#math-and-meta
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overclocking coal gens is pointless, overclocking coal gens mean you have to overclock the coal node and water extractors (in most cases) which will just use about the same % of power you would use on them if it wasnt overclocked. Overclocking would only be viable if you have more coal nodes than you need, but remember pipes can only hold so much water
the bug is the overclock UI, it doesn't produce 250% more power. overclocking generators doesn't change their efficiency in turning material into power. see more details here: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
commie
yes
thanks
as ore to iron ingots is 1:1 is it ever a good idea to not smelt near the mining site?
probably not
can't think of one, only if you're not smelting but using the pure instead
pure recipes
no pure iron ingots
copper alloy can be nice, I don't see the point of iron alloy though
never have I thought "I have too much copper but not enough iron"
so mixing copper with iron is good?
mixing copper and iron to get copper is good*
technically pure copper is better, but the alloy can be nice if you don't want to bother with the space & power of refineries and/or getting water
there a super infographic on the wiki about it
I have noticed that with the iron alloy that it produces MUCH faster ๐
but why?
wait, thats a different recipe
you can just build moreโข๏ธ
R Iron Plates
RIP
yeah ๐
My liquid manifold is not looped, though it seems like it's working. Does not looped manifold somehow affected in the long term? Or should I not worry if it works
It's just hard to fit in my setup
It only risks failing when you get too close to max flow (over 300 or 600/min)
If you stay clear of the max there shouldn't be bugs
feeding from both sides of the manifold apparantly should prevent issues
I have no idea, I must have did it by mistake and didnt realize it๐
Then I'm in the clear
Gonna keep this in mind though
Is there any sort of analisys of loading time for a save without items/machines not running VS with items/machines running?
Are you thinking about turning power off before you exit???
if you run on fluids, you'd have to close off the pipes too
Coated Iron Plate may be useful, after all.
Wait coated iron plate? Not coated steel plate?
I don't see what coated iron is doing that steel coated isn't doing better
Yeah, coated steel plate is good too.
The coated recipes do have lower weighted resource consumption and also reduced energy cost. What's better, they even have lower building counts and building space per iron plate
I've been advocating for these recipes since they were introduced and everybody was like "nah they suck" ๐
you knew it since the beginning? pog
well... my tool did ๐
๐ ๐ง
I've been saying it for a while too, because I saw it on greeny's calc 
plastic is super cheap, 9 plastic is 3 oil
it all come down to the question: "is it worth to use oil / coal just to produce iron plate?"
Yeah that too, and I think most of the time the answer is no
Not so much resource efficiency, but is it worth it to set up all the oil stuff compared to just some more refineries/smelters
that depends on how much iron you have lying around ๐
it use only a little bit of oil, not that much. The problem is the coal.
I think for most players, it's fine to be inefficient with iron, I mean there's so much of it
true
Coal is the 3rd most common resource
true
Another consideration..... oil and coal are power resources.... and in high demand
Once you go nuclear, fuck coal and oil
all resources have demand which changes the weighting of resources in a preexisting system
Side note: love seeing your analysis on the steel ingots and getting justified in calling compacted steel ๐ต the wooorst ๐ต
This is why I don't like using them outside power generation
sulfur use
You're thinking of solid steel
Solid steel is awesome
solid steel = a solid deal
Compacted steel ingot is the all-round loser. haha
Solid steel = a solid steal
Yes demand is different for different resources.... Iโm saying coal and oil also have more weighted importance because they offer power options as well. Iron does not, and is more prevalent.
I'm taking your joke and making it better.
I was thinking of both and chose the first oof
Guys! You are both the same size! It's okay
After seeing this, you may not want to use coal power for long term.
Yeah coal is a stepping stone, and oil turns into power very efficiently, and once it's not enough you have nuclear
mad stacks
I personally only use enough coal and sulfur to get to turbo fuel. Then my coal plants stay built until I need those resources and I take them down
Size isnโt the point ๐
Itโs efficiency. And yeah, coal is just a transition. But oil is much more stable. But also in much more demand.
I still think compacted coal needs an energy buff, I think it's kinda lame that it's basically the same as just getting an equal amount of coal as you get sulfur
To use oil for a simple recipe like iron plate makes 0 sense to me.
the compacted coal itself also used too much sulfur, which is kinda sad
I don't know how to fix compacted steel though lol
Fix it by making it use coke instead
decompact?
I get the feeling, but the numbers agree that weighted for rarity the oil recipes are more efficient.
if the compacted coal is balanced, the compacted steel will have its own use. If it use iron ingot instead of ore, it could be better
The killer is HOR + diluted + recycled recipes, without those oil efficiency falls apart and it absolutely becomes the rare resource it's had the reputation for
true.
map general analysis complete 
time to set my horrible "only fluid alts" plan into motion
granted this is grossly simplified
but this is where general densities seem to match up nicely
this is much more detailed
McGalleon | Constellation Expert
the northern forest is really uninteresting
theres like only a bit of iron and limestone there
if it's a bit is it 1 or 0
a superposition of 1 and 0
Madman
stick man rave party at the red forrest celebrating alums
but is that enough quartz tho
for what
granted i did make the connections a bit odd
the upper left corner really doesnt need it
buuuut i could use the limestone from there for cheap silica
who doesn't use cheap silica?
top right is definitely a crystal oscillator location
funny enough for as bad as grass fields are, they are reall nice for the copper + caterium combo
its the quickwire location
top right seems more like its a nice normal wire location
and with oil there, coated cables is gonna be easy ๐
why coat when you can code?
encodes cables in quantum binary
your ingots factories are not very close to the water, so you will have to build a lot of pipes
pain
its gonna be a funny map that acts on two goals:
- Make a save with only using fluid based alts, if possible
- Create a savegame that acts as a training map / challenge to solve some pipeline problems, teaching the player
but does it have the 3:8 setup
yes
so we can copy paste the ss all over
if only we had signs ingame
crtlwin shift s
i will try to include every possible "easy setup" for pipes
I'm piped
its gonna be a major project so ofc it will take a while
buuut the things the players will have to do will be rather minor, in fact
and of course, not FPS friendly
well.... this is all very spread out
oil islands not in the general oil area ?
absorbed by alu
again, the "general analysis" SS with the boxes is grossly oversimplified
the line graphs below are a more detailed version
but also not 100% accurate
as there are 0 interconnections between all this (drones, trains, etc)
i will definitely be using tool assistance here
owo a TAS
how are you going to plan the train route? will it be network type or 1-1 type?
oh, you mentioned above, all trains will be individual
that's interesting
general idea is a small transport route for the player that guides them from the starting area and then finishes somwhere near a Tier 8 suitable area
while resource management will probably be a web or something
the idea is to build it all but to not include pipes in a majority of this
so nothing will work if loaded
then you just follow a small guide that tells you "go to checkpoint x and solve the issue there"
i see
i find that solving given problems is a great way to teach some things
if i had signs i could include all the info on site
buuut for now i will just include a ReadMe text file that guides you through and gives you tips on how to solve things
i can definitely see that oil might be a bottleneck tho lol
since i use all the rubber / plastic alts xd
I suppose you don't want to make it dependent on mods. Cause there's a really good sign mod.
id rather not, no
i want people to be able to play this without any possible issues
and mod requirement when you perhaps never even had the SML? no thanks
you could mark it up in post po
a seperate savefile with sign mod.... maybe
Seems like a lot of effort to do both a read me and signs, doesn't seem like a good use of time
sign mod may not get a good angle for overview shots tho
the readme is a priority. what comes after and if i do the sign version is up to debate
i want this map to be a practical learning experience compared to the Plumbing Manual that i also plan
Challenge mode: fuel generator tower isn't working, and there's like 10 things wrong with the setup
don't build the left side then it'll be all right...
Switches have text!
Challenge Mode: The 1000 Turbofuel Gens arent working and also the 240 Turbofuel refineries
not enough space on them...
Make a hundred of them!!!

current game progression in fluids is how im gonna structure the savefile too
im having doubts on intruducing players to pipeline logic tho
i think that would destroy them
Challenge Nr.420: Build a Pipeline Arithmetic Logic Unit
censorship there are children here!
oof
Among the math lessons satisfactory can teach:
Systems of equations, via plastic/rubber recycling chains
linear solving, multi calc...
i dont think there's anything thats nonlinear in SF (aside overclocking power) but there's a lot of good linear math
and at the top end some sick linear optimization
the volume of an inscribed rectangular prism in the range of the hover pack
wouldnt it be easier to do a spherical check
I suppose a rectangular prism is more consistent for straight flying
oh, Count Calculus was the one to solve that
or just solving the math about least amount of waste to radiate whole map ๐คท
Wouldnt you just need to add a plutonium waste every like cubic 2 meters
was doing that math for U3, as it was like a day after U4 came out and I didn't have the values for U4 stuff
https://www.reddit.com/r/SatisfactoryGame/comments/m96kuy/how_to_irradiate_the_whole_world/ if you're interested ๐
93 votes and 21 comments so far on Reddit
ironic
ikr
.... Has anyone ever suggested new alternative recipes on the QA site?
Troubleshooting nuke (again).
So my nuke plant drops out every couple hours. I suspect water problems?
- Is it possible to run nuclear power at 250% clock? Wiki says it will default to 200% and some decimals, so it will run out of water (mk2) pipe when running max clock?
- I have clocked down my plant to 249,96, which should be below 200% of water usage, yet still got nuke to drop out after couple hours of play.
My second nuke runs at 100% and never has the problem. Should I downclock even more?
Previously the second nuke would have the water buffer stuck at 197,6 whenever I went to check the problem, but now it stays properly full (400) ater the first downclock.
nuclear plants scale differently from other gens
250% shouldโข๏ธ be possible
(producing 200% power)
Wiki says it will be 2.00000009951 at 250%, but it eats 300m2 water at 100%, so will run out of water from mk2 pipe at some point I guess?
I think game imperfection would ruin it faster than those decimals ๐
btw greeny, have you seen how kwjcool is measuring resources weights on the wiki? he's compared how much 1 unit is worth of the total of that specific resource, rather than the total of a specific resource to the total of all resources. Do you think that would change how weighted calculations are done compared to how you do it?
hm
I wonder how much different it is
since I think it's pretty much the same
unless I understand it wrong
well it would be the difference between iron being 1/~70k vs iron being 1/~150k (or whatever the total is)
one of my next goals I think is going to actually be working on a more in depth resource weighting system
idk how that would change weights, can try
I want to make it comprehensive and use all of the relevant factors - quantity, demand, how many recipes there are, even distance from spawn (since that affects bauxite and uranium heavily)
but I don't think any such system can be objective enough
I want to also convert power into a resource opportunity cost. May try and recruit @iron prairie for that too since they've done a ton of work on that
There will never be one right answer/formula. The more a user can customize it to their needs the better.
Pure objectivity is virtually impossible, but that doesn't stop us from getting as close as we can ๐
hot take: I may experiment with Uranium being weighted as 0, since it's only used for power, so there's no opportunity cost associated with it
(I think that messes with calculations for point sinking though)
yeah, but mine is at least objective enough, "complexity" is hard to quantify
I think the way to do it is going to be to run an analysis on, well, every possible recipe combination and their raw resource inputs
there's a few recipes that are worse in every way (looking at you, compacted steel) that might be skippable
I don't think there's any "worse in every way" recipe tbh
Anybody have thoughts on this HMF setup?
Its a good chunk of oil, for a product that dont use it normally
More HMFs than are really needed IMO, and I'd put in steel coated plates if you have it?
400 rubber is a lot of oil?
also replace steel beams with steel rods
400 rubber is not a lot of oil.
400 rubber is 133 oil
Shows 5000 rubber, but didnt see the arrow saying it drains 400
yeah, that's input value, need to fix it ๐
I'm going for 100-ish rockets.
IMO, no. Steel rods -> default screws may save a little bit of steel, but it takes gigantic amounts of power and floor space compared to steel screws.
I ran the numbers at some point, and the coal "saved" by the rods->screws path constitutes less energy than is saved by steel screws, by maybe a factor of 2.
Still, I would not be spending rubber on something made from just Iron, the most abundant resource. Maybe moving it a few steps up so the Heavy Modular Frame used it, it would be a different matter
it's adding very small amounts of oil to improve resource efficiency by A LOT
From what I understand you use the inverse of the percent of total resources one resource reprensents. As in (total of all resource throuhput) / (total oil throughput) = the amount of points 1 of the resource is worth Is that right?
kwjcool for the recipe analysis is using ( (resource throughput used in recipe) / (total throughput of that resource on the map) )* 10,000 to assign it a number of points to represent how much that resource is "worth" compared to the total of that resource you can get. Scaled up for a more general analysis I'd assume you'd do (1 / total resource throughput) * some normalization number to get the amount 1 of a resource is worth and use that as the base numbers to compare instead.
Adhered iron plate isn't as effective as steel coated plate, but unless you're running short on oil, I'd say it's worth it for the excellent savings in iron.
True, but saving Iron is not really a main priority, if I can save on more needed resources, like Quartz
indeed, though I wonder how much different it actually is.
yeah that's what my question was, so far it seems to be the same but he's not done yet
e.g. in my case iron has weight of 1, while copper has weight of 2.438 (so 2.438 times heavier)
in kwj's case, iron is 1/70380 and copper is 1/28860 (if I understand it correctly), which again equals to 2.438 times heavier
I think the weights relative to each other are the same
and the concrete numbers are never important, it's only the ratio between them ๐
More like this?
hadn't even thought of comparing them like that, and that makes sense
so it would be expected to reach the same solutions, thanks!
let's assume Lx is a limit of a resource x and T is a total limit of all resources combined
my calculation is Lx/T = Wx and kjw's is 1/Lx = Wx
and unless my math is off, those get to the same result, as it's always relation of Lx with some constant value that's same for any X
the exact numbers differ, but as I mentioned, you never care if iron has a weight of 1 or 1000, you only care if iron is twice as heavy as copper or vice versa
Did my update incorporate all of your suggestions?
looks good, tho as people said, maybe the screws can be rolled back to the steel screws ๐คท I just looked at it from resource efficiency, but if you use coal for power, it can indeed hurt more than help
also it's a lot more buildings, steel screw is crazy fast
I'll be using nuclear. Here's the full build: https://u4.satisfactorytools.com/production?share=vhxPhU7RQNcVSWI6xw6J
I have turbo fuel for now just to bootstrap it all
I'm gonna sink the Plutonium rods because I want zero waste. So I need to keep it under like 200GW
My main considerations are: 1) Getting that 96 Rockets, 2) Reducing complexity, 3) Coming in under 200GW.
the third one can be easily avoided by actually using plutonium power ๐
NO WASTE! ๐
waste was not a big deal in U3 and plutonium waste is even lesser deal ๐
True. I should just abandon that dream. I just never wanted to have to revisit waste storage. In U3, I made a GIANT waste storage area under the map which of course I never used because I started over for U4.
I'm going for clean, lazy builds. Long ass lines of machines. Fugly.
you probably won't have to, plutinium waste is really slow so it's not hard to build enough ISCs to not worry about it
the only times I think anyone should sink plutonium are:
- you have an irrational hatred of waste and can't stand it
- you don't actually need the power yet, so you're sinking it until you need the power
- for some reason you want to leave the game on 24/7 (this will be more of an issue with dedicated servers once they exist)
I'm definitely 1.
Though, I like the option to just use those if I need the power.
so maybe I'm a 2
On that note (sorry if this is out of place, I read only a bit of this convo) I think it'd be fun if one could choose between different ways to produce the production plan by choosing between a lost of possible solutions
Eg: solver A solved using weights A, solver B uses weights B...
@greeny#4945
Anyway, I'm coming in way under max coal and oil usage, so I'm just gonna go ahead and splurge whenever using those reduces raw machine count because I'm lazy
that's actually a good point. You can prepare it for full power and just sink all the rods that you don't need yet
nice ping you have there ๐
and yeah, the ability to change weights is planned
somethings broke on mobile where if you have a newline it can't autocomplete
so stuff like pings and emojis
yeah mobile discord is crap
I was thinking about this. could be fun to solve for minimum space xD
The worst part is that sometimes it works ๐คฆโโ๏ธ
Like now, maybe? 
Lund would definetly love that 
planned optimisation targets:
- weighted resources
- power
- space? (if I can get my hands onto a good size data)
planned additions to production tool (additions to list of stuff you can produce):
- power
- sink points
all of those should be available when I finally finish the v2 of the API + tools
I don't know why I bring it up so much, I'd probably never solve for space for myself. Probably just being contrarian lol
how would you like the size data, and would you solve for m^3 or m^2 and no height?
e.g. you want to put #math-and-meta in your message, you start typing #math, a list appears, where you can click on the channel name for it to be autocompleted, you click on the item and it indeed autocompletes to #math-and-meta, then you continue typing e.g. alternate and the autocompletion dissapears and you're left with #mathalternate
w/h/l separate
oh that's on the wiki, it probably just needs to be confirmed to be up to date (most of it is, someone usually catches it when models change)
the thing is, I can get the data manually at any time. I want automated way of getting the data
oh that's different
there were some attempts by one guy and those attempts already proven that a few data on wiki were incorrect
though he's not responding to messages anymore ๐ฆ
which is a shame, as he was building a tool to export those for me
oh that's unfortunate
the reason being new updates fucking my datasource (what to put on new buildings? I'd have to wait until a reliable source gives out the measurements, which would delay the update)
I enjoy measuring stuff, so I could check the accuracy down to the meter (past that is guess work), but yeah I have no idea how you'd automate that
or even setup an export from the wiki
maybe it's something we could bother CSS to add to a public-readable file in the game?
not sure if that's a good Q&A post, or better for the community managers since it's a community/tool thing rather than a game thing
I actually want to poke a CSS dev with some changes to Docs.json, so I may add that to list of "no pressure but if you could add this that would be awesome sorry for pings don't ban me plz kthxbye"
(I was talking to him before, reporting issues in Docs.json and giving him suggestions, so it's not a problem. I just wanted to wait a bit after U4 so that I'm not pinging while they have tons of work)
Dunno how in line with your idea of the tool this is but...
What about making the nodes on the graph more interactable so that one can change more in-depth the plan?
Eg: plan for making rotors (standard recipe)
There is one node for all the rods production, but I want to split it so I can differentiate the rods for screws and the ones for rotors
Then, I change the clock on one node to get an even number of machines in that (or make it 1:1 with the next node, whatever) and the change is reflected in the power calculations (very useful for those who OC whole sets of machines to match numbers)
||I'm using "OC" for both Overclocking and Underclocking||
improving the visualisation is one of the big plans for the futureโข๏ธ as well. However, I first need to do tons of research to find a decent library that would support all of my crazy ideas (as the current one, while being pretty good, is not the best really and brings some issues)
Btw, an option to change clocks for all or each kind of machine in the "power" tab of the tool to see how that affects power would be pretty cool too
Sorry if I'm throwing ideas your way, I'm just hoping they might prove useful :sweat_smile:
So, no visualization touched this way
overclocking is to be honest the feature that I'm most scared of
How so?
it's on my todolist for a long time, but it brings so many issues with it and even though I've thought about tons of ideas, I'm still not sure if I'll ever manage to find at least a decent way to implement it
The main thing I want is to add one Factory Tab as an input node of another Factory Tab.
You can kinda do it by adding an input manually...
And the resource usage of Tab1 would be deducted from input resources of Tab2
btw is the merging of the U3/U4 sites waiting on the V2 to happen?
Oh my, text wall incoming? 
basically, you have two different ways you can implement OC:
- you define what do you overclock before you get the final result
- you define what do you overclock after you get the final result
for the first one, it's not as bad. Only thing that's really limiting is that the user doesn't know how the final setup would look like, so all those people that want to overclock to a nice number or have a limited amount of shards and want to put them only to a few buildings would have pretty hard time setting this up. Not even sure how would the overclock settings look like
for the second one, it's way worse. For user, it's great, you can do pretty much anything and the tool will recalculate... oh. not really. Recalculation means you'll get a new result... without the changes you made to the previous result. In the current state, you could just copy the changes over after recalculation... but that brings many edge cases like people changing the input values and how you then copy all the changes over?
Also, the soon-to-be-implemented power functionality would break this. Imagine a request "I want to produce max X items, but I'm limited by Y power", so the tool gives out final numbers and then you switch OC on some buildings, making the whole result invalid (you either have leftover power, or not enough power).
It's way more complicated than this, but those are general issues with OC being implemented. And yeah, I have no problem discussing it further if you want ๐
it's waiting for me to implement the things that are needed for the merge. (so something that allows you to pick production lines from U3/U4 tool to be used, others will be thrown away)
The overclocking thing isnt really necessary imo
You can just think in your head how many shard youll need to overclock a machine to make up for the amount of machines needed
if the tool says 2.35 constructor, just overclock one to 135%.
The input stays the same, the output stays the same
Only difference is power, and power is something you should be making in excess if you are a minmaxer
well the tool is not just for minmaxers ๐
I want to make it to widest possible range of users
which unfortunately means that I have to make a lot of compromises
So, to see if I got it (second OC implementation):
Tool makes the plan on input data (A). User changes the clock node X
Tool recalculated but without considering how node X got changed...?
It makes little sense to me atm, sorry ๐
Like, is there no way for the tool to:
Make a plan
User modifies a node, presses enter
Tool checks the node, adds the data and recalculate plans on that.
New graph is made (have to re-order nodes, but that's not a big deal for the user)
the thing is... the tool doesn't work with nodes, it works with recipes only
Oofff
the nodes are part of a result, but not part of the request
It seems more like a foundational design flaw to make it easy on your development
Unless youre open to reworking how the entire logic of processing a factory line works
So that overclock logic is easier to implement
But then it turns into the SCIM tool
example of a request:
- make 100 HMF
- use these recipes: [list of recipes]
- use these weights: [weights] and limits: [limits]
- also I have [input]
example of response:
- you need:
[list of: - recipe used
- number of machines making that recipe
]
I do think there's something to be said for OC being a low priority. Once you have the production amount it's not hard to figure out what you can do with the number of machines, it's just some division. The thing that gets hurt in that is accuracy of power, though generally of course OC = more power and UC = less power. So power estimate is still a good baseline to work off of.
Some way to cheese it by adding constrains to the optimization?
Eg: recipe X must divide its input/output between A/min and B/min (or just force to display 1 node for each output on demand), resulting in 2 nodes (node-split)
Tbf, the clock thing could be purely VISUAL on the node and then plugged into the power calculation whenever one clicks on that tab
see the examples above, I wouldn't say it's a design flaw, I'm not even sure how else would you want to do it
Could just make an ugly approach
i got this many shards, how many buildings can I remove from the picture using them
I can make it so that you can change the node's overclocking so that you can see the building numbers change, but without it being connected to the tool (so changing it can mean it no longer fits in your initial request, e.g. if you're limited by power)
another issue is, that adding overclocking to a linear solver is pretty much impossible
Some edit on this has been done ๐
Whys that
because it's linear, it doesn't support exponential math ๐
So is that a limitation on the existing foundation
Just square it all~ ๐คฃ
and I can't just list all possibilities, as you have 2500000 of them per building recipe
(and that's just assuming all buildings making that recipe have same OC)
Either way its not gunna be simple to implement, so if its really just gunna hurt you more than it benefits us, theres no rush.
The way your system does factory planning is nice and efficient but has little room for modularity it seems.
since your result is fixed and generalized, rather than piece-by-piece
No way for the tool to reuse that data to show the change in the "power" tab?
Eg: power tab gets updated when clicked on and pulls data from the modified nodes on the graph
that's intended. concrete setup is up to the user, there are too many possible ways to build it, I'm not showing any of them, that would be too subjective
All very fair points
power tab could be updated, what I'm saying is that if your initial request is "make as much of X as possible, but limited to 100 MW" and then you overclock something, it would use more than 100 MW
is there a way to know how much water an overclocked coal generator is consuming?
I feel like I'm trying to overwork Greeny by pressing this so much xD
You could overclock any set of machines in the node and they'd all be equally as efficient regardless.
so it sounds impossible to calculate on your tool, fundamentally wise.
indeed, that's why if there will be overclocking, the user would have to input what they want to overclock
I never planned on the tool doing smart overclocking on behalf of the user
yes, it lists in the upper right, but I'd just use the math on the wiki clock speed page: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
But I thought your tool only uses recipes data, without any actual objectified data like clockspeeds per machine
Ahhhh. Wouldn't disabling the OC option IF you select a power constrain solve it?
"support for overclocking" for my tool means "user can change clock speeds", not "tool will automatically overclock stuff based on random math"
technically the "solve" for clockspeed efficiency is all 1% for power and all 250% for space, and the rest in-between is subjective
^ also that
You could technically add an input for "overclocked machine by x"
so I don't think there is a way to do it objectively and is a good fit for people
yeah, but there's also the case (which is planned) of "make max of X item AND produce enough power to run it" and similar
I an help run the numbers
So how does one define "change clock speeds" cause I doubt itll be useful if every machine on a node is overclocked simultaneously
thats alot of slugs depending
that's what I haven't really decided yet
one option is to have it similar as in old tool
Most people will probably want to know "what can I do with X many power shards"
only with recipes instead of items
when it comes to factory design
Not very intuitive for beginners
beginners shouldn't overclock in the first place
I think OC and power limitation could be implemented as mutually exclusive and still prove useful as the biggest advantage would be being able to tell how many machines more/less you'd need on the fly and how that affects power usage
To clarify, I'm not pushing for OC to be considered for SOLVING a request, ofc, just user inputs on the solved plan
So who is this target demographic for overclocking features?
beginners dont overclock, and intermediate and veteran engineers can do the math in our head
tbh I don't think this is the case. Most would probably want to see how OC changes the building count and power requirement
see @frosty owl 's msg above yours, it's about making the math easier for people
yeah, as I said that should be possible, just problematic with how to preserve those changes when the tool recalculates (and yeah there's plan for "turn off auto recalculation" feature, but that doesn't answer the question)
also, this topic is very closely related to another issue currently not solved by the tool - miners
Eg: I want node A to have the same amount of machines of node B, so I will definetly OC every machine
It's be convenient if I could input the desired number of machines, the tool updates the clock needed for that node and changed the power requirement of that plan accordingly (even without the OC calculation, the power calculation alone is pretty damn convenient imo)
Whats wrong with miners
This just seems like basic addition if you know how much ore you need, and the types of miners, nodes etc
They don't mine their own damn business 
oof
- different node purities
- different node counts
- overclocking miners (related to OC discussion above)
If anything, the feature I wanted for the tool is "I got X amount of ore, how many of a part can I make with this"
well that's already possible ๐คท
Would be nice to choose an option for "Fused frames - as many as possible"
Without having to play +1 -1 +10 -5
there's literally a "maximise" setting
You have to type maximise?
no, it's a select box
idk I think the arrow down that marks the thing as a select box was good enough ๐คท
My idea: have them in their own tab (left side of graph), the plan solved for max/min MK on max/min purity, then it's up to the user to change the amount and OC of miners, while keeping the amount of resources OR power used constant (again, for the whole power and OC ordeal)
Or just have them on a set list of OC level (belt limits maybe?) so the tool only has a limited number to choose from for the solve?
tho currently maximisation is a bit broken if it you use input with it, sometimes it works, sometimes it doesn't. So I don't recommend using input+maximise. Maximise from raw resources works fine
issue comes with people that go like "I have 2 pure iron nodes and 1 impure"
My rule of thumb for Ui design is "assume your client is an idiot" xD
cause thats how I feel half the time
like an idiot when I figure these things out
which one does the tool use first? what if it needs more ore? what OC should the tool use?, etc.
my rule of thumb for UI design is "don't waste my time on UI design if half of your features don't even work properly"
That is true for programming as a whole 
Even then your clients will find a way to submit support tickets
on things you didnt ever expect
if I had a dedicated UI designer, I assume the tool would look better. But I'm a backend developer, almost never designed any UI and I just put together something that was "good enough" for me, so that I can work on the features
and tbh, there are very few people that haven't noticed the maximise option, so I don't think this is a big problem
Thats fair
more problematic is the maximise slider, but that's a story for another time anyway
Bruh, never designed a UI?
That's a damn fine job in my opinion
I like both your tool's and Anthor's UIs a lot :harmonious_hannah:
I gotta bail the convo now, wish you all a good brainstorming ๐
Thanks for keeping up with all us idiotic pioneers and still not give up on development, Greeny <3
basically for OC/miners, I need answers to these questions:
- how does user define what to OC and what to not OC?
- how much does the tool solve regarding OC and how much is just visual?
- how to define available nodes/purities?
- how to behave if more/less nodes are needed than available?
- how to solve stuff like "I have limited amount of shards"?
and there are no easy answers to these questions, especially if I want the tool to work for all most possible requests
so that's why for now OC and miners features are kinda put on hold
Do I want Compacted Coal or Solid Steel Ingots? I'm just about to set up my first steel production and have a choice between those two alternate recipes.
Compacted is pretty much the worst recipe in the game
Oh, alright. I saw some places saying it was useful for Turbofuel or something but I'm nowhere near that
what? compacted coal is great
OH!
Please ignore me, I misunderstood what you meant
Compacted COAL is excellent...Compacted STEEL is terrible
It's also good for coal generators
youre great
Hm. Looks like I have a choice to make. Once I pick one of these, how hard will it be to get the other?
You can get them all, they aren't hard
Trying to pull a Keanu? 
Compacted coal is meh for cola coal generators
It's the same as just grabbing more coal basically
Imagine having sulfur more aviable than coal... 
Weird times those would be
We all have opinions, I'm glad we can both share them and let others decide on their own if they want to use coal or compacted
There's like one place in grasslands where that's true, but I'd rather convince somone to just walk a bit lol
Huh, I just noticed I didn't even touch compacted coal last playthrough. Went blended TF directly from fuel
I can get the numbers, but tldr 300 coal is basically the same power as 150 compacted after accounting for the assemblers needed
except you also used a rarer resource instead of just 300 coal
"A toggle for everything
"
Too lazy of an approach? ๐
Meaning it's the same, and both our opinions are valid...........
no it's worse because you added complexity and used a rarer resource and got nothing from it
spend more, get the same
What do you use sulfur for in T4/5?
not sure how toggles would work in those cases, but ๐คท
Turbofuel?
And what do you use it for in T3?
You can make it so that toggling something automatically disable all conflicting toggles
Eg: no power limitations for the plan if you toggle OC on and the other way around
Meant to ask T3/4 what do you use sulfur for
Just... For everything xD
if you spend the sulfur on compacted for coal generators, that's now tied up until you can replace its power, which you can't use that sulfur for
You make some boom, nothing else
Because you are starved for sulfur in T4/5???
I mean it's not like a terrible thing to do, it's just a useless thing to do
play however you want, but you absolutely don't benefit from doing it
Which brings me right back around to my very first statement, I'm glad we can all share our OPINIONS on the worth of compacted coal
Yeah, I see Soranis' point
Let's say you overshoot your armory plans and max out 2 sulfur nodes on compacted coal, just 'cause you could...
Why would you NOT burn all that stuff?
By the time you get to turbofuel, you got a whole step taken care of ^^
Added benefit
Tbf, having to MAKE compacted coal was the reason I pushed with fuel up 'till the blenders xD
I skip turbo in 5/6 and go straight for blend in 7 now...
Compacted coal lets me build compact (haha pun) setups of coal gens and have enough power to do so
what? it's more space not less for the same amount of power
cause you need assemblers
The coal gens not the other space
it's the same amount of generators for the same amount of power
yeah but that still doesn't answer like half of the questions ๐
you don't get bonus power, they just burn slower so they can support more gens
you can yell "it's my opinion" till you're blue in the face, but you keep saying shit that's just wrong
Sure
having an opinion doesn't make you immune to criticism
relax guys
Let's do a little thought experiment ok. Say and I dont know the numbers but that compacted coal takes less manufacturers to power coal generators. Ok no duh. Now you realize it is more efficient and producing more power then normal coal. Now you realize that when you get lucky you can turn those coal generators into fuel generators and it will be very easy to convert the compacted coal to super fuel so what Soransis is saying isn't and opinion it is actually if you do the math Sornsis is factually correct
or you'll go to hell where there will be quickwire screws
Is vencam writing a thesis?
Toggles can be a way for the user to answer those question himself, can't they?
Issues with miners are
-"How does user define what to OC and what not": choice between "OC lowest purity" and "OC highest purity" (former is more miners and less power, latter less miners more power)
-How much does the tool solve for OC: IMO the visual part discussed earlier would be plenty enough as adding it to the planner doesn't seem worth the hassle. Having it for miners already seems a stretch
-"How to define aviable nodes/purity?" Select aviable nodes from a small "SCIM-like" map interface or just "select all pure/normal/inpure or let user input the number of each (within limit)
-" How to behave if more/less nodes are aviable": if less - > error, prompt to insert correct data; else - > Just like with unused byproducts from production, have a node notify of the excess output
-"How to solve stuff like limited number of shards": I don't see much value in this option, so dunno :man_shrugging:
These are my 2 cents, sorry for spreading them out over such a long text
:sweat_smile:
How does user define what to OC and what not
was a question regarding OC more than miners
JESUS
Just like with unused byproducts from production, have a node notify of the excess output
which nodes will be used and which not? ๐
The ones requiring lowest power I'd say, unless there's a toggle like "don't bother about power usage". In that case, I think it'd be fair to assume one doesn't care about what to OC and would prefer the minimum number of miners
OC won't be implemented for PLANNING outside of the miners anyway, right? 
I can see it being a huge headache for non spaghettis
What would?
unfortunately there's one or two people who would like it extended to all buildings ๐คท
Holy shit HELLBACON
Does that include my ramblings about being able to change the clock on nodes after the plan is made? ๐
||No, just me doing some funny... I guess the picture kinda gives me away though :/||
Yeah at least you did it on an idiot who didnt think of that
so i think i discovered that when i delete nodes on a truck's path that changes it's movement speed when it's out of full render range. i was watching on my map and when the truck reached the segment where i deleted some nodes it went super speed on that section
not positive but I heard that when out of render range it simply teleports to each location?
teleporting to each node sounds plausible
something to exploit so my little tractor can saturate a mk.5 belt? OK ๐
Yes it does teleport
@swift robin Peak cable output 
I'm not even cableable of that!
im gonna slap you, you UnCableable HelpDesk
you can add caterium to increase wire production ๐
for 1 caterium ore/min extra i actually get a lot more out of it
which is funny af
interesting
so spreading out resources real thin and mixing them all together is the way u get insane efficiency
sushi belts are viable?
wow
but i think diluted fuel is gonna destroy this
i like that one a lot
faht stacks
less than 3 copper ore/mine for 100 cable is XD
oil makes everything OP
OP = Oil Products 
๐
10 oil, 3 caterium and 2.4 copper = 100 cable
anyone who actually makes their cable like that? lol
jup, makes sense
It's nerf or nothing
i will be 
in a nutshell Oil = OP
so i guess i will actually split that caterium ingot belt and use it to make wire now
recycled and diluted invalidates any recipe using raw HOR
yep
mix! you can make caterium wire and normal wire from caterium and copper
theres 2 recipes
greeny releases 2.0 messing this all up
i recently made a factory that produces fused quickwire and fused wire
is real nice
if it's fusion does it have sushi belts tho...
nuclear power makes me cry
also ik a lot of the numbers there are wrong thats the problem
or maybe they are right im tired
I understand this is a channel for satisfactory math, but i'm getting desperate
stackflow hehe
Thats an incomplete equation.
Is it the log (base 5) of - 125?
best guess is that it's imaginary ||(but it's been sooo long)||
epic, thanks
๐
log5(-125) = ln(-125) / ln(5)
Though realistically the solution should be - 3
Oop
I mean.... - 5^3
but that would need a base3 log
Ah well
Main condition that number under log have to be more than 0
Just do some funny substitution and equivalent exchange
Lets wait for the moment when input/output rate will be numbers with log lol
Also...... No, now that i think about it
This is Log BASE 5
And 5 ^ 3 = 125
yeah
If only we could magically move the -1
which is why you get 3 as real part
log isnt defined for negative numbers so it wont work
you need to switch to complex logarithm
If it was the log of base negative 5 then it would work
yeah, since (-5) ^ 3 = -125
but you cant create a real exponent that turns positive number to negative one
well, the root question is, where this comes from and whenever there are no typos in it
if its calculus 2~3, then probably polar coordinates should be used and complex result provided by wolfram is the right answer
if its basic math then there is likely a typo somewhere
Huh..... Why tho
well, this just flips the log around y axis
now negative numbers are positive so its defined for negative x
aghr, doesnt copy right
this is the solution for whole real axis
ie. you would split it like you did into ln(-125) and then apply this
Oh wait.... I seee
- x, but x is negative itself
So - 1 * (-something) = +something
yep
Sneaky log hackery
nah, you just flipped the function on y axis ๐
Its still weird if you are like a math beginner "duh, why does everyone complain that there is no log for negative numbers. Look, i did it!"
I dont wanna deal with complex numbers outside of work though
you cant make a real number that will turn positive number into negative using exponentation
its just not possible => no negative log
I know i know, rotation around the imaginary plane by multiplying with i, yada yada
Tranfer function and frequency responses.....
Shudders in Laplace
i was asked if im interested in going for phd, but "meh, more calculus" :x
and in last ~11 years of working i had used it once and it was a problem that wasnt covered :<
and wolfram had sufficient answer in few seconds
Heres what i deal with. Replace s with i * w (omega)
Thats one of the more tame things
Its just a PID controller
moves his poles to the left side of the plane
Anybody know the numbers for 100% efficiency for saturated mk4 belts of iron ore into pure iron ingot?
how can I get it into ideal outputs
don't balance ๐

balancing is useless
based on where the ingots go, make as many refineries output to one belt as the target needs
We should just take your poles and... push them somewhere else!
that's... brilliant
there's no difference
run it at 100% so you don't get weird decimal numbers
you don't get any efficiency boost from overclocking or underclocking
i have 10800 fuel/min do i 250% or do i lower it to a normal number that has no decimal's
becouse i dont want to place 900generators in my world
You should up vote https://questions.satisfactorygame.com/post/60831197aa0ba107e325a664 because there's not really any way around it.
Either way you'll have to place a fuckton of em
No way to burn 10800 fuel/min without some giant fuel gen plant.
if you have that much fuel, you are ready to build nuclear setup.
i dont have nuclear yet but im running on battery 30-50% of time so i need to first expand my power gen so i can start all that nulear stuff
540gen= 137160 MW of power should be enough
Then go make the 540 generators.
that's a bit too much. You are over expanded considered you need that much power yet not unlocked nuclear
seems like you have to really build that much generators
They really should just make Fuel Gen MK2
Or just...nerf oil recipes altogether.
Being able to 4-6x your fuel output with a lil water and some blending is really OP, but OP in a bad way.
I think they should just buff fuel gens overall, 75MW to 150MW seems a paltry jump compared to 150MW to 2500MW
fuel/turbo fuel is capable of easily doing 10s of GWs, and I think that's perfectly fine
the generators just should match that capability
right now roughly you go from thousands of MWs (coal) to tens of thousands of MW (fuel/turbofuel) to hundreds of thousands of MW (nuclear), and I think that's a nice progression with our power needs
fuel and nuclear can do more, but that's roughly the curve
the root problem is that fuel generator has fixed power
it should scale with input to begin with
also someone with saw should take care of that pointless stack =.=
one of my wishes for this game is to be able to saw off stacks from buildins and replace them with pipes
and some dedicated collector stack building to get rid of exhaust gas
Just give us yuge fuel gens
Or eliminate turbo fuel as a recipe I dunno.
This game has a really screwed scaling when it comes to I/O numbers
Too high, and they start breaking their own game (conveyer mk6)
Too low, and we're forced to create an artificial venezuela
I think we could use a squash update.
a lot of stuff was designed to look cool on its own but in result looks bad in large quantities
probably art and gameplay direction deficiency
I fully expect we'll see an update way down the line that adds tons of aesthetic customization and improvement
They're just focusing on gameplay and feature development first
Gotta remember we're still in early access xD
We're not talking directly bout aesthetic
We're talking about the unnecessary large quantity of machines.
I feel like they really should target a "maximum" machine count for balancing their factory line diagrams.
It still kinda feels like they've been pushing more for content and less for actual polish before adding the content.
Which I guess is a design decision they made early on, just feels a lil exasperating at times
Adding the finishing touches at the very end is fine
But if it's going to be in early access the least they could do is do a bit more iterative feedbacking
Polish is also more than just finishing touches. There's a saying among devs that the last 10% of the project is 90% of the work
I mean they've already done quite a few changes. They changed aluminum and uranium to reduce the number of buildings dramatically
And that's great, but fuel gens have been kinda sitting here for a bit.
Unless they have future plans for em
They're a small team with limited resources :P
I don't remember if anyone asked during their stream QA about the fuel line
@solar pond Would you mind sharing some details behind the balancing and beltwork in your screen? ^^
I can do a top down screenshot and mark some stuff if you want
That'd be awesome! ๐
I never tried having a mixed belt without sink and relying only on balancing yet, but I'm really curios as to how well that works ^^
is the idea if there's always room in the buffer it won't get clogged up? it might work if you could turn everything on at the same time
Balancing offers quite a good amount of buffering usually :P
Too bad you noticed, I wanted to just at you at the end of a spicy sushi convo with screens (do check out Providence's screen in #screenshots though!)
tight
lets me keep the inputs much more compact since i dont need to do multi level splitters
Beautiful! ๐
The idea to backfeed the excess from balancing back on the pure belts is really good 
But I'm wondering... If you were to balance the assemblers' inputs... Wouldn't this setup work even without smart splitters along the assemblers? 
Food
it can clog without smarts
in theory it shouldnt but it does anyway
each of the 2 mixed outputs has 75 cat and 375 copper so 10 fused quickwire assemblers should consume it all exactly
ofc the splitter and merger set up is completely different for every product
Mhhh... You have any clues why?
Does it clog even if you wait for the balancer to smooth out for the first few dozen seconds?
another downside is that even though its not consuming 780 copper there needs to be 780 copper coming in or weird shit can happen, so if you want to skim off the 30 extra copper to use somewhere else you have to take it from the excess output and not the input
ofc theres a hundred different ways to balance belts to exact amounts
so are the machines sending down 180? or is the 180 after the loopback?
but this is really clever, nice
theres actually 270 caterium on the caterium in put belt but the first splitter only has output for 180 so it strangles itself
theory: with the loop back you should be able to get away with as little as 150, cause that's what's actually getting taken out
I'm totally not gonna steal take inspiration from this, if it's OK with you Providence :)
it would be the same mechanism as prime splitters
yeah if you make the first care splitter a smart splitter and have it force onto the 120 belt first and overflow onto the 60 belt you can have 150 as the input
you also wouldnt need the 30 30 splitter in that case
@bleak coral You remember who was it that had issues and disbelief towards sushi belts?
I wanted to at him/her, but can't recall who it was... (I think we all had a convo about it one time)
I don't think you even need the smart splitter, just leave it as is and after the first loop back it would work
hmmm yeah actgually
cause that's the exact principle under which prime splitters work
it would split 60 to 90 and then the 60 would loop back in to the 150
30 of the 60 would
and it would cycle itself down
exactly
however if i had 150 going in none of this would be relevant
because i would simply split it into 2 75s
true, though I figured part of it was to clear out an backup that can happen randomly
the point of this is to take a belt that has a random amount on and force it to become 2 75s
cause of low FPS or setup or bugs or whatever
Btw, it'd be interesting to see how long this setup lasts
I wonder wether the belt issues could affect it on the long run
it will last forever
I'm on the train now of giving us exact splits, cause imagine this kind of cool stuff but for any numbers 
just put a grinder on the end of the mixed belt if you dont have faith ;p
and that will fix any hiccups
that's what I do for my aluminum setup to guarantee no water backups, I don't trust the game so I grind any errant copper/aluminum ingots
but ive been watching it for an hour and nothing has got through into the grinder
I'm referring to how later in the game (when FPS start dropping) weird empty zones can form on belts after smart splitting. I'm pretty sure that would F up the balancing :/
unfortunately I work in messy decimal land, so stuff like this is out of my reach for now, best sushi belts I can do are those with sinks on the end
For testing sake: would you mind having a storage at the end of the line and connect only the overflow from that to the sink?
So you could easily check if any overflow actually happened by checking the container ^^
i mean i can just fire up twitch stream and show you it directly if you want lol
It's not the kind of issue that shows on such short notice, unfortunately
It's the kind of thing you check just whenever you have the chance to pass by it
Let it endure load/unload of map and savefile and, most importantly, frame drops in late game (or whenever your PC starts suffering due to base size)
Are you just sinking them after storage is full?
@high wave
2100 uranium/min
84 manufacturer's producing
1680 EUC/minute
84 manufactuers producing
50.4 UFR/minute
NC Reactors producing
504 Uranium Waste/minute
9.1636363636... particle accelerators producing
274.90909... Plutonium pellets/minute
27.490909090 particle accelerators producing
137.454545... plutonium fuel rods/minute
4800 / 137.45454545 = ~35minutes
My maths, may expand info if you want it ๐
1 moment
this is my math
Wait, I found an issue in my calculation. sorry about that
I'm using the base blender recipe for NF uranium, and used 15 UWaste a minute instead of 37.5
the rate of uranium to U waste is 4:3, meaning that the fertile uranium is more efficient than the base recipe
Ah, nice.
and the optimal rates are 1200 uranium to UFRs, 900 to fertile NF uranium
for now yeah. they are going to go towards 90 oscillators a minute later
I assumed going pure waste route was more efficient as it didn't require a secondary input of uranium ore
yea i thought that first before i ran all of the numbers through spreadsheets
I really should sit down and finish my recipe optimizer. but with all the other tools out there I don't really have the motivation
it's the most optimal for uranium waste, but for a given amount of uranium ore it makes less power
spending that ore instead on uranium fuel rods, making more waste, and using instant/plut fuel unit yields more power
lets game it out has a good idea for storing uranium waste, store it all on mk1 belts to radiate your factory
my spreadsheet says that using all of the ore on uranium rods makes a lot less power
what alts are you using? that's based on all uranium efficient alts for making uranium fuel rods
yea im using all the uranium efficient ones
actually maybe im not idek anymore
i just found a completely different error so
here let me get some examples, given I haven't tested this on plutonium setups not using all the alts
just all alts vs all alts minus fertile
๐
yea now after fixing 2 slight mistakes you are right
what do you mean by that?
^
is using instant plutonium cells better for power?
I believe so, doesn't hurt to double check the math though
also I go away to make two examples, and come back to see they're not needed ๐
well for anyone else who wants to see it laid out:
1100 uranium ore for each example, all alts on both except for fertile uranium
with fertile (550GW): https://u4.satisfactorytools.com/production?share=bG8IF10kgsYnOqvDhYh3
without (623.333GW): https://u4.satisfactorytools.com/production?share=tzbsHttQtAxi5ZdfZ9XH
tldr: you don't get enough extra plutonium rods to make up for losing all the uranium rods
i changed something and now the spreadsheet says its going to make me 3 tw so idk anymore
and yes ik that is not possible
yeah something definitely went funky there lol
i dont think 1260 plutonium fuel rods per min is possible
just a hunch
oh i fixed it
idk how but i did it
now that I've got these examples put together, think I might do an analysis on the rest of the resource usage
cause I suspect fertile might actually save a bunch on other resources, which would be neat if you're trying to save stuff for points or whatever and not just make as much power as possible
nah i dont need other resources
mostly my own curiosity too, plus it's good to know if fertile is the way if you want to max points
BBBRRRRUUUUUUUUUUHHH
I finished a nuclear factory (2100 uranium) a while ago. Very nice project, heavily decorated, load balanced, all the jazz...
Only now I remembered the best recipe for uranium cells is not made in blenders...... :man_facepalming: :tired_jace:
rip
did you also set up the production line for the other recipe or was it just a simple case of wrong machine placed?
I se up the WHOLE factory based on that...
And it runs at 100% too...
ooh that really sucks
ive been working on my spreadsheet all day and i still dont know if its optimal
If it says fertile uranium gives more power, you can be sure you got skmething wrong 
yea but ive decided to use mostly fertile anyways because nitrogen
and really 110gw isnt a lot compared to 1.08 tw
so its not a huge loss for the extra resources saved
fertile takes half the nitric acid and that stuff is expensive
Why you wanna save so much on nitrogen? ^^
late game aluminum products
Even without using fertile, you still have enough leftover to make over 50 fused frames/min
idk, its also for other things like cooling systems and turbo motors
oh good timing I just finished the comparison chart, did it at 1100 cause that's nice for the uranium ore split for fertile
so in the end, it's more bauxite and waste while reducing everything else, but also less power
and it's only a 21% reduction in the nitrogen, not half 
ohp I formatted that last line wrong lol
21% is half if you are as bad at math as i am
wow mr. math genius coming in here with his big math facts
Maf :)
I plan on getting to nuclear with only bio burners
With refined power mod tho so I dont have to use hand fed ones
do it vanilla and use liquid biofuel in fuel gens
It's a mod not a save editor
or biocoal yea
liquid biofuel = extra sadistic mode
its cheating the challenge of bio-nuclear
Shut up I'm not hand feeding that many bio burners
I mean that's basically the challenge
the real impossible challenge is se4 on only biofuel burners
biomass slaves friends I call to you in my time of need!
power storage doesn't work with biomass burners in vanilla
Damn
Wait a minute
I'm in vanilla and I charged one with a bio burner just to test it
it effectively wouldn't do anything, cause it'd just change it from energy stored in biomass to energy stored in power storages
unless you sat there and hand fed it for an hour or something
yeah that's my point, it's like moving water from one bucket into another, it's still the same amount of water
ah right of course the "friends" ๐
it would make a difference if they werent using mods
You mean random people I find (slaves)
because there can only be so much stored energy in biomass in the grid
but there can be as many batteries as you can build
so they are better for storing power than biomass
Well if my power shuts down the batteries can keep the factory running while I find the one without fuel
time to REALLY test my sushi belt balancing
oh noes
taking in inderterminate amounts of rubber, ai limiters and crystals and forcibly strangling it down to 6 belts that each contain exactly 150 crystals 15 ai limiters and 105 rubber (per minute)
each of the 6 out put belts should have exactly that amount of each per minute
in ~t h e o r y~
lol and here I am barely getting 60 rubber per min
that's like 20 oil per minute lol
What is the solution for automating water overflow?
@viscid shadow I use coal plants and sulfuric acid factory to use my excess water from Alum factory runoff..
Too bad there isn't a way to just dump water
there is always the possibility of packaging it and sinking it
we just dont want to do that
well thats a waste of plastic too isnt it
ye, exactly
you can use steel to make packages though. So you could use the water on iron to make packaging to sink it
i just make exactly the right amount of water i need to do what i have to do
the problem is my factory is backing up so the water stalls
I'm going to play with valves until I make it work
there has to be a way to keep it from backing up
everytime I make excess water, I feed It back into the system where I'm making less water than I need, because the excess water becomes a part of the whole
takes like a minute longer to start but that doesnt matter
well i mean if you need 1000 water in and your machines output 500 water
just put 500 in and use the output 500 to make up the difference
exactly
you might need to flush some pipes to give some room for the recycled water to come in though, and also if the system ever stops it'll flood and sieze up until you fix it
that's why I have some buffers to flush if I have to
I like to keep the recycling and fresh water separate, but setting it up requires some seed water in the recycling refinery
the only advantage to doing it this way though is that it allows the system to stop
which I don't do, so ๐คทโโ๏ธ
๐คทโโ๏ธ
is it possible to balance 6 belts into 9 belts?
I'm really having a hard time trying to divide up my screws into 9 780 belts
from my 6 lines of constructors
I have 6 lines of constructors making 1250 screws per min and want to balance them into 9 belts of 780 with some extra left over
if you are making 1250 per line, then you already have to split the output lines to get everything out, so it cant be 6 to 9 split
well the way I did the math was 60 constructors making 7500 screws which is a little over 9 full belts
or should I just limit each constructor line to only 780 and just add more constructors to handle the full belt of iron ingots?
well there's no point in having more than 780 production per "line" (assuming by line you mean single conveyor belt) so yes
yea cause I'm trying to get my single 780 belt of iron ingots into screws with the alternate recipe
without it backing up
screws always compress worse (ie. take more space in belt) than their ingredients, so if you are using the cast screw recipe, then you need to split your iron ingot input line evenly into four belts, since 1 ingot => 4 screws
Ideally you want to not use screws (except for rotors)
or rather just manifold and have 4 output screw belts
If you still want to use screws, then make them where they are needed, don't make a central screw factory
so 4 195 line of iron ingots into 4 sets of constructors with on the 4th being underclocked?
basically yes
ok then I went way overboard with 60 constructors
Why do you need so many screws anyway?
cause I have a full belt of iron not doing anything and the only thing I really could use it for is screws cause there's nothing else for me to make
so now you have several belts full of screws and your problem got worse? ๐
just gonna send these screws to add to my reinforced plate and modular frame factory
cause I'm low on screws there
Just don't use screws, get alts and 
I know but I'm trying to make everything and normally I would avoid them but hey, I like a mind numbing migraine inducing challenge lol
Just a sanity check:
Crude Oil -> Refinery(Heavy Oil Residue) -> Refinery(Residual Fuel)
Is more efficient inputwise than
Crude Oil -> Refinery(Fuel)
And the numbers are Crude->Fuel(4:3) vs Crude->HOR->Fuel(9:8)
(yes, I know there's diluted packed fuel; I'm not there yet)
Using the common multiple of 36 for the input crude oil:
36:27 versus 36:32
It's about an 18.5% increase in total production.
Hey guys, i am starting my first large factory, in which i want to have multiple part production. I was wondering what method to use for the component production.
I am thinking of creating a lot of smaller parts and then divert them where i need them, or also i could just create separate production lines using up the exact resources needed.
any thought about it?
so if you for example make a multi floor factory you have one floor that produces all the rotors for the whole factory and just split the outputs for all the other floors in the factory? sounds fine, just plan ahead how you will split it, as you otherwise might need to rely on belts filling up completly
yea, something like that, will keep thinking about how to plan it, thanks
hello! good idea for alt recipes for making aluminium?
@rare surge some of your question can be answered here: https://satisfactory.fandom.com/wiki/Fuel#Alternate_recipes_analysis
based on the number, the Residual fuel recipe is slightly more efficient in oil consumption, but consumes a bit more power, and takes up much more space.
Looks at plan for 130 Assembly Directory System and 80 Thermal Propulsion Rockets using bolted plates, bolted frames and steel screws
... Eh, dunno if I can agree to that :hehe:
Just thinking about not having to use stitched plates feels like 
I like to divide my buildings into arrays of machines, trying to tie together as possible to have them feed one another 1:1 or 1:2 ^^
Eg: Floor 1 takes in iron ore, with arrays of smelter-constructors-assemblers to make reinforced Iron plates, plus one area
Floor 2 takes in RIPs and steel beams to make bolted frames with arrays of constructor(screws)-assemblers
I think this way the inside of buildings become much more interesting then rows of the same machine over and over again ^^
Get steel screws, send in a single MK1 steel beams conveyor and you'll have PLENTY of screws without logistic headaches :P
Great idea.
When I tried to make a TM (pre-U4) facility by tying together machines with similar ratios (since OC wasn't yet as fine as it is now) I came up with this building (Scraps refs - > Allu ingots - > allu sheets - > heat exchangers - > RCU (top floor) all fed 1:1 or other integer ratios)
I've been preaching the beauty of arrays ever since <3
https://cdn.discordapp.com/attachments/553550313533997057/790339899559116890/Screenshot20201219-20110800000.png
And the design is scalable
Direct feeding (or direct insertion in factorio) is my fav
@quiet oar pipes and belts both have throughput issue when approaching 100% usage. So it is better not to fully utilize them. That means the actual flow rate of pipe is lower than 600
ou, thats good to know, i had problem with this problem already few times and i was thinking that there must be some problem with it... curently i manage to run it somehow so everything looks good even at 100% usage but thx i will keep my eye on it ๐
I'm not saying kwj is wrong, but the "max throughput" issues shows only when you try to split from a full belt/pipe
Eg: a full buffer can feed 600 water/min into a generator. 2 max OC extractors can too (just 1 junction with 2 sides providing the same amount)... More than that I can't say, I haven't looked much unto how merging pipes run into issues, but I think that the more junctions, the higher the chance of issues
Eg2: trying to feed a junctions manifold with a 600/min pipe will generate flow losses
in my aluminium production i have some crazy piping where i on one side producing 600m3/min water and feeding 5x rafinery for solution that go to rafiery for scrap production that create another 300m3/min of water that go back to solution production... that create a lot of connections and splitting of pipes ๐ it was nightmare to make it run but now it working... i probably underclock a bit something i dont remember now.
But for a while i had this issue on nuclear reactor and it is litterally one pipe to one reactor. But i underclock reactor and take it back to 250%, then it start working properly...
I dont know, its weird to work with piping, its better to make connection as easy as possible.
The last issue you mentioned (stopping and restarting reactor) sounds like you just needed to let the pipe fill up ^^(which is generally a good practice ๐)
funny is reactor was full of water when first fuel rod come in
but i dont watch it whole time, i just saw it almost empty, so dont know what really happen
#Pipes-be-weird
i made a setup for using all of the oil on the map just for plastic and rubber
Must've made a mistake somewhere, max plastic should equal max rubber, @high wave
unless you use a funny resin setup
and split it 50 50
instead of only turning the resin into rubber
There's only one way to max rubber or plastic out after all ^^
bless recycled
resin is turned to rubber
and then some fuel is diverted to turn that to plastic
and the rest goes to an equal loop @frosty owl
Check your numbers with greeny's tool ;)
ratios seem to be skewered.
its 50% more plastic being produced from rubber
so thats why its not nearly 50 / 50 here
17550 is what greeny outputs for rubber
and 17550 * 2 = 35100 (the plastic here)
That's not a 50/50 plan, that's a MAX plastic OR MAX rubber plan
well.... if you recycle more rubber to plastic, its still max
Plastic is fine, but rubber should be the same
just.... shifted
rubber doesnt have to be the same
If you max out, yes
its max, not 50/50
so, with 800 turbofuel/m i can make 60 turbofuel generators to work? ๐ฎ
so they just recycled more rubber to plastic
177
Err... Doesn't 1 turbofuel generator take like 4/6 turbofuel/min?
177? D:
177 at 100% or?
its usefull to overclock this generators?
...nope, its inaccurate
okay thank you!
very hard to work with
Eh, you save space, but need to find the exact number to get the "true" 200% OC (and need 3 shards to do so)
Always welcome~
@high wave haha residual plastic go brrrr
i found my mistake
wait maybe i didnt
actually no i did find it
@frosty owl
first screenshot had wrong building counts
It is good to separate plastic and rubber. Unless you have plans that one won't cause the other to back up
using the natural effect that water cant go up without a pump, valves that force one direction, and a system that needs and produces water, how would you design a system of pipes to allow constant input of water while removing output during a back up
The only thing I can think of is a valve at the output to prevent back up, and extra water storage feed high above the input
use overflow smart splitters on both lines so that any unused rubber or plastic is sent to an awesome sink
hey guys, I am using a pure oil node ... then 8 refineries (4 producing 10 oil residue each / 4 20 oil residue) with totals 120 per minute. After that I have 3 refineries requiring 40 per minute each for coke, yet my fluid buffers are maxing out?
your math is wrong then, recheck everything