#math-and-meta
1 messages ยท Page 549 of 1
then you get a new hotbar
you get 10 hotbars with 10 slots. that makes 100 quickslots
How to do a two-way splitter with an input of 580/m, and one of the outputs is 300/m while the other one is 280/m?
I like to set up my hotbats for doing different things
Like one for piping one for conveyers
belts?
or pipes
nope.
damn.
best you can do is just let it overflow
nooooooooooooooo
Welcome to Early Access, aka "Hell for OCD"
someone needs to make a splitter calculator
it has been brought up to the devs though
are those ores?
cause the simpliest solution is to avoid the problem in the first place
by manipulating machine counts and clock speeds
Also that's not OCD, stop calling everything OCD, I have actual OCD and it's annoying when people use that word casually
it's quickwire
what then?
yeah, so the trick is to have two clusters of machines, one making 280/m and the other 300/m and not merge them in the first place
under/overclocking is your friend there
perfectionist
Sounds easy eno- fuck
i swear this game is gonna make me get a phd if it doesnt make me shoot myself first
it does make people do 4th grade math again
thats phd for me
fear the decimals
nooooooooooooooooooooooo
that number shouldnt be a problem tho
you enter 82,2758 % into one of the machines
and you are good to go
I mean the split you were going for was a 48.275862068966% / 51.724137931035% split ๐คทโโ๏ธ
but then one of the inputs is gonna overflow
then choose better numbers instead of 300 and 280
NEVER
why not 600
because the online tool said so
you could also enter 82.2759% and let it run slightly inefficiently
turning off every few hours or so
welcome to perfectionist hell
i will not, thank you very much
have you played around with pipes yet?
oh god
don't need to add percentages at all, the output rate usually gives more precise numbers
i can assure you those will ACTUALLY frustrate you
sometimes, depends on the numbers
output rate is only two decimals precision
maybe i'll just make a splitter into 2 and then each side will have 290/m and then i add 29 splitters in each side and subtract the last one from one side and move it to the other side
yeah, just over-engineer some 20-splitter array
output rate can give you like 3.33333... and so on percentages
whenever i take my numbers from satisfactory tools i use output rates for clocks, in the end the numbers are more precise
exactly
yeah that's why I said sometimes, cause like if it's 1/3rd and 1/3rd is 5, output is better
but if you get into like 8ths or irrational numbers or something that needs more than 2 decimals, then clock speed is better for the extra 2 decimals spaces
honestly they're much easier to balance than conveyors because valves
hmm, satisfactorytools never gives me so many numbers though. and if i do my own calculations, they are simple ones
except valves are inaccurate and also pipes are bug ridden and you lose 5 mยณ from every machine input / output every time you load the game
satisfactory tools rounds to 2 decimal places, partly cause it was made before we even had decimals for over/underclocking
so 100% efficient pipe setups dont actually work 100% efficient
Wait, valves are inaccurate? damn, if they were accurate they would be like balancing through manifold
and if your numbers are always nice, that's cool, but that's not the case for everyone
partly because it's dev is super lazy to implement setting for that
ok but it shows output value and that usually does the trick
yeah lazy dev, giving us a great free tool and spending spare time on the 2.0 upgrade ๐
valve's throughput depends on the fill level of the pipe before it. if your pipe is not 100% full, you get less than the limit you set.
and also if you feed a machine exactly what it needs, just after 2 save/reload cycles it will enter idle mode momentarily because those 2 loads deleted 10 mยณ from it
yeah, piping is horrible right now, i have overclocked most of my water extractor setups to some random number, because otherwise they don't produce enough, no valves or buffers seem to help
btw, @wanton belfry got a screenshot of what the calculator told you?
Nuclear?
everything, mostly turbofuel and aluminum
EA be like
I should shutoff some of my turbofuel generators, just to get them to be stable with the bug
delicious Oscillation , directly around the max consumption line
i play with valves to starve them for a little while and then once my buffers are full i release the valves, to give boost, but eventually they still start running dry, just mildly annoying
might be because you are affected by the save/load bug
if you have a lot of machines, you lose a lot
i probably am, although i admit that i try to run 600 water through a pipe in my production side, so that's probably also not that good
116 ingots in, how do you not use overflow there
7,73 smelters... 9,67 constructors
ok so with the 7,73
i assumed (and was correct) that it was 7.73333333333333
so i just divided it by 8
and got 0.96666666666666666666
could be 7.725
no it's not i checked in game
try to ask the ingot count from smelter and see what precentage it gives you
so i put 8 smelters on %96.6666666 overflow, and that's basically what i do with every decimel
do you know that you can add formulas to that field?
wdym
you can write something like 100*1/3 and it gives you 3.33333
and why didnt you group the quickwire constructors into a group of 5 and 4,66666666
thats still 5 whole machines on each side
((Don't mean to interupt, but I'm hoping someone can give me an idea of how I should divy up the games 6840 available Sulfur? 1, 780 belt of batteries uses 1170 Sulfur.. and I know nuclear uses sulfur.. and some of the new parts.. etc etc... So is there a good ratio of use? is 780 batteries/min too much? too little? (for drones I guess?)
oh boy that's actually really smart you might've just solved my problem tysm, i just couldn't manage to do the math
that entirely depends on how many drones you use and how many Magnetic Field Generators you want to build / min
sooooooo no, there is no ratio
because there is no absolute path
Are MFG's the new 'best' (eg tickets, like turbomotors?)
no, they are not that good for sink
nope, that would be the Thermal Propulsion rockets
assembly director system is also up there, and nuclear pasta
i'm making 8 pasta/min ๐
Hmm, so those are both project parts.. Oi....
So it sounds like what I need to do is to be ready to throttle down sulfur use on various parts if I want to throttle up elsewhere...
all the highest point parts are project parts now
main uses for sulfur really are just nuclear refinement and batteries
im still pushing for acceptance of Instant Scrap because you cant even use up all the sulfur for nuclear
and doing 90000 turbofuel generators is madness
Yea.. thats where I was getting to with turbofuel.. was like.. do I realllllly want to do that or just do nuclear now that you can sink waste (after processing)
after like 100 turbofuel gens, the effort invested is equal to just setting up 6 nuclear power plants
btw; you dont happen to have a layout picture/guide for Sloppy Alumina -> Aluminum Scrap by chance?
ah, you will need quartz / pure ingots for that
I'm still recovering from U3->U4 and redoing aluminum now.. and the wastewater mechanic is throwing me this time ๐ฆ
i'm building a fairly modest nuclear setup right now and feel like turbofuel would have take far less time. generators is the only reason i said no to more turbofuel
either you pay with quartz to get more aluminum out of it, or you say screw it and get less out by using the pure aluminum ingots recipe
I have all the quartz/silica stuff down.. its just the refinery part with wastewater.
after about 8 hours I 'think' I solved my original problem (mixing waste with new water).. by adding a valve at the water extractor to prevent its buffer from backwashing everything
but was wondering if there was a better way.
So I made it harder on myself (modded).. my refinery is 5 in 1... so I get to underclock things to make them work.
5 to 5, but 3 of the sloppy ones ONLY get wastewater
so instead of 2 rows of 5, I have 2... just 2, refineries
so 2 sloppy ones receive fresh, the other 3 receive all the byprodcut water
Makes the math quite fun ๐
ah.... try the VIP junction? no math there xd
I managed to solve the problem without that (I heard about it).. via 2 valves; 1 after the extractor to slow the flow to minimum needed, and 1 at the end of the wastewater pipe to ensure it doesn't get backwash from the new water if the Aluminum Scrap backs up.
In that graphic; when it says lowest input; it means.. the physical LOWER? or the lowest liquid rate.. or..?
physically lower input
even if the top input was on 300/min and the bottom at like 60, the bottom one gets priority
and the pumps/valves are just there to prevent backwashing yea?
that and, if you built the junction very tall due to many inputs or whatnot, to supply head lift
as far as im aware, the bottom input NEEDS a pump or valve
Hmm, I think I basically have a horizontal version of that; but it works due to the amount of water Im letting in via valve control.
horizontal VIP does not exist
err; my text is not explaining right.
as priority only exists in vertical junctions
I don't need priority control, I just have to prevent the buffer in my extractor from flooding the system
yea, thats usually done by limiting it with a valve and underclocking
though it is prone to clogging if, say, something happened
such systems must always run at 100% efficiency
else they clog
((Sorry if it seems like Im going in circles here; I've 'solved' the problem myself in a way that works... but I'm looking to see if there is a better way to set it up. And it appears the way Ive set it up is the way to do it.
btw, how much water do your mod refineries take in and give out?
It (my system) works if the solid backs up and is later restored.. managed to test that last night
at max? well over pipe limits, for alumina recipes. So they have to be underclocked.
Thankfully the fuel recipes are all a bit lower base values, so the 5x multiplier doesn't break pipes.
i just want the general numbers at the same percentage
they are 5x the base recipe.. ummm so I think they want like 1000 water for sloppy alumina.
so just x 5?
(Im not ingame right now)
its MK++.. basically 5x production for 5x power cost
I use it to help save FPS.
and I try not to abuse the underclocking .. cause the formula is wonky and saves me WAYYY to much power.
2 refineries for sloppy, one at 0,4 the other at 0,6, both feed into one scrap refinery
the water from the scrap refinery goes to the 0,6 Sloppy Refinery
that would be the safest way
I currently have it as 1 sloppy 1 scrap, both at 44%, with fluid buffers and valves, and its working at ~98% efficiency
I didnt want to risk a water overflow so its deliberately set higher on water use than it can be provided.
The goal being; a small modular easy to duplicate system that outputs 780 scrap
Would you like to see it? can do a call and share (loading in now)
nah, im good
But to ask; what do you mean safest? least likely to jam up?
yep
since if something happens with the aluminum, then the system wouldnt clog with water
systems with valves are unsafe
in your example; is there 2 scrap refineries, or just 1?
err, thats sloppy.. meant the aluminum scrap part.
this infosheet is for normal gameplay
oops. yeah, that, though the clocking would need to be adjusted
else it outputs like 360*5
Oo, thats exactly the graphic type I was looking for.
is this somewhere on the wiki and I missed it or..?
nope, not on the wiki yet
available on reddit, link in #math-and-meta Pins
its currently sitting around on my google drive
nod, I will take a look. Thank you very much!
oh uh, not sure if you're the person I should mention this to.. but all the links to greeny's calc default load up U3 stuff.
It may be worth updating the links to the U4.. or at least mentioning in the pins to ensure you go to the U4 version of the site
I just need to add a popup like "you're on U3 site are you sure"
the "https://satisfactory.tash.fyi/ User-uploaded blueprints made using draw.io" is down or apparently for sale.
Are you interested in any feedback/input on the page 12 you linked me? -- You mentioned the valve systems are unsafe, and I 'may' know why .. (unsure if I'm right tho) .. specifically referring to Solution 1 on page 12.
I did notice that!
also, should you for some reason cut off any coal or bauxite input, then the refineries will idle
and that allows the water extractors to inject extra water
lastly, recently, a bug was rediscovered
everytime you load the savefile, you lose 5mยณ from every machine input and output pipe
What I'm referring to is that I use an additional valve on the "60m^3 byproduct", just before the junction where it merges with the fresh water. This prevents the backwash from the reduced speed water extractor from flooding the wastewater pipe if there is a solid backup (or lack of bauxite/coal)
yeah, solid backups in general also make the system vulnerable
which is why i wrote "This only works if everything is at 100% efficiency"
Err my point being is that it (the 2nd valve to block backwash), allows it to work even if its not 100% efficient.
eg; I tested backups on the scrap, coal lack, etc etc.
but the moment the 'problem' was rectified, the system worked with no water issues.
problem is that that solution does not work every time
i did test multiple junctions leading to a valve
confused; what am I missing here.
and what i saw was not very satisfying
you basically built a low budget priority system
What about valve leading to junction tho?
nod
which is why i never pursued that path further
while the VIP showed 100% stable priority
so thats why i adobpted it into my manual
i just couldnt trust the priority system like the one you use
Makes sense, alrighty.. (and sorry to pester you, just trying to be helpful)
its ok
im here to help with pipes after all
you basically employed a low level VIP junction
if it works for you, thats great
though i cant trust it
and me using modded refineries doesn't help the issue I'm sure ๐
yeah, i cant exclude that possibility
i tested the VIP with mods and on vanilla
and it worked every time
and according to what other people said, it works for them too
of course my manual isnt a rulebook
you can find other ways to deal with pipe problems
I wonder; did you test your VIP system at varying 'heights' ? because looking at what I got, my 'water extractor' sits higher than the rest of the pipes..
i did
aaaaand it does not affect it
so if just a little bit of height is needed to trigger the VIP.. then I might just accidentally be using it..
if you have a pipe coming from a mountain and connect it to the bottom input, it STILL receives priority
I meant height of the lower priority input
oh, the top input
if the pipe junction is flat (not vertical) but the pipe is coming 'downhil angle', then does that trigger the lower priority VIP status?
afaik no, flat junctions behave differently. i could try it real quick to verify
what I got:
Up to you if you want to use your time.. but it might be interesting to see if I ended up with your system on accident, basically ๐
tried this, will use 2 junctions in a moment.
so far: no stable priority detected
to confirm my understanding; your system is basically that junction flipped vertically; with that upper pipe coming in from the top?
upper pipe = left/higher pipe* (edit; afk a minute here)
yeah, the upper pipe is the left one
though, after using 2 junctions: suddenly, the upper pipe seems to take priority
hmm.... the pipe with direct connection to the junction takes priority, even with valve
near equal priority....
nod
So its the opposite/unwanted upper pipe taking priority on horizontal junctions?
Well that isn't convoluted enough /s
horizontal junctions: highest pipe has priority, if it has a valve
Query for you; if I take that horizontal junction in my picture to you (connected to the water extractor), flip it vertical, have the water extractor come in from above; is that basically your VIP with valves?
should be
kk, thats easy enough for me to modify here
the extractor should be lower priorty, if it comes in from the top
nod
though up until recently, no kind of priority with height was possible
it always was very sporadic
err, you mean U4 changed something? or...?
im not sure
U4 broke a lot of "supposed" priority systems from people too
if i remember right
honestly its too hard to keep track
though i did know that, if you have 2 inputs to a junction, and one input has a valve, it takes priority
though it was never quite stable
what i do know is that junction priority is very stable because it forces the lower priority to 0 flow
which is "ideal priority" in my eyes
the flat junction with valves always had both inputs fluctuate
so i considered it "unstable priority"
agreed.
thats why i also only settle on inlcuding the VIP in my manual
as it was the most stable and therefore most friendly to use for anyone
you didnt need to understand height or pressure or anything.
just one simple rule: "Lowest Pipe input has priority"
and that hold true in any case.
For horizontal junctions and valves, its not so simple
What I have now:
yeah that should be a VIP
((Sorry for darkness, water extractor pipe is the one from the left.
Im unsure how to actually test that; the valve is set to 173.3
should I set valve to full flow?
kk, momento
and set both to like 300 flow
its a modded one, it goes to 12,000 >.> its not supposed to but it does.
its a bug in the mod; its supposed to be 600
Im having a strange keybind issue in game, I may need to restart it here to test, sorry give me a min.
eyedropper and ctrl key stopped working ingame, but was working in dismantle mode to select multiple objects.. so weird..
it was working just fine.. and now it still isn't after a game restart.. this is super weird.
I had done something in options.. unchecking completely unrelated things that I changed and now control works again..
teach me to futz around in there >.>
setting up the pipe flood//awesomesink for scrap to not block system.
system is flooding (i have a fluid buffer to check.)
its not taking priority from the lower pipe.
try removing the flat junction
Would that include the fluid buffer as a 'flat junction' (not shown in picture; its at the start of the wastewater pipe) ? or leave that there for now?
eh, leave it, and add a valve
already has valve (pictured) near the junction of the water extractor where the waste water comes in.
try replacing the left valve with a pump
Do I need to power the pump?
yes
No; its still just the 1 extractor there? it outputs at 600
ah ok ok
So when do you change your name to "McGalleon | Piping Expert | Hates Valves" ๐
then im not surprised the buffer fills
buffers are like.... the weakest fluid structure, they cant force any flow
they arent that bad, they are just inferior to pumps when it comes to enforcing flow
with pump replacing valve and powered.. extractor flow opened... and... waste buffer fills rapidly ๐ฆ
Do you think they will fix that or are valves #WorkingAsIntended?
I can pull up that VIP picture you have and try setting it up more like that, with the 2 vertical junctions (which may be what is required, instead of 1) ?
try it
ive seen people use only one junction, but that was always rather weak
youe seen it in my test: one flat junction, 2 valves, equal priorty
2 flat junctions, 2 valves, top pipe took priority
err, flat? you mean vertical ?
(Page 14)
this but imagine another junction besides it
left pipe took priority if it came from higher up
Amazes me how big the alu scrap stage is and how small the pure alu ingot stage seems...even tho thats 410 smelters ๐
Oh, I was going to do your vertical one that you're sure works?
i was just demonstration 1 vs 2 junctions
i still prefer the vertical one built, just like in the manual
nod
Wasn't debating that they WERE.
Was asking if you think they will "fix" valves or if you think valves are the way they are intended to be atm.
๐
i think they are working as intended, and that is being pressure-dependant
just a few odd quirks
like the freaking Z0 bug
that comes from abusing valves
Im using valves all over my alu factory, but for flow direction control and in some parts flow restriction
Well maybe don't abuse them then? ๐ฅบ
i only played around with the slider
and suddenly boom, valve breaks and starts generating free head lift
lol
Alrighty; testing with valves first; turning extractor output to 600:
Fluid buffer is filling/not enough wastewater is flowing out. resetting.
((its slower than it was before tho)
Just in case; retesting teh above without the extra horizontal junction in there (it was just for cosmetic)
No effect; removal of extra junction still has wastewater backup.
Attempting with pumps (powered). Powering water extractor now.
No dice; wastewater fluid buffer rapidly fills.
Quite possibly modded refineries screw with fluid flow; a limited valve setting was working acceptably for now ๐ฆ
yea i blame the mod
Im slightly surprised it would bother editing fluid mechanics when its a buildings mod.. shrug
Speaking of fluid mods like fluid sink, found them more trouble than worth
This is nothing that complex; just MK++ and Storage Teleporter for 'world changes'
+Smart for building.
Possibly; but thats what lets me run this game on my old rig (less buildings = more fps)
But less fps = more authentic Satisfactory experience, no? ๐
:pitchfork: Sevrahn >.>
That said, almost 150 refineries and 410 smelters in my alu factory seems small for a max build
No mod recipes
Smelters?
Pure alu ingot
ah!
I would need almost 8.7k quartz which is astronomical
Will only get another 4k ingots not worth it
Im using MM to get max out of pure nodes so this is a 12300 alu ingot build instead of 9780
MM?
Micro manage mod
Wait, how does micromanage effect mining node output?
You can target the output of the miner to connect to the input of a splitter. Then you make two mk5 belts. Viola 1200 ore a min
Maybe...
ahh hthe connection trick.. didnt realize that worked to splitters.. Handy.
Yea had a chat with the mod maker, even he didnt think of that
And It was not me who found it. Another user here told me about it. Forget who tho
And its stable, should even live if the mod gets disabled.
It does amaze me how much stuff MM has in its toolkit
MmmHmm!
And still amazed how small 410 smelters split on two floors really is in comparison to mass refinery setups
@upbeat tide #screenshots Nuke it.
Again, your obsessed with nuking stuff
Fresh starts are soothing to me, what can I say?
You seem to be up there in teh tech in SF here... My plan was to use the standard Aluminum Ingot recipe and use 6287 quarts for all (9780) bauxite.. which leaves me around.... 4,000 quartz for other things.
is that a bad idea? will I need more quartz for other things?
Qtz isn't really utilized in a lot of things, so you should be fine.
Thats kinda how I was leaning.
It honestly depends.
If you want to use alot of silicon high speed connectors, silicon circuit boards, and the uranium cell alt also uses alot of silica
I just recently had a sulfur issue where I was like.. wait, I can't reserve all this for turbofuel, I'll need it for other things...
Silicon Circuit Boards? ๐คข
You also want to use cheap silica alt either way
Roger; Im using Greeny's calc for all recipe plans.. with some exceptions.. (eg; Im not making ALuminum with Sulfur or Oil)
By the way @oblique hollow regarding what we talked about earlier, i just ended up making a 30-way splitter, modifying it into a 29-way splitter and sending one of the lines to the other one lmao
you madlad
DO use electrode scrap. Tho
Pet Coke? ewwww
I am now envisioning a splitter the size of a manufacturor with 30 outputs...
Coke is good
Silicon circuit board pairs nicely with silicon high speed connector.
Especially the one white as snow
Its far better than regular in terms of efficiency
Same with sloppy solution. Extracts the most out of bauxite
that or just use Instant Scrap 
Pet Coke is awesome. Idgaf what "weighted" resource value it has.
why use 2 alts when you can use 1
using sloppy... and yea... Oil (pet coke) version does give me 2k more ingots (13k up from 11k)...
#BlenderSuperiority
none, only raw resources have weighted values
@fierce ruin its actually weighted/recommended.. I just dislike extra oil processes so was hoping to avoid it.
@oblique hollow if I went instant scrap, id need 4100 sulfur and 8100 coal ๐
fair. I don't do "weights" the way most here seem to though, lol.
good, now do it 
Too late ๐
<insert Palpatine "do-it" gif that I'm not allowed to post>
Already have slop + electrode + pure built
I think the hassle of instant scrap is locating sulfur, more than the quantity.
Locating? We do have maps for that ๐
That doesn't change the fact that the limited locations make routing it more of a task.
literally the same efficiency as just using the regular recipes
and you probably would need less silica there
I know instant is just as good efficiency wise
no i mean sloppy + electrode + pure
People who mod have routing issues? Just use the instant teleport all things mod ๐
You need just as much silica with instant as you do with slop + electrode
Im making 12300 ingots and with normal alu it would be 16400
yeah but doing sloppy + electrode + pure literally does the same thing as just going the default alumina scrap and ingot route
Not a huge bump for such a steep price
actually.... you would get more out of it if you went with sloppy + normal scrap + pure
just need coal
no wait
biggger number is bad
No you lose some
i forgot
apparently, the default route saves the most quartz of the quartz-using recipes
Yes because you get silica some anyway
cya
is saving that much quartz that needed?
Hard to say. Quartz can be used in many good recipes. Where you choose to use it is a matter of taste.
Some of my most used quartz based alts is in high speed connectors, circuit boards, non fissle material, and encased uranium cells
So you don't have that 816.67/min Crystal Oscillator factory?
I decided to limit it based off a single belt of 600 rubber which was more than needed for nuclear, so will use excess in other stuff.
I had a crystal beacon setup for my rifle cartridges that bled out like 1/min extra for storage.
Now you have to grab them all and see how many beacons/min you can PLACE. ๐
Lol
Ok outside the EfficiencyLAST playthrough that I really want to try... only other thing I am curious about math-wise is:
Factoring out walking time, how fast could you speed run the game if you hand-built EVERYTHING outside of project assembly (which you could drop multiple machines for, but it would just be storage containers from hand-built items running to said machines).
Keeping in mind that more machines builds project parts faster, but you do bank time by needing to hand-build more components for said machines.
It would probably take longer than usually even, because you need to handcraft MASSIVE quantities of base items: like ingots, wire, etc, So you wouldnt be able to supply more that 2,3 project assembly part machines reliably, becoming EVEN SLOWER for high tier assembly parts (surely not even enough to reliably supply a machine at 25%)
And if you want to math it out, youโre gonna need the hand crafting speed for pretty much every item in the game, and the ration of that to the space elevator parts produced
Then you could probably take SCโs โitemsโ tab in the production planner (plan out production of every space elevator part - could even be one factory) to get the ratios
And then combining all the ratio values with handcraft speed, you can get the total time required to produce whatever you selected for your factory above
And finally you can scale it down to how much you can manage in one minute to get amount of items your selected factory can make/min
Not to taunt you here, but does โEVERYTHINGโ include hand mining?
Anyone know the specific mechanics of radiation in this game? I have tried browsing the wiki but I cant seem to find the answer I am looking for.
Lets say all of my plutonium waste is stored in a massive matrix of industrial storage containers.
Will the effect of radiation infinitely expand, or does the effect drop off after some finite distance?
Will the radiation eventually take effect on the whole map?
Walls...
The wiki for 'radiation' explains the amount in an area and the distance, and provides a formula
!wikisearch radiation
I couldn't find my answer in the wiki but thank you anyway
I feel like the wiki examples on the radiation page would be improved by some context. For instance, the radius of the radiation bubble from 100 plutonium plants running for 1,000 hours.
And of course 1,000 hours of whatever the max number is.
Yeah that would be more useful information
Need machines for oil and nitrogen products ^^
Have you considered the 3 machines challenge yet? ^^
Where you finish the game with just 3 machines at a time
3 is the minimum afaik (production machines + extractors and such)
Plus the HUB
Cat CB's are automatically out. Deciding on if I should cut Silicon from available and leave just base+electrode
Oh you're going to be heartbroken...
Alternate HOR recipe disabled ๐
then use the rubber recipe
Pretty much.
makes hor AND rubber
Overall goal is to minimize the amount of things you're Sinking though.
So if you're over-producing rubber just for HOR that would be "bad".
Though I'm still undecided on whether or not Rubber Concrete should be allowed.
Wet/Fine automatically disabled.
if you dont want MOST (imo) efficient, then avoid this combo:
What's the EFL challenge, again?
be a shitty pioneer? xd
Least Efficient pretty much everything, lol.
Giving FICSIT the finger for putting you on this planet with the damn spooders.
Less screws than you would think tbh.
Efficiency in what?
heres alu, you get to choose which type of inefficiency you want
Just Bolted Plate.
Bolted Frame is disabled.
Mainly in resource cost to output ratios, but sometimes in "amount of buildings needed". Like Rods - Screws is the same ratio as Cast Screws, but Cast disabled forcing you to use that extra building for no reason.
if you want to annoy your players, go with normal pure ingots xd
I was debating between the AL Ingots recipes, this clears it up.
unfortunately there is no most inefficient......
Except for Normal and Pure Ingots, thats terrible for Bauxite
Sloppy AL is disabled, Instant Scrap too.
Wasn't sure about Electrode Scrap though.
Electrode is quite good
its one part of the good recipe combo, Sloppy + Electrode
Fair but the amount of Coke people are going to be slapping out due to the HOR not being recyclable... I felt badly.
Instant Scrap uses Sulfur, but has the same bauxite efficiency
so if you want inefficient, dont actually use Electrode, Instant or Sloppy
I feel like this build is going to be 100% run on Coke Steel in the end game.
Yeah, I like it in non-challenge.
But taking it out leaves way too much HOR just sitting around since you have literally nothing else to do with it.
because its 1:1, the others are all not
Unless you make all of your power off residual fuel.
if you want inefficient, then force your players to use coke and coal generators
Compacted is actually the most resource eff from what I saw, but I could be wrong.
remember, coke is a valid fuel
Coke burns at 25/min in gens
O.O there's an idea. If I disable Coke Steel then you're going to want to save coal... meaning you're more inclined to burn coke in the generators.
1 coke refinery is enough for 4,8 generators
considering a single miner can be enough for 16
force them to burn coke
This confirms me disabling Silicon CB's.
for circuit board, obviously you want rubber made from polymer resin alt and coke from HOR
Poly Resin alt also disabled ๐
for the Electrode Boards
why, its terrible
Compared to the inefficiency of forcing you to make fuel that many times just for poly?
do fuel gens exist
True, should totally use poly resin to make plastic rather than the standard recipe
Fair....
disable rubber from resin
Now THAT is evil.
You set the rules ๐
Btw, you're using crystal computers, right?
Haven't gotten to comp yet.
Osxillators+circuit boards. A must 
hrmmmm+
now lets see what happens if i turn residual rubber back on
ok,. residual wins
leave it on
but having fuel made is really something you dont want.
Sure, its the WORST Recipe to make fuel, but its still fuel
I feel like if I disable the residual plastic/rubber it sort of solves it.
Because then you would loop for residual fuel unless you wanted to automate gas filters.
At which point you're forced to switch back to normal fuel to get the poly, but the only thing you can use it for is fabric.
forcing players to ONLY make resin and HOR though, with hor being turned into coke.....
hmmm....
no...
still more efficient
Recycled is auto disabled because you guys broke me with that loop about how making recycled is 3x better than the base recipe.
So fuck recycling.
Should the baseline CB recipe stay or force only electrode?
For Oil then:
Fuel is ok (no residual fuel tho)
No Rubber, only residual rubber
Plastic is ok, so is residual plastic
Hor gets turned to Coke
electrode uses a lot more oil
Why disable residual fuel?
I mean the best refinery fuel option is diluted packaged. Tbf
i know
buuuuut
i did the math for turbo path
and Oil to Fuel ALWAYS loses
residual is free fuel from Plastic Production
So disabling HOR, Residual Fuel, and baseline Rubber.
I still kinda wanna disable Poly just on principle.
yea disable it, thats fine
only 5 recipes for oil:
Plastic, Fuel, Residual Rubber, Residual Plastic, Coke
im unsure on residual plastic, but eh, its terrible in regards to resin efficiency
OMFG LOOOOL
and with these limitations, Electrode Circuit boards are absolute trash
With all of those constraints, and disabling Silicon and Caterium CB's.
When you ask it to max CB's this is what it does:
Literally has Electrode enabled but doesn't even consider it. LMFAO
thats because it KNOWS its terrible
@fierce ruin here is a circuit board build comparison by the numbers
Electrode Electrode Electrode Electrode Electrode!
I'm keeping base for the time being until I can see total oil needed for things.
Because the one thing that needs to be kept in mind is you do have to be able to run a complete factory.
Fair.
@oblique hollow Oh the alu factory is done
i saw in screenshots, i think.
Love the green tint xd
I can hear the code lines crying....
wait is this max?
Silicon HSC is out.
only 354 CBs? LMAO
Yup ๐
perfect evil scheme
Disabling baseline rubber wrecks a LOT of things.
i knew it was a good idea
Quickwire Stator out.
Deciding on Motor recipes atm, once I'm done with Motor > Turbos then it's time for Computers > Supers.
Yes, so this is where it's the debate between resource inefficiency and production line ass-pain.
i mean using quartz for motors is pretty inefficient
hmm
This thing keeps using Compacted Coal for everything lmao
Well if you just do "Motor" right now:
it has to be. uses caterium, CB (you know those are ass) and silica
allll that for just motors
shitty silica from aluminum, shitty CBs from Oil
Electric is drawing 1126.96/m ECR's from baseline and only 425.21/m from alt.
disable baseline now
good
Rigour still holding at 2100.
right, rigour is out
Crystal Oscillators are apparently efficient AF.
Your trying to do the worst setups possible?
yes
lol
the anti-meta
Just use electromagnetic connection rods
nah, connection rod is worse
I meant connection
Oscillators is only used in Comps, Motors, and RCU's.
So if we take out Rigour Motors they have only the 2 options left.
That alt is the bane of my existence
wouldnt it be fun if we eliminated quartz
ECR alt, but with baseline HSC's and ONLY Electrode CB's allowed.
Your evil
pure pain
๐
That's like twice the amount of caterium
Doesn't the default hsc use like 212 quickwire
Don't get me started on the fact he made me disable BASELINE rubber....

not an issue if u use the pure alt
residual rubber only from either fuel or plastic
Pure alt disabled.
Definitely an issue
oh then yea maybe lol
tho having 3 pure nodes might help
perfect
Which, tbf, Fused QW still exists. (For now).
So Rigour Motor is out
What are you trying to make
Baseline motors at 1989.75/m and Electric at 1179.83
The LEAST efficient factory.
To produce what
Everything?
sounds like a me type thing
Just a challenge mode called "Efficiency LAST" is the idea @fierce ruin
So once I have all the rules lined out what you make with it is up to you really.
I'd really like to see more challenges in the community
My highest upvoted thing on reddit isn't even a post, it's a COMMENT I made about the idea for a challenge where you cannot deconstruct anything other than wires after you recycle your drop pod.
upgrades to things like belts, poles, miners, etc is fine.
But you cannot deconstruct anything aside from the power lines.
Oh no
totally a me thing hehe
Welp.. Turbo Pressure Motor is getting disabled. lol
It's such a good recipe
As when I bumped up a step it was the ONLY recipe used for max turbo output.
Wow
And now Turbo Electric is out...
Yeah the only somewhat annoying part is the packaged nitrogen
Well again it was the ONLY recipe used.
This is why default CB's got disabled.
Because when it was down to baseline and electrode the system didn't even consider electrode.
What about if you use radio connection unit
o.o, fair, should probably check that first.
nvm, have to dial it back before that too.
Need to check HMF's.
What's the least efficient way to make fuel
Baseline.
Wait no.
Flexible hmf๐คข
Yeah baseline fuel was the one we left enabled.
Residual got turned off. So did diluted and packaged diluted
The default just turns oil into fuel right
Yes and gives you poly
Which in this challenge is the only way to make rubber. ๐
So Heavy Encased Frame is out.
This sounds so painful
๐
It's computer time!
This is just... sad.
So I may have to leave Crystal Computers enabled.
lol
btw this gave me a legit bad idea and i have to test it lol
I think I'm done with all production items.
So now it's just consumables.
Crystal Beacons are out.
I do not know enough about nuclear so someone will have to help with that.
@oblique hollow I'm assuming baseline turbofuel recipe only?
@bleak coral when you catch up - Fine Powder vs. Baseline Powder?
Fine seems more annoying (which is the point) but is that too much sulfur considering other restrictions?
So just saw the base idea not the rest of the posts, but if the idea is to be the most inconvenient and inefficient you want baseline powder. Fine powder is actually a straight upgrade, cause it not only is more resource efficient but you actually end up building less machines and you can just manifold the two together with a gap to switch in the compacted in instead of the regular coal
you can start with fertile uranium: get less power out per uranium compared to just getting more uranium rods and more waste and now you have to run another raw resource into your plutonium processing
Oh that's all the way up at plutonium but I will turn baseline non-fissile off if that's the recommendation.
WOOOOOW
Disabled alt for uranium cell and uranium rod.
Defaults only with all other restrictions the MAX Uranium Fuel Rod output is 1.2/m

Oh this will make you happy.
So.. project completed then. Now to type it all up.
Although does anyone else find it odd that "Nuclear Pasta" doesn't require any nuclear components?
Oh, @bleak coral which Empty Canister is the worst?
I'm pretty sure it's base, but also maybe steel? try either of those, coated iron is cheap as shit cause it's just iron + copper
I'm leaning towards steal cause it's 40ppm vs 60ppm of the other
Steel could be worse in this setup given you're restricted to the base and compacted recipes:)
ouch
Efficiency LAST
oh and I saw earlier you said you disabled fine concrete
force fine concrete, and no cheap silica
Ok that's evil and I love it.
meta idea is you want to eventually force alumina solution to be used to make silica cause you run out ๐
I'm thinking we force electric motor too.
This already happened in a couple "max" paths while making it. lol
Oh -- it was never decided on if Fused QW should be disabled.
oh definitely, fused QW is fantastic, so it should go haha
although.... how much copper do you need to keep up with other stuff?
Baseline Wire is gone though, for reference.
like if copper is already strained

With baseline rubber and recycled rubber both disabled ๐
actually wait, I think baseline is worst
flex is bad cause encased exists
try both
Encased disabled.
This is why I disabled base.
oh you get way more with it? interesting, guess it's all that fuckery you did with oil haha
Indeed.
flex probably only works cause of recycled nonsense
Wondering if I should disabled residual plastic.
Which would force normal plastic and residual rubber only.
I don't know, I got lost in the sauce in all that oil stuff, cause my gut feelings is residuals only so they have to be made all from fuel, but you do need to get HOR from somewhere
Exactly.
and plastic is the worst source of HOR
Which is why it's the only source ๐
oh I guess it's tied with polymer resin for that, but also that would make the residual recipes better by proxy
Ok so the only remaining recipes with multiple options are:
Cable: Coated, Quickwire
Plastic: Base, Residual
Steel: Base, Compacted
Wire: Fused, Iron
Steel I'm leaving both options, but should Cable and/or Wire be shaved down to 1?
Coated sucks and requires the extremely limited HOR that you have which is why I kept it.
Dropping Iron Wire.
Here is a kicker
You cannot use coal nodes at all
You MUST only use Biocoal ๐
Oof.
I don't think you can drop base steel, both is probably good, compacted wastes sulfur, but base waste power, iron, and coal
Yeah so now just Steel and Cable have alts and I think Cable is fine with the 2 options as both are extremely limited in this run anyway.
also, yeah, doing oil so badly means that all the oil alts suddenly suck a lot more, a lot of them are only saved by the efficient oil stuff
though it's probably not a bad idea to keep quickwire cable, just to waste caterium where you can
Surprisingly, this run only uses screws in a couple spots.
Bolted Plates being the main one.
Yeah HOR alt disabled automatically because you all abuse it ๐
yeah that's an obvious first candidate
I'm fine with Cable and Steel being the only 2 with multiple options.
And the fact you literally cannot make plutonium due to restrictions. LMFAO
Idk. But your restriction on non-fissile plus forcing baseline for uranium cells and rods in addition to all others had the "system could not find a solution" message.
did you manually add the waste? the calculator doesn't figure out the waste by itself
oof
also it might already be using all the uranium for uranium rods, you have to leave some
plutonium is more manual
hard to say, Heavy Turbo is coal and sulfur inefficient but has better oil efficiency
Well I'm assuming just "disable Plutonium Rod Alt" then?
So mainly just disable the Blend version?
Yes
In that case, normal turb is good
Base fuel only.
base fuel is worst fuel
So Turbo Heavy Fuel only?
No, Normal Turbo
ok
I disabled base nobelisks because forcing people to make oscillators for seismic was too good to pass up.
Did you see Lund's adjustment to Concrete?
no i didnt
Force Fine alt but disable Cheap Silica
I mean you can make normal silica from qtz
do players start with a base? or is it just directly from 0
... disable?
up to you.
If you start from 0 it's a matter of "when you acquire the alt you have to switch"
Nah, can't force a source to be byproduct like that.
Outside of HOR because the HOR recipe IS an alt so that is totally acceptable to disable.
And the final part:
All Project Assembly parts should be done at baseline, yes?
No, complicate them. If alt exists use it!
Are the alts worse though?
More pointless usually cuz you normally dont make alot of project assembly stuff
Flexible Framework is worse with how we did rubber.
We didn't really make plastic horrible though?
make it impossible to make the firts elevator deliver xd
LMFAO AUTO WIRE ALT NEEDS HSCs ๐
directly from oil, but resin also gets turned to plastic
so plastic is much better than rubber
force bolted plates and bolted frames
yes, screw alts only, unless they need worse components
Bolted plates and frams can actually be efficient
also no cast screws
I ended up disabling residual plastic.
So you have to make baseline plastic and you have to make residual rubber.
Can do base fuel to make both.
cant**
Are you starting from tier1? or can you do rubber concrete
Rubber Concrete disabled.
If you start from HUB 0 with this the guideline is you have to switch once you unlock the appropriate alt.
fine concrete is worse, especially with no cheap silica
Post is up: https://www.reddit.com/r/SatisfactoryGame/comments/oqt0mx/challenge_mode_efficiencylast/
0 votes and 0 comments so far on Reddit
Now I eat lunch. ๐
I make my once a quarter appearance to the server to say hello and "haha math go brrr"
๐ miss you guys, been too busy with life to play, hope you're all having fun tho!
Yo, long time no banter ๐ hope life's treating you well ^^
Would you like a few highlights of the channel? 
sure! Drop them in my DMs tho if you want
is it a bad sign when you send messages and everyone disappears
IRL it's a sign of bad breath odor
Someone must've smelt the bs
xD
i recently found out that the greek words for foundry and smelter are identical
the italian translator a few months ago discovered this in italian also
essentially, a smelter is an Ore Smelter, and a foundry is an Alloy Smelter
which is how i've ultimately translated them into greek
... I think you're talking about me 
But no, didn't know the root of the ambiguity was so deep, nice Funfact ^^
are you the italian translator??
The most active in this Discord server, in the past few months
ZuppaDiCulo
it's funny because a lot of the italian translation issues are the same as the greek translation issues
so i'm seeing how the italian solved it to see how to solve it in greek
It makes a lot of sense though :hehe:
||getting #off-topic-general ||
in italian, foundry was renamed to "forger" but there's unfortunately no ambiguous type of forger in greek, it's either a copper forger, iron forger, steel forger which might be confusing in game
oh oop
Could you say "metal forger"? Or is "copper forger" a single word or something?
Stupid question:
Do Oremadillos/spitters/firebugs take damage from radiation?
Not to my knowledge but they do all take damage from each other. So if you LoS spitters they can kill other things.
And I've actually gotten a blue spitter to kill itself with it's first ability because it dropped the orb and then sprinted in front of it when I hid behind a wall.
I've seen spitters friendly fire KO each other once
I am 99% sure all creatures are immune to both radiation and poison though.
Given some of the areas they guard.
Thats sad
Would be too simple to kill them if they weren't tbh. ยฏ_(ใ)_/ยฏ
And spooders HAVE to be immune to poison since they... you know... make it.
I'm asking, because I had an idea of donning hazmat suit, grabbing two stacks of filters, pile of concrete and full inv of nuclear fuel rods, then make a walk of nuclear death across the map ๐
Waste of filters, but I like the idea ๐
Then you see a Doggo, it sees you and just up and dies... 
Nope, doggos are immune to radiation. They eat uranium and vomit nuclear waste
I still want a flying crab pet.
I got on that train of thought too, but spiders do so too...
Then I imagined spiders turning into toxic ones while you walk between them thinking they'll die from radiation... 
You can already play catch with them
I swear, they will try to bring it back to you ๐
https://media.discordapp.net/attachments/553550313533997057/817044112761946142/Screenshot20210304-14401200000.png
LMAO
I prefer to throw snowballs at them
Oh, I passed 100km of belts on the nuclear save ๐ฅณ
More than any of my entire bases 
Yucca mountain storage should be able to last for half an irl year, and thats a lowball estimate on storage
How do you calculate the number of pillars you would want from one end of a square to the other, so that each pillar is equally apart?
Assuming you mean foundations square, the distribution is (square length -1) / (number of pillars - 1)
Or in plain words, treat square as 1 foundation shorter (ignore last pillar) and count how many pillars can you fit onto remaining space.
Thanks
Found a tool to find all integer divisors of numbers -> https://onlinemathtools.com/find-all-divisors
Just put your square lenth - 1 into it, and you 'l see
@fierce ruin I just realized we forgot an import rule for the anti-meta challenge: no manifolds for solids (balancers don't technically exist for liquids)
Eh, the people seemed to hate the idea as it stands currently. But I'll note it for future reference ๐
Make Junctions with valves 
Every. Single. Time
so "balanced" liquids too 
99% only mk1 pipes.
So if something comes out at over 300 you can attach a mk2, but you then have to immediately junction it into 2 mk1s.
Valves ofc.

Lol
Lund you still owe me the screenshot of your 2mill screws per minute factory ๐
Lol I want see a 16mil watts power Factory
Is that even possible?
Idk
technically yes, there's no limit to biomass burners with enough patience ๐
I mean that IS what your screw factory has to run on.
Looking at that screw factory using each steel alt is hilarious.
I like the looks of coke steel more generally at the border North forest and rocky desert. Lots of oil and iron, but not as much coal. I think I'm going to make a test factory to see how it plays.
I just find it hilarious it actually runs out of steel before running out of iron
like there's a stupid amount of iron on the map
And then iron alloy ingot ๐ญ
The building count on iron alloy generally makes pure iron just as easy.
Pure copper though... So many refineries.
yeah but if you actually need to save on iron and don't give a fuck about copper, alloy technically is better
although if the max screws plan tells us anything, you never need to save on iron
especially at the expense of another resource
Omnomnom iron wire
exactly
Which leads to the absurd building count of resource efficient ADS factories
isn't that what your (neglected) doggo farm is for ๐
that is if animal services hasn't taken them away for neglect
I have 3 poor outlying pups that I haven't bothered to bring home.
They're just penned in random factories
by themselves or together?
Alone in different factories in the rocky desert. I didn't want to just leave them out there, and I have the naive idea I would eventually gather them with the others.
I guess I could just use SCIM
can't leave 'em out there all alone, no one to play with ๐
On that note, gathering shards for my 20\20\5\5 factory was tedious enough. And I'm using caterium wire everywhere except beacons.
I don't know that my whole system has enough shards to convert to a 100 ADS factory using iron wire and default cable. Let alone the rest of the system. And then other SE parts if you want to do 100\100\25\25
You could take the chance to try the "Doggos on vehicle" trick, if you haven't already
hey, how do you take more feed from an ore spot when it produces more than your mk.5 speed?
They're having problems getting the belts to go faster, mk5 already has problems going full speed especially if your FPS is low
but they'll either fix that, or rebalance around lower numbers
Hmm... wouldn't an easy fix for that be just use tubes like with the fluids? IT should tax the fps less\
Then again, I am talking with no experience at all
maybe a double feeder?
I'm gonna dig and see if I can find some mods to help out with this
@vital forge devs talking about it: https://www.youtube.com/watch?v=sUed4aFcYLs
Clips for the April 6th, 2021 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs
thanks!
personally I'm good if they basically made mk5/mk6 covered/pipes, cause mk5 already goes so fast the items on it are a blur
and we have earlier belts if you need to manually take items off the belt
maybe the default is placing the belt with a cover but with the option to dismantle only the cover ๐ค - would get painful with a lot of belts though - it could be a build option instead though right? So you press R to decide if you want a cover or no
That would be cool, having an option for cover, would help with computers that can't handle that much
If it's done, I doubt it'll be an option
cause it's a technical issue, not just aesthetic
that's more like a mod-type thing to do: be like "you can turn this off, but you'll have issues"
This is an extremely tough call....
Ooh for sure... biocoal or charcoal....๐
Yeah, hard to decise. Leaning for 2
Lul
Got a question, for fluids via trains. I did the math and it says I need like 18 train cars, am I able to instead just like make a very large fluid buffer at both stations and get away with using like 4 different trains with 4 cars each?
Why so many cars? I need water for my plutonium reactors and the trip from the geyser to the reactors is like 15 minute round trip or so
(Even though my reactors are literally built over an ocean but let's not get into that)
If your reactors are built on the ocean, I think you really should just be using the water there
#savethepowerslugs
Before you say, don't overclock them. Just no
Thats 40 reactors
But if you really want to use the trains, you can look at it like belts.
If you're producing 500/m, but only use a 480/m belt, no storage bins are gonna fix it, as you're always producing more than you can move
how is trains + resource wells easier though? resource wells aren't even good sources of water
also multiple trains issue if you're using the same station is that they wait on each other if they get synced up, and you can't guarantee they won't cause of small errors
if you want multiple trains, it should be multiple stations
Because there's like 3 or 4 wells on the map that have like 7 pure nodes on them and I only need 9 sluggies to get 300/m compared to needing 21 sluggies
21 one sluggies really aren't that many tho
for what?
For stuff
this is what you save them for
And things
"I don't want to build too many extractors" <- that's the problem slugs solve lol
Its still 40 extractors with slugs, man
It'll only be 120 shards
That's like 110 more than I have on my person atm my dude

