#math-and-meta
1 messages Β· Page 553 of 1
different stack sizes would probably be ok?
like, aluminum definitely needs a lot of solution
SOme solids could definitely use stack size adjustments
stack sizes are fine, the internal buffers shouldn't use stack size
it should be 2x one cycle
wdym
How would that work with 250% clocks?
it still only needs double the items input per cycle
like instead of taking the full stack size, it should take enough for 2x one cycle so that the warmup on manifolds isn't so bad for stuff like concrete
increasing clock speed doesnt change how many items per cycle you need
it just shortens the cycle
so if you need 15, 30 should be the stack size in the machine
At least solids flow smoothly. Due to the bursty nature of liquid flows, I think I'm always going to place fuild bufferes between alumina solution refineries. Even diluted fuel can be problematic if overclocked.
high burst recipes can definitely need buffers sometimes
buffer means?
Fluid buffers.
ahhh
the thing that stores fluid
i put a fluid buffer on everything just by how i normally design everything
some places are even double buffered
i never use them due to the fact that they delay things a lot
delay 
the only times i use buffers is for regulation circuits
this behaviour causes delays
you need to fill the buffer to a minimum level to get 300 back out if 300 goes in
I've only got one on my aluminum setup on my isolated machine that only takes recycled water. I needed it to seed it so it'd run continuously until it actually started receiving the recycled water and became self-sufficient, and it also helps keep it stable between water cycles.
hmm yeah
but once it's filled enough then there's no delays
~~laughs in VIP Junction
~~
those hadn't been discovered yet....
my factory is probably very inefficient but it works π€£
i'm gonna make a new one in U5
(creative mode only)
developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch38.html
@oblique hollow i believe you would be interested in this 
well thats a failed link it seems
may not be allowed due to the recent link limitations
ah
@oblique hollow what if the water inside pipes was more like minecraft water? it would only update in larger blocks but still have realistic physics, just with a much much lower resolution?
since we can't see it, the updates in low resolution wouldn't be seen by the player, but the pipes would behave with more regular physical properties
have you seen how slow minecraft water is?
yeah but that's on purpose lel
im not talking about the speed of the updates, but the resolution of the fluid
think of it like, pushing large balls through a tube
calculating fluid volume as if it was there is still absolutely wasteful
hmmm
what about removing the ability for the player to check the fluid/flow rate inside any given pipe, and only left it on for pumps and valves? would that help?
@bleak coral ? what do you think? would it save processing?
I don't know, I don't know their code
that makes them useless for players
you want to be able to check flow anywhere
but but that's sort of a luxury when considering real life pipelines are mostly only monitorable by valves and pressure gauges
π sorry, i keep pushing realism, i shouldn't do that...
i think it's still fun as it is currently and that's what matters most 
are you having fun?
yes
do you want to make it realistic and then make it less fun?
no
then are you gonna complain again about realism in the game?
no.....
ok, good.
sorry guys, don't mind me, just talking to myself π
we're all allowed 15 minutes of craziness per day π i think i've used mine up already
Can't wait to start building my first nuclear power plant, is just two or three mega project ahead 
Already find the spot
Do they actually calculate water flow on every game clock 'tick'?
I had an idea that is going to make me redo my entire power infrastructure π¬
Anyone know of a hierarchy of sorts for iron?
going to make my Iron mega factory(every iron non overclocked node on the map) (going to make it look like a giant forge, gunna be lit) and wanted to know what is worth prioritising and what isnt or just maxamise everything
HMF
Also some beacons on the side. 120/min should suffice for most uses
Mind that greeny calc does not work with 'maximize everything' approach
I really don't get what causes this...
THIS (picture) is how a pog splitter is supposed to split a 1-1 sushi belt and yet...
u need smart splitter
...this is what the belt looks like most of the time 
Unless the output belts are higher tier than the input belt, this happens all the time and I don't get what's the cause for it
a normal splitter will randomly send items to each belt smart splitters will only send the correct items to the correct belts
That's a programmable splitter set to iron ingots + steel ingots both left and right
I don't want to filter the sushi belt, I want to split it, keeping the ratio between the items on the belt (like in the first picture)
good luck then
It's not hard to do. What I don't get is why it fails when the output belts aren't higher tier than the input one (eg: it works fine with mk1 input and mk2 outputs and so on)
@oblique hollow or @wind spade, do you have any idea about what kind of mechanic could be causing it? Could it be FPS related? 
Could you describe what you want to achieve, in terms of input and output?
Split the content of belt A on belt B and C, while keeping the same ratio between the items on the belt. When it works, it looks much like the first picture, with pairs of items going on each belt (pairs in this case, but that just depends on the types and ratios of items)
Eg: coal+iron going into a steel factory
Most likely splitter mechanics + internal buffer
Is buffering involved when there's no backup on the belts or overflow setting used?
Just stop using mixed belts and all your problems will go away π
This really helps understanding the mechanics behind how it works... π
No idea, but it's my guess on cause of the issue
Or fps, if you're having issues with that
How it consistently works vs not-working when using higher tier belts for the outputs or not makes it a bit hard for me to blame FPS though
Is It normal that making aluminium casing with alcad recipe use less ingots than advertised? I'm making 1200 ingots and 8 assemblers should consume them all, but it keep choking giving enough time
Its all on mk5 belts
not that I know of, I'm assuming you're doing 2x mk5 belts? What's the split on those look like?
Youβre saying this to Sushi Boi?
is there a meta to live somewhere? i started in the desert and the desert has nothing compared to other places
should i move somewhere else?
Which desert?
northwest
Rocky. I think there are more resources near the edges
Gives plenty of room to build
people just use the whole map
that could mean one base you ship resources back to, a bunch of bases where you choose good spots and have transport between, outposts that all centrally feed a main base with finished products, or whatever
gotcha
the one thing that's definitely not done is sticking to just one region and only using the resources there, cause the rarer resources are more spreadout, and I'm not even sure there's a region that has all of them that requires no shipping in of resources
strongly disagree, the desert has everything you need within its borders
the desert has it all. sure some of its on the edges
only thing that it doesnt have is oil directly in it
but there is some in that valley really not far from it
which desert?
cause dune doesn't have bauxite, rocky sorta kinda does (up that cliff)
arrh true. truth be told completely forgot about bauxite
early starting it has everything
sulfur not far. 2 nodes of cat 2 of quartz
the thing about dune is how easy it is to get to it. sure it may be a bit away buit its an easy walk
swamp gets pretty close too, but the coal is kinda distant
swamp is harder to navigate than dune desert though
of course most of the problem is solved with liberal use of kabooms π

kinda want to do a swamp base now actually, but like everything is above the trees, but not floating like on stilts or something 
Swamp is red on the map for future changes.
wont be this update though, most likely youd be on a new save by the time its an issue
dunno bout you but a save only last me 1-2 updates
something like this, as my production line is composed by 14 foundries each floor
the 360 line get choked but it shouldn't unless i'm blind on something
I mean my first thought is this is over-engineered. You don't need those smart splitters, you can just have the one manifold with the mergers in the manifold to inject more material. I'm not seeing anything yet where the smart splitters could cause an issue though, so I'm not sure that's it.
i tried without but second and fifth assember starve for some reason
that way everything is π― , but i just have more ingots than needed π€ I'll just sink them, i was just curios
that lower right one in the picture, no extra splitters
i tried that but i got result as above
first time happening, but i double-checked production and numbers are correct
are you saure its not the case of too many ingots but not enough of whatever else you are feeding it
if i find something is clogging its actually normally a lack of something. and its as simple as forgetting to hook a belt up
or the outputs are clogged
which is still often missing a dam belt π
like the tiniest little one between a merger or soemthign
nope, copper coming at correct ratio and output is never clogged as i always put a sink everywhere π
or maybe just there's extra ingots in the foundries and they haven't all been worked through yet
ohhh
have you made sure you have a smart splitter set to over flow before the sink
i have done that a couple times. had soemthing going to a sink on a splitter.bu t of course it did 50/50
not overflow
i tried also manually take ingots from foundries but nothing, after a while the last couple of them are idling from time to time, but thats is not the real issue, which is those couple of foundries choke the aluminium production which we all know is a very delicate thing π
well, thank you for your inputs anyway 
I'd merge the ingots in batches of 600/min so you avoid having to do weird splitting later
Eg: for 14 foundries that means a 600 and a 240 belts
i'll try and let you know!
how big is the buffer of the splitter and mergers ?
seems the problem in the end was just a bit too much ingots in the buffers, removing them manually seems to have restore efficiency! Thank you all. BTW @oblique hollow i take the chance to implement the VIP system you advice, it took some time to fit everything in, but definitively worth it
i'm gonna share some screens tonight π
i feel like the VIP only prioritizes when its loaded as in youre next to it. can anyone confirm that?
I let you know after some time, for now is doing wonders in my aluminium setup
cannot confirm personally, but eh, maybe its different from game to game
this design actually also works i think
its not as compact as the VIP but interesting to note
wtf even is that
its how you do priority splitting with belts
the idea is that 1/27 is from the bottom input 26/27 is from the top
Did you mean to post in screenshots?
uh sorry i think was allowed, actually was to show VIP implementation as we discussed it for long the other day π
Not sure if here or tech-talk:
My GPU seems to be bored with only 80% utilization when in closed rooms or looking at small factory section. My fps remains 60-80 and is unlocked.
Did I hit a cpu bottleneck?
Performance tab is usually a bit more clear of a picture on whats happening
On a new game/fresh save with nothing built, I can definitely hit my 144 set cap.. but in my bigger 6mb+ save I cap at 60 to avoid excessive fluctuations between 80-55... so... How big is your save?
Just hit 6MB
Yea, you'll never get above 100 fps again, barring some serious reduction on settings.
There's just that much going on, even if it isnt rendered.. so yes, CPU bottlenecking I guess.
YaY!
But its not.. exactly 'bottlenecking' per say.. I just got a new computer and my CPU isn't hitting 100% or anything.. its just not able to generate more frames for whatever reason
I mean 'expressing my satisfaction that buying an overly expensive cpu I did not expect to ever fully utilize actually has any benefits'
I suspect satisfactory does not run on arbitrary number of threads
Yea, it definitely has yet to be fully optimized. I have high hopes for significant frame increases @ 1.0 or later patches.
any info how many threads satis can run ?
it uses about 3 I believe
That would check with having a 50% cpu load on 6 core ryzen
Anyhow Just turn everything on high and you should get decent fps
Does view distance have any serious impact on performance?
((because I assume the biggest FPS drag is the calculations of moving items, and not the rendering of said buildings holding the belts..
I keep It on ultra, i think It cause spikes only when changing biomes
Like between titan forest and the pink one (where i'm Building now 
Is there an updated guide on the video settings and their FPS impact? my googling is turning up 2019-2020 results π¦
and the engine upgrade a few months back I assume would have impacted/changed a bunch of that.. not to mention there are more options now.
turn everything low, FPS goes up. turn everything up, FPS goes down
its not rocket science
anyone know the best combination of thermal propulsion rockets and assembly director systems for points
I got 23.2 TPR/284.4 ADS, that's using only uranium power at 50.4 UFR and sinking the 12.8 PFR. It also makes 120 batteries for drones.
pretty sure its 12.6 plutonium fuel rods
the wiki has this one linked https://u4.satisfactorytools.com/production?share=wg8Dlkdak4DC2YyawP4K
im just curious what the max is
Yeah 12.6 sorry
The one on the wiki is pretty much spot on no? I think that's what I worked from but wanted some batteries too.
just trying out some numbers gave me better results like 34/274
I guess you could try a few and plot a curve and go from there?
It's the best one I knew of to use for that link
that's crocketeer's solve from earlier this year, not sure if it's technically possible to do better (minimize power or make sure there's room for batteries or whatever), but I figured it was close enough for the purpose of showing how long it'd take to unlock all the awesome shop stuff
35/273.4 seems to give the highest
yeah that's a bit more, and calculator will do it
So, I have started to sketch out a plan for a nuclear power plant. I am NOT a conventional person when it comes to doing some things in games. My goal is for 500 Nuclear Power Plants, fed by a 100 wagon water train (yes, each wagon station fed by 5 extractors), and of course, the fuel rods likely by drone. Question I have is about the plutonium fuel rod sink process. If I dedicated the impure node up on the mountain to mixing with all the rest of the things needed to recycle the uranium waste, how many particle accelerators might I need? I tend to use a big buffer system to ignore the 'max throughput' per minute for each node. On a different playthrough I have all the oil on the map (pre U4) collected by train and stored in a massive 25 wide 9 high large fluid buffer site, so patience is on my side....
There's some fundamental problems with your plan.
Firstly the max sustainable nuclear power plants possible using both uranium and plutonium fuel rods is only 476 nuclear power plants. And if you're using sinking the plutonium fuel rods that goes down to 252 power plants. Even if you're stocking up a ton of uranium ore, you're really not gonna be able to support 500 on uranium alone for any significant stretch of time before stuff just starves.
Secondly you've severely underestimated the water needs of nuclear power plants. They need 300 m^3/min water each at 100% clock speed. 500 extractors is actually only enough water for 200 nuclear power plants. So same problem again even if you stocked up a ton of water.
Finally, you don't need nor want to use any alternates if you're just gonna sink the plutonium rods; so you don't need uranium ore to make plutonium fuel rods since you won't be using fertile. They all trade extra resources to make extra plutonium rods, which if you're not gonna actually use them is a waste. Also why bother sinking them anyway if your system is not sustainable cause you're relying on stockpiled raw resources to bypass throughput limits? If you're gonna push beyond the actual limit, you might as well use the plutonium too so you're starting from a base of 476 instead 252 to stretch your resources farther. Also side note fertile uranium doesn't result in more power from uranium ore, with both of the alts for the uranium fuel rod line you get more power from making more uranium fuel rods from that ore, getting more waste, and making plutonium rods from that.
I'm going to do a remodel of my turbo towers given everything I learned while making them but I have this question regarding pipes:
Given mk2's don't actually give you 600 flowrate, it is better to just immediately junction an overclocked pure oil node into x2 mk1 pipes or should I just downscale my overclock from 250% to like 240%?
Immediate junctions should work
π
Ideally, there should be a single pipe segment between the extractor and the junction
Did you test it yet? ^^
That's the plan. Pull it out just far enough for it to let me confirm placement, delete the support that it auto-generates, and stick the junction on the end of it.
I never placed a junction at the end of a pipe... It's a way to build pipes that I'm not accustomed to
Saves me from having to delete and rebuild a lot.
(Not sure if it is "better" but whenever I place a junction on an existing pipe I always delete the 2 halves I just made and rebuild them to the junction so I don't have those pieces going through the junction itself)
Unless I build without foundations, I found placing the junction first the quickest
Like, placing it on the ground, then connecting the pipe
Be sure the pipe Is connected directly to the first junction from extractor. Do not place anything in between or it will ruin your flow
π
i find that using mk 2 pipes at 600 sorta works if you dont split the pipe at all. so straight mk 2 going somewhere with no side merging or splitting is ok.
but then the process of dividing that up gets interesting. Possibly feed the Pipe into a Buffer, THEN split off from there.
Wouldn't it coming out of a buffer in a mk2 have the same issue as just coming out of the extractor?
Ill try and see if i can find save and stable ways to maybe use 600 from a mk 2
yea kinda but its a difference if you have 5 km of pipe inbetween something
the buffer is there to take away any resistance or "load" from the mk 2 pipe
Fair. For what I am currently planning given flow rates and excessive splitting in the turbo fuel plant I'm just going to package all the fuel produced then have an unpackager on each floor.
for long distance, packaging might actually be worth it. also considering the low usage number of turbofuel
From the extractors directly is the only source of 600 flowrate, everything else I can do in mk1's until whatever is going on in mk2's gets fixed.
the biggest problem with using mk 2 at full capacity is of course the loading bug
Since mk1's work "correctly" afaik
that heavily limits it
Aye but loading bug applies to mk1's and they seem to not have as many issues.
it applies to all pipes
with mk 1 you usually just dont notice it as much because those setups usually dont run at capacity
Aye but mk1's actually do their full 300 flowrate, where people were saying mk2's don't actually achieve 600.
Which seems like it needs to be fixed closer to 1.0
for the loading bug i found buffers good enough
Hence my just using mk1's for the time being.
a buffer cant help forever
it helps like for 1 or 2 times loading the game,
depending on how big the setup is
Elsewise if you're saying mk2's mostly work as intended than I need you to look at my turbo towers and tell me why they aren't getting full flowrate π
mh, i found buffers get refilled even in a system that should consume all is produced from time to time
i think due to different production times
Because pumping 2332.5 into a system that needs only ~2200 should have fuel reaching all generators. But it doesn't.
And I let it run for over 8 hours straight to allow flow to work itself through.
save and quit the game and your setup starves again
also, did you loop the manifold?
because you will never get full flow in an unlooped manifold
This is why I'm remodeling to a "packager per floor" thing. So each "setup" is really only 6 generators.
the only "big" setup i did i think is "small" compared to yours >> 800 tf to 176 gens
I don't believe there is a way to loop it with the way I have it constructed.
How do you loop a 32-story, 6 generators per floor building?
with like 64 gens per floor
Yes, so it is pumped up the 32 stories and then it just falls down the building.
Understandably it needs to "backup" back up the building.
it will take forever to fill, naturally
But wouldn't connecting it back to before it gets pumped up fuck the entire system?
why would it
Like the issue I was mainly having is the Blenders kept stopping... when I want them to FLOWWWW
Why are the stopping when there are still empty generators in the system? π
head-lift, single segment getting exeeding capacity
again, you need a loop
in my exp at least
even mk 1 pipes would need one for large size builds
but mk 2 even moreso because of the uncertainty of their true capacity
also, if a blender backs up, of course, it can never empty if the pipe runs at 600
for that, the pipe would need to be able to handle MORE than 600
in short: whatever you do, always run double pipes for large builds
and loop it all
Or package π
packagers also dont fix capacity issues
they only remove transport losses, if any
your best bet is to just build a bit more packagers than you would need
Oh yes.
Base package speed for turbo is 20/min so that already is bleh for amount needed.
100 packagers minimum hehehe
did you use valves by any chance? Those can reduce flow if not correctly build also
48 with them all oc'd to 250%
Valves at each junction set to 10 because the gen immediately after them needs only 4.5.
We packing 2400 Turbo here π
i just said minimum, not maximum
mh, and did you put valves on every exit of the junction?
No, just the ones going to the generator.
wait, a valve before each generator?
that can limit flow afaik if not under constant pressure (a pump close by for istance)
oh dear
junction to valve to buffer
thats a horrible combo
you do know of how buffers behave, right?
in my defense, that should work fine if everything worked as it should.
even if it worked right, its still a massive delay
Massive delay in spooling, yes. Once buffers fill not really.
once buffer is at 70 mΒ³ maybe
That seems like a lot of extra work for no gain
Again I am pumping way more turbo into this system than it needs.
So buffers are SUPPOSED to be full at the end. Buffers there to combat loading bug.
But they look pretty π¦
then set them to 300 / 600
Valves were intended to help it fill "more evenly" if I am being honest.
But I can remove both them and the buffers if it would work better.
But then loading bug π¦
just put buffers on top of everything
then connect them back to input
working fine on my setup
Power storages are a better solution to the loading bug, unless you're running max power all the time
but still: please loop the manifold
Well I had an idea yesterday that you will all probably hate π
run a second pipe to the top
Decentralized power.
Like make all the turbo in the one spot, yes. Package it because fluid trains are "fun".
But then each outpost has its own power network.
Fuel train to run turbo around the map to each outpost.
then one day the fuel gens that run the train fail and your entire map dies and stays dead for hours 
then one day the train takes a wrong turn and oops, "Can't reach location"
yes! Liquid Biofuel! Handfeed all your sites biomass and they make fuel on the spot 
But the idea was both A) Avoids larger setups and B) If one outpost fails it has no effect on the larger grid.
Because there is no "larger grid"
like deforesting 90% of time, then use 10% to check flows around π
can't wait to start nuclear plant so for a while i can forget about fuel gens ahah
water says hi :)
for nuke do you mean?
But @oblique hollow you're saying looping a vertical manifold wouldn't cause the system to back up?
Because I just have this vision in my head of the fuel going top-to-bottom then at the re-connection it flows back towards the Blenders.
ye
another problem for another day 
right now i'm working on quarz, such a relief to not have to deal with so many fluids after aluminium and fuel gens
And I'm thinking it's better to just always use 1 more pipe than you need if the goal it keeping things flowing.
I have quartz next to where I'm going to set Al so I may just use Pure Qtz to burn the Al waste water tbh.
i notice that with aluminium, i have 4 pipes for 8 refs
Does this work if the middle line just drops straight down or does it need to go all the way back before the Blendies?
when in doubt:
and yes, i want you to connect the other side of the blenders
so that they can empty
Oh dear... this is like... total remodel...
why? just run another pipe
I may need a drawing of how to do the overflow hook for this setup because I think the TOWAH aspect of this is causing it to misbehave.
System too compact to cleanly to do that. So I need to remodel to make it less compact anyway.
it fills from the bottom up and from top down this way
Fair. But I'm getting "overflow" without things even being filled yet which is why I'm thinking the overflow hook is either not effective for this style or I need to adjust it.
Because that thing is 9 stackables tall and still having overflow.
remove the limiting on valves in my opinion also
keep them with no limit to prevent backflow but remove the limits
I'll do that. Is it better to have buffer-per-generator or just add like 1 more floor and the top floor is 4 industrial buffers? (For combating loading bug)
I wouldn't really need an industrial per floor then tbh
yeah. but you will still need some overproduction to fill them back up again
i have only buffers on top of my higher gen, but again my setup is "small"
That will be provided.
and in my case doing +6 tf then needed
So piping-wise I'm seeing this as a change:
from 1 up, split 3 ways on the way down, split each of those at every floor
to 1 up, 1 down, splits on each floor to buffer, then pipe from buffer splits to generators.
and of course the 1 down loops back to Blendies
i would also raise a bit the buffers on floors so gens get the juice first
just a couple of meters, you should have plenty of space to do that
It's a remodel so I have all the space π
ehhe
I need to remodel the actual turbo plant too so I have loops on the oil, HOR, and fuel going to the turbo blenders.
i found my personal "template" for ext building, for now it holds the upgrades
How I'm going to cleanly loop 1800 oil between 60 Refineries is a mystery to be solved..
i can fit in 8 ref per row, or 4 blenders, buffers on the side and space for connection between floor. It may not be pretty, but working fine for now
just 15 foundation large (2 empty for ext sidewalk, 2 for internal walk, 11 for machines), 11 high (9 for ref + 2 beneath for pipes-belts). Than raise the walls for many time as you want and repeat
3 rows, 3 loops?
I have 6 rows of 10, basically 3 sections of 20 facing inward.
So there are currently 4 pipes running. 2 mk1's on the outside and 2 mk2's on the inside.
(Oddly with the 20 junctions on a mk2 I haven't had any issues with those machines waiting for oil..)
But you're saying I need to loop that all the way back to the Extractors.
So I'm trying to think of a clean way to do that.
package it and deliver to roof with drones π
See, as much as people hate trucks from "needing to get fuel to them".
Drones have the same mechanic with "needing to get batteries to them".
Yet no one complains about drones....
i never complain about trucks
actually my starter tier 6 base is still going on trucks, never ever had a problem
I will complain that truck stations need 2 outputs π
Lol. Because a solid truck route can bring in more throughput than 780/m
as starter base, everything is limited to 2 mk4 belts, so no issue π
because storage hub have industrial container with 2 inputs, so thats it
Yeah.
Programming the trucks themselves with what they pickup/dropoff instead of that being tied to the station and 2 outputs on the stations is really the only 2 things trucks need imo.
Aside from a working physics engine π
easy solution, use two truck stations 
the problem for me was the power in that "tier"
too much power consumed by truck station, and once you get more you have trains (which are super satisfying to watch)
I do this already but it isn't as precise as just having 2 outputs.
Though would be 100x better of you could overlap the parking area... the cranes don't even touch but it won't let you build them that way.
personally after almost 600 hours in my current save i've yet to build a single hypertube ahah
I built 1 to speed up turbo tower construction as I had to keep going back and forth to get more motors/hmf's
I prefer driving. Β―_(γ)_/Β―
eheh i know the pain π For now i like to move with my mega-train full of materials of every kind, when i need something i just set auto-pilot on and go smoke a cigarette ahahhaha
But the sand under the arch between oil islands and rocky desert has some sharp AF hilltops to it so driving isn't feasible.
I built a grasslands to rocky desert hypertube with 24~ entrances on each side. It's close to instant.
Highest I have done is 12 because I still do like the "flying through the tube" feeling.
You can just enter at the first entrance (or anywhere in between) if you want a slow ride.
1-6 is "slow" to me. 10ish is "how fast they should be if they (for whatever abstract reason) randomly decided to remove hypercannons"
one question: how much irradiated get the area around nuclear plant? I plan to build it the "pit" middle map and put scories as deep as i can in the hole
Unless you create a gigantic buffer of encased cells and fuel rods, nuclear power plants themselves emit negligible radiation.
nuclear plant itself has no radiation. Only the fuel cells and waste stored inside
thank you
π i forgor
only a small test nothing long term yet
Does it work as intended?
yes
A nuke with full stack of uranium rods is safe to stand on top.
A single storage container filled with uranium rods will start to damage you from around 6 foundations away (don't quote me on number)
if you balance it instead of manifold there is actually 0 radiation cause the rods get used immediately
I prefer the nukes to keep a stack of rods in case of delivery interruptions
Balancing is also not an option if you manufacture rods elsewhere
well if its a multiple of 2 or 3
i just have multiple belts going there
Buuuut.
You can use smart splitters to direct rods to nukes and 'overflow' the rest, then connect them with mk5 belts. this ensures no extra rods are left on connecting belts after nuke is full. Loop them back into beggining = low radiation nukes.
And here I thought the main problem people run into is fluid bugs with the amount of water that nukes take π
ye PSA build nuclear plants near water xD
Packaged Water on the Conveyor input, right? π
5 packagers per plant oh my god
Be honest you could make some cool-looking circular builds with that.
Tried that with coal plant - didn't work
Or run a coal power plant on packaged water shipped from 2km away
Was going to say "It did pre-U3" but then they didn't take water back then iirc...
I remember fuel gens using 100% packaged fuel before pipes were a thing π
ouch
Was interesting.
Extractors just pumped out oil barrels.
Dune Desert was WHITE sand back then too.
I get 120 Water/min as a by-product, and use all of it in the wet concrete recipe, slightly overclocked. I need 144 limestone/min so I also overclocked my miner to that. Still, for some reason , my limestone belt stucks for some reason
Had to less water in the production itself, so there was to less water as a by-product
am i missing something this is what people mean with VIP right?
yep seems so!
How many plate constructors and assemblers do I need to run an efficient, no waste, reinforced iron plate factory using the casted screws alternate recipe?
2.5 assemblers right?
60
60?
assuming ure going for 10
10 what?
plates
10 plates for what? I'm not understanding
I'm going to run 2.5 assemblers
then ure making more then 10 reinforced plates
I'm talking about normal plates
oh
without knowing if ure trying to make the reinforced plates per min or ure iron input idk
This is the original question, we've determined that I need to use 2.5 assemblers
which use 30 iron plates each
so it would be 30 + 30 + 15, right?
except using the cast screw alt throws a wrench in the data
its 60 iron plates and 120 screws for 10 reinforced plates per min
I have 150 screw production
ure making 30 too many then lol
UGH
if u do 60 iron plates and 30 rods ull get the 120 screws u need
Fine
then all ud need is 120 iron per min
Which I can get
By chance anyone knows how many factory ticks per second Satisfactory tries to achieve?
So now how many smelters do I need?
4
Mmhh.. Yesterday i did some correction in my setup and finally all seems working π―β¦ but on the long therm seems that is so efficient that buffers of alumina solution are getting full when they are just supposed to manage flow variation 
tfw u think u got the pipes set up to consume recycled water first but the aluminum gets waterlocked anyway...
can someone confirm that in game for Fuel Generator, while being overclocked to 250% consumes ~26/min of fuel, as simple maths gives result of 30
fuel generator at 250% consumes 24.28225 fuel/min
ok is there an answear to why? ^^ and now i know why i got so much spare fuel...
because overclocking generators scales differently than overclocking normal buildings
ok so i missed that info, Thx!
it's basically [power produced at 100%] * [clock speed/100]^(1/1.3)
at 250%, it produces slightly over 202% of power
(while consuming slightly over 202% of fuel)
yeah i noticed
so overclocking doesn't give you any benefit except for saved space (and since space is pretty much infinite, I don't think it's worth to overclock gens)
my old pc had differ opinion, but now i need to rework fuel farm so, will reconsider not-overclocking them
nope if you did everything correct in my exp. There were issue here and there, but with some advises and some trial&error finally is perfectly balanced. Consider this: the sytem is not waterlocked even if i'm givin 1200 m3 more then needed (just to reduce down time after a reload)
You VIP'ed it, didnt you?
absolutely
there were some issues in the piping, now i've removed every valve and just throwing in tons of water. As said, is perfectly balanced now, so much that i'm producing more alumina solution than math tell me. Actually I believe this behaviour is explained by the fact i have no restriction in capacity, so if during a "tick" all machines are full, all the 180*8 alluminia solution goes to buffer
actually not all, as buffer is connected by a single pipe, but anyhow enough to be stored
the buffer should always fluctuate and go up and down
i have 3 generators with 187.5 target MW, so they should be producing producing 562.5 MW. but my production is 455MW
my capacity is 515MW
why is it not 562.5MW?
if you set the target MW in the overclocking menu, they are most likely wrong, since the overclocking menu is wrong. Each generator produces 75 MW at 100% and it's not recommended to overclock them (but if you do, 250% overclocked gen produces 151.76 MW)
why is the overclock menu wrong??
known issue, deal with it πΆοΈ
known bug since U2, no idea why they haven't fixed it yet
but generators don't scale with OC speed the same way as buildings do
so only the coal gen OC menu is wrong? all the other OC menus are correct?
and why do people not recommend to OC coal gens?
any power generator menu is wrong
and any power generator is not recommended to overclock
because they don't scale the same way, you lose the "nice" numbers per minute that you have at 100%, so you're left to do some weird math and lose some % of efficiency because you can't get the exact numbers due to OC being max 4 decimals.
250% OCed gen produces around 202% power, so it's 3 shards to save space of one gen
and since space is pretty much infinite, there's no reason to save space and it's better to save shards for miners
OCing gens would require you to use lots of shards and math out odd numbers
I would argue it's more about saving labor than space. But assuming a limited amount of shards, you're better off using them where you can get 250% instead of 200%~ for 3 shards.
100% agree on labor
One of the reasons I always OC generators is because I don't like to spend time on making them and I know I'll get the shards back when I'll dismantle it
The whole reason why I OC in that sense is to rush things, so I'm certain I'll be dismantling that stuff
I wonder if building another gen and connecting it is so much harder than opening a gen, putting three shards in, setting it to a correct OC % and closing the gen. For me those look roughly the same, maybe the first one even a bit faster
I set the first one, then do the rest with ctrl+v
Ctrl+v also works before you've even set the recipe, so that's nice.
does Ctrl+V also insert shards?
It does
interesting. That indeed speeds up things a bit, but I still think it's not as much time save π€
especially if you include the time to get the shards in the calculation π€
I even use ctrl+v when I'm not overclocking, I find it's faster than clicking on a recipe
You're missing steps
Open menu, CtrlC+V Vs build foundations, build generator, power it, pipe it
Well, we're not including the time to get the materials for the extra generator though π
HMFs for the first few fuel gens trickle in quite slow
why would you have to do CtrlC+V for 100% gen?
No, that's the OC case
You paste the clock after you made the generator
Instead of building another one
that can (and usually is) automated though, not like collecting shards (even if it's with doggo farm, it's still manual work)
well I just listed the steps that are different π
If you're considering OC, you ought to have the shards... Much like if you're considering building more gnes you ought to have the materials...
Note that when you reach a new generator tier, you usually have more shards aviable (from previous tiers) then items to actually build said generator
Again, the first fuel gens to make even more HMFs can be quite time consuming
that's fair, on the other hand, usually you don't want to scale to 80 gens directly after coal so building 4 or 8 gens isn't so big difference anyway and I'd rather have nice numbers than save a few seconds on building π€·ββοΈ personal preference I guess
I just finished my steel foundry with the output of 1080 ingots per minute (so 9 Mk2 belts or 4 Mk3 belts), but I don't really know in what proportions should I make beams and pipes to progress efficiently. Should the beam and pipe output be roughly the same or what ratio should i use?
best way to figure out the ratio is not figuring the ratio. Build only what you need, don't wild guess what you'll maybe need in the future. Starting from end product is way easier to handle
That's a way
I always say that bottom-up planning is a wild goose chase. There's no concrete end goal, they're all arbitrary. So without choosing a goal for yourself there's no way to "prepare" for future parts.
when making something in the craftbench, how long is each hammer hit? some fraction of a second. For example if you need to make a stator and its 9 hits to craft it. is each hit around 1/9th a second? I assume each hammer hit is the same length of time for each item. I want to know what that length of time is, just curious
Not sure anyone has timed it, manual crafting gets irrelevant really fast so there's not much thought put into
It seems to me each hammer hit is about 0.25s. So if it's consistent across all recipes, 1 stator would take 2.25s to manually craft.
I think the wiki has hand-crafting times for items too 
ah, you're right it does. I saw the hammer icon on recipes, but mousing over it gives the actual manual crafting rate too
thank you
So I was crunching a few numbers and it seemed that the generic aluminum recipes just uses insane amounts of silica? Did I make a mistake here?
ye its 1 quartz per 2 bauxite
Sloppy > Electrode > Pure is my preferred Ingot path for aluminum. I'll gladly spend a little extra bauxite to cut silica out of that chain.
Yeah I was hoping to squeeze some extra aluminum out of the process but the silica cost is prohibitive
I mean... I guess it would ONLY take about 1/3 of the quartz on the map to process all the bauxite with it...
if you use the base one that produces a bit of silica
Yeah, there's probably a better way to balance it to use a bit of silica, I just didn't feel like dealing with it lol. Thankfully it's not too bad to tap more bauxite
Well... I'm tapping all of it >.>
Go big or go home.
Also the more I look at the coke recipe the less I like it. It only produces a marginal amount more product but at 33% less speed requiring a bunch more refineries. Once again. Fuck them refineries.
Yeah, I actually wish the instant scrap recipe was better. Seemed like a cool idea to use the blender for it.
The sulfur is kind of a turn off for me
It's great if you don't plan for a large set up
It definitely has a place. Just not for me and not for you from the sounds XD
I haven't tried it yet. As of now I only don't like it on paper
It definitely depends on your use case. In my current save most of my silica is devoted to silicon circuit board and silicon high-speed-connector.
are you going for a max build of something?
im "making" 50 wood per min but idk how much biomass/biofuel it makes so is that better or worse then 450 coal per min for power?
can't really do a good calculation on this because in the end, you have to hand-feed those biomass burners. coal generators win if you want this all automated
frick was hoping someone would know how much biofuel i was capable of making
do you mean liquid biofuel or solid biofuel?
ok, I see solid
50 wood -> 250 biomass -> 125 solid biofuel -> 31.25 generators
its 125 solid biofuel -> 83 liquid biofuel -> 6.9 fuel generators for 1042MW
idk how much water coal gens use so
so does any1 know how much water 1 coal gen needs?
45
TIL charcoal is better than biocoal
not that i would ever use them
but yeah 50 wood is 500 charcoal or 300 biocoal
yea id probably pick charcoal but hmm
pls just get a coal node xd
lol
if you stagger the water extractors you can better distribute the water and not get your flow bottlenecked. there's a nice diagram on the wiki of 3 water extractors feeding 8 coal generators.
true but ud get max 3 sets of 8 with 6 left over
unless i do the full 500 charcoal then id have a bit of coal left over with 32 coal gens
btw its 50 wood -> 500 charcoal -> 33 generators -> 2500MW
so thats actually the best way wow
yeah too bad we can't automate wood haha
33,3333 to be exact but duck overflow lol id stick to 32
lol yall technically can but not in vanilla
how is charcoal twice as good as liquid biofuel
more
because liquid biofuel takes so much energy to produce probably
btw was debating on either beltfed bio burners or coal gens for power from my wood farms
that sounds like a fun mod
nah it's all good, I am playing vanilla anyway
lol
@calm gale Any chance I can interest you into "perfect ratios" setups? π
I call so the setups in which you mess with the clock to get good ratios so you can feed the next few machines with what you just built in small setups and scale them up
Eg: make a setup with smelters each feeding a constructor; constructors make plates and screws for 1/2 RIPs assembler.
Now you can repeat this a few times, add a rods section to the smelting-constructing area and you can try turn it into a modular frame setup...
Dunno if I explained it clearly, but TLDR: if you mess with clocks, you can avoid having to merge many lines and instead feed them directly to the next sage's machines
i have 1 setup but idk how expandable it is
Screen it after you load in
This is how I do my initial base before I have trains (I don't like stuff laying around in storage containers for item malls, I just grab out of machines)
Yep, that's load balancing π
except idk how expandable they are
they are not
thats why manifolds are superior
π
till someone shows me a manifold that doesnt backup wrongly idk
Does this count? 
#math-and-meta message
only if none of the outputs bottleneck the rest
If there ever were to be too much of a bottleneck, the iron ingots would stop to go through (which they don't) ^^
Eg: so long as you merge a SLOWER belt with a faster one, the slower one won't back up. I used that in this case since the iron ore (manifolded) should flow at ~130/min Vs the less than 60/min ingots going through
And it behaves exactly as planned, manifold included
hmm
I need to get 3/min from a 5/min line, how can i do this
I need it for modular frames
the easiest way is this: whatever machine needs 3/min, fill it with a full stack. then put a smart splitter on the belt that is bringing those items in, set one of the other outputs to overflow, now the machine will take as many as it needs (which is 3/min) and the rest is overflow
if youre making 5/min modular frames it will take you 10 minutes to make a full stack
I will now start a caterium factory to get smart splitters
thx so much, you dont know how much this helps
now i got to worry about getting 12 rods/min
you are amazing at maths thx
I could do a 5 way splitter to extract the exact desired amount.
storage container has 24 slots. if you send 2/min as overflow to storage, it will take 40 hours to fill up
alternatively you can put a storage container in between the machine that makes modular frames and the machine that takes them. if the machine that takes them fills up, the storage container will begin to stock up on the extras. this way you dont need to figure out how to split production so that the extras go to storage
Good idea, though if you say need 5 machines supplied constantly with exact amounts it's a good idea to learn 5 way splitters, and then once you understand convergence systems you can use that to extract almost any amounts you want from any system, meaning you wouldn't ever have to wait any system to fill up.
i never make load balancers. manifolds are far easier. they save a lot of time. i always start a manifold with a storage container and let the storage begin to fill up while i build the manifold. when i've finished building all the machines that will use those parts, i take everything out of the storage container and begin filling up the machines manually to kickstart the manifold. storage as a buffer will keep the production and consumption balanced enough that it's pretty much 100% efficient and the whole system has few parts. plus i don't need to worry about forgetting exactly what numbers i used to calculate all the splitting. if the storage ever gets filled up or empty, I know i did something wrong.
What is a normal coal power plant's coal intake?
The thing he suggested is the way that needs less math of th all though 
15/min coal per generator
thx
Coal burn time is four seconds, which means that a single Coal Generator consumes 15 Coal/min (60 seconds divide by 4 coal per minute)
If one learns using smart splitters and pog splitters properly, I think one can avoid any balancing whatsoever and still have 100% efficiency overall
PSA you can fill up storage containers with other items so they overflow sooner (if you dont want 1600 turbomotors for example)
that way its only 50 not the whole storage
well my point was if youre making 5 and you only need 3, you wanna put that extra 2 somewhere until youre ready to use it
If one only uses a hammer everything will always look like a nailπ

My point wanted to be there's no reason to go for balancing over manifolding other than personal preference
There are only very few small things one can do that the other can't
yes, and people keep forgetting that every production machine as a built in buffer of 1 stack for each part that is really useful for managing the flow of parts around the factory
also splitters and mergers have a built in buffer of 8 individual parts that is not visible so it can cause confusion when trying to debug the flow of parts
Will guess I should take out all of the balancers in my nuclear setup and manifold it all then, actually why fix what isn't broken, I'll keep it the way it is and manifolds for the rest of the setup.
having full belts of nuclear fuel rods is kinda radioactive though xD
Nuclear power in general is radioctive and can't exactly be avoided.
if youre making all your nuclear fuel in one location, then transporting it to a huge array of generators, it's the amount of distance along the belts that requires all this manual management of the flow of parts
i have 1 of my plants overflowing the other once are balanced and i actually have 0 radiation
as soon as the nuclear powerplants run out they get a new rod so there is actually 0 radiation not even 1 rod
Hmm no if I did that I would always be running out of power I can't have my plants running out of rods.
no thats not how that works
it consumes the rod and the runs for 5min
while its running for that duration there is no radiation
Not to mention im making over 50 rods a minute, so I can only do so much to limit the radiation.
1 manufacturer makes enough uranium fuel rods to feed 2 or 3 power plants depending on which recipe you use. putting the manufacturer next to the power plants that require it means you can use a single splitter for perfect distribution of fuel rods
Will doesn't matter for my setup because I rarely need to visit the plants.
its running but doesnt have a rod so 0 radiation
looks at his thousands of spare fuel rods and shrugs
if you make 50 rods per min and have the 250 plants balanced instead of manifolded youre gonna have 0 radiation
its just a pain to load balance that
Thankfully someone mentioned I should make my nuclear facility walkable while I was building it
if you make 0.6 rods per minute and have 3 power plants, it's super easy to manage that, and then simply duplicate it as many times are you need
Aye im not load balancing over 200 npps, my setup works so the radiation shall remain.
Right yours is load balanced system, mine is manifold system, hence the extra rods, hence the radiation.
Guess why I had part of the powerplant right next to the rods production... :P
It's 3 generators per rod manif iirc
Also because that way it meant I could easily manage the rest of the rods for long range transport: get rods into a drone, arrive, series of 2/3 way SPLITS and done
dumb question but will 1.32 million steel per min ever be needed?
hopefully cause with 500 coal per min and a modded steel recipe i could make 1.32 million steel per min
If your PC can handle it, that is
This is what they make rtx 3090 supers for, the hard tasks
Sushi i was only asking if its even needed
Oof. I don't even want to imagine the price/performance on a 3090 super.
Unless they discontinue the regular 3090 and slot it into the same price bracket
And I was pointing out that I doubt any PC could handle that much production π
Maybe with machines outputting like 10x the standard amount... :thinking_helmet:
lol
btw i did something completely stupid and idk wat to use it for
i made a 930mw battery and idk wat to use it on
Don't doubt the power of the rtx 3090 super
More of a CPU issue in this case, I think...
Can you even run the game on 2 processors? 
Good question your very likely to hit a severe cpu bottleneck especially on the rendering side in this case.
anyone know if theres a way to have a whole number of refineries for recycled rubber/plastic
Fiddling a lot with clock?
If you make one at 88.8888 and the next at 88.8889 they actually balance out ^^
Anyway... I found it convenient to work with 720 rubber or plastic as output (not including residual rubber)
That makes for some overall clean numbers
hm but oil extractors are 300 or 600 not 240
If you double it you can split off 120 from a 600 pipe to avoid the full pipe issue and already have enough oil for one more half setup ^^
That was convenient to me, having 600*3 aviable
? just build a whole number
build like 6 and then see how much fuel they need
wont that mess with the rubber to plastic ratio
in what way? it just messes with how much output you get
just sink anything you dont need then
i kinda want it to run 100% efficient xD
well then you better consume as much plastic and rubber as they produce
last time i did it with odd numbers and it was a nightmare having to count how many rubber/plastic i need per input
theres no point in setting up recycled if you arent even going to use it
run a diluted fuel blender @ 90%, that's 90m3 fuel/min, exactly enough for 3 recycled plastic or 3 recycled rubber
i think if you use 100% of it though and dont have the right amount of refineries your gonna end up having too much plastic result in less rubber or vice versa
Yep, and that's why I now always go for 720/min as output (or anyway, multiples of 180)
theres a reason why you sink overflow. a single recycled refinery turn 30 of rubber or plastic into 60 of the other
so the ratio between refineries is 1 to 1: 1 reccled rubber per 1 recycled plastic
idc what you do. just use it
if you dont use that much plastic or rubber, then there is no point in setting them both up
my last design:
oh residual is a different story. theres no way to avoid decimals when you merge it like that
i did the math
oh rip
I say: do you really need to use the residual rubber to kickstart the loop?
Because that's what Fs up the numbers badly π
you add the rubber afterwards so you dont mess with the ratio
ooooh i just got what you meant
so first recycled, then merge the residual rubber with the output
thats much more linear
recycled is usually isolated so they only feed each other
to add to my previous: 2 diluted fuel blender @ 90%, one feeding 3 recycled plastic, one feeding 3 recycled rubber, that's 180 of ea of output, split the output to feed the input of the other (30+30+30), sink overflow, duplicate the setup depending on how much you need
sometimes I'll bootstrap with some residual, but I rip it out after there's material circulating in there
i made a spreadsheet calc for doing recycled setups with extra input in the form of residual rubber. it always leads to a skewed ratio of rubber to plastic refineries and many decimals
so there is no real point in that complexity
you dont gain that much from it
I usually go for blenders at 90 too, as it needs just a slight OC on the HOR refinery behind to get a 1:1
yup
Though now that I think of it...
Oh God, I should stay away from 1:1 fluid feeds and manifold them all of I want perfect efficiency because... Load bug

Damn, that's a lot of work...
Wow, I'm just considering how many pipes I could save not caring about the load bug and just doing 1:1 feeds wherever possible... That's such an undertaking 
Please fix the load bug in U5 CS... Please π
I forget the details of the load bug. fluid loss when you load the game?
yes. 5mΒ³ from any pipe connected to a machine port
so if you have 100 fuel gens, you magically lose 500 mΒ³
(actually more since the refineries that make the fuel also count)
ah, I never noticed much, but I had fluid storage
wait, I noticed some odd behavior in my coal gens though
So a refinery feeding HOR to another will eventually start the game with no HOR to send making the next machine starve for a while :/
water seemed to go missing, so I just slight OC a couple extractors
I prefer the 540-fuel version (or anyone that stays below 600) to stay away from max capacity, but those are indeed some nice numbers...
Crazy how clean it gets as soon as you take the residual rubber out of the picture, huh? 
using residual in theory increases total yield, but also makes everything a lot uglier
so its not worth it in that regard if you ask me
You can always just merge it to the output, so why bother
seems like the amount of recycled rubber is 17/27*plastic+8/27*rubber and recycled plastic is 7/27*plastic+17/27*rubber
so if we for example set both of those to 100 we get https://www.wolframalpha.com/input/?i=(17%2F27)*a%2B(8%2F27)*b%3D600%3B%3D(7%2F27)*a%2B(16%2F27)*b%3D600 so output is 600 plastic and 750 rubber
one time I tried to balance it between residual rubber and residual plastic, but then I decided it wasn't clean enough cause the resin consumption per minute doesn't match between those two receipes
you always use residual rubber right?
so, I use it for bootstrap at best, then I rip it out
I use residual rubber temporarily to bootstrap the system, then I pull it out after recycled rubber is up and running
residual rubber has the highest material yield per resin
residual plastic (the recipe used in the teaser today) is kinda ass
yeah I wish they just had the same resin consumption
I guess I could convert the resin to fabric instead of sinking it
I really don't care to have residual rubber in the loop after it's up and running, it just looks uglier
to be fair my whole oil setup at the time was ugly lol
Too bad I need all the rubber I can, else I'd gladly turn all the resin in fabric just to rule it out of the equation
ehm
thats with residual rubber
i think i like those numbers
having 720 oil does indeed give nice numbers
if i go with 600 oil i always get 1 refinery at 1/3 for some reason
Yeah, but you're keeping the residual out of the loop ^^
@wind spade On a more technical note...
Do you think this could a a good way to judge "how bad" the tick loss in a certain save&system is?
Merge 2 different items on one belt (eg: 2 MK3 in a mk5 belt), making sure they never stop
Split the belt
Check if the 2 pure belts coming out of the split change item kind over time (when there's a tick loss at the wrong time, they might)
Lower tier or higher tier belts could be used to fine-tune how impactful the tick losses are
The splitter should be a normal one
i mean it doesnt work so.....
a e s t h e t i c
shh
imo its worse if the smoke clips through the pipe
refinery makes steam anyway
i always leave air gaps for my refinery chimneys
no not that kind of steam 
epic steam
xD
so anyway, fun fact you can place pipe support on chimneys
and there you have it
i always leave roof gaps
ah
can also be incorperated into the design: the zigzag roof parts are where the refinery chimneys are
ahhah
looks like for coal this is borked, the hitbox is too high to allow a pipe support to attach to the chimney π¦
and of course the smoke just comes out the side lel
If you leave too little a gap between the refinery and the foundation above, the smoke might bend below the foundation, ruining the effect
o
do u think it would be a useful feature to request chimney accessories or such?
could move all the smoke and stuff outside if the machines are indoors
Is this endgame? I canβt wait! Iβbe finally begun working on making a flat area to produce materials
Also it looks beautiful and very fancy
I found crude oil a while back but went past if because Iβm only at coal/quartz
That looks amazing
thank you
I look at my setup and it looks like youβre in another game lol
its actually a relatively small setup
Really?
i make like.... 120 fuel?
Dang
from 4 diluted packaged fuel refineries
You got any free time? Iβm looking to learn about power and would be happy to show u my factory setup
Iβm at the coal stage
If not np Iβm thinking inviting to my game if you want
up to you
does anybody know why last generators are not getting enough water to run?
I have 8 generators consuming 45 m3/min connected to 4 water pump extracting 120 m3/min each. I'm supposes to be +120 m3/min but last generators almost doesn't receive water
well I see you mixed pipe types, so I'd go through and make sure there's not a mk1 where you need a mk2
I will replace all of them for mk2 and try!
be extra vigilant around the junctions, they like to hide itty-bitty sections of pipe
do the bits that say 9.50x constructor and such mean 9.5 constructors? and if so would i just underclock one to 50%
yes or over clock one to 150%
Or run 10 constructors at 95%
what is this application or where do these graphs come from?
schmutziger fetter Junge
english only server π
and you don't want that translation
ugh
Question:
Iv got 6 belts of copper ingots (mk5) that add up to 5 fully utalized mk5 belts, I'm being a small brain on how to balance these into 5 belts?
π π
easiest wait if you dont want to think about it is probably
but having full 780 belts is kinda a bad idea because of lag
id probably just keep the 6 belts
Iβd agree keep with the 6 belts just to make sure you wonβt lose any throughput
The more mk5 belts that arenβt full the better pretty much
you have upward sloped pipes going into each generator from the main pipe. this is bad. each generator has to wait for its connected pipe to fill up before it can take any water out because the water settles at the bottom of the pipe and with all of the other generators' pipes also going up, there will be a lot of sloshing water.
i very much recommend rearranging the pipes so that the main pipe is above the splitters and the connecting pipes slope down into the generators. this way when water comes in from the water extractors, the first generator will have to fill up before water can proceed to the next one.
also, just a bonus, with the pipes on top you can see the flow indicators better.
Eh, why not π€·ββοΈ
nice
when you say 'lag' do you mean in terms of game performance or in terms of logistics?
logistics
Can you elaborate on that? Like lag between the usage at the destination and the belt being filled up?
afaik mk5 belts have less throughput than 780 but others can probably tell you more
Each segment loses throughput
So I guess having a 780 is fine for like 1 segment lol
The more the worse is i@ guessing worse
yeah, though the loss is on max throughput, so you should be fine using mk5s with like 730-740 ipm
there's pretty much no reason to max belts in this game anyway (unless you already have a maxed belt)
Exactly
Unless out of a miner
And I guess just make it one segment and youβd be fine . Get it into train or split it ASAP
So Iβm having trouble wrapping my head around aluminum productions extra water. Iβm using the sloppy aluminum recipe so I donβt have to deal with silica. And I have 5 refineries that need 200 water each. The 5 refineries they plug into produce 120 water. So 80 times 5 is 400. So I reduced my 1000 water input down to 400 from my water extractors and I still have a water bottle neck were so constantly have to flush my whole system to keep the aluminum flowing. Iβve even reduced my coming from the extractors down to 225. And I still have to flush my pipes to keep aluminum going. Whatβs going on here?
it's possible that the output water is backing up, and the build is in fact underperforming slightly, which just ends up making it worse. You could probably fix it with some valves that prevent the water from flowing back into the output.
Basically, you need to make sure that the water you add to the system flows only to the inputs, not to the outputs.
do this to allow the extractors to top up whats needed
you need to give your refineries prioity for the water output. as above said. the water is backing up
I have valves after each output to make sure it doesnβt back flow
i think you only need one right before the junction where recycled water and fresh water meet
I just donβt know where the extra water is coming from. 120 *5 is 600 water. I need 1000 water for my first 5 refineries. So I down my water extractor I put from 1000 to 400. Ans then recently down to 225. And I still have a water back up.
I feel like I should have a water deficient but Iβm still making so much itβs backing up. I donβt have any of the refineries overclocked. Just odd
idk what to tell ya
i tried to prioritize my aluminum setup with the VIP pipe idea above before but it didnt work for some reason
so i ended up piping the recycled water past the fresh water input into the manifold for the solppy alumina refineries so that the recycled gets injected into the line after the fresh has been consumed and that started working lol
It's not that there is "extra" water, it's just that if even for a split second, your build stops, the inflow of water doesn't stop, so it'll grow unbalanced over time if either the inputs are ever not fully saturated or the outputs are ever blocked.
One thing you could try is to have 400 water feed into 2 refineries, and then the water output of all refineries goes into the other 3 refineries.
Not sure if it's totally impossible for that to back up though. You might still need a pump leading out of the 3 indirectly supplied refineries just to make sure the outputs never run full.
2 coal miners set to 2 overclock each (200%), mk. 2 belts leading to 16 coal power generators with 6 water collectors powers 1200MW. The ratio for water collector to coal power generator seems to be 3/8. A friend helped me with that and itβs been tremendous help.
Learned this today while playing and figured Iβd share it as it has helped my noob self learn to manage. We building up slowly but weβre doing nonetheless.
How many iron mines do I need to make efficient rotors?
that's not relevant, you just scale your setup to whatever the input for your ore is
also nodes have purities which changes their parts per minute, so you can't do ratios for miners cause that changes
Iβll give thar a try today thanks!
which takes less uranium? encased plutonium cell or instant plutonium cell
!wikisearch Encased Plutonium Cell
instant recipe uses less uranium
thanks i kept on getting diffrent results
How do I balance 3 water gens for 8 coal factories?
first one is generally easiest
by rate of ease to setup, 1 is easiest, 3 is mid, 2 is hard
So recently I decided to set up a massive building to collect every raw solid resource on the map. I've built one station so far, 12 freight cars each with a mix of dedicated miners. Any advantage to using multiple trains in one direction versus a back to back train? I typically set up a train to act like a ferry, only going on a fixed route with each end facing the 2 stations. My raw ore storage site will house every resource (except uranium) the game has. I think it will exceed 2000 ISCs worth of ore when full. Mk5 belts, and all miners Mk3, sharded to either 780 or 600 or 300 for the impure. I know its a lot of work, and maybe not efficient...
Point 1: Central locations are not very efficent for raw resource handling
Point 2: For trains, multiple trains on a single loop is best to get a high throughput, just don't do anything weird with the trains that causes them to overlap, and don't use a push-pull system
I was planning on having like 3 to 4 trains per biome, each with stations in line, but not connected except for the track between them. In the past I've messed with using spacers to keep stations neat, and my trains got weird
Oh, there will be dedicated factories for all the tier 1-4 stuff, with trains or drones ferrying everything out to the separate factories
I would reccomend looking up the wiki for trains so you can do the math for the item throughput of each train so you know how many you need per line.
Can I ask a math question thatβs not satisfactory related?
I need to find the base of this isosceles triangle and can't figure out how to word it so that google understands me....
What's the star?
Notice how it's two right angle triangles in a trenchcoat.
What's is that 2.5
Top angle is 2.5 degrees. Height is 3mi
My b
sorry but how is that angle in that picture 2.5Β°
I assume it was just a schema to show what the problem was
if you'd draw a real 2.5Β° angle, then you wouldn't see a triangle, just a line that gets thicker
ye exactly
still, the solution is in the image I sent π€·ββοΈ
number one rule of textbooks: all pictures are not to scale
General math would be then:
Base = 2 * cos (alpha/2) * 3 mi
and is the 2.5 deg angle for the two rights, or for the iso?
idk i just assumed theres no way they mean 2.5Β°
Yes lol. I just made the triangle in paint cause I couldnβt put it in words
2.5 for the whole triangle. I have a wireless antenna that is going to be broadcasting a wireless signal with a beam width of 2.5Β° and I need to know how wide that wireless signal would be after it has traveled for 3 miles
huh? pretty sure its arctan
So really itβs actually a cone that weβre finding the base of. But I feel like the triangle works for this as well when I can just translate base of the triangle into diameter of the cone
2*0.06546 miles
The first one @oblique hollow
Right
Oops, yeah
Also... Wait... No.
Tan, not arctan
Base/2 = opposite, 3.5 mi = adjacent
Cos or Tan should work then
..... Or better just Tan
I honestly did not ever take trigonometry in high school. So Iβm glad yβall can help me out
its geometry, not trig
.... Yeah it should be Tan.
Base = 6* Tan(1.25)
"Trigonometry (...) is a branch of mathematics that studies relationships between side lengths and angles of triangles. "
Its Trigonometry. Which is a part of geometry
ye youre right
the closest i got to this is school is 3,4,5 . or well Pythagorean theorem . and i only use it to make sure my set out is square when building π
wait is 3,4,5 that. shit idunno its too late for this lol
translating all of this the diameter of the base of the cone im finding is 691.2576 feet. thanks @wind spade for an easy to read answer. What site is that?
does anyone know the most nuclear pasta possible it would be funny to have a lot
random google site for "online sine calculator", probably like 5th link, went through a few of them to get a site with graphical thingy
Thanks
@humble ingot if you underclock 4 coal generators to 100*((6.25)/(7.143))^(1.3) ~ 84% you can feed them with 1 compacted coal assembler
I'm trying to start to use satisfactory tool, but I'm finding it a little bit confusing, which of the pinned planners do you guys recommend?
I'll try to make tabs for each factory, but I'm getting confused on the inputs I should use when making tabs for rotor, modular frame, rip and smart plating. How can I easily visualise which factories I can merge?
xD
i dont realy use the input tab i mostly use it for either the whole map or certain factories from basic parts
why is there a material that you use 8 tabs?
thats just the symbol the factories are different
oh, nice
you can change the icon if you want π
it's done to easily distinguish between your tabs. When you hover over the tab, the name of the tab is shown (which you also can change)
oh nice didnt know that ty
currently I'm with a non modular factory building rotor, rip and smart plating, but it's getting confusing af and I can't expand it without breaking my mind. I think I'll rebuild it and try modularizing stuff
it's one of the well hidden QOL features I guess π€·ββοΈ
ive spend insane amount of hours just moving stuff around on that site xD
#screenshots message
wtf, is this only one of your factories?
nah thats like the factory
that was a new save with the goal to complete the space elevator
then you modularized that?
end result is #screenshots message
oh god... I really have to implement the thing where it remembers the positions when you move it around π (it's in the works, but a lot of the tools has to be rewritten, so it's part of that big task)
didnt turn out 100% like the planner but mostly
insane
yes pleeeeaaase
estimate of the work remaining on the tool is still like 1 month at least though
but I'm trying really hard to finish it asap
nice its an awesome tool π
there'll be some beta-testing phase as soon as it's usable
thx
not sure what's that formula, but it's wrong. Generators don't do ^(1.3), but ^(1/1.3)
That's the formula for converting production rate to clock speed, and it is indeed correct
it isn't correct for coal gen π€

it's the inverse function of the one that uses ^(1.3), that one takes clock speed and gives production rate
but... they put it into clock speed field
sorry typo, I meant the one that uses ^(1/1.3) not ^(1.3)
they put the formula into a clock speed field, meaning it should be a formula that produces clock speed, right?
no, the formulas just look similar, this is the one they used
then I'm totally confused by this message ^
just instead of operation rate/100 they used the ppm desired/ppm at 100% to get the operation rate in decimals
I got that formula by inversing the formula for production rate from clock speed, which uses the ^(1/1.3) (also that message had a typo like I said)
so this part gets the actual production rate in decimals right?
so the production rate in percentages from clock speed would be:
production rate = 100 x (clock speed/100)^(1/1.3)
and you can just solve for production rate to be able to do the opposite
I keep telling myself that the solid steel ingot is guranteed to be in the first 18 hard drives (current progression/research) and I'm over halfway there... but every time I get the list and it has pure iron ingot on there, I get a bit annoyed.
Yeah. Pure recipes being on rotation before you even get to Refineries needs to be fixed before 1.0.
nods
general pass done for checking for if machines are unlocked is needed
the alloy recipes have the same issue
along with anything that moves something from a less complicated machine to a more complicated one, though that's usually constructors to assemblers so it's not as noticeable
Do you get alloy ones before the Foundry? I never noticed.
Yeah, I noticed. At least those aren't horribly out of place, though. It's not that long between Tier 1 and Tier 3, but Tier 3 and Tier 5 are a ways apart.
nothing checks to make sure you have the machine for it, just that you have the parts unlocked
Oof
But not even all the parts... refinery recipes start at Tier 3, but you have (say for Pure Copper Ingot) copper ingots unlocked at the start.
...oh my gosh... fine concrete, wet concrete, and a black powder recipe. Haven't even researched black powder yet.
if i have 4 smelters making 30 iron eahc per minute i get 120 iron per minute and i use mk2 converyer belt which moes 120 item /min but it gets clogged up wat i do no
Did you overclock?
that's super weird, I wonder if it's really just a typo on all of them in the code 
like they typed 3 instead of 5 somewhere
If that's how they did it, they did it for the alloys too.
at least according to the wiki, the alloys don't even check for anything, they're just there from the beginning
That's why I'm thinking they don't do those checks at all. Except... maybe research for a couple of them?
π€·ββοΈ
There's definitely milestone and MAM checks, they just don't all make sense and/or aren't comprehensive enough
True.
speaking of which, can you double check if supercomputers are unlocked with T7 milestone aeronautical engineering?
need to fix something on the wiki, but want to be sure
and am away from my gaming computer
Yep.
Specifically that one and not Aeronautical Engineering 2 if that makes a difference?
it does, thank you very much!
Np!
wait what's aeronautical engineering 2?
Screenshots.
oh I don't think that's actually in game
Nope, but... I have no idea if it's a separate coded thing and that makes a difference.
I think my favorite I've found mismatched prerequisites is the Electric Motor alt
cause it needs control rods, but you can get it if you have aeronautical engineering for some reason
which it doesn't need anything from that milestone
Electric Turbo I can get behind.
Electric Motor I just.. can't.
related what's with elecotromagnetic connection rod? it's faster but it switches AI limiters for HSCs, which are way more complicated and power hungry
Not sure if they think that in depth when making the recipe? Like how else would you make an electric motor alt?