#math-and-meta
1 messages Β· Page 537 of 1
lol
At least it's a comprehensive drawing, the first ones... Eh π
nah my drawing was the best
i put hours into that artwork
I took days on mine. Beat that.
but as i was saying, i have plans for good locations to decentralize basic production
jk
im going to have 4 locations, with the 4th being much smaller
basically dividing the map into thirds and then the 4th area is in the direct center of the map
top left, top right and bottom middle
yeah, like I said mine wasnt the actual plan, just a demonstration.
yea
i am against the idea of putting uranium storage right beside the power plant
Do you mean waste storage?
it's already radioactive there, why not put the storage there as well π€·
You can turn off the uranium mine feed or trains, and eventually have it empty of radioactivity. Your waste storage is going to be there forever, so can't use jetpack or hover pack to make adjustments.
yea for waste storage ima just set myself up for 4000 hours and then hope i lose intrest before then
Maybe u5 will be out before you reach the 4k mark
i doubt u5 will do anything with plutonium
unless thats confirmed and i live under a rock
If you balance your fuel rods, you can actually survive ~10/15 minutes without a hazmat suit in a nuclear powerplant ;)
That's quite convenient since it means you can still go around there with jetpac or hoverpack
that still gives you no reason to go near your powerplant π
-Need to expand it
-Need to turn something on/off
-Fix your mistakes
Being able to build stuff with hoverpack vs with the hazmat suit changes a lot the convenince
Balancing the input of fuel rods prevents the 100 hour of starting time, since power plants now always at 100% it is extremely lengthy to let the manifold fills up.
Balancing holds true for nuclear plants even before u4
that assumes you need all the power from your nuclear plants
which you usually don't, so you can get away with a manifold
I wish they'd add a master control terminal that lets you toggle on and off the machines from a single point.
Would help to stabilize a new power plant
isn't that ficsit networks mod?
not currently functional but yes
remote factory mod?
Hey math geniuses! What's 5+5-5-5
Most of you smart people will say -5. Satisfactory disagrees.
Lmao π
Trying to get a handle on liquid handling, could use some help confirming my throughput/setup
2x impure oil nodes = 120/m crude
1x 250% normal oil node = 300/m crude
Feeding 14 refineries (420 crude input) on a manifold, 7 per side with pipes down the middle
right now I have the normal node going straight in, and the 2 lesser nodes wrapping around to input on the far side. Its janky but it works.
Main question is if I use a mk 2 pipe, can I just merge it all into one pipe and run that straight through?
Yep, just as you planned
!wikisearch plastic
not near water and dont have the alt recipes yet :^) but yeah i'll move to that setup eventually
Note: feeding 300 or 600/min to a manifold can often produce losses!
Eg: If you were to have losses on the first part of them manifold due to the 300 pipe, you could have "fixed" it quickly by having the 300/min line split and merge with the 2 60/min lines. The system would balance itself out and no losses would occur (same goes for 600/min similar examples)
Note 2: losses don't occur just due to througput, it's the splitting in the manifold that produces losses. Splitting a 600/min pipe in 2 300/min buffers to feed the manifold usually is the quickest fix for this kind of issue with mk2
the calculator calculates from right, not from left
so unfortunately it's not really useful except for simple math
I think the calculator iterprets that as: (5+5) - (5-5)
It usually makes additions first, subtractions second (and the latters in a weird order)
Btw... 5+5-5-5 = 0, not -5 
I thought that too at first, but @wind spade is right. Using the logic of additions first, you would expect 3 + 3 - 3 - 6 to be -3, but it evaluates to 9
Because it's evaluating right to left. 3-6 = -3. 3-(-3) = 6. 3 + 6 = 9
So what's the result of 5+5-10+10 in your prediction?
Same for me... But I still think it does (5+5) - (10+10)
Or, in your example, (3+3) - (3-6)
I've used the calculator quite a while without parenthesis
I thought the same thing as you. Then my friend found one equation that caused that theory to fail. One sec and I'll find it.
it does from right to left
Isn't that the opposite of what you said here or am I misunderstanding? o.O
You're misunderstanding. It does the right-most equation first.
No, my brain is fried, apparently (or did you edit by switching left-right? xD)
It does BEDMAS (or PEMDAS or however you learned it) but it does it from right to left, not left to right.
Never heard about BEDMAS... I guess i'ts not related to Ficsmas? 
Brackets Exponents Division Multiplication Addition Subtraction
Basic 12 year old math.
For an english student, that is :P
At me when you find it, I'm logging off π
π DAS
I would say zero, which is congruent to 10mod(2), so clearly the calculator is just answering in base 2
the problem isnt so much startup time as the fact that there is build-up of rods in all but the last 2 reactors causing a lot of radiation
I didn't find it, so I made a convoluted example.
5 + 2 - 4 + 2 + 1 - 3 - 5 + 2 - 6
You can pair things up however you want. But it gets solved from right to left by the game.
2 - 6 = -4
5 + -4 = 1
3 - 1 = 2
1 - 2 = -1
2 + -1 = 1
4 + 1 = 5
2 - 5 = -3
5 + -3 = 2
which recipe is better for high speed connectors, and is there a better one?
If you have quartz, then the 2nd is better
Then you can just store waste on site then, since it'll already be irradiated 
nah, id rather minimize radiation damage in the area around reactors and production because if i ever want to make changes again i want to be able to
It was a joke
Max filter consumption is one per 12 seconds, so at certain point of irradiation it doesn't matter if you're swimming in nuclear waste
I think that sentence is incomplete, cause the conversation earlier was minimizing radiation so you could use hoverpack/jetpack/bladerunners while surviving on healing items
I don't expect people to make nuclear and do not have hazmat suit yet.
I did my first 2 nukes without hazmat (for lolz), but after starting them, I could only run fast to safe distance and no fixes were possible
"A lot" is questionable
Actually, generator full of 50 uranium rods doesn't give so much radiation. You can stand on top and be out of radio range.
personally I'm kinda down for doing nucler with hazmat suit only, I've frankly gotten lazy between the jetpack and hoverpack with making sure traversal is possible without those
feels like it's part of the challenge
space-OSHA regulations require that all parts of factory be servicable on foot, without need for grappling hooks, jetpacks and wall-phasing technology.
[hypertubes help]
Technical: is it possible to increase autosave slot count to say 10? have a lot of disk space.
yeah that's what I mean. I see no problem in having full reactor of rods
Well, making fuel with heavy oil from plastic and rubber.. I suppose at the end of the day, fuel does net slightly more power, (with no alts) but it definitely seems like residual fuel could use a little bit of a buff. this is the result of 600 crude into 200 plastic/200 rubber and 300 hor into coke for 36 coal gens. It's on it's own separate grid with only the refineries, coke gens, and water extractors.
@unkempt depot here are the values of coal gen's consumption at 250% OC
oh thats some lovely numbers
now im questioning why my power production actually works
oh yeah- I remember actually doing the math and it s h o u l d n t
True, but you don't usually build/fix stuff from there, rather from the ground/walkways below ^^
To clarify, I'm not saying one shouldn't make their factory traversable on foot/cart, but reducing the radiation in the gens area can allow you to run around it much faster (yeah, I find it a pain to traverse it without blade runners or jetpack, with how huge those areas are xD)
You're already bound to need to use the suit in the processing areas, but at least those don't take forever to go through π
On another note
There are speculations that it would be possible to finish the game with very few buildings. I'm thinking 3 would suffice, do you think more or less would be needed?
For whatever production, you just need:
-A power source (single building)
-An extraction or production machine: this is a bit trickier, since for nitrogen this means having 2 buildings, the fracker and the satellite pump
All produced/extracted items can be buffered into belts/pipes. No need for pumps if you don't rise your pipes. Everything that produces or consumes either power or resources is a building
Did I miss something, or can we officialize the "3 buildings challenge"? 
Uif you separate everything out. Uranium processing isn't that bad.. particle accelerators/nonfissal isn't bad... Encased cells are pretty toasty and it gets damn hot where the mfgs are for plutonium fuel rods
Tbf, the worst part in my uranium processing were the uranium belts ahahah (plutonium is painful though)
I dunno. I started a new save.. just a regular playthrough.. I'm gonna try to finish it with nothing but coal gens
Have 32 burning coal, and 36 burning coke. And after hmf/computers factories are built I'll be working on unlocking 7 and 8 lol
Hey, this world saves and loads instantly though! I like it lol
What's the best overclock for Alternate: Heavy Encased Frame for the cleanest numbers?
Not sure there is one. I've tried multiple times, although I'm not very good with the maths. I couldn't find it
Alright!
I found the best overclock
128%
It's nice for the encased beams. It will take 12 encased beams per minute
or 249% to make 7 frames per minute
with uranium its not rly a problem but with plutonium it kinda is
not really. Full Nuclear plant radiates 7 foundations in distance
Hey im building a mega base everthing will me made there,im confused about the layout can some one send me site or video explaining the layout?
How can someone explain the layout of your base? 
Though, a good tip is: don't build everything in one place
Have satellite bases and production
Try the calculators linked in #welcome
@sand garnet heres a nice setup for your meme run
i dont need cable for anything afaik π¦
but im making iron plates
then for after the iron plates
oh no after that Im stopping lol
shame 
back to normal factory after this
guess ill have to continue this then for my Plumbing School Save
Hmm idk so far the materials for me are the worst part, belts for uranium processing aren't that bad but getting the materials to get the rod plant running is definitely going to be my personal nightmare.
I was referring to what irradiated my nuclear factory the most
since this is the meta channel. Any "meta" position for a aluminum production?
I mean in the end I need a lot of water and coal right?
I found this area really convenient when I wanted to make a maxed allu plant. Got coal, water and now oil too and it's decently close to the baux area
Hmmm, guess I need to kill my coal generators at this spot then
The meta is to use the alts sloppy alumina and electrode aluminum scrap, so no coal involved. That's the most buaxite efficient tied with instant. Instant however also uses sulfur so it's generally not prefered, unless you feel like you can spare the sulfur for it's neat setup.
I need a computer/heavy modular frame factory but i have no clue how big I should go and which recipes to use as i dont have trains yet.
So... No coal and sulfur needed?
HMF factories can get out of hand really quickly, they eat up a lot of resources and space. So if you want a big project do several manufacturers worth, but if you want to keep it small and manageable only do 1 or 2 manufacturers.
not with the preferred alts, no
but you do need to go get the alt recipes first if you want to do it that way
Mutters about the low footprints of bolted recipes for MFs
you also use flexible frame to undo all those gains π
whut
Just about to drain my first bauxite from mother earth but I need to know where to setup the big production site
My plan is to use a train to pickup all the bauxite and bring it to a big production site
conveyor master race π
I do respect that
And trains gives you the abilty to "tchou-tchou" which is kinda all train fans want I guess π
Well, that was to reach endgame fast ahaha (though, they DO gain on footprint!)
Well... I think...
I just want have a train grab allll the bauxite
ALL of it >:O and then cry because I can't use that much
bolted with steel screws? sure
bolted without steel screws? no
flexible? never, it asks for too many extra resources so the few less manufacturers you have to place doesn't make up for all the other extra stuff you have to place
If I remember right, you can do that with less then 6 cars
But cars are eeew
Train cars...
Oooooh
that's where the word originally comes from
My mind is blown
Ok, this task is to overwhelmin, time to make a break and play isaac, lol
nevermind I'm wrong, thought it was π
But thanks for the input tho
but same latin origin at least
It just worked well since I had tons of rubber anyway due to the (Totally not footprint-friendly, but located in a different area ofc) recycled setups
The flexible was the most convenient to fit in the iron/steel production area ^^
yeah I have no measurements for footprint/power consumption if you just have rubber lying around π€·ββοΈ
only for whole systems
I forget people overproduce and just have stuff lying around, since my preferred style is to build whole systems that don't intermingle
like if I make rubber it's for one purpose, rather than a whole rubber factory that feeds multiple other factories
Sink goes very well with overproduction, which goes well with "maximized" designs (designs that use up the entirety of a node)
I use the latter ones a lot, even in "speedrun spaghet" worlds ^^
I mean would you mind a speed/efficiency buff to flexible though? Cause even if you have the rubber lying around it feels a bit weak IMO
Urgh, just thinking about making a recycled setup that strays from the convenience of using certain amounts of oil or HOR to follow specific output needs makes me shudder tbh 
Dunno, honestly it wasn't bad imo. Lots of frames with little effort on my part. MAYBE a reduction on rubber, but the amount of frames/min they suck in (and HMF they output) is quite insane already
I mean encased is only 25% slower, I wouldn't call that insanely fast
I guess you could also fix the situation by making encased slower, maybe
I'm still not sure that makes up for the efficiency difference, and thus less buildings feeding it
25% at 100% means 50% at 200% 
Heresy go brrrrrr
that's not how the math works lol
and I know you know that
I heard someone said flexible frame is good
oh hey more maths, to be fair this is a comparison with flexible being made with resource efficient rather than building/space/power efficient recipes
So what recipes should i use for HMF factories
im harddrive huntin lol
besides i think a few a minute are fine
Factory buildin isnt the problem for me, the inputs usually are
like where tf do i get 3000 iron a minute from
although now that I think about it, as long as they're using the same stuff it's still a fair comparison, cause they'd both benefit the same power/space wise from using different recipes
They're convenient rather
High speed, low steel/iron chain complexity and footprint, simpler belting (lots of 1:1, 1:2 ratios with bolted recipes)
Ofc, at the cost of more resources
That may be true for the bolted, but it's not for flexible
Finished the comparison, litterally same recipes chosen for speed/power/space, but switch encased with flexible:
Encased: https://u4.satisfactorytools.com/production?share=jAKg3LJ3iCfDsEND3pY0
Flexbile: https://u4.satisfactorytools.com/production?share=IRpQ5eJeDRFQfh0V73kq
more power, more space, all the stuff before is basically the same but flexible needs more of it
Eh... Hard to say with a quick comparison (what I have time for rn)
Flexible uses about 60% of the pipes, but nearly makes it up in steel consumption with beams for screws (though beams mean half the constructors for the same steel ingots/min)
I made the comparison without bothering to change the bolted recipes though xD
Is this correct? Shouldn't it be 150 water extractors?
75*120 = 9,000
9,000 / 600 = 15
Water extractors make 120/min
Yes, and 250% OC on nuclear reactor requires double the water, no?
A bit more, but close
It's like 2.00000000953478295647365783429657843658973
But close enough that it's 600 m3/min
So why should it be 150 extractors? 
So to operate 30 reactors with uranium fuel rods at 250% OC, it would require 30 * 600 m3/min of water, yes?
Which is 18,000
Ohhhh, wait. I see.
It's Mk. 3 miner OC'd at 250%
Not the reactor itself.
Well shoot, I'd just make 15 reactors then.
Simplifies the inputs.
5x Water Extractor per reactor, dedicated pipe.
Tbf, trying to have your generators run in 600/min is kinda asking for troubles
I suggest going for the classic 300/min unless it's a temporary setup
Why?
You can save as much space by OC the water extractors xD
Good point.
So 250% OC water extractors, 2 per reactor?
And then give each reactor an indy fluid buffer to keep it cooled for eternity.
Cause pipes at 600/min are a bit iffy. There have been reports about pipes emptying out in big saves too on loading, in that case only having less than 600/min requirement can save your power (the pipes can refill without the Gen sucking all water as soon as it reaches it)
So mathematically speaking, it only really makes sense to OC extractors, miners, and power plants, right? All the others, you can just build more buildings without the OC power draw penalties?
So with the indy buffers, I think I should be ok, even if the pipes empty.
In a "not waste power" perspective, yes.
But looking at it from the point of convenience, you may not want to OC any generator at all unless you don't care that much about efficiency (they don't reach 200% effective usage precisely)
Yeah, I was gonna suggest that xD
they don't hit anything besides 100% precisely
and that's not accounting for frame drops 
The only thing that really needs it is miners and extractors. Thatβs the only way to violate the raw output limits in the game
But thereβs a lot to be said for tuning values precisely and saving space so building is easier
Though, you have enough power (if you max out uranium and plutonium) to process all resources into end-game materials with all alts (so max power usage possible) and still have enough power to OC everything to 150~200%
So yeah, I too suggest to OC freely on machines :)
I still gotta go out and get a bunch of hard drives. I unlocked the last tier in the HUB, and I don't have any hard drives left. π¦
If anyone wants to come to my world and harvest hard drives, I'll give you a cookie. XD
It was just to make the point that even if you power all the production possible, you still have THAT MUCH extra power ^^
Anyway, so yeah, with default recipes, I can power 30 plants at 100% or 15 plants at 250%.
250% power plant means 250% power output, right?
With 200% (and some incredibly small decimal) resource consumption.
if you don't OC the reactors. 250% OC'd water extractor is 1:1 reactors to water extractors ^^
no, power output is the same as resource usage
250% OC is 202% resource consumption and 202% power production
I can confirm that my nuclear plant shuts down every couple hours (249% OC), most likely due to mk2 pipe limit fluctuations.
Getting free power in a factory sim?
Naive :laughing:
Yup. even at 300/min with 250% oc on the extractors. when I load my save, my pipes empty and reactors starve for ~5-10 seconds before it stabilizes. tldr, don't OC power generation buildings
Unless you don't have space to put another one π
I would say pick a better location. like over the ocean.. but.. I feel you on that. I've done it and it sucks :/
It is an 'experimental reactor"
Nvm that it currently provides 90% of my total power
trying to oc water extractors is good for small setups but not big ones
Why so?
Bruh... Shards are renewable 
yea but does that rly matter?
How so
doggos
doggos
Ah
Doggos
they take forever tho, especially for 1296 shards
or kirby...
It's up to you to know how and where to use your shards :P
how and where is mines and everywhere
But I don't think "don't OC 'cause it needs shards" is a valid argument xD
I mean, the more you build, the more shards you have anyway ^^
i mean yes but also no
i have every purple slug on the map, and thats half of the shards that would be needed for this
just for ore nodes on the map you need 962 shards
When I had 12 doggos, I got more shards/min than what I used :P
I do build quite slow, but 12 isn't that much too
alz gamer on the other hand reunited to soviet union of doggos
okay the bigger question, why would anyone need 100 steel plates per minuite?
Exscuse me if its obvious I still havnt gotten very far in the game in terms of tech
the numbers get big...
fair
also I finnaly got my game updates
lets do the math for my power production-
I have 18 coal gens
that use 30.35 coal per minuite
Overclocked?
tho on the current one I only have 12
yes fully overclocked
the other 6 are elsewhere
then I have 2 Mk II miners overclocked so I get 240 coal per minuite powering these 12 full over clocked coal gens
Net power
it's the last math you do
im not trying to figure out the power
im trying to figure out how much coal this is all using
uses basic google calculator rq
!wikisearch coal generator
364.2 coal per minuite
I am making a total of 480 coal per minuite with my miners
so I could potentionally fuel another 6 coal gens-
ima do it
always do coal gens in sets of 8
480 = 4 sets of 8
exactly
3:8 WEs to gens
so 6 coal gens eat 180.7 coal per minuite
Always do coal gens in sets of 420
wHY
^^
because yes
why would you overclock anything other than a mine tho
that's my line!
It ends up Fing up your math most of the time though :/
yes math is horrid just let me be insane
@unkempt depot did you make a coal plant in the blue crater??
F
yes I believe so
Tip: rather, OC your water extractors 
hold on let me see the interactive map rq
good idea like actually ima do that
273 water per second
absolute poggers
yes blue craters
You're just trying to piss me off with that number

jarate jarage
Listen...
it ises about 40 more power and 3 shards more < or I can just use 1 more water extractor
uses*
Go ban yourself!
tyler scream
That's true for pretty much anything you OC, water aside
okay before I change anything is there a way to snap water extractors to a grid?
They will snap to the sides of foundations
poggers that makes my life 10 times easier
Tip: water extractors are nearly 2.5 fohndations wide
Meaning you can "box them" with walkways ^^
20x19.5 meters i think
okay in the end I just overclocked my water extractors
I can say im happy I did, now time to do the same to the other side
Easy enough if you input "900/min rubber" in greeny's tool with all alts on ^^
the whole point of blueprints is to completely avoid building big time
I might be stupid but how do I split a conveyor into 5 equal paths
!wikisearch prime balancer
wait not that, this: https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays
do I ever get a way to split a specific number of items one way and the rest another way
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless of the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
Not with a single splitter π
no, but also mostly it's not needed and there's a way to do it differently
Hey, I started building a nuclear setup, and naturally, I got lost in the numbers pretty quick. I decided to make an excel sheet because I'm too dumb to keep track of stuff. I thought I share if anyone interested. It's probably not 100% accurate and full of miscalculations, but hey, better than nothing. DM if You want it.
.mkv?
Screen recording of the sheet
Cam I upload the sheet?
it'd be less suspicious than a movie file lol
I'd keep it to DMs only, because sharing files isnt really great on a discord of 150k people
also that too
I did say DM if interested
also, why not use some of the tools in pins?
I was trying to help. No need this why this and why not that. DM if You want it, that's it.
yeah but if you're acknowledging that something might be completely broken, how would it be helpful
I'm just asking, why are you being so aggressive?
and using the tools readily available right now for crosschecking means less flaws in your own system as well
Bye
there are tools that can do the math for you, I was just asking why did you chose to not use them? (at least for checking your math)
weird
π€·
hey guys, do you guys bother with over clocking and mk2 miners on impure nodes?
yeah, why not?
yes
Its more ouput
I will use mk2's but reserve my sharks on the pure nodes for now ... running low π
*shards
can't blame that on auto correct ... on my PC π
im running 200% on a pure oil node with a 600 pipe how many refinerys can that run on the alt heavy oil
yeah I also put my sharks only on pure nodes
but for shards, put them on any miner you need
@wind spade does your calc do my question
should
106.(6)% is the best clockspeed for Heavy Encased Frames alternate.
This wai it takes exactly one minute to craft once
or use two machines at 53,333333 %. That way you dont need to use a shard
That's for normies
sure, but why do you need it to craft every minute?
or any multiple, of curse
but craftic every minute is the closest overclock to 100%
yes
Sry guys but anyone have or anywhere I can find how many materials I need to finish the last phase of space elevator cause I "try" to calculate myself and i have a headache lol
that mostly depends on which recipes you will use
Well calculate with the default recipes I try to find the number of materials for the "assembly director system" and I end up find that I need 8.000 adaptive control units and that means that for those I need 40 000 circuit boards and 60000 automated wiring. Pfff is that correct?
By the way, greeny, even if it frafts every minute, it still makes 3 frames per minute
I think using "per minute" numbers is much more convenient tbh
But yes, the numbers are right
Hi, I got a bit of a big question:
I am on my way on starting my nuclear project. I've asked around and someone commented with the following numbers:
The number we are talking about is 476 nuclear plants.
Using 22.4 Plutonium Fuel Rods alongside with 50.4 Uranium Fuel Rods.
With these I would supposely get the maximum amount of power out of nuclear power plants.
Now I have these numbers, but I don't know how to transform this into how many buildings I need (water extractors, amount of nodes, how much uranium do I need per minute...)
What clock speed do I underclock the 7th Fuel Generator to if a pipeline is providing 80m^3 of Fuel? (7 Generators consume 84).
If your numbers are correct, 6 generators consume 72m^3 of fuel, meaning you want to underclock the last one (which should therefore use 12m^3 of fuel/min at 100%) to 66.6 recurring% (Ideally - is physically impossible in-game) but only If I did the math right - maybe someone else can confirm
@rocky cypress !wikisearch PFR
I'm not sure what you mean buddy π
nevermind - though this actually existed
Ok I'm dumb - he wanted to point you to the article for Plutonium Fuel Rod's but thats not what your question asks
Yeah, I wanted to know if there is some way that I could translate the numbers I shared into the amount of buildings π
There is an image at the bottom that shows all the buildings.
The Plutonium Fuel Rod is a late-game item and the result of Uranium Waste reprocessing. It can be burned in a Nuclear Power Plant for power, creating Plutonium Waste in the process. Alternatively, it can sunk into the AWESOME Sink to get rid of the Uranium Waste at the cost of not getting any power. If used in a Nuclear Power Plant, it burns at...
Aha, now I see it. I will have a look at it. Thanks!
Good god, I don't know where to start xD
Buy yourself a pack of coffee beans, you will need some time to build it. Start with water extractors, because you can't move them easily.
I don't see how many water extractors I need, or am I not seeing well?
Extractors/miners not shown
does anyone have a formula for the total value of a ticket?
!wikisearch awesome shop
not what im looking for
that has the formula for the value of a single ticket
i want the value of a ticket and every ticket before it
yea no thats not what i want
500 * (ceil(n/3)-1)2 + 1000 is the value for a single ticket but i dont rly have a use for that
if you want the cost of each one you can add them up or take the "integral"
you can do that by spreadsheet or code
well im barely in hs so ima go try to figure it out
the idea is that ciel(n/3) makes the coupon cost in groups of 3
yea ik that
oh do you mean the cost based on percentage filled?
no, i want to be able to say the 2000th ticket and then get a number for total points needed to get there
@fierce ruin well you could divide that by 120 to get the numbers of water extractors. Miners it depends on purity
@high wave you mean a summation from the first to nth ticket?
yes
constructing graph...
rough draft @high wave https://www.desmos.com/calculator/1kw5ufezuk
so old I mixed up integral with summation XD
Important to note* the graph is presented as continuous in regions where it isn't
lol imagine building this using that image π
im still working on the formula but i think im getting close
did you not see my link?
yea i saw that but i want it in excel and i want to figure out something myself lol
ok so
i did it
but
i cant even read what i did
=(250*((2*(CEILING.MATH(H5/3))^3)-(5*(CEILING.MATH(H5/3))^2)+(17*(CEILING.MATH(H5/3)))-6))+(500*(((CEILING.MATH(H5/3))-1)^2)+1000)*(H5-((CEILING.MATH(H5/3))*3-1))
but it does work
and if anyone wants it here it is
wtf is that formula?
ima be honest i dont rly know but it works
it gets the value of a ticket and every ticket before it
yes
goodness
yes there is
there's prolly a summation function in excel you can cheat off me just don't make it obvious
listen if it works, dont fix it
excel literally has a summation function called Sum, yes
shhhhh no my way is better
^
no
my way is the best way
it took me so long to figure that out i forgot what i was trying to do
i was trying to get the total cost of everything + 2 golden nuts
now ima add a small table that says how many of a couple endgame items that is
piece of cake by now
are you happy now?
nope but closer
what now?
XD copy paste time
yea
iron ore wil be the hardest tho...
why
yes very hard maths. one plus one is 0 because iron ore worthless
ok so i got distracted by moistcritical's new video but now its time to start making that table
i have done it
almost exactly an hour later lol
there is now a dropdown on the interface tab with every category of item, once you select one it will tell you how many you need to produce to get to the ticket goal you have in the input
nerd
you think i didnt know that already?
Just feed all the TPR into teh Sink
its better to use ADS'
because you can produce a lot more of them, so its more point overall
I got first nut only after 160 hours. The 2nd could take much longer
now lets say you wanted 10 nuts
That converts to how many hours?
well you can if you want
if you make 200 per min thats ~3470 hours
perfection
Oh, lol
now lets say you wanted 69 of them
oh lord
accounting for leap years, that is 109.5616 years of continuous playing
or 109 years, 212 days and ~ 5 hours
so maybe you dont want 69 of them
now lets say
hypothetically
you want 69420 of them
it would take 108,311,047,821 years and 227 days
the universe is 13,800,000,000 years old
it would take 7.8x the current age of the universe to get 69420 golden nuts
this is the true vision of the devs when they made this game
i have 40 heavy oil per minute, what should be the overclock for fuel?
*residual fuel to be exact
The number of the beast
Yep
packaged fuel?
nvm figured it out
I dont have Fuel Generators
so I gotta then get a PC factory going.. as well as modular frames (the heavy ones)
because I want MORE power
the heavy ones are literally called heavy modular frames 
im assuming those are gonna be a bitch to make
with good recipes.... not really
modular frames, steel pipes, EIB and concrete is what i use
Heavy Encased Frame
does anyone understand the over/underclocking math for generators such that I can perfectly use up all the fuel and not have things turning on and off?
Like if I have a 400 line of fuel, running 1/3 clock of a generator at the end does not utiliize the system properly
we have the math for it, it's not linear and the production/consumption rate does not match the clock speed: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
I figured this was the case, and it is obnoxious
agreed
I have set up before to take the extra 8/min and package and sink it, but then I have to be making plastic with the polymer runoff and that's a whole pain in the ass
it should at least be linear, I don't really care if they cap it at 200% instead of 250% or not (the effective cap on generators right now with the non-linear formula)
The liquids are just so picky about use rates that if you can't make it perfect it's VERY annoying. In theory a small excess will run for a long time but I think would cause a shutdown of something eventually...
I could not QUITE use all the oil in a pure node to make it work, but again. obnoxious.
you can get it mostly close, now that you have the formulas
and just go like .0001% lower or something, so it never shuts off
anyway this my QA post on it that sums up what I thin anyway, if you want to upvote it: https://questions.satisfactorygame.com/post/606b7372aa0ba107e3256b33
yeah ok at least i CAN do the math now
ideally you don't want to OC gens and use the nice numbers which they have at 100%
it's hard to avoid changing the clockspeed on fuel gens, because the numbers for the fuel setup you're doing rarely are cleanly divisible by 12 or 4.5
wrong
it will be off for 52.5 minutes for every year it is running
and thats just unacceptable
I meant so that the fuel generator would never be off, you offset the clockspeed by a little bit so that you're overfeeding just slightly
Looks like if I have 8 fuel/min at the end of a line, I do 60% clock speed
but you can easily sacrifice a few % of one gen and have slightly more production (that also helps if you have buffers)
actually, 59% to just barely over-feed
you can have up to 4 decimal places as well btw
some very tiny number. I stopped paying for personal excel so no solver π
59.03116.......%, so 59% should be "close enough"
thats so inefficient it crashed my router and i had to go restart it
that was my thought. I wanted to finish employee of the planet but I'm capped out on power with 1 machine making everything. which meant i wanted nuclear, but that requires so much production i don't have the power, which means i need more fuel power, which....
damn this game sometimes O_O
next time 'round, i'll probably build nuclear power BEFORE making the final space elevator parts
use batteries to setup nuclear
get enough to keep the nuclear production online for just long enough for it to make a few fuel rods
or turn it on in sections
yeah the batteries are really nice. only issue is when someone disconnects something they shouldn't have and you dont notice until hours later
related to conversation in #satisfactory
Trying a bottom-up maximization of the world for total potential raw production. So far, iron/coal has a solution for 95,730 Iron Ingots, 44,685 Steel Ingots, 120 Black Powder, and 6 Nobelisks. Yes, had to factor in a bit of weapons production.
Copper/Caterium has a solution for 43,950 Copper Ingots and 63360 Quickwire. I'm trying to work Aluminum in because of Alclad recipes also needing copper, but I can get as far as the ingots before having to go "time for top down again".
https://u4.satisfactorytools.com/production and set everything you want to produce to "maximize"
What's the roadblock? I've always felt bottom-up design was a solution in search of problem just on a macro level, but it would be interesting to know what specifically gets in the way on the micro level.
except for those nobelisks and whatnot
that's a terrible plan, it'll maximize the lowest ppm thing and then set everything else to that ppm
yeah you are right, didn't think of it through
there's a per-item slider though to fiddle around with in maximize mode, that can get closer to what @signal nimbus is doing
I'm actually doing it with Google docs and the Microsoft calculator so I can see how the numbers line up for numbers of items. And yeah, it's a solution in search of a problem, but fun to do. The road block is what the four potential end items are used for. Copper sheets? Easy, just three potential destinations. Circuit Boards, Ai Limiters, and Heat Sinks. Alclad Sheets are also easy, Classic Batteries and Heat Sinks. Aluminum Casings aren't bad either, just Radio Control Units, Fused Modular Frames, and Heat Exchangers.
Quickwire, on the other hand...
And as the list grows, the options multiply.
I tried spreadsheet-only first because I also didn't want to just look up the answers, but realized around t6-t7 that it just isn't feasible. Problem is, like you said, that increasing production x also requires you to increase/decrease y, and the amount of variables just keeps going up the further you go up the production chain
you could learn https://en.wikipedia.org/wiki/Linear_programming and do it by hand. The tool essentially does that but ofc it's fast as hell with the power of computers
Linear programming (LP, also called linear optimization) is a method to achieve the best outcome (such as maximum profit or lowest cost) in a mathematical model whose requirements are represented by linear relationships. Linear programming is a special case of mathematical programming (also known as mathematical optimization).
More formally, lin...
Mhm. So my solution, so far, is to reduce the number of variables.
I could, but... highest I ever got is diff eq, so I'm more comfortable picking things that make my choices easy.
Linear stuff would require more time to learn than I have. I'd be done with the analysis before the computer solved it and gave me non-sensical answers that don't work in the game.
Linear algebra is a worthwhile topic to pick up. The Linear solver in essence reduces the problem beautifully into a series of linear inequalities.
Oh believe me, I'd jump at the opportunity if I was still in college.
I know some people characterize the recipe choices of greeny's calc as nonsensical, but they're really not. They're just very narrowly focused. It solves for most things or most weighted efficiency very well. But those two things are not the only considerations, they're just the easiest to quantify objectively. Other considerations like what resources are you already using, what's easier to set up, what do you think would be more fun, power, space might be subjective or add lots of complexity.
Exhibit A: I just selected Radio Connection Unit because it eliminates Aluminum Casings and Crystal Oscilators from the production chain. Most efficient? Maybe not. Simplest? Almost certainly.
It's recycled + diluted's fault, they make oil too dang efficient π
well maybe not for the RCU choice, but for most of the choices people find questionable
Like prioritizing steel coated plate over default iron plate
it's an interesting problem - how to articulate all these fuzzy thoughts about what is simple and what "makes sense", and whether or not you can use them as criteria for programmatically optimizing your production lines
it's really difficult to say what actually is the "best" thing to do in satisfactory, at least for me, which makes the game all the more interesting
sure you can solve how to get max points from sink, but is that really the "best" thing to do
and ofc the reality is that you might not be able to do that simply because of performance issues
currently Greeny's calc does not account for sink value which makes judging max sink value quite dicey
even then it doesn't compare items to other items so it'd would need 3 linear solvers LOL
right, but as an example of what could be "easily" calculated
easy meaning the criteria is clear
That's why I think it's best to let user configure as much as possible
Instead of being "smart" and trying to show "best" setup
Update on the "max production" bottom-up analysis, some of the maximizing was taken care of by maximizing nuclear/plutonium, which is also the definition of maximizing Uranium. So, this may be one of the worlds that not only has max Nuclear, but requires it.
...805 250% refineries just making iron ingots...
You will run out of power slugs first
laughs in lizard doggo farm
what the new meta for fuel last time i played its was package water meta who was the best with purple juice
diluted fuel is best now
diluted fuel but without the packaged water
now its just purple juice and water into the blender
and then purple juice and orange juice into the blender for red juice
blender ok i will look what is this
so orange coolaid with grape coolaid make cherry coolaid gotcha
How much coal gens can 60/min coal power?
4
ok thx
15coal/min and 45 m3 of water/min by generator
biomass burner IRL
it should produced a lot of waste?
have you not seen the smoke coming out of them
incineration
Has anyone ever calculated what the maximum sink per minute is in the current map? Assuming there are no performance problems and only with conveyors (so it doesn't cost energy).
depend if you want to go a lot of low tier at the same time or some high tier at the same time if someone have calculated that he is a genius because you need to take in count the value of each item the speed you can produced them and make a vector for each item and combination of item
added to that the maximum output of each resource
we will talk more about high score point /minutes then a maximum optimal π
it's impossible to calculate it unless devs tell us how the entity limit works
and which building uses how much of that limit
and even then it'll be super hard to calculate
theoretically assuming it is possible to have this much materials at once it can be 571,705,680 a min
this is the highest value item multiplied by the mk5 780 a minute but i doubt it is possible to make 780 Thermal Propulsion Rockets a minute
that's not really how you would calculate it
and fyi you can only make 103.78 thermal propulstion rockets
also there is an upper limit to points per minute, though I'm not sure if it's reachable beyond storing a bunch of high point items and then dumping them all at once
it's 2,147,483,647 iirc - the max of a signed 32-bit integer
You can make more than one awesome sink...
oh
i am analyzing the weighted point for each of the items now. It may be possible to start with items with highest sink/wp, then work backwords.
now sure if maximum sink points can be calculated this way
than yeah your gona need ratios for value for each item
but you have to balance it with U/P nuclear setup so that the nuclear is just enough to power all those factories
You'd need to analyse every possible combination of recipes for every combination of items with the available resources on the map, while theoretically possible, it is practically impossible to brute force an answer
"insert NASA / minecraft meme here"
I'll just wait until greeny adds the points solve and let his work/the computer do it π
for now I'll be content with just seeing people do rocket/ACU max solves for points, which is more human doable
Yeah, you would need a currently unrealistic amount of computing power to solve it
Even that will take a loooooooooooooong time, due to working out possible alt recipes etc because of the long recipe chain
I think you're underestimating how good a computer is at solving this stuff
@wind spade you're working on a point solve right?
You would come out with a very very long list of possible input ratios and have to match them up to the available recources
true you will need a algoryth
how much more complex is it compared to a normal solve?
With a computer, the second half is easy enough
Normal solves don't compare all possible combinations of recipes
they do though
well all possible combinations of alt recipes
which is the big ballooning part
you need to create all the variable to make it work and that is the harder job
we talk month of work lol
That's why all the calculators come up with the same answer every time?
Because they don't.
which one are you using? cause satisfactory tools does if you have the same inputs and choose the same solve
oh I'm just realizing this was in response to the rockets/ACU, which have been done more less at least moderately accurately
and I think that was actually done in spreadsheets, not even using a calculator
oh little bit of a typo there, I meant ADS or assembly director systems not ACUs
Real biomass burner irl
real real biomass burner irl
I think you're underestimating what's all the stuff that needs to be taken care of before you can calculate max points
stuff like entity limit
entity limit can be increased
with mixed results, it's basically not guaranteed to be stable past the limit
and I wasn't thinking of practical limitations, only theoretical ones, but I'm guessing I'm underestimating those too
as far as i know this is the most points per min possible
but idk if there is enough stuff left for power if you make the factory for that
I'm indeed working on max point optimisation, but you need to take power and miners into consideration
neither of which my tool can do at the moment
even if you ignore entity limit
what do you mean by take miners into consideration?
power eaten by miners
ah ok
right cause the solve is essentially: most stuff weighted for points with minimum power to keep everything on
well this is the power for all of just the mines
that's useless information to me. We may assume that all miners are running at 100%, but that may not always be the case, so I can't just hardcode a power amount into the solver
well you kinda can because even if you arent using the resources to make an advanced product you can just sink the ingots
no matter what if there are resources not being used then you are not at the max
except he's making a solver for variable scenarios, not just the specific max points of the map one we're talking about
what if user requests "max points with just iron ore" or "max points while power is limited to 400 MW" or something like that?
im talking about just max points
yeah and I was answering to Lund who asked if I'm adding sink points to my tool π
also feel like this a good time to mention I appreciate all the work you put into the tool 
greeny i just wanted to know sorry if someone else you that before but is there a way to put 2 different purity of node in a calculation like iron are pure node but the copper are normal node for exemple
maybe i miss something evident but english not my first language
ore node purity is not calculated in u4 calculator, you can use excel to try it out.
ok
it just shows you how many ore it needs, it's up to you to figure out how many nodes and which miners you want to use
it would be pretty hard thing to do in the tool tbh
yeah thank you im having a headache trying to figure if going for compacted coal is effecient with normal sulfur node and pure coal node
2 of each
i could probably push it at the maximum of the sulfur i guess
Good old pen and paper lol
Miner purity only changes the rate the miners produce
If you overclock each coal gen to exactly 246.2%, you can just divide the coal in two. The two coal gens would use 180 m3 of water combined.
What's your go-to setup for a pure oil when you want maximum fuel output?
alt heavy oil residue + diluted fuel
at that point they could OC the miner to 200% and have 120 coal/min for 8 gens.. but 60/min will power 4..
Having ran my gens at compacted coal for a while, I think its less hassle to just find another coal node than build assemblers for compacted coal. Sulfur is also useful later in more advanced recipes
(also: overclock you cool miners to the roof)
If you have 120 coal per minute going into 4 coal gens that are overclocked to 246.2%, it saves a lot of space.
Compacted coal also actually produces less net power compared to getting just more coal because of the assemblers. e.g. 120 coal + 120 sulfur makes less net power than 240 coal does
you have to consider that sulfur is padding the coal supply, thus making 120 coal + 120 sulfur instead of 120 coal
Generators at ~145.3517% clockspeed could be neat, roughly 33% more production/consumption. So each would need 60 water per minute and 20 coal per minute. Would let you just do 1:2 at 100% clock for water extractors, only take 1 shard each, and 20 is a nice number for the coal too.
just use 100x as many assemblers at 1% efficiency
but coal is more than 4.5x as common, so that's a bad idea to pad the way more common material's supply with a rare one
there's like one place in grasslands where that makes sense, but I'd rather encourage people to just go find more coal and save the sulfur for other stuff
So, you're taking 120 coal, and dividing it into 6 coal gens? Interesting.
ok so i did the math and this actually takes more power lol
probably slime because of rounding
just a random thought I had just now, haven't done it myself
not because rounding
because clockspeed calculation is strange
(energy usage) = (initial energy usage) Γ (clock speed / 100)^0.6
interresting
meaning this setup actually would take 908.5 mw
ouch
my math may be very wrong because i may be bad at typing but idk
it is very wrong, I've done a 1% machine test before
it's to the 1.6 not 0.6, that's the energy per item equation not power
960 assemblers at 1% clockspeed would be about 9MW
ok so in theory if you made 9600000 assemblers all at 0.0001% speed
it would be 0.036 mw
I mean if you could build that many lol
We can have less than 1% clock now? I don't think
yup, we can 4 decimals places so sure
you're idea for the coal gens would half the cost of shards, but use 50% more space than what I use.
yes we can. lol
true, I honestly was just trying to get a 1:2 extractor to coal gen setup with 100% clockspeed extractors
or you could just not use shards in coal gens lol
Compaining about the space coal gens use.. Imma see myself out now. Ya'll have fun XD
wait till you see nuke plants. those take space
im about to switch to oil i want to max out the coal and sulfur i have because i dont use the sulfur for anything else and the reactor would downclock themself if they dont use max power (if its work like before) so i will have a overstock of sulfur in a countainer
they do not downclock automatically [sad trombone]
no longer does that, hail U4
ok ty thats why i put the ()
hey guys, I have all my games installed on an external 6tb Sata drive ... if I was to move Satisfactory to my main m.2 drive would it improve the save game lag?
It's already saving to the C drive, and you can't change that. Also most of the lag is serializing the data not saving the file. The file is only a few MBs big anyway.
wait me its save on my L drive because steam game are there
Savegames arent in game directory
Savegame lag is because gamethread needs to pause afaik
Cant save a currently changing gamestate
so i can run with my compacted coal generator setup 33.6 generator on only one line nice π
240 compacted coal/minutes
i just need the water to run them now
thanks for your input guys ,,, I will leave it where it is π
How many hard drives are required for unlocking all alternate recipes?
89
Hard Drives are special parts obtained from Crash Sites used to unlock Alternate Recipes (see below). Crash Sites can be located using Object Scanner after Radio Signal Scanning has been researched in the MAM.
Each Hard Drive can be researched in the MAM and results in a choice of one of three alternate blueprints, chosen from the pool below. Th...
Quick question: what's the minimum size of foundations necessary to place the space elevator on?
so without alt recipe residual rubber and plastic recipe produce more fuel then using the heavy oil residue
for the same rubber and plastic production / min
Dimensions (Area 2916 m2)
Width 54 m
Length 54 m
Height 118 m @stable scarab
should i go hunt for alt recipe before doing some plastic oil rubber production :/
its up to u
you should always hunt alt recipes before you build anything
because for 720 oil/min the max i can get is 480 fuel/min 72rubber/min 72 plastic/min without alt. oh ok i will take a look at the easy one
@wind spade question for you with your calc its base or overclocked if you know what i mean
what do you mean by that?
im confused if that is base on the limits on the map
which alt?
ah, those are max pipes/belts, overclocked
alt heavy oil residue, diluted fuel, recycled rubber, recycled plastic
ok ty
ok i will need to skip diluted fuel for now because i dont have blender unlock
then go for diluted packaged fuel instead, it's the same efficiency, just slightly more complicated
https://u4.satisfactorytools.com/production?share=WUWEFImqpGuEPIzxM7PY @wind spade dont judge
is there better alts?
For turbofuel, no, those are the ones you want to use.
UGH, ok I need math help
you know you can post images in here and in #old-questions-and-help if it pertains to a question
Posted my build in #screenshots . I have 2 blenders doubled to pump out 400 fuel/min and am feeding it up into 32 100% fuel generators, with the 2 at the endcaps running at 59% for a total usage that should be about 1.333 what a normal fuel gen needs, to use the even 400. yet a bunch at the end are all flickering
ahhh it was greyed out because of slow mode, my bad
33.3333 fuel gens should run off a 400 line, so 32 and 2 at 59% clock should do it perfectly
yet the flickering
why 59%
had this problem with my long lines too ...
the math works out such that the burn rate is 8 fuel/min
fuel plants drive me fuckin' nuts. the math never seems to work!
corrected it ...mostly by adding pumps ...eventhough lines are level (never going up or down) the pumps were providing about 2M of headlift...
a couple on the very end (of a 50 gen line ) never run at 100%
but get close 95-98% run efficiency
My next 4 setups are all going to be a full 25 plants so I want to be sure this works. I have 2 pure 600 lines ready
do you have the pipes looped? that usually helps with throughput
I do not. Do you mean just at the ends?
every pipe should be looped so that the fluid can cycle
although it's odd that he's at blenders and using fuel instead of turbofuel
also for more exact numbers you want the last two to be at 59.0311 and 59.0312% OC
diluted fuel and not wanting to freaking deal with sulfur for this build
well diluted fuel produces normal fuel π€·ββοΈ
just saying why I didn't want to mess with turbofuel
I'll try looping, will require some thought
just connect end to the beginning π€·ββοΈ
you can put the pipe slightly above the existing one
I got 58.2649%
he wants 133.3333% of power production, with formula 100 * [OC/100] ^ (1/1.3), for your number it results in 65.999987% of power production, so roughly 66%, which together adds to 132%, with my numbers you get the missing 1.3333% π
he got me in the second half XD
recalculated got the same numbers
as me? or as your previous calc?
uhh, that's not how you calculate it tho
you want 133.3333% of efficiency, not 133.3333% of OC
rounds to 59.0312 but may prefer 59.0311 for the buffer
if you done one of each, it's still slightly smaller than the exact number, so you shouldβ’οΈ be fine
@topaz hedge thanks wolf
does not appear to have helped
why is it this highlighted pipe is moving at 140+ and both pipes after it at nearly 0
fluids make it so hard to check your lines for faults
the pipes would be empty if they were feeding gens w/o being fed fuel
may just be the ui fooling ya
ahem
this is assuming there are no headlift issues and that fuel output = fuel used
I'm an idiot
Checking the production line did it. I was hooking two of my blenders to single water extractors that were overclocked for simplicity, and had forgotten to OC one of them
SCIM can show you the input/output #'s if you mass select stuff
not entirely sure how it works but it's something that may help as a last resort
Given the supply of Iron, Copper, and Caterium. Would it be best to make Fused quickwire, Iron wire, and copper sheets for maximum resources needed?
There are 70380 iron, 28860 copper, and 11040 caterium to make stuff out of
greeny's calc already does those optimizations on x/min mode
so picking those 3 recipes would maximize needed materials
depends on what you make
you wouldn't use quickwire for wire (because you can't)
what?
it all depends on your end goal
maximizing resources
there are two things to consider when weighting resources how much is there and how much do you use
"max resources" is too general of a term
are you going for a certain x/min of an item
it becomes easier to decide what is worth more when you have that in mind
normally you wouldn't use copper for iron (as it's almost never worth it) but if you were going for max iron ingots then the use of copper is only for iron alloy IN THAT ONE CASE
in that scenario iron would be used more and the use (wieght) of other resources would plummet
greeny's calc weights based on how much resource there is not how much is used
it's too easy to say I want to make as many of xxx item as I can. So I'm talking about resources in general. Obviously any time you add free water that is a plus. But I doubt the calculator is ready for the, I want an even amount of all items, tell me the formula
speaking based on how greeny's calc works it weights each resource and then multiplies by amount used
i mean i can do that in excel
[all resources amount]/[resource amount] = wieght
weight * amount used = cost
add for each resource used
I'll just go with my assumption then
if I end up running out of iron, ill be very supprised
yes I already said that water was the best method
you can find the cost of each recipe by using the method I described above
didn't you ask to know why?
no i asked if my assumption on using those 3 recipes is correct, that you don't need copper wire in such quantities that you can't just use iron
generally yes that is a good idea
k ty
but hopefully now you can see why (iron has a low cost weight)
but you knew that π
me being π€ π§ there
late reply, but if you have pipe networks that have a loop, some pipe sections simply cant handle the math and show 0, but its not really 0
if the pipe has some liquid inside but shows 0 flow, check another pipe segment
the other connected pipes almost always have flow
buuut i guess that wasnt the real issue
soooo i guess this is now a general FYI for anyone interested who sometimes sees 0 mΒ³/min flow
^ This is definitely a thing. as long as your machines are good and the pipes are full. it's just a visual bug. The pipe flow meter is laughably inaccurate in general and shouldn't be trusted (unless you build a "flow stabilizer")
Equalizer or Interpolator, ye c:
Coughs in using the buffer split rather than looping
most effienct way to turn crude oil into fuel? without blenders
HOR alt recipe
and then residual fuel
or, if you have it, diluted packaged fuel
yea
Even better is to get recycled plastic and rubber
that uses the fuel itself though to make rubber and plastic
so if the desire is JUST fuel output, do residual plastic and rubber
But is much more efficient
i want powerrrr
uses more fuel. what if i dont want rubber and plastic
160 rubber and or plastic would be enough for me
Well I was assuming the plastic and rubber are also required
i guess its just dealing with the resin
Yup that's the way sky. If you could hold off.. the blender diluted fuel alt is more power efficient..
im at a very big need for power atm lol
Isn't it the same efficiency?
cant make any new things without it
And turbofuel blend... Yum. Otherwise.. packaged diluted is fuel
And it's what we did before u4 lol
i got the one for packaged turbofuel
Greeny, it's the same recipe, but blenders are more power efficient because fewer machines.. tbh it's not a huge difference between the two
packaged turbo? i dont think so
unless you mean just the packager recipe
blenders arent more power efficient...... only if you underclock them
it better not be the middle one
i think i got the normal turbofuel one
Are you sure? I ran the numbers on greenies calc and it was a couple hundred MW less :3
Might've been using turboblend vs normal turbo.. I dunno
i did run them manually once.... i came to a slight lead for refineries. just a few MW
but once you onderclock blenders they lead again
So we can say it's more or less the same 
and blenders look cool
yes
Normal turbofuel is what you want sky.. compacted coal + fuel = turbofuel
It will turn 300 oil into 21.6GW
And you can put doggos in them blenders too
i like how they make it easy to produce rubber and plastic while making enough power from residual fuel to make the whole operation cost nothing on ur power grid
so u dont have to make a new power plant if u dont want to for ur oil
You can do the same with coke and coal gens too. My setup uses 600 oil into 400 plastic/rubber +900 coke for 36 coal gens... Produces about 50% more power than. It uses
nice
Welcome
Its nothing majorly impressive, but producing extra power is a pretty nice midgame bonus
yeah you sacrifice some rubber and plastic output but it's totally worth it if you dont want to make another power station right then
Yup, your losing quite a bit of oil on it tbh. But recycled loops consume loads of power, and they don't produce any
It baffles me how efficient steel ingots become with pure iron ingot and solid steel ingot , it goes from 1 iron ore -> 1 steel ingot, to about 1 iron ore -> 2.77 steel ingot plus 33% less coal usage
That, is baffling, I am baffled.
Have you seen the bubbly chocolate?
Something like that must be happening, the water evaporates in the processing and produces bubbles.
But how do you get 12 times as many screws from steel as from iron?
They must be hollow.
less material waste from processing π€·ββοΈ
Anyone using this setup? I cant think on how to put down and belt this properly xD
manifolds ftw
what exactly are you struggling with?
The looping part where you loop stuff back to produce more
yeah, just loop the belts back
merge the rubber from residual rubber and recycled rubber together, prioritise output to recycled plastic setup, overflow rest to storage
Thankss also I am trying it to make it clean as possible xD
no, the turbo blend is really much more power efficient.
saving up to 18% energy.
also turbo blend makes an amount that is easily divisible by 4.5 which is how much each fuel generator will burn
do the fuel first, make sure its all good. then turn polymer resin into rubber (recycled rubber uses less polymer than recycled plastic) then use some fuel to turn all that rubber into plastic, then turn it back into rubber and back into plastic etc etc until you have no more fuel
each time you use one of the recycled alts, you double the amount of rubber or plastic. you can split the output of a refinery so that half goes forward into the next row of refineries and half goes off to the side, all the side outputs can add up like a manifold to go into another row of refineries
Thanks for the tip!!
how should i recombine 8 belts of 550 items into 6 belts/full mk 5 belts??
Bining method or normal merger using overflow
personally, i would do overflow. i would make the 2nd belt merge into 1st belt and overflow forward, 3rd belt merge into 2nd belt and overflow forward etc etc
but i generally avoid these situations to begin with
agreed on all counts to that^
what are you doing with them?
quickwiresπ₯²
oh quickwire lol
I mean why does it need to be 6 belts instead of 8? Full mk5 are a bit unstable if you don't have god-like stable FPS anyway
i have quickwire go into a train station and overflow into sink. i had to make like 6 sinks for 1 pure caterium node
caterium ingot + copper ingot 250% clocked
6 sinks, lol
you dont need to combine the belts tho
i have 6 rows of manufatrers which need exactly needs780 item pm
split the last two belts into 3 belts each and do an insertion manifold
its generally better not to rely on a completely full a belt so that you dont get timing issues. it's not a problem on mk1 belts but as the belt gets faster and if your fps drops you might have inconsistent belt throughput
π π