#

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

fierce ruin
#

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

bleak coral
#

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

fierce ruin
#

it works for nowℒ️

bleak coral
#

and even if you need a new set every 600m^3/min, packaging probably doesn't come out on top

fierce ruin
#

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

bleak coral
#

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

fierce ruin
#

I could just add variables for that

bleak coral
#

but lol for water (which is the 3rd most efficient one) it's still 1200m

#

that's the one that 60m^3/min

unborn ermine
#

We talkin viscosity of fluids?

bleak coral
#

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

bleak coral
unborn ermine
#

Oh wait yeah as soon as I saw the two others

#

derp

fierce ruin
#

water packages at different rates :jacehappy:

magic shadow
#

had to do a double take i thought bahroth here swiped my name

#

normally im borketh πŸ˜†

bleak coral
#

you've had like 6 nicknames on here, none of them borketh lol

fierce ruin
#

water packages at 60/min and unpacks at 120

#

derp

unborn ermine
#

I have never changed my name. Like. Ever. jacelul

magic shadow
#

my base name is borketh

#

i go by that everywhere else except here

fierce ruin
#

his name is borketh but everyone calls him floof 🎡

bleak coral
#

I remember him as good ol' DDR4 3200Mhz πŸ˜›

#

you were excited to build that computer

magic shadow
#

it was A Satisfied Boi -> Satisfied Floof -> Floof | [useful stuff]

#

that... wasn't me

bleak coral
#

...

#

who am I thinking of then?

magic shadow
#

probably someone by that name still

#

i remember them

bleak coral
#

oops, sorry about that

bleak coral
sacred fractal
#

how much water can a mk4 convayerbelt carry?

wicked tinsel
#

480?

bleak coral
#

480/min, everything but nitrogen gets converted 1:1 to its packaged form

fierce ruin
bleak coral
#

gross

#

I assume that L(?) is throughput and the p/u is the speed of the packagers/unpackagers

fierce ruin
#

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

bleak coral
#

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

bleak coral
fickle scaffold
#

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

bleak coral
#

like crazy sky factories

#

it's not a thing, junctions just open areas for fluids to flow into

fickle scaffold
#

I get that but splitting from 7 to 3, I just can't imagine how to do that

fierce ruin
#

mcgalleon valve circuits

bleak coral
#

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

fierce ruin
bleak coral
fickle scaffold
#

That's nice

bleak coral
#

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

shadow prairieBOT
fickle scaffold
#

MK2 pipelines would be such a relief

fierce ruin
fickle scaffold
#

Right now I have to make 6 pipelines, each pipeline fuels 6 generators

bleak coral
#

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:

  1. if you can, let the pipes and machines fill up completely to lower issues with fluctuations
  2. keep as flat as possible, this is obviously subject to aesthetics but any up/down and pumps adds complications and troubleshooting
  3. if possible, loop the pipe back on itself, this can overcome the difficulties when you need max flowrate
  4. 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
fickle scaffold
#

I have 6 mk1 pipelines each needs just 270 water/m

fierce ruin
#

best guess on #4 is preventing back flow and or reseting headlift

fickle scaffold
#

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

bleak coral
#

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

fickle scaffold
#

I have 1 pump pumping 270 fluid up and from there it is distributed downwards to generators

#

Still organised

#

But looks a lot better

fierce ruin
#

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

fickle scaffold
#

I mean I'll test that theory alright

#

Designing coal generators specifically is probably my favourite part of the game yet

fierce ruin
#

it'll test your theory and your fury

fickle scaffold
#

I mean worth trying, rebuilding it in case of it not working is not a big deal

bleak coral
#

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

fickle scaffold
#

But don't they turn on automatically once both water and coal present?

fierce ruin
#

not if you put it on standby

fickle scaffold
#

They're full to the brim with coal, I setup 5 batteries beforehand, turns out it can sustain generator kickstart for 22 hours

fierce ruin
#

they also need to be connected to a power line, iirc

fickle scaffold
#

Those including miners, not yet including extractors

worthy copper
#

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%

bleak coral
#

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

worthy copper
#

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

bleak coral
#

that's the thing, sloppy gets the same kind of boosts from silica that that normal alumina does

worthy copper
#

and yeah i missed that you can jam external silica in even with sloppy

bleak coral
#

it's fairer to compare what it looks like without any extra silica, because they both benefit from the extra silica

worthy copper
#

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

bleak coral
#

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

worthy copper
#

either way, fun problem resolved, back to making my build list

bleak coral
#

I am curious if normal -> electrode is more quartz efficient, gonna check that real quick

worthy copper
#

cause this factory legit uses 3 different recipes for wire

bleak coral
#

haha crazy

#

iron, normal, and fused?

worthy copper
#

yep

bleak coral
#

I can't imagine doing straight caterium

worthy copper
#

and it also uses quickwire cables???

bleak coral
#

not one of the many oil-based ones?

worthy copper
#

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

bleak coral
#

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

worthy copper
#

apparently not a lot of caterium either.

bleak coral
#

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

worthy copper
#

this setup is certainly a lot more complicated than the 0.3.0 turbomotor+adaptive control unit result from optimizing awesome points

bleak coral
#

which is cool, I'm betting a lot of the complication is from balancing two items instead of one

worthy copper
#

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

bleak coral
#

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

worthy copper
#

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

bleak coral
#

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

worthy copper
#

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)

bleak coral
#

it's all the alts fault

#

so many different paths

#

( I say this lovingly, it's like the most different thing about satisfactory )

worthy copper
#

pffffffffffffffffffffffffff

#

optimization truly makes abominations and I love it

bleak coral
#

oh have you seen the clip where mark practically revels in making bad ratios?

worthy copper
#

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

versed violet
#

Whats faster for travelling along existing powerlines - hoverpack or zipline?

bleak coral
bleak coral
nocturne yew
#

Would someone mind checking my math on something?

#

I dont wanna commit to building something and it turn out to be wrong

sand garnet
#

tried using the online calculators to compare?

versed violet
bleak coral
#

so the answer was C: none of the above πŸ˜†

versed violet
#

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?]

bleak coral
#

yup, although hoverpack helps immensley with laying elevated track

worthy copper
#

hoverpack doesn't make you move any faster tahn regular running/sprinting

bleak coral
#

hoverpack actually is kinda slow on horizontal speed, not really it's purpose anyway

worthy copper
#

really good for climbing cliffs while placing poles though

oblique hollow
#

Guess this also makes satis different from Factorio: alts

fierce ruin
#

de-faulttorio vs 3d falttorio

bleak coral
#

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

versed violet
bleak coral
#

man that's a lot of copper though

oblique hollow
#

"is this enough"

  • "For now, yes"
bleak coral
#

@worthy copper so is nuclear pasta not worth throwing into the mix at all? does it take too much copper?

worthy 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

bleak coral
#

I guess that makes sense, I kinda assumed nuclear pasta would steal too much copper to be worth it

torpid robin
#

Pretty much eats all the copper on the map

#

I think if you go for max sink value pasta is bad

shy mason
#

as well as a good chunk of power in it's assembly

worthy copper
#

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

bleak coral
#

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

worthy copper
#

or nuclear power

#

cause im also capping uranium fuel rods and then refining/sinking the plutonium rods

cedar mica
#

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)

torpid robin
#

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

frosty owl
#

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 ||

fierce ruin
#

is that for max nuclear and points?

frosty owl
#

Yeah. I tried to push for most Assembly parts other than the MFG, that got the lowest priority in the plan

torpid robin
#

Too much pasta

#

But in saying that those numbers aren’t actually that bad ae

#

Can you get more rockets ? That is highest point value right. Iirc

frosty owl
#

1812 steel beams for screws. Fair enough jacelul

frosty owl
#

At 30 pasta it's 69 rockets instead of 70 though

torpid robin
#

It was meant to be

frosty owl
#

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 πŸ€¦β€β™‚οΈ

#

Which means no plastic for coated plates :\

frosty owl
#

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

deep root
#

But isn't sloppy -> electrode the better bauxite usage?

bleak coral
#

What was the old max points per minute just using turbomotors? Curious if that goal has been passed

bleak coral
fierce ruin
bleak coral
#

I believe max aluminum actually uses both so it can use both coal and oil

deep root
#

Yeah...Not sure if it's worth it πŸ™‚

bleak coral
#

there's not actually much to use sulfur on, and what does use it doesn't need much

deep root
#

But my drones!

bleak coral
#

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

frosty owl
#

Nevermind, I'm spouting nonsense: instant has the same ratio from bauxite to scrap of the sloppy route!

deep root
#

Yeah

bleak coral
#

I mean you're technically still right, tied for 1st place is still 1st place

#

both have the best bauxite conversion

frosty owl
#

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

bleak coral
#

yeah they really listened when we asked for the nuclear resources to be reduced

#

it's a lot, but leaves plenty to play with

frosty owl
#

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

worthy copper
frosty owl
worthy copper
#

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

frosty owl
#

Sure, if you want ONLY points and not even materials for storage, pasta and MFG are useless πŸ€·β€β™‚οΈ

wind spade
#

just out of curiosity, seeing how many setups you post over time... how many tabs are in your tool? πŸ˜„

#

I haven't tested how it will behave if there are more tabs than can fit on a single screen width πŸ˜„

shy mason
#

at 11 tabs now, still doing fine at 1/3rd the screen width

frosty owl
#

I don't have that many I clean them up or it clogs my browser even more xD

torpid robin
#

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

oblique hollow
#

@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

oblique hollow
#

the only things that cant be made..... are tier 8 elevator parts and nuclear path

frosty owl
stiff phoenix
oblique hollow
#

why did you math it out xd.... theres already recorded data on clockspeeed for generators

fierce ruin
#

pulls out desmos

fickle scaffold
#

Does liquid manifold works the same in terms of spinup time?

fierce ruin
#

liquid manifolds are finnicky and sometimes need loops

deep root
fickle scaffold
#

I see, will do, or at least try to

fierce ruin
fickle scaffold
#

Will be hard to loop

deep root
#

Stackable pipe poles

#

Our are they just a bit to high?

fickle scaffold
#

No

#

This is what the other end looks like

oblique hollow
fierce ruin
#

the man the myth the legend

fickle scaffold
#

Will do, if it works

#

Each pipe contains exactly 270/m

#

Per 6 generators

fierce ruin
oblique hollow
#

Thats rather safe

fickle scaffold
#

Which consume exactly 270/s

worthy copper
#

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

oblique hollow
#

Steamed copper sheet refinery exactly matches heat sink recipe and lines up with the assemblers too JaceGasm

muted crypt
#

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

glacial hemlock
#

Well, you don't have to do it manually anymore. We are slowly adding alternate recipe analysis for individual item pages

muted crypt
#

Ooh, nice

#

If you guys need help I'd be happy to assist

oblique hollow
muted crypt
#

but instead of spreadsheets I'm doing score analysis

oblique hollow
#

Well.... I kinda did the same

#

For resource efficiency

muted crypt
#

through like

oblique hollow
#

I could assign scores there too

fierce ruin
#

well we'd also need to account for the cost too

#

that means the wieghts would change too

#

PAIN

muted crypt
#

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

fierce ruin
#

whatever floats your boat

muted crypt
#

it's easy enough for python, so if someone wanted to look at my code it's basically like handing them pseudocode

fierce ruin
#

I don't code

muted crypt
#
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

fierce ruin
#

those #s are wack

muted crypt
#

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]

fierce ruin
#

odd way to wieght it

muted crypt
#

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

fierce ruin
#

I don't see the value of it being constrained like that

oblique hollow
#

You could do exponential functions

fierce ruin
#

shooting stats!

oblique hollow
#

Those can always fall between 0 and 1 if set up right

#

Then you multiply by 100

muted crypt
#

oh I could do that, yeah

#

a limit function

oblique hollow
#

Same for 1 / x

#

Which is kinda inverse, 1 to 0

fierce ruin
#

buyt why would you divide by a small # when you can * by a large #

oblique hollow
#

Same thing really

fierce ruin
#

in precision too?

oblique hollow
#

I think.

#

In digital number terms it should really be the same accuracy

muted crypt
#

so I could just use the logistic function for this?

#

or to simplify it, 1 / (1 + e^-x)

fierce ruin
#

does that hold up at the extremes tho, since it levels out

muted crypt
#

it would look like this.... why is it transparent

#

the one time I don't want an image to be transparent, it is

fierce ruin
#

but as you approach the limit do comparisons hold up?

fierce ruin
muted crypt
fierce ruin
#

I don't see what you gain by constraining it?

rapid condor
#

what clock speed do i need to get 2.5 uranium waste in a power plant

fierce ruin
#

gl hf

#

!wikisearch clocking

shadow prairieBOT
muted crypt
#

I'm debating how to actually implement water

#

because it isn't exactly limited

muted crypt
#

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

#

πŸ€” because the lower numbers are better but we don't necessarily want the increased resource count to make the score better

#

because I am dumbℒ️ 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.

stiff phoenix
muted crypt
#

denominator is now 0.000001 * (12 - [number of resources tapped]), where the 12 is picked from there being 12 different resources

fierce ruin
#

"denominator" shows multiplication hehe

oblique hollow
#

And more linear

muted crypt
#

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 πŸ€”) hence its lack of weight for the numerator

muted crypt
#

but it's still a needed resource, hence being relevant to the denominator

fierce ruin
#

but you do need to calculate it's power cost eventually

#

since power is low cost resources

muted crypt
#

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

fierce ruin
#

if it's subjective make a user-defined variable

#

hehe

muted crypt
#

πŸ€”

#

but what could that variable even be

fierce ruin
#

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

deep root
#

Give it a slider. The user can define what weight they want to apply to it.

fierce ruin
#

a slider in python?

#

bold

deep root
#

Right

#

Not a literal slider of course... Not sure how difficult it would be to make something like that

fierce ruin
#

a text box would be better for exactness

#

greeny talked about that once

muted crypt
#

"how much do you give a shit on a scale of 0 to 1"

fierce ruin
#

"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

muted crypt
#

how did these come to be

oblique hollow
#

rarity i guess

#

greeny needs inverse weights for his tool

fierce ruin
#

resource amount/total resource amount

deep root
#

Amount if x resource divided by y total...

fierce ruin
#

that way he can calculate cost

muted crypt
oblique hollow
#

yeah, just checked. Weights are indeed reverse order. Uranium is heaviest so his recipes try to save on it

wicked tinsel
#

tbh, i wonder how his tool computes stuff

#

eg it prefers blender based aluminium even tho it needs sulfur for no particular reason

oblique hollow
muted crypt
#

I'd be interested as well

#

might as well drop it here

oblique hollow
#

He basically just sends a list of all recipes(weighted) to a server that has a linear programming solver

fierce ruin
muted crypt
#

oh

oblique hollow
#

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

fierce ruin
#

neeeeeeerrrrrd!

oblique hollow
muted crypt
#

that's why I was confused

wicked tinsel
#

limited on silca and baux, maxes alu

oblique hollow
#

the instant scrap saves on oil

muted crypt
wicked tinsel
muted crypt
fierce ruin
oblique hollow
#

sure, instant uses sulfur, but how much, comparatively?

wicked tinsel
#

i mean, it burns much more much rarer resource

#

but the setup is easier i guess

oblique hollow
#

just because "rare resource is used" doesnt mean you cant use it

fierce ruin
#

this is resources possible not availible

oblique hollow
#

if i use ALL the oil vs a bit of sulfur, it will prefer sulfur

#

since theres MANY more recipes that need oil

wicked tinsel
#

πŸ€”

oblique hollow
#

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

wicked tinsel
#

sulfur is also used in t8 elevator stuff iirc

oblique hollow
#

battery

wicked tinsel
#

and supercomputers, but dunno how those are relevant really

fierce ruin
oblique hollow
#

but thats it

oblique hollow
oblique hollow
fierce ruin
#

weight*amount = cost

oblique hollow
#

i guess (x sulfur * a tiny bit used) wins out over (x oil * a LOT used)

fierce ruin
#

graghs lines to show intersection

oblique hollow
#

graghs jace_smile

fierce ruin
#

fell to spail

oblique hollow
#

heres where your main sulfur usage is

#

for production

wicked tinsel
#

i think i will go with oily setup as it seem easier overall for now

oblique hollow
#

batteries

wicked tinsel
#

yeah

#

you need bateries for drones too and thats major usage probably if i want cool stuff

oblique hollow
#

but those are really not a lot of numbers. id honestly rather not use that super-state alt if i need sulfur elsewhere

fierce ruin
#

a πŸ§‚ and πŸ”‹ mcgalleon is violent...

oblique hollow
#

salt? xd

muted crypt
#

assault

#

and battery

oblique hollow
#

oh 🀣

bleak coral
wicked tinsel
#

yeah

oblique hollow
#

i enabled all alts and got this when i asked for 100 ingots/min

#

not the best combo buuut its ok

wicked tinsel
#

i tries to skip on silca

oblique hollow
#

of. quartz is a bit limited too

wicked tinsel
#

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

oblique hollow
#

at 10000 ingots things change....

#

it still tries to minimize quartz

#

so it mixed pure and normal

bleak coral
#

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

oblique hollow
#

thats why i prefer adjusting the input numbers

#

or just...... do things my own way and only use greeny's site to confirm math

wicked tinsel
#

yeah, i just tried to get general idea

bleak coral
#

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

wicked tinsel
#

got inputs/outputs, tried different alts

#

its pretty cool overall

bleak coral
#

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

oblique hollow
#

anthors?

bleak coral
#

yeah

#

I don't think any of the others that have existed are up to date

oblique hollow
#

i dont like how it shows things as multiple seperate nodes. sure, theres the simple mode but.....

wicked tinsel
#

output is too complicated to my taste tbh

#

i understand that it tries to show how it will actually look like but eh

oblique hollow
#

idk. im not really sold on that....

loud heron
#

What's wrong

bleak coral
#

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

wicked tinsel
#

here is my chart, it ignored silca input completely and decided to mine more baux than i had inputted

muted crypt
#

I vote greeny and anthor work together to combine the websites into one, using greeny's calculator and anthor's map.

wicked tinsel
#

no clue how to disable that

muted crypt
#

haha memory consumption go brrrr

wicked tinsel
#

also realistic mode is . yeah

fierce ruin
#

hey that's a nice spider web

bleak coral
#

oh yeah this solve is using oil, and I didn't add oil as an input :/

muted crypt
wicked tinsel
#

i mean, it will probably look like this in game but

bleak coral
#

so I guess the input is just for additional items, and you can't affect the resources it will grab at all

wicked tinsel
#

you will use manifolds so it doesnt look that bad in practice

bleak coral
#

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

muted crypt
#

curious of examples

bleak coral
#

can you share from anthor's site?

wicked tinsel
#

what scim's modeler really need is manifold support

#

but it might be hard to do

bleak coral
#

56.25 heavy modular frame with all alts, try that in anthors

#

make sure to do simple

wicked tinsel
#

yep

bleak coral
#

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?

wicked tinsel
#

not sure

muted crypt
#

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

oblique hollow
#

laughs in 270 turbo

muted crypt
#

like was it fun? yeah

bleak coral
#

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

muted crypt
#

am I happy with how it turned out? after I got Galleon to help with getting the last 12 GW, yeah

#

stupid pipes...

fierce ruin
#

McGalleon wants to know your location

muted crypt
#

he was already there

bleak coral
#

I had to solve my pipes myself, cause mcgalleon saw my architectural choices and said "fuck no"

muted crypt
#

like three or four separate times LOL

oblique hollow
#

does the damn petroleum coke work now?

muted crypt
#

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

oblique hollow
#

only took like...... fixing the turbo pipes, fixing the fuel pipes, fixing the coke belts, fixing the HOR pipes, fixing the oil pipes.......

muted crypt
#

also, full disclaimer: by "haven't" I mean "chose not to because Path of Exile exists"

bleak coral
#

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

oblique hollow
#

same reason as valves? prevents self-balancing?

bleak coral
#

figured that'd make ones at the bottom starve though, cause liquid would get "stuck" past the pumps

oblique hollow
#

whatever it is, using valves or pumps really messes with manifolds

#

so i prefer to only use them when feeding the manifold

bleak coral
#

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

oblique hollow
#

also pressure

#

its horrible

#

the self balancing is the most useful thing for pipes

#

if only the setup wasnt so damn hard

bleak coral
#

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

oblique hollow
#

i dont even have seed water

#

i just do funny recycled loop and hope it never fails jace_smile

bleak coral
#

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

oblique hollow
#

it definitely is

#

buuut the problem is that the system can never halt

#

or you got issues

bleak coral
#

mine can halt, but only so many times

#

cause every time it starts up it eats of bit of the feeder water

oblique hollow
#

who knew that inefficient factories are inefficient

bleak coral
#

I think, maybe now that it's balanced it's infinite

oblique hollow
#

below 100% efficiency = below 100% efficiency confirmed

muted crypt
#

damn, math checks out

#

x = x

bleak coral
#

he did the math rolljace

oblique hollow
#

x = x (divide by x)
1 = 1

#

confrimeded?

muted crypt
bleak coral
#

1 = floor(0.9Μ… ) + 0.9Μ…

oblique hollow
#

tf is that

bleak coral
#

damn that did not copy to discord nicely

#

repeating decimal symbol

oblique hollow
#

very ugly xd

#

Pi = 3

late nacelle
bleak coral
#

Pi = depends on your clockspeed rolljace

oblique hollow
late nacelle
#

they should hire you to take care of the parts sent to part assembly who knows

muted crypt
oblique hollow
#

e = 3
sqrt(2) = 2
sqrt(3) = 2
simon_smile

bleak coral
#

pi = 3
e = 3
pi = e?

muted crypt
#

pie

oblique hollow
#

sqrt(2) = sqrt(3)
square both sides
2 = 3

muted crypt
#

🀯

#

breaking fundamental rules of logic today

oblique hollow
#

Snutt = Comnity Manager
Jace = Comnity Manager
Snutt = Jace confirmeded

proven prawn
#

@oblique hollow

oblique hollow
#

Wha

fierce ruin
#

the hell went on up there?

oblique hollow
#

Math expertise

fierce ruin
#

πŸ‘ 🧠

topaz hedge
#

congrats mcgalleon XD

oblique hollow
#

Youre late to the party xd

fierce ruin
#

he easily blue away the competition

oblique hollow
#

Also @proven prawn why the ping

topaz hedge
#

Lol, I've been away for quite a bit as of late :/

fierce ruin
#

yeah why did you ring him up @proven prawn

magic shadow
#

pi = 4 proof

oblique hollow
#

Heretic

versed violet
#

"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

magic shadow
#

what no

abstract copper
#

2%

#

So it's more like 628 proof

vital quest
#

when you overclock coal generators to 250% is their water consumption really 91 cubic meters or is it a bug?

fierce ruin
#

i'm not sure of the exact value, but it should be close around that