#math-and-meta
1 messages · Page 538 of 1
you could.... you know..... adjust the rows so they dont exactly need 780
also that
its all just a bit of shifting around
instead of 6 rows
get 10 or something
but less manufacturers per row
so i should try bin method
bin method?
its really symetrical 6 manufactrers and 6 row🥲
well why dont you expand the assembler row or whatever that makes the quickwire
so you have 780 to begin with
if you like how it looks, then go with the splitting the last two belts and using an instertion manifold solution
do you watch kibitz he did that with uramium in a video
i found the save file and opened in SCIM. i used 1 pure caterium node to make so much quickwire for a train station that it has 4 sinks with mk5 belts xD
did you really not think about that? 😆
64 assemblers lol
😂
a bit of over or underclocking and you got perfect 780
When doing balancer, does it matter which belts are getting merged? 3x 600 coal lines, split into 4, then merged 3 and 3, back into 4x 450 lines.
why even bother?
258.3(rec)/m each? ew ew ew
dunno i dont deal with that witchcraft anymore 
3 coal miners, 2 trains with 2 wagons
fear the rational numbers!
if i had 3x600 coal lines i would just accept it and move on, not waste my time with more brain-melting
3.141592653
cower in fear!
i do not fear the pi
and embrace the irrational numbers...?
i accept the pi
wait thats irrational

no youre irrational
think you'll find that 3.141592653 is rational
2.5 is rational
Pi is indeed irrational
ok i thought he meant π
satis only has rational numbers
well 3.141592653 isn't pi
its but a smidget of pi
pi makes circles. pie is a circle. therefore pi is rational.
therefore it's rational
which has infinte number of sides and angle which makes it irrational
a circle has sides? thats new to me
a circle has 2 sides: the front and the back
it does if you make it with pixels 
or triangles
all these squares make a circle 
the 2 sides of satis:
beautiful spaghetti
or painful efficiency
a polygon of infinite sides will be a circle
no, it will be a polygon with infinite sides
could be irregularly shaped
and then it's just as connected curve
the infninite sided polygon is always an apporximation of an ideal circle
a plate of spaghetti is a polygon with infinite sides, the plate is the circle and the spaghetti has infinite sides
the ideal circle is not a polygon
an infinite polygon has infinite vertices. A circle has 0 vertex
I'd say a circle has infinite vertices
circle has 1 vertex which would be the center
infinite still makes more sense though, imo
0 / infinity
so....0?
De L'Hospital would be proud/mad
go Hospital.
you fool, De L'Hospital looks upon you and frowns
math and meta channel has become meta math channel. my brain is melting. i go nap now 
sqrt(infinity) = infinity 
infinity = x / 0
0 / infinity = 0 / (x / 0) = 0 / x = 0?
0 / 0 and any other undefined fraction has no solution
infinity = 2 / 0
infinity = -20 / 0
2 = -20
A well known fact of mathematics
your statement is correct. 0/infinity is indeed 0
I thought you were done with witchcraft?
infinity = infinity / 0
infinity * 0 = infinity
0 = infinity
McGalleon, lol, x / 0 is undefined, not infinity
thats my point. undefined
I mean none of this matters because as soon as you divide by 0 everything turns to shit lmao
Like that 'proof' where 1 = 2 or something because you divide by sin(90) at some point
glad we could agree that these things have no solution
only engineers pretend x / 0 is infinity
so congrats, you are all engineers
many online video trick shows N = M by division with 0 , or factor out 0 in some way or another
i am more fascinated about sum of infinity = -1/12
inderminant forms and solutions
yeah the ramanujan series
begone, Mathologer! hissssss
x / 0 = undefined
0 / x = 0
x / infinity = 0 (for x that isn't infinity)
You can actually show that a polygon of infinite sides is a circle by looking at the symmetry group of the n-sided polygon. Consider the symmetries of a square: you can rotate the square by any integer multiple of 90 degrees, or you can flip it across the vertical/horizontal axis. Now consider a pentagon: rotations by 72 degrees or flipping across any of the 5 axes that go through its vertices (and connect to the opposite edge). Continuing this pattern to infinity, the infinite sided polygon would be symmetric under rotation by any angle (no matter how small), and across any axis, which describes a circle.
isnt that the definition of a circle... just a infinite side shape
another criteria for circle: boundary is equdistant to a central point
great example of an infinite side polygon is the kochflake
circle has one side by definition
^
how is a line with a bend a line in the case of a one sided circle?
A star can also form an infinite sided regular polygon. The only diffirence is that its not a convex shape
true
Pretty sure by definition a circle doesn't have any sides, definitely not just 1
If we define a circle as a set of points equidistant from center, infinitely many of them
then connect those points with lines (infinitely many of them)
we can say that we have "infinite-gon", but the lines will be so short they're practically zero length.
In some circumstances treating circle as ininito-gon is beneficial.
Just got back on my computer and saw how this was actually supposed to look . On mobile I was like "what polygons these aren't even closed shapes"
Yeah images like that are poop on the standard grey background.
It's better to think of the circle as the infinite limit of the n-sided regular polygon. It's not like we can make a polygon that actually has infinite sides. After all, you can't draw it; you would have to draw an infinite number of edges. However, we can consider the infinite-n limit of the n-sided regular polygon, which would be a circle.
I’ve got 3 assemblers making reinforced iron plates for 15 per min, but I can’t figure out how to split that evenly into my 5 assemblers each making modular frames that take 3 reinforced plates per minute without using the overflow method. HELP!
Merge into one line. Split into two, split both into three, merge one of the six back into the one.
So I haven't been back on my world in a bit since I've started a new one, but for anyone curious.
here's the setup, with a smart splitter with overflow going out into a storage container
our miner is doing just fine
The overflow from the smart splitter however, that's quite interesting
my miner is finer tho...
@topaz hedge Why so many Sinks?
Wouldn't one do the job just as well?
Are you trying to waste power or is it just a test rig for manifolds? Or?
mk5 belt test
for which I've come to the conclusion that a splitter doing it's thing, splitting the belt in 2 or 3 drops the throughput of a mk5 belt.
Aha, thanks! I was just curious.
yup, at least from my test, it would appear that running a mk5 at 770 or even 775 is fine, at least on my test setup. it's only losing 1-2 coal/min to the overflow
So, do you know, is it just mk5 or does the same happen with other speeds?
according to what i tested, mk 5 speed is only around 774
depending on framerate, ofc
pay to win confirmed
Whut?
pay for better pc---> more throughput
...
...
Profit?
Oh.
what framerate did you get in your test @oblique hollow
I dunno, i figured you did. you know being through and all
mine was probably around here give or take for most of it while i tested
well, if you say its around 770 to 775 and i say its 774, but my save is tiny, theeeen it must be less variable than we thought
i can later on load up my save at test the average fps near the area where i did my test
I'm just guessing based off of what I can visually see from overflow. since I'm back on my lovely bigass world. I can empty the overflow container, and write down my playtime and get a closer guess maybe XD
are you timing with a 60 belt?
its still less than 2 % inaccuracy
less than 2% on two very different worlds and likely different setups/measuring methodes
No, xD it's the same setup i did way back, just mk5 belts into a manifold of 13 sinks with mk1 belts going into the sinks.. to simulate machines drawing 60/min x:
no I meant timing using a belt
I think if I test this anymore, I'm going to actually build a little factory and get some production involved.. because best I can tell, the belts feeding the sinks are still full, so I'm curious if it'll actually effect production
like a large group of items just to time how long the test goes but then I realized that's a bad idea
I'm timing it based on overflow, either by coal stuck in the miners buffer, or what's overflowed out of the smart splitter into a storage container
pretty much going off the game determining if there's room on the belt to output an item. and so far, from miner to sink, it works at a full 780, even with a smart splitter with one output going to overflow, I'm still getting 780. assuming the game engine is doing what it's supposed to and extracting 780/min ore. if that's off well.. idk then
Try also adding overflow at the end of the manifold
Sink manifold? That opens my eyes.
Since one splitter can only split into 2 or 3 even flows it’s not possible to obtain a reduced fraction with a dividend that’s a multiple of any other prime number. Using splitters and mergers you can never obtain 1/5. If you want a perfectly balanced production line without any overflow you will probably need to underclock some machines. Not sure if it’s manageable or even useful tho.
So, going into aluminium production just for like a storage room should we do as much as possible to avoid oil? I looked and it seems that we can. We are setting up in the Western Dune forest with the massive nitrogen wells.
Actually, you can get 1/5 using only splitter and merger, if your input isn't full: basically you split in 6 then you merge one of this 6 output back to your initial input. Balancers can exist for any integer split needed. But anyway, i don't think exact balancers are needed in this game.
if you let the machines fill up with input, that will serve as a good enough buffer to make a manifold work at 100% so balancers are a waste of effort and space
So ideally one could avoid the issue by
-Adding an "accuracy overflow" (AcOf for short) before the manifold he wants to feed
-Merge the AcOf with the last line of the manifold or even just after the first split of the manifold
And the issue would be solved without using ISCs, right?
Though, I wonder HOW does the first splitter of the manifold in your example manage to have the belt behind it back up even though it has plenty of throughput...
Would changing the rules for splitting change that, I wonder...
Eg: instead of "coal" on all 3 outputs, have the 2 sides go for "overflow" instead
its very simple, overflow is bugged
the problem is at overflow part, not the splitter after it
you dont even need such complicated setup to reproduce it
drop a container, connect output to input, drop smart splitter on it
it will slowly drain to overflow
when a miner cannot push enough resources due to belts being backed up, do they draw less power or the same?
they turn on and off, but still consume max power
like every machine does
do they? I thought turned off machine consumes less power
or rather consumes 0.1 MW
well. the do consume only 0.1 MW when they turn off
but when they turn back on, they consume max
they dont..... self regulate, is what i meant
well yeah but the question was how much power it consumes when output is full, so your answer was kinda misleading
@bronze silo pinging you incase i explained things wrongly
not neccessary
if output is full, machine consumes 0.1 MW, if machine is producing, it consumes full power. There's nothing in between
if machine on = max power at set percentage
if machine off= 0.1 MW
there's also some delay between turning on and turning off, not sure how that works 🤷♂️
likely
well idk what power graph displays, but I know there's a delay before a machine starts working
and most likely also a delay before the machine stops working
so technically the average power usage should be the same as without delay
That's why he made the setup 
I just forgot he HAD to use overflow on one of the outputs (I assumed they were all 3 on "coal" for some reason)
Can someone give me a rundown on the new meta. When I was last in late game Caterium was the most valuable resource and oil was scarce. Now I hear people talking about all oil circuit board factories and cannot comprehend it. That was taboo before.
And apparently quartz is now super valuable because of aluminum?
How long has it been since you played?
I mean off the top of my head, we have way more oil now and since Update 3 at least it's always been able to be stretched pretty far because of the alts heavy oil residue, diluted fuel (either form), and recycled plastic/rubber. So a little oil goes a long way.
Update 4 made aluminum a lot more bauxite efficient and faster so you don't need nearly as big a setup to get a bunch. But it also made it a lot more wanted. It's efficient enough though that you don't need to add quartz and can get away with using the pure if you need to save the quartz for other stuff. So I would actually say that aluminum needs quartz less now than it used to. But it helps stretch you bauxite further if you can spare it.
And from my perspective quartz and caterium are basically the same: they can be used in a lot of alts and a lot of alts get rid of them. So where you want to use either it's gonna depend on what you're doing and what's the best way to stretch them out for your specific plan. They're both often used for circuit board, high-speed connectors, and computers though.
although specifically on circuit boards, I don't believe electrode is meta cause it does still eat a ton of oil cause it uses all that coke
which doesn't benefit from the diluted fuel -> recycled setup
I agree with Lund on the state of the "meta". But it also depend a lot on how much you want to build; if your goal is to produce max sink point, maxing aluminum seem to be the best, and quartz help a lot in that (and caterium a bit less, imo). But if you just want to produce a bit of everything, quartz isn't as important.
also caterium is pretty much infinite
11040 ore > 5520 ingots > 66240 quickwire per min
using pure and fused alts
You can't skip quartz for RCU at all.
Most of the other cases quartz and caterium are interchangeable
Scarcity of oil and caterium had been meta with release and update 2. starting with u3 the amount of alt recipes has approx been doubled up to 89 now. This is the reason why it’s now more important to know what you want to maximize for (if at all) and what resource might be considered scarce. But oil, cannot be considered scarce any more
The last time I went "late late" was in update 2. I'm still playing on update 3 because mods.
what mod are you waiting on that you're not updating the game?
Basically all of them lol
It's heavily modded
Idk which ones have and haven't updated but I'm sure there are many on my list
Most of them have been updated
no and no
I mean you can't wait on them forever, how long are you gonna wait?
I'm gonna finish this playthrough and then do a vanilla one
either way modded assets have been know to break on updates
But I still have stuff I want to do in this playthrough
fair enough
350 hrs in and haven't even done steel yet. This is my most OCD save to date lol
Im only going through tier 6 tho cause tier 7 and 8 got majorly reworked
And don't want to do old aluminum again lol
Just finished my nuclear power plant which produces 300,000 MW and my whole uranium fuel rod + Plutonium fuel rod factories +nuclear plant consumes around 90,000 MW which is around 3:1 ratio
So,Is fuel generator and turbofuel production more efficient compared to nuclear stuff or is it the same ratio
You can get more power out on nuclear
You would need a ton more buildings to do that with fuel
Is there an updated spreadsheet for best alt recipes in U4? The only one I have is for U3
one guy made one forgot who tho...
Wiki is being updated with stuff soon™️
it's much better to check how to make certain item rather than comparing alts alone
you can never compare two recipes alone and expect complete result
to compare properly you always have to compare paths through recipe tree
Using alternate recipes begets using more alternate recipes ( you want to do heavy flexible modular frames which uses more concrete is better to pair that with wet concrete as an easy example) so theres at the moment no definitive answer.
I think, it's safe to say manifolds and balancers should work up to 770/min. Overflowing in that way may work although I might not be the best to try as I've had issues with injected manifolds
Overflow isn't bugged. if I remove the smart splitter and overflow, material backs up in the miner.
if you keep the throughput low enough does it also not back up into the overflow ISC?
Hey everyone I thought this might be appropriate to put here...
Basically I've made an npm package for parsing the Docs.json file provided by CoffeeStain (with all the game metadata). Very similar to the work other people who have made calculator sites and so on have already done, but packaged up neatly as a node module. I made it for a project I'm working on but thought it would be cool to share as its own package other people can use.
Anyway here it is: https://github.com/lydianlights/satisfactory-docs-parser
as in reduce the miners throughput to less than 780?
yeah below where it won't backup into the miner, at that point does the overflow splitter still sometimes send stuff to the ISC?
I'll try dropping it a bit.
cause you'd go to the max # where there is no failure
if nothing else I'll be able to dial in the exact throughput of a mk5 belt feeding a manifold
it's to see if the overflow gets sometimes accidentally triggered, or if that's just because of the inaccuracy of mk5 belts
miner stopping or filling being the failure condition
the question I'm trying to answer is: is there a throughput where the overflow gets triggered but it wouldn't've backed up the miner
to isolate if the overflow is a separate or related bug to poor belt performance
right now a failure condition is overflow.. since any triggering of overflow is caused by the splitter not splitting a mk5 belt fast enough
#math-and-meta message in this setup, if i remove the smart splitter with overflow, material backs up in the miner
yes, my method is just another way of measuring the mk5 limit
we might be talking the same thing tho
@ lund Aw seeing the pic I see what you mean
Although, if we can come to the conculsion that a mk5 belt can safely handle 770-775 I'd say that's a pretty good guideline to tell people. much better than saying don't go over 700
an exact number would be best.. but someone else will have to build and test it too, so we'll have identical setups, but different machines and fps
so if anyone has a world that can run at a steady 60 fps to test it, that'd be great. I get between 22-30 lol
have you tried GFN? (given enough wifi ofc)
I can get 60 if I'm not anywhere busy, and if at even 22-30 it can still do 770-775 then it seems like the error isn't that big
I'll set one up to run overnight and record FPS data too
actually probably do this tomorrow, a little tired to do it tonight
no rush xD
whats the maximum clean nuclear build?
dont care about how many plutonium fuel rods i can make, its more about getting rid of the waste.
One plutonium rod takes exactly 200 waste pm so if you’re nuclear setup produces waste in a multiple of 200 you can setup a factory for plutonium rods and sink it
For me its 7 plutonium rods but it takes an extra 30,000+ MW of power
so, i would recommend doing 6:4
6 part goes to sink and 4 produces power producing a very little waste to manage
What is there a relation between frames and throughput of a belt??
How much plastic and rubber you all produce? I am just wondering
4800 rubber and 5600 plastic
Noice
150 plastic and 50 rubber for starter.
Usually plastic heavy when you start up, and more rubber towards the late game as you unlock more useful alts
Not particularly (AFAIK) though that is still being tested
It's just that mk5 belts split badly when close to their max throughput. See linked messages in that convo for examples with pictures
(BTW, you may want to tell Mase what recipes you're using too, for plutonium ^^)
I did experiment with a 780 rubber and 780 plastic setup some weeks ago and the result was that maxed out 600 pipes and 780 belts had a ‚loss’ of approx 10% and 7%, ie 60 fuel and 55 items/ min. with FPS around 30 @topaz hedge @bleak coral
the 780 rubber setup ends in a smart splitter, which leads to a succeeding production line and the overflow goes to a sink. However, the last refinery in the production line was not running at 100% but there’s rubber stuck in the output, regardless of the succeeding sink
oh yeah sure
@peak basalt
do u guys use steel rotor recipe for making motors?
i do, because im lazy and its easy
copper rotor better for resource efficiency tho
Can somebody check out the math on this?
thats wrong i think
maximum possible encased uranium using all uranium nodes is about 1700 pm
Is it because of the absurd amount of sulfur?
and ussing blenders to make them is even more efficient about 1050 encased uraniumpm
alr Ill try fixing it, thank you
not sulfur uranium is limited here
theres only 2100 uranium
all mk3 on all nodes all overclocked to 250%
which can max produce 1700 encased uranium
yeah considering that
I planned this out when I was in tier 4 for the late game.
You can use Greeny's tool to easily check your numbers
What is the amount of fuel fuel gens take per min? I forgot.
I am 99% sure the math checks out on this fuel plant.
This is interesting cause wolfgrim has about the same FPS as you but is experiencing a 0.6-1.2% error rate. I'm thinking there's possibly two things adding to your number.
- Overflow does sometimes totally take resources it shouldn't.
- The startup time after a machine shuts down is reducing the efficiency more than the belt is losing throughput.
yeah a machine resumes only after some specific number of items gets collected in its buffer
It need enough items for one cycle
So the buffer actually needs 2x the items for one cycle when it completes one or it'll stop.
i think
yes
you can just watch it do it, I have that's how it works
also was that max nuke using fertile uranium?
cause you can't make 50 of both
no u can make both 50 i just calculated on tools site
did you do them in separate tabs and use fertile? cause that means you're using more uranium than exists
fertile is the only way to get that many plutonium rods, and that's ignoring that uranium then needs to be used for both
yeah ik
none the item is more than world resource count
no its 0.4 rod for 50 waste pm
250 %overclocked
no, 0.2 rods make 10 waste per minute
thats plutonium uel rod creating 10 plutonium waste pm
no 0.1 plutonium makes 1 plut waste per minute
ohh yeah thats right
sorry
so its 50 uranium rods and 20 plutonium rods for total of 1137500 Mw
i thought it produces 50 waste pm for 0.4 of rod :/
yeah idk how you got that 🤷♂️
maybe looking at the amount of waste it makes per cycle rather than the per minute number?
yeah i didnt read that properly
more precisely the max is 50.4 uranium and 22.4 plutonium, for 1,190,000 MW
👀
👀
@deft lichen I turned off coke steel so it'd use solid steel and it decided that it'd be best to use charcoal. And also that the wood should be represented as 100+ nodes. lol
So uh, needs some work lol
lmaoooo
looooooong boi
"power-wise, crafting charcoal is better than just mining it, might as well use it"
It might not be? Cause the constructors take power
which tool is that lund
SCIM (the C, not the IM)
but in simple mode
do you think anthor needs a ping about this then?
maybe, I can go bug him on his discord
I doubt I'm gonna use it, but I can open an issue on his github if he still cares. So..... 🤷♂️
sure thing 😛
it's uh just choosing not to use recycled rubber and I can't make it, so I guess there ends my experiment to get it to do something rational
huh I think the calculator is favoring fast recipes, not efficient ones
or maybe low building count, but that's not always true either
cause it chose flexible frame over encased frame
does it? iirc it just uses alt in place of normal recipe if that alt is selected
similarly to how my old tools worked
and if there's multiple alts then it either picks the last/first selected, or the last/first defined in the list of alts
oh, so it's very basic, but then why won't it use recycled then? it chooses recycled plastic but vanilla rubber
I suppose I could do the sensible thing and just ask him, but then it wouldn't be a mystery to solve 😛
https://daniel2013.github.io/satisfactory/calculator i prefer this calc tbh
I'm interested in hearing why do you prefer that one over others 🙂 (as I made one of them and I'd like to improve it as much as possible)
Which did you make? Id like to check it out
I like this one because of the layout i guess, it makes it pretty simple to use certain alt recipes or disable some
I guess you haven't used mine yet then, since that's also possible there 😉
oh this one is nice to lol
but ofc anyone can use any tool they want, I'm just collecting feedback, so I can improve what I can
Oh the other thing i liked about the first one was that it saves what you have entered after closing the window, but it seems yours does aswell
yeah, it does save. Tho it doesn't yet save the graph if you move nodes around, that's planned for the future 😉
Yay nooclear planning
I haven't use that other one much, but from poking around it just now it doesn't seem to have any functions yours doesn't
but I have see it in picture before, I do like it's node layout and how the nodes are setup better
it's not as spider-web-like and I like the in/outs on each node
any plans to include water extractors in the tool?
I think i prefer your alt recipe thing, with the big checklist
water extractors would be nice indeed. Miners... pretty hard to figure out a good way due to different node purity and overclocking preference
overclocking can be ruled out pretty much I think, as the rest of the tool doesn't account for it. but node purity def be an issue
well overclocking will eventually be included as well
I guess maybe, if you could right click on the bubbles and it brings up a menu and set overclock that way?
or something. apparently if you right click it comes up with save image lol
the thing is that it could then force a recalculation
if you e.g. optimise for power (which is a thing in future version)
overclocking for resource nodes is super common tho
but ye there alot of variations
having as just a number seems fine
part of me wants to say miners shouldn't be included in calculations, but if you solve for power they matter
you would need to manually input pure/normal/impure and overclocks tho
I just don't know what's better: not including them at all, including an average power but not individual miners, or adding them in manually for power calculations
yeah, that's what I've been struggling with for past... 2 years I think 😄
Yeah, that was my suggestion too.. show water extractors in the power panel only maybe
and maybe either automatically add miners based on no overclock and a normal node in the power panel. i dunno
water extractors will be a thing in the future yeah
I guess it doesn't seem that useful. the only real use of it would be to see how much more power something like pure alts use over non pure
currently working on a big rewrite, so they will be included there
kwjcool has assigned averaged energy per ore, so that's some insight at least
on the wiki analysis
that's sorta interesting there's like a whole darkside to the satisfactory wiki that I've been discovering lately lol
I find the wet concrete observation interesting, according to his averaged ore power it barely takes more energy per concrete than the default recipe
odd. makes sense though, since the refineries are so much faster at producing it vs constructors
I think it's kinda cool, and yeah they're over 5x faster in addition to being more efficient so it makes some sense
Can anyone help me figure out how to split 12 pipes of 450 fluid into 15 pipes of 360 fluid, preferably without valves?
12x450/300 is 18. Then devide 3 of those into 5 each and merge with the 15 others
But will never be exact without valves
Alternative is to use packagers as balancers, as you can make them produce exact amounts
Ideally you don't want to do any balancing and use the 450 pipes directly
except i have 15 rows requiring 360 each
Make rows requiring 450 each instead
Or split at the source, so you have 360 pipes, instead of 450
it gets kinda iffy with distribution with that many
Just requires running 3 more pipes
sry, but cant split at the source because of how everything else behind it is split up
Pipes work nicely even when at full capacity, if you do a loop
i tried doing a full 600 pipe once, entering in the middle and splitting half to either end. the ends never wanted to fill at all
even after several hours the ends never filled
That's why you need the loop
I assume we are talking fuel. 3 packagers, will reduce each pipe down to 360, once you have adjusted the clockspeed. Then you just unpack to get the missing 3 pipes
actually, im doing 5400 turbo fuel into 1200 generators 😛
And 450 pipes work nicely even without loop
Same thing, just need 4.5 packagers
but 450 doesnt fit into a nice-ish square-ish building
Make some walkways or stuff for it to be square 🤷
3 floors of 400 generators, 70x60 foundation floors
You got 3 solutions: Resplit at machines making it, resplit/packaged at end or rebuild...
I'd feed it with the 450 pipes, merge every 4 of them at the end to make the 5th pipe
what if i merged 4 pipes into 3 for 600m3 each, then split into two each, with one of the 6 split and merge into the other 5?
and just do that 2 more times?
crap, cant exactly split 1 pipe evenly into 5 pipes...
why not? pipes balance themselves anyway
you could easily just make something like this
12 pipes
| | | | | | | | | | | |
+-++-+++-+--+-++-+++-+--+-++-+++-+
| | | | | | | | | | | | | | |
15 pipes
theorhetically, if these buffers were nearly full, then the 4 incoming pipes would just fill them as they were emptied at 360m3 per minute each by the generators right?
Actually, depending how you price the raw resources (base mining rate vs max overclock), the wet concrete becomes more energy efficient than base recipe. Although my calculations insist Rubber concrete is the most efficient at 60% energy usage of both 😅
Sadly... they don't greenie
the pipes themselves seem to do okay, but other weird shit starts happening.
If the input = output, then the fluid buffers, in theory should remain static.
I don't think that's right, at least if you're using an efficient rubber recipes. Maybe vanilla comes out on top. Though of interesting note if you're using the efficient rubber recipes it saves enough limestone to actually be more weighted efficiency than wet. Though since limestone's only job is to be concrete, not a lot demands huge quantities of it, there's a ton of it, and wet concrete exits I still don't think it's a good recipe.
rubber concrete is good though.. just.. not outside of hmf production in silly numbers. but again that depends. it's kinda a recipe like rubber cables.
it should be 4x450m3 in and 5x360m3 out per minute, for a total of 1800m3 in/out
outside of acu production in silly numbers, rubber cable is useless
has anyone proposed feeding the 12 rows with 450, then splitting the last 3 pipes each into 4 of the rows from back? It'd be looped, avoid max throughput, and not need any silly junction stuff that might go wrong
I guess it's fine, I just don't see a reason to use up oil when wet is basically tied for weighted efficiency, and what else am I gonna do with all this limestone anyway. Like even in HMF production I'd favor wet.
I think, it's been awhile since I've done anything with fuel gens. but... 1) Im not 100% sure on feeding 400 gens with 1800 tf.. because input = output.
every time i try to progress with nuclear, i get a headache at how complicated it is and give up...
like wet and rubber are so close in weighted efficiency that greeny's calc favor rubber while the points kwjcool uses for the wiki favors wet, and I'm pretty sure it's because they're within a margin of error for weighted estimation
Correction: rubber not good, wet concrete wins by ~4% with base recipe.
Had my calc excel broken when adding columns 
by base recipe, you mean base recipe for rubber?
but if you do 4 groups of 100 per two pipes, that'll be 450 m3 across 2 pipes feeding from both ends, that should work just fine.
No, Concretium in constructiors vs wet concrete
so you'd have 8 pipes feeding your 400 fuel gens.
What is fun, if you assume all nodes running at 100% miners, base concrete recipe is more efficient, but when you overclock miners to max output, wet concrete wins.
I think that'll be okay. it wouldn't hurt if you added another pipe that's centered in each row, and is centered with your production setup
this is how each floor of my fuel gens are currently set up, you are telling me to shrink it to 16 rows and extend it further back, and then have the 450 feed from both ends?
but, in all honestly, I think over time, you might end up with a generator or two that're starving. because production=consumption.
hm
i am planning on letting the system run for a bit to fill up fluid buffers so that it will throughput 600m3 in the beginning until they are all full
so theorhetically, the full fluid buffer should drain until the gens are full, and then should stay static because input=output
I've done really stupid stuff that pushes the engine to the limit on some things. but on save/load.. werid shit happens with fluids
anyway, the way you have it setup. looks like it should work as is
yeah... you can say that again. on my previous build i should have had a static fluid buffer, and while the buffer was nearly full on save and close, it was near empty when i checked on it some time after loading
but if its possible maybe add a 3rd pipe to the end of the row?
as if all the fluid in the pipes vanished into thin air
3rd pipe? theres only 1 pipe connected 2 rows in the middle of the rows
oh.
I thought you were feeding it from the north end with 1 pipe per row... that's how I'd do it
erm... hang on...
thick red lines are the input lines, being split into 2 rows in the middle of the rows
oh on topic of concrete recipes: we're all agreed fine concrete is garbo right? Like adding silica for the second slowest recipe? What even is this trying to do?
i had already forgotten that one... thanks for bringing it up and reminding me there was such a garbage alt >_>
it's soooo bad, I like to think of a use for most alts but some are just..... not good
According to my biased clalculations, its in third place ater base and wet. Rubber concretium is fourth.
I can find a use for most alts people think are trash... tbh.. people hate rubber cables... I say try to make 120 acu's a miunte without it. but fine concrete... Nope
I'm sure the recipe was added solely for symmetry with cheap silica
I guess, sure why not
i can't possible think of a use for fine concrete.. but why not make cheap silica to make fine concrete lol
oh sure yeah, if you're doing fine concrete of course you do cheap silica too, but it doesn't save it
Rubber cable is ok. using for my project parts tower instead of shipping ton of ingots to make wire then spend whole floor to make cables
well if you pre-fill the pipes, then it's not an issue
Cheapo silica is like 2 times worse from energy perspective than using base quartz recipe
my tool actually prefers rubber concrete as the most resource efficient recipe 🤔
Eh, like I said werid stuff with fluids when a game is loaded. case in point
some of it isn't super horrible. like my setup recoveres after a bit... there's plenty of people's whos setups don't.. but that could be bad engineering prehaps a bit. I do hope as they get closer to 1.0 they spend some time sorting out some of this weird stuff
Try changing avilable oil to exclude the terribly power inefficient oil wells (as I did)?
oil wells aren't power inefficient, they're about the same as normal nodes
wdym? changing available oil doesn't change weights
varies from well to well, but it's between impure and pure on power efficiency
water wells are the ones that are always less efficient than the extractors
they're still nice. lol
If they existed when I did my high-speed connectors I probably would've used 'em, they're right by the copper I used in 'em. I didn't do steamed or pure cause I didn't feel like getting the water there.
I don't really consider power efficiently to be something that should matter lategame with the large amounts of power you can get from nuclear, and turboful. if you're tier 7/8 and you're still worried about power.. you didn't do something right
oh, hmmmm ran the numbers again and I guess I remembered it wrong. the all impure oil resource well is less power efficient than an impure node but the better one is between a normal and pure node in efficiency.
hm.. this is no overclocks yes?
yeah but'd scale same with overclocks right? cause both of them would be multiplied by the same number ~4/2.5
I think wells fall under the extractor catagory, and should be OC'd to the heavens
~4x power / 2.5x production
how does overclocking wells work? you overclock the middle thingy and all have increased production?
yup
then you're getting much more oil out of single shard than on nodes, right?
yeah, it's shard efficient, but that's super unimportant
like we have so many shards
even without doggos
well that also means that the power increase, while it may be big, is also spread out to all of the extractors
I was comparing power/total output of well to power/output of node
e.g if it's 300 MW, but you have 6 extractors in the well, then it's 50 MW per extractor
it's better to compare the total, cause not all sub-nodes of a resource well are the same purity
or have the same count of satellite nodes too
well they can be, but they might not
well in any case it's still most resource efficient 🤷♂️ on paper
kwjcool gives it to wet by like a millimeter: https://satisfactory.fandom.com/wiki/Concrete
I call it basically tied
So we all agree that fine concrete is trash
whoops
It all depends what weights you give to base resources.
Did you max absolutely all nodes in the world? Wet wins.
Do you have only need for couple pure nodes and can simply get another pure node -> base recipe wins
Did you max absolutely all nodes in the world? > rubber wins
meh to base recipe, I like wet concrete, and it barely costs more energy
the rubber vs wet we're talking about it was in relation to weighted resource efficiency and not power
base recipe is so slow
it's fine if you need like a bit of concrete, but if you need a bunch of it I'd rather have wet
of course that only really happens for HMFs, so lol
you can convert all limestone into concrete for the cost of just 3524 crude oil
but that is 1/3rd of oil on the map
not really selling it lol, I mean you hardly need to be efficient with limestone
I'll take the free efficiency from just adding water, but I'd rather save the oil for other stuff that's more in demand
that's also all limestone on the map and when did you ever need 47574 concrete/min? 😛
I think the only thing that wants that much concrete is max HMF, and that's not a realistic project in the least lol
cause that's the map killer
or I guess max fused is now
sure, but people need to stop thinking about oil as a rare resource, with oil tripling we have tons of it available for pretty much anything
most likely bound by coal/oil for hmf
oh I absolutely agree, I'd love to see the pushback stop on oil recipes because it's still perceived as rare
I just think this particular one isn't compelling enough to use
oil being limited is old logic too, seems like you run out of something else before oil
even in U3 I didn't feel like oil was that limited.
max hmf is bound by... limestone, sulfur, coal, iron, copper and oil
If barely no one maxes the map resources, then we should probably treat them all as same weight, unless transporting becomes a problem.
also uses heavy encased for most and finishes it with a bit of heavy flexible
that would lead to using recipes that use "rare" resources, which would make the player run out of that resource
I should take a new screenshot of max fused with max leftover HMF
that should hurt lol
Any easy way to measure out 50m for water pumps?
walls
also there should be a big ring after the pump, unless you go too horizontal
Running out is only relevant at bigger production scale.
players that don't max map also usually don't travel far for new resources, so maxing a resource for them can mean "I've used my two nodes nearby and I don't want to do 4km transport from other side of the map"
also:
- I wouldn't move water upwards
- if you really want to move it upwards, it's better to just put more pumps rather than risk less efficiency
its not water its oil
it's relevant for any fluid
yes, easy way is to build a tower.
Walking distance is a valid case for giving resources weights then.
build something like this to bring your pipes up, then you can easily count walls.
If you build straight up you can just use the pump guidelines
if you want subjective weights, then sure, go for it, any weights would do. But for objectively weighting stuff, you need something that's really objective - like resource rarity on the map
maybe just a checkbox that turns off all weighing of resources then. and then they're all treated equally
wouldn't changing the resource amount change the weight 🤔
that would lead to some really weird decisions, weighted efficiency is a great base to work from and then decide for yourself what does and doesn't work for you
yeah, it does (not in my tool tho, that's yet to be implemented)
I prefer doing it like this
in the future you'll be able to give the resources your own weights if you want to
or change the weights based on your own limits
someone stuck in U2 mentality: "I'm gonna give oil the biggest weight, and you can't stop me!" 😛
OR: I'm gonna weight resources based on how much electricty I need to extract them.
that's fine too. whatever works.
sum[(weight*resource)...]/MW produced = weighted cost/MW
iron will forever be the highest weighted most precious resource of all! .... right next to copper
what about water? 😛
sure, but firstly that's complicated by different mk of miner and node purity. but also I bet oil is still gonna come out on top a lot. cause the good oil alts trade a handful of oil for a ton of other resources. might actually win even more if you weight it by power
pro tip: if you sink all resources right at the drill, you are technically done
"I maxed map"
no one specified how to max the map
You still need to make your nuclear setup to power that
you could probably get away with coal with that
that's what, like a few thousand MW?
betcha geothermal + coal would let you do that
if i want to build 20 different kind of item is theyre a gold number of basic item by second i should go for?
Nope, it all depends on how fast you want to make those items
TLDR.. or listen.. https://www.youtube.com/watch?v=SiU_cgb0XhI They spent several weeks working on splitters and mergers lol
Hm, that actually mentioned rebalacing all the recipes in the game to use less o.o
yeah im at that part
they will need to make recipe probably faster if they slow down belt
for balancing
well, what'll happen is they'll slow down all the recipes while keeping ratios the same. that'll mean reducing parts in space elevator and adjusting sink values too. Sounds like a major major thing. Wouldn't count on it happening any time soon.
yeah probably a couple patch before release i would guess
i dont think its a good thing to go slower on low tier belt they already really slow but its my opinion nothing more then that
It'd affect stack sizes and building recipes too, cause it's all based around how easy/hard it is to make their materials at a certain speed.
Imagine making mk2 belts but everything is half or even 10x slower.
Also manifolds and how quickly items actually reach their destination to get into a machine. I really hope they don't slow down belts it'd be miserable frankly. Maybe 2x would be fine, but it could be annoying really quickly.
they could stop at tier 5 and call it a day too
I think they were talking about just balancing everything around a mk5 belt, where a fully oc'd mk3 miner on a pure node produces 780
yeah and no belt can get to that
it'll move 780.. most of my tests confimed that, but if there's a splitter or merger involved, it drops it to something around 770
You also have like 30fps right? Which they said there were problems for anything below 60fps
the splitter are really bright because they remember what side was last used in the same session to do a good round robin
its use a lot of power to do that
yup. 30 fps if I'm lucky lol
i dont think im at 30 because im triple screen
I have a 12MB save with 2800 machines.. and I can't stand potato graphics lol
yeah my bottle neck is my cpu and ramm my graphic card is a beast lol
anyone who builds enough on here gets hit with a cpu bottleneck. I think that's the same for any building/simulation game
Yeah, can't really out-hardware building big, you can only delay the inevitable
That's marv for the QA clips... mcgallon is gonna be so happy to hear they admitted to pipes having issues again. and they sorta gave a timeframe as to when they'll look into it... around u5 :/
i tried to lower shadow and try to find was is cpu intensive in graphic so my base would lag less
I definitely stabalized my framerate when I upgraded by CPU, both in this and AC Odyssey
i have a first gen i5 ahahahah
but that could've been as much going from DDR3 to DDR4 RAM as anything else
what's the number after i5?
theoretically you're only one gen behind minimum spec, but I have a feeling that minimum is gonna get bumped up by the time they're done
more ram and a dedicated gpu that's better than me XD
ho boy
when i will make bigger build i will need to lower even more my graphic
anyway im going back to the drawing board i reamke my base from scratch with tier 4 belt
i found Salt its pretty good for drawing base
salt? I just use draw io
basic but save me from leaning the size of thing
Basic for now 
Nope, the tool is developed by @nimble hinge (Autumn Falls Studios)
gotcha
yeah they up to date that i could see because U4 is already implemented
Totally up to date. U4 was when the tool got its public release
interresting
24 item i need to figure how to build in one base lol
ok after a lot of calculation and ratio calculating i got my iron set up
that's a lot of screws, is that just going to storage?
yeah that's what I meant, storage for building materials, not being passed along to make another item
ok yeah what i did its get a starting amount of iron produced a certain amount of basic material and use those basic material to make other setup for this
i dont have iron wire yet but i will keep a spot for that
@fresh geyser if you want to make screw from steel, converting steel to iron rod then screws actually is better from steel beam-screw
ok
i dont have the recipe yet but i will look for that
steel screws are basically nice if you need a lot of them, and so you can just 1:1 them into the next machine instead of transporting like 3000+ screws
i dont know yet how many screw i will need
i try to round the number the machine the most i can to get clean 100% machine
Plot twist: you actually only need screws for rotor and Awesome shop, maybe some equipment, nothing else.
computer, H modular frame, bolted iron plate
rotor
its a lot of screw lol
250 / min with just the plate
in fact i dont have enought screw
200/min 
🤦♂️
i will take some rest man its a puzzle GN
Good night, have a nice screw.
is calculating power generation from fuel generators as simple as multiplying the IPM by the Fuel Per Unit divided by the Burn Time? ||(IPM)*(FPU/BT)||? Like, if i under or overclock a generator at the end, is there a need to like, have 2 separate functions added together because of different burn times?
I don't know what you mean by fuel per unit. But, you can just get the fuel per minute by dividing 60 by the burn time in seconds, and then divide your parts per minute for the fuel by that for the number of generators you need. Also check out this page to see how clock speeds work on power generators, cause it's a bit weird: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
Power and consumption scale the same with clockspeed, so you can just multiply the number generators you need by how much power one generators makes to get the total power too.
Just in case it wasn't clear - power generation per generator is unaffected by fuel, it is always (initial power capacity) × (clock speed / 100)^(1/1.3) (copypaste from wiki). Initial power capacity for fuel generators is 150 MW.
do you mean?
where MW/gen = (initial power capacity) × (clock speed / 100)^(1/1.3)
Fuel consumed/min = (60/burn time)
I'm looking for the Power Produced from that formula, i think. I know generators work silly with overclocking to some extent, is it as simple as just taking that number (in my case 37.037037...) and multiplying it by the power per 1 gen operating?
And thanks for that clarification as well, That helps a good deal for sure.
I think this one's actually my answer, so thanks for that one too. I appreciate that, I just wasn't sure how OCing a gen works entirely.
since power scales so that fuel always makes the same power per unit, I wonder if you could just calculate power from your burn rate?
1m^3 of fuel is always the same amount of energy regardless of clocking on the gen
not sure would have to math it
If that's the case, than i could totally probably just use the burn rate, yeah. I was just trying to figure out some complicated math equation where i like, rounded down then added the decimal amount of power or something because i like making things complicated. Thanks for the infos
if you want to calculate based on clocking it depends on how you split them up
for example saving the last gen as the (x%1) where x is the # of buildings you need which is one of infinite ways to divide up x
in your case that'd yield (x%1) = .037037... so for clocking power it'd be
(initial power capacity) × (3.7037.../ 100)^(1/1.3) + the 37 * (initial power capacity) *(100/100)^(1/1.3)
simplified to
[(initial power capacity) × (3.7037.../ 100)^(1/1.3)] + [37 * (initial power capacity)]
(initial power capacity)*[(.037037...)^(1/1.3) + 37 ]
Does anyone know an optimal way to merge multiple conveyors, so that the unused ones (blue) can get pushed into the empty or not maxed ones (purple)? Hope the diagram helps.
Also any conveyor should be able to merge into ANY other
Matrix Balancer..... But those are hell
If the belts dont get used then you may have screwed up some of the connections
The example is not specific to screws. I am trying max out each resource (so 111507 (potently) iron plates for instance, and want to enable them to be bused around on one big network. In essence, the merger needs to allow multiple conveyors to essentially act as one.
i think you are looking for belt compressor: https://satisfactory.fandom.com/wiki/Balancer#Belt_compressor
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 if 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...
Thanks, but with about 100 belts I was hoping for a more compact way
100 belts? You can do it with train stations then....
why do you have 100 belts
Maybe he maxed iron ore? Lol
I have 50 in one area for my main train hub.. I thought it was Overkill but it's not too bad.. they don't split and merge though
If there are some belts which are certainly to be full at all times, and if their outputs are also the same, then there is no need to balance them
If you don't have at least PART of your production localized rather than having it all rely on a giant bus, I fear you'll encounter performance limits waaay before getting to an interesting point :/
usually if you encounter the need for balancers, you're doing something in a super weird way and you should rather change your approach
this recipe: "Prepare for trouble. And make it double."
hey guys, how many iron plates would one need to build a belt 1km?
around 500
thanks
1 belt material usually builds 2 meters of belt
How much belt can you build with one meter of materials
funny that 1 meters in game is around 1 feet lol
how do you measure amount of materials with a unit of distance? 🤔
yeah the scale of this game isnt really clear, you can literally stand inside the belt connector of machines
no, you're just a really big person
I think it's the camera somehow
Isn't that how imperial measurements work? 
the character ingame is 1.8m afaik, and conveyorbelts are 2m wide, so your character could lay down on a conveyor sideways and still have room left
Yeah cause the pioneer is tall, but not inhumanly so
ah yeah, my car is going with speed of 3 watermelons per plush toy
writes citation for speeding
[Insert "a deer weights up to 800 hamburgers" meme]
also imperial unit users: hOw CaN yOu UsE mEtRiC iT's So CoNfUsInG
i mean a vector is pretty much a distance with a amount and a direction
A distance is an amount 
hmmm
because you have x and y you could go with z too for a 3d vector
plus the lenght of the vector
so 4 data plus de direction and the sens
so its possible to calculated amount with distance that way
I mean how do you define "a meter of materials" 😛
trial and error?
well you either have a cubic meter of materials or your materials aren't real 😛
1D material is weird
but you could put 10 meters of belt on the ground and check the cost and divide by 10 XD
With SaRcAsM 
i am about one fridge tall it's that simple :P
but what if my fridge is taller than your fridge
fr tho metric all the way
then your fridge is bad
The world revolves around me, so my fridge is the universal true unit of measurement
i have 2 fridge and one of them is 3 inch higher then the other 
Also I like the number 23456, so that's now how many floof fridges it takes to make a floof mile.
what is inch
around a cm but bigger XD
only a bit I guess
where i live we use both metric and imperial daily
You mean the UK
nope
Oh well we use both here
ho ok
a cup can mean 250 ml and 245 ml for some reason
quantum is weird because if you look at it or record it its act differently
Because to measure you inevitably have to affect the thing
Quantum stuff is just so small that the measurement affects it
Since you need photons to measure electrons, for example
Its like measuring if a car was driving through a tunnel by having a car drive orthagonal to the tunnel exit and seeing if it crashes into the one entering the tunnels lol
but its dosent awnser the one where the scientist look at it and the effect was change there too
Yeah, photons get to act as both wave and particle up until you measure them...
That satelite interferometer test
Does a line of smart splitters work with assemblers?
For some reason I've never tried it
I'm testing now and it seems to be working
why wouldnt it?
Why does everyone use the 2 belts stacked on top of each other then
also less issues with overflowing stuff
i like to make stacks of belts before i even know what to do with them and later on i find something i need to move and then i use them
crouch under?
Maybe that works for mk1-3. Oh yes, still can slide under for mk4 and 5
Jetpack? Hoverpack? Bladerunners if short enough? Walkways? There are a lot of things you can do @glacial hemlock
or just climb the stack frame.. o0
or start the belts on first stackpole?
smart splitters need overlow valve at end and merging the materials back to main belt in correct proportions, or it all deadlocks

Imagine you are eating bag of skittles.
You are only allowed to eat full set of colors at time, and your hand can only fit 20 pieces.
Unless you draw them perfectly in turn, sooner or later you end up with hand full of reds (its always reds, isn't it?)
So what pioners usually do, is to sort their skittles (items) into cups (containers), so they can easily pick a full set every time.
It also allows to easily sink the overflow red skittles by giving them to your less favorite cousin.
best analogy 10/10 would skittle again
here we go with the help of math i was able to get all round up number with my maximum input of coal 🙂
RIP 0.66%
0.66% where
on my last estimate
there was 0.66% on steel pipe
Thats 66% missing, not 0.66%
ho ok
0.33 machines = 33% speed
ok im dumb on this then XD
1 = 100%
0.5 = 50%
yeah i can do vector but some thing basic like that i always do mistake
xd
hey you guys, we are currently building our aluminum factory and cannot decide which recipe we should use, standard or Alternate: Alclad Casing (the one with copper)?
copper is much easier to get than bauxite
I like the copper one
BTW, in order to deal with water back log. I had an idea. Hear me out. Human centipede your refineries so that the 2nd gets it's water from the first, and the 3rd from the 2nd, and so on and so forth until you get to the end and you loop it all the way back to the start.
you think it would work?
if the system backs up at all, then it stalls, so yah it's kind of a big issue
loop the second stage into some refineries in first one, then only fill remaining refs with water and it balances out
hey guys, how high up does my first pump need to be here?
measure it in walls
how many walls high?
if it's straight from buildings that's a 2.5 wall incline
10m
if it's from a pump there should be a blue ring indicating it's limit
yeah, I am trying to work out the optimal place to start the pump
alternatively you can put one temperary pump as low as you can then measure the 2nd pump based on the 1st pump's ui
ez method is just measure with walls
each wall being 4m tall
20 max head lift without pumps?
i think tank kill head lift a lot
without pump it's 10m headlift. then 20m with pump mk 1 and 50 with mk2
but pumps mark their headlift
the only reason you'd need to measure walls is for the first climb after the building
Or just connect it to a fluid storage at the top, put a valve going into the storage, and it will suck the water up without pumps
But serious question, why bring water up when you can bring coal down?
in certain places water has to be brought up to be useful such as in crater lakes
since the closed off walls force you to go vertical
always bring coal to water yes
Either way works, because headlifts are free
I need some good reinforced iron plate factory build
refer to https://u4.satisfactorytools.com/production to get your #'s
thanks
My rule of thumb is to decide how many you want to produce and work backwards
That does mean 1) intermediate products you need e.g. rods, there isn't a surplus of, so plan for some extra 2) when you go up a tier, producing the next component will probably consume all of that and more so you want to have some space free to stamp that build out several more times to make enough
e.g. https://u4.satisfactorytools.com/production?share=xDYCmgtrQThDdpMRYH6z
I like multiples of 8, so that gives me 8x assemblers making RIPs + all the input to that all in multiples of 8 + enough surplus for building
default recipes obviously are kind of suck
Default recipes for some items are still better than their alternate counterparts
Oh some are yeah
on the wiki site it says bolted plates and reinforce plates are resource inefficient, however, doing the math, isnt it more efficient? the screws i can use the altarnate recipe: cast scews (5 ingots for 20 screws , removing the need for iron rods) and for the reinforced plates i can use stiched iron plates (iron plates and wires, if i take bolted i need screws on 2 places making it inefficient)
inefficient to what resource though, since you now have to use copper
bolted are terrible, stitched are best
bolted iron plate cost more ressource than the standard recipies, but use less machines (and less energy)
Stitched are efficient with iron wire
and stiched iron best are clearly good
Look at the iron ore amounts, not the intermediaries
well pretty much the same amount of energy
also, what are you on about needing screws in 2 different places?
what i ent is, if i use 2 altarnate recipes that needs screws in both places, i make less efficient use of it i think
why would you use 2 different alts?
Are you talking about bolted frame? You said plates not frame
yeah this is like worst reinforced plate recipe
my end result would be to see what would work well together as alternate recipes
just calculate everything as the ore value, like it's most simplest form and then it'll be easy
something like this
um, can anyone tell me why iron wires are good to? i am bad at this calculation it seems
Cause it replaces copper with iron which is much more common
they use iron which is way more common than copper
ah
And then you can make stitched with just iron
i thought that iron and copper was the same amout
tho you can do stitched with copper wire as well
so you can use copper to other products
here are map limits
link?
it's from my tool
you created it?
it does say on the normal wiki page too I believe
and and others
Yeah you wanna listen to what greeny says on this one, (he?) wrote one of the about two production optimisers people use
yeah
was too lazy to find it 🤷
xD
php for API, html + sass + typescript + angularjs
im only familiar with html
you poor bastard
ya
🖕 And it's really more fucking perfect than the last guy's.
As long as you don't want it to do anything
what webhosting you used?
a paid one or a free one?
That's not mine, but I'm familiar with Azure
Although App Service is pretty much IIS in the cloud
How many radio control units should I make? I just finished basic aluminium and gotta make them for drones which are holding me back from other tiers.
I also have the Radio Control System alternate
I made 10/min with the default recipe
using crystal computers and the oscillator alt
it depends what alts are you going to use next
for example "OC supercomputer" is great and simple but requires a hefty amount of RCU if you want a hefty amount of SC
haha phrasing
?
I believe he speaks of your sexual organ
Greeny, are you planning on adding nuclear waste as an output of nuclear reactors?
why is it not already D:
nuclear reactors aren't in the tool even 🤷
whyyyy...?
If you added them it would help for calculating plutonium waste
because they are not recipes 🤷
but they have inputs and outputs (all be it one of each) so it can't be hard to add right? I've not used them yet but it sounds like you give them x/m and they output y/m waste
data collection is automatic
well why not add a way to manually add certain things too? Then each update just add the odd 1 or so thing that isn't a recipe
because I'd have to check manually every update if they work the same or if ratios changed
Yeah why don’t you just do a bunch more work in your leisure time for free? Jerk. 💖
they will be added when support for power and for power generators will be added, which is not easy task 🤷
wdym but support for power? like the main wiki needs to be changed or just support in your calculator?
support in my tool for power producing buildings
oh fair enough
and for proper power itself
I swear your tool already states the amount of machines (and which machines) are to be used at each step? So isn't adding power just the same as using the same code for the input/output of other machines, and also taking the amounts and multiplying them by the amount of power they use? And I'm guessing some other stuff to do with power shards of course
also to be clear, was never calling you a jerk, I actually do find this stuff interesting
no, some recipes use different amounts of power, also max power vs average power, also being able to produce power
some recipes use different amounts of power??
yeah, particle accelerator
ah yeah that's back to me not having used nuclear yet
I'm not sure what the gameplay incentive is for the particle accelerator power usage. is it just to encourage the use of battery banks?
Now that I think about it that's exactly what I did with it for awhile till I got time to add power... for some reason my batteries didn't complain - they usually do when you off-on-off-on them all the time
even the "each recipe has different power consumption" is already a fun addition
that one makes sense, I was just thinking harder about it - for all intents and purposes you really need to build your power grid to handle peak load
but I guess with a lot of batteries that's not quite true. still, by the time you're that late game that seems less interesting. it's easy to add a lot of power by then
I think it's just to mess with all the people that want flat power consumption
wouldn't be surprised
I'm definitely triggered by it 😄
it's clearly more immersive
I agree. But all their other decisions force you to make interesting choices, and this one... eh, not really. It's fine, just wish it was forcing me to deal with more 😄
how do i use an alternate recipe in the satisfactorytools one?
you select them under recipes
and then?
then it uses them
it uses it if it's better than original recipe
if they are more efficient
if you still want to use it, disable the original recipe
oh i forgot to use the iron wire thing lol
if you disable normal wire recipe, it will be forced to use iron wire, if you enabled that
ok, and how do i change the production of the iron wire inside of it?
like, i produce at rounded 90 wires/m
now i need to check how many constructors i can feed with it
select stitched iron plate as a recipe
should i just never underclock my factory at all?
if you have a certain input: do this and then select "maximize" for the reinforced iron plates
avoid overclock, actually. underclocking is good
hmmm, actually..... greeny's tool isnt that great for checking
"I got this much of this item, how much can i make"
guess you just need to look up the recipe in the wiki
the only thing it can do is "i want this many items, how much do i need for that?"
but it doesnt work for "i have this many items, how much can i make with this"
why not?
because you have to do so much janky stuff to get it to work
like, how would you check how many RIPs you can make with 90 iron wire?
0
because what i had in mind didnt work
it just cant do that kind of work
it cant magically give me an output where it generates extra normal iron plates to be equal to whats needed for stitched RIPs
indeed, and that was what i was searching for
if you input wire and set maximise, it does that, doesn't it?
disable wire recipe
its still complicated for others
first you have to calculate "i can make x wires"
then you have to disable every wire recipe and input X wires as your item input and then maximise RIPS
🤷 it's wrong mindset anyway
try doing it the other way then: input how many Reinforced Plates you want to produce
and it will tell you how much iron wire and how many plates you need
thats the thing, i want to know that but i will only produce 50 wires a min, now im not going to over clock or underclock it, so i need 4.8 constructors to build all so that will be 5
why
thats useless
just produe how much wire you need for X Reinforced Plates
not the other way around
machines that are underclocked are not less efficient
and are not harder to feed
what is the fastest time anyone beat satisfactory
look on speedrun.com
satisfactory cannot be "beaten" tho
but there are some nice speedruns for space elevator package 1 or 2
why does it feel like i have OCD when i make my factory with wires and all
isnt it pretty?
your HUD looks funny..... so weirdly dark
its certainly not the worst. you will unlock more decorative walls and foundations later on in the shop
ya i cheated that
there's a HUD opacity setting
basically yeah, without that rouge wall and maybe less pillars
im so not goo with cosmetics
basic rule of thumb for building in any game, depth is everything, if you can add depth to it, you're in