#math-and-meta

1 messages · Page 555 of 1

limpid narwhal
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pretty much lmao

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when i get drones i will become bezos

thorn bane
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i just build everything in 1 place

limpid narwhal
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now that i think of it, i should've started in the desert as i'm using refined power

frosty pawn
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i cant build everything in 1 place because 1 place is never big enough

limpid narwhal
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the only problem with the desert is the initial start with biomass burners

frosty pawn
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i have the whole map, im gonna use it

celest urchin
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Yeah I plan on building my final factory in the Desert.

frosty pawn
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there is a nice area south west of the sand in dune desert which is full of wood

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also the oasis in northeast has lots of foliage

limpid narwhal
frosty pawn
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and the beach also has a lot of foliage

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ewwww flying factory yuck

limpid narwhal
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yeah i'm gonna tear it down

thorn bane
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ye i always build up in the sky so i dont have to deal with terrain xD

limpid narwhal
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just temp rubber/plastic

frosty pawn
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but terrain is the fun part :<

limpid narwhal
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skybases are convenient but they get boring after a while

frosty pawn
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they get boring immediately

limpid narwhal
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i like building with the terrain where i can

frosty pawn
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if my foundation is not clipping the terrain it's not low enough

thorn bane
limpid narwhal
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i like buses but i can't bring myself to use them in this game

frosty pawn
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all of those screenshots look super boring

limpid narwhal
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it just doesn't feel right

celest urchin
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THE TRUCKS ALWAYS GET STUCK!

thorn bane
celest urchin
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IT IS SO ANNOYING!

limpid narwhal
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this is getting fixed in update 5

frosty pawn
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might as well just delete the map and have only one giant square of foundations

limpid narwhal
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the trucks*

celest urchin
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They always flip over and run themselves out of gas.

frosty pawn
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i can't allow it. hannah would cry.

celest urchin
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ALWAYS!

frosty pawn
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well theyre getting fixed in update 5

celest urchin
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I tried building a train system.... But holy hell it's hard.

limpid narwhal
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trucks are now gonna calculate the required amount of fuel for their trip and wait to fill up enough

frosty pawn
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the hard thing with trains is how big the stations have to be

limpid narwhal
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and if they get stuck they'll try other routes to get to their next node

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if there's none they will just phase through the ground until they get to the next one

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i never use them in their current state, but they should become a lot more usable soon

celest urchin
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A train in between those two red circles is FARRRR

limpid narwhal
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heh

frosty pawn
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not far for a train

thorn bane
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what roundtrip is that roughly? anyone know

limpid narwhal
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maybe 2km?

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probably less

thorn bane
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*roundtrip time sorry

limpid narwhal
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oh wait i see the two circles now

frosty pawn
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also the train line transmits power so those two sites can share power supply

limpid narwhal
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thought it was just between points on the top one

celest urchin
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It's far...

fierce ruin
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in u5 that changes

limpid narwhal
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pepsi this is my unfinished rail network

celest urchin
# fierce ruin not anymore

No. They flip over as soon as I'm anywhere near them and run themselves out of gas. Then by the time I actually do figure out what is wrong I'm on the other side of the map and I have to go back to the stupid truck.

Message @fierce ruin
Sorry meant to reply not DM you my B.

limpid narwhal
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yeah it's not fixed yet

upbeat tide
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Im busy making nuclear plants. 😦 half done tho

limpid narwhal
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i think update 5 is due in 2-3 months?

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will be fixed then

thorn bane
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the issue i have with ore->product factories is that they never use 100% of the resources so that kinda feels inefficient to me

fierce ruin
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bug*

limpid narwhal
fierce ruin
thorn bane
upbeat tide
thorn bane
limpid narwhal
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working down from the final product to see exactly how much of each raw material you need, and only bringing in that amount, sending the rest back into the network

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or into a buffer

celest urchin
upbeat tide
thorn bane
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but underclocking a miner is just not having 100% efficiency

limpid narwhal
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in some cases it can never be perfect but you can get it within a few percent

kind wigeon
celest urchin
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SEE THIS IS WHAT I'M TALKING ABOUT!!!!

limpid narwhal
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i think i'm gonna have drones collect the excess from factories and return them to ore supply stations

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hahaha yeah drop trucks as soon as you can

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unless you're gonna build roads for them

kind wigeon
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I haven't unlocked drones yet in this save

limpid narwhal
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they're just not reliable as is

kind wigeon
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working through tier 4 rn

limpid narwhal
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me neither, i'm probably not gonna stress about excess materials in the meantime

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they can sit in the station buffer

kind wigeon
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true true

limpid narwhal
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at the end of the day every node is infinite so excess doesn't hurt anything but your eyes

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and that can be avoided with load balancing to keep belts running smoothly

thorn bane
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but there is no way you load balance multiple factories 100% correctly
that would be ore spaghetti like hell

limpid narwhal
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the way i do things rn is i build factories in between the nodes i'm gonna need, and i clock the miners to bring in the exact amount needed

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so for example my EIB factory brings in 480 iron/coal and 450 limestone

thorn bane
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ok i just see a uncerclocked miner as wasted resources
i guess thats the difference

limpid narwhal
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it is in the late game

kind wigeon
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it's saving resources in mid-early game for power consumption

celest urchin
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You mean Ore spaghetti like my first factory?

limpid narwhal
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but you can always max it and split stuff off to whichever direction you want

celest urchin
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@thorn bane

thorn bane
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thats not ore

limpid narwhal
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i don't want to see the ore part of that one

thorn bane
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also i hate the fact that if you upgrade miners/get more slugs your factories would have to change

celest urchin
limpid narwhal
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see this is why i like the idea of separating the ore production from the factories

kind wigeon
limpid narwhal
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doesn't matter what rate it's going into storage at the station if the station is transporting it at a steady rate

celest urchin
celest urchin
limpid narwhal
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ideally by the end of the game i'm gonna have every node 100% tapped and pumped into a station

kind wigeon
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ugh I don't think I'm even gonna 100% the nodes

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just gonna prep stuff for U5

limpid narwhal
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assuming mk3 miners at 250% on everything that should be 70380 iron ore/min, 28860 copper ore/min and 30120 coal/min

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plenty to go round

thorn bane
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that would be a 1000 car train or something

kind wigeon
limpid narwhal
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yeah those are the limited numbers

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if we could move 1200/min they'd be much higher

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i think i'm gonna end up with a station for every two nodes honestly

thorn bane
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there is no way you build a train that holds 70380 iron/min

upbeat tide
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Once we get proper 1200/mon support it would be golden years

kind wigeon
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yeah

upbeat tide
limpid narwhal
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oh definitely not but it means that i have room to build more and more stations without running out of supply for them

celest urchin
limpid narwhal
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nah, i don't need to know where it's going

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just need to have it there for when i want to build somehting

kind wigeon
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to the sink it goes

limpid narwhal
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in the meantime the buffer fills up and the miners power down

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until i build a factory 3km away and tell a train to go bring me stuff

celest urchin
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If you want a 100% efficient world. You need to know exactly what you're going to be building. And where each supply chain ends.

limpid narwhal
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actually, how many power shards can you theoretically get

thorn bane
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1431
but lizard doggos exist

frosty pawn
celest urchin
limpid narwhal
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oh yeah i forgot about doggo farms

frosty pawn
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im not talking about the screenshot

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im talking about "If you want a 100% efficient world. You need to know exactly what you're going to be building. And where each supply chain ends."

celest urchin
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I'm in tier 5 & 6 atm.

frosty pawn
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then build with what you have for what you need now

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if you try to optimise in advance youre just wasting your own time

kind wigeon
frosty pawn
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it's all gonna be obsolete when you reach that point anyway

thorn bane
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thing is
you never reach that point

limpid narwhal
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i'm not gonna try to make everything 100% efficient, there's always something that has to over or underproduce for that

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i'm just gonna overcompensate in advance

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factories should be efficient, ore production should be maximised

frosty pawn
celest urchin
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I am. But there are only so many items/recipes... If you know ahead of time what to build, and how to build it. you can design a 100% efficient world.

kind wigeon
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technically yes, but, practically, it's really not a good idea imo

wind spade
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100% efficiency is easy with underclocking

celest urchin
thorn bane
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theres just too many things that change
like alt recepies
mk3 miners
mk5 belts

frosty pawn
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even if you know all the alternate recipes by heart, that should only teach you one thing at the start of a new game: youre gonna rebuild everything later so just do the best you can with what you have at the moment

kind wigeon
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speaking of alts, any optimized routes for hard drives?

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implying I'm just gonna go around the world for a while collecting shit

upbeat tide
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Nope just have to collect them

limpid narwhal
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i just keep scim open and go to the nearest one each time i get one

kind wigeon
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true true

celest urchin
limpid narwhal
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bring some biomass burners and biofuel along for the ones that need power

frosty pawn
limpid narwhal
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you can plan in advance which resources to bring since scim shows you what you need for each one

limpid narwhal
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there are some that won't open as they need parts that aren't in the game yet

celest urchin
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Scim?

limpid narwhal
wind spade
limpid narwhal
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you can load your world save in to see which ones you've already grabbed

frosty pawn
celest urchin
limpid narwhal
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yeah it's super useful

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it's where i got that map screenshot from earlier

kind wigeon
limpid narwhal
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i've heard you can modify saves in it and move factories around? but idk how to do that

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i don't want to look into it because if it does exist i will have wasted so many hours and i'd rather not know

frosty pawn
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its easy. click stuff

limpid narwhal
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man

kind wigeon
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rebuilding is kinda cathartic idk if I wanna take that away from the game

frosty pawn
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i use it to move foundations so they align to my head-canon world grid

celest urchin
frosty pawn
limpid narwhal
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it is until you build a 200 metre high wall around the entire map and you build 2km worth of it one space off

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and then you spend 3 hours deconstructing it

kind wigeon
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true

celest urchin
limpid narwhal
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i am so glad the wall is done

kind wigeon
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I'm not even gonna bother with mapwide stuff lol

frosty pawn
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rebuilding factories over and over is the whole point of the game. that's why alternate recipes are random from hard drives

celest urchin
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If you're going to fuck with mapwide stuff, you need a plan.

kind wigeon
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my factories are localized around nodes and I'm planning on using trains for long range transport

limpid narwhal
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i think my pc is too, placing like 8000 walls at once with smart mod brought me below 1fps

celest urchin
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I personally am not. I just want to get to tier 7 & 8.

But if I ever DID want to mess with that. I know you have to have a plan.

kind wigeon
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speaking of which, for throughput, would it be better to use multiple trains or just one big one?

frosty pawn
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if you plan to rebuild it in the end, you wont be disappointed in the end when you find out all your plans were flawed

celest urchin
limpid narwhal
frosty pawn
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you cant design correctly in the first place because you dont have the recipes or resources

limpid narwhal
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then decide whether you want a long one or two half the size

limpid narwhal
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i think train length impacts their speed?

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i can't recall how good the physics are

kind wigeon
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welp gonna go try it out then

frosty pawn
kind wigeon
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depends on how many locomotives it has, right?

limpid narwhal
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do they get pushed further downhill with more carriages too?

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faster*

frosty pawn
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more locomotives can reduce the impact of upward slopes

kind wigeon
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as long as it's under 1 locomotive:4 carts or something iirc

wind spade
limpid narwhal
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these two topics remind me of the biggest mistake i made in this save so far

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my trains drive on the left, because i'm australian and that just feels right, but my spirals go to the right, meaning my trains have a longer trip going up and shorter trip going down

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i haven't set any of them loose on the network yet so it's not too late to fix, but i don't know if i can be bothered

frosty pawn
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if your trains drive like the cars on your streets, they should also use roundabouts the same way

thorn bane
kind wigeon
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"accidentally"

limpid narwhal
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yeah i've done that a few times by accident, i forget what the double spirals look like top down

celest urchin
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Why do you use spirals?

limpid narwhal
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takes less space to descend or ascend

frosty pawn
#

reminds me of this

limpid narwhal
thorn bane
kind wigeon
# limpid narwhal

instead of having 1 lane inside the other spiral, why not make it a double helix?

limpid narwhal
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i can't wait to set like 50 trains loose on this line and just sit here watching this interchange

limpid narwhal
frosty pawn
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i dunno why ppl dont just do really long ramps

thorn bane
#

it looks better imo

celest urchin
kind wigeon
limpid narwhal
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it would take me like an entire kilometre to descend from the height i'm at

frosty pawn
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like i get it if you need to go up a cliff but if youre just going up into the sky and then off in a straight line it seems like a waste of steel to make the trains travel a lot of unnecessary distance

limpid narwhal
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you know what would be really cool as an alternative?

celest urchin
limpid narwhal
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train lifts

celest urchin
empty glade
kind wigeon
limpid narwhal
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they could have dynamic power draw depending on the weight of the train and the duration of travel

kind wigeon
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I don't think the radius really matters

frosty pawn
limpid narwhal
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yeah

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doesn't hurt to think ahead but you need to get there to put that into use

frosty pawn
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me thinking ahead: how can i do this as quickly and efficiently as possible so i can dismantle it with the least amount of effort later?

kind wigeon
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train lifts would be a godsend though

celest urchin
frosty pawn
kind wigeon
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but locomotive go choo choo

thorn bane
kind wigeon
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drones just go brrrrwoosh

frosty pawn
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but dron go brrrrr

kind wigeon
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oh my god you just gave me an idea

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train tracks, but connected with drones for when I don't wanna bother building up or down a cliff

empty glade
kind wigeon
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true

frosty pawn
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fuel for trucks is easier. with the update it should be easy to transport stuff from a large train station to satellite factories

kind wigeon
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oh yeah I forgot about the truck changes

frosty pawn
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im gonna have a paint canister factory

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best fuel

kind wigeon
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lmao

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I hate manually collecting flowers though

frosty pawn
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it's my favourite

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make green fields green again

fierce ruin
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Paint the fields light blue-green with the blood of doggos.

kind wigeon
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I usually start at the desert

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for muh water, somewhat ironically

fierce ruin
frosty pawn
kind wigeon
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you're not wrong

frosty pawn
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i really hope U5 has a lawnmower vehicle

kind wigeon
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or one of those big tree cutting trucks

empty glade
bleak coral
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it's just matching inputs to outputs in general

frosty pawn
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TL;DR dont waste time

bleak coral
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there's also power efficiency, resource efficiency, and space efficiency, which is using as little of those as possible while making the same output

kind wigeon
bleak coral
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and they generally compete with each other

frosty pawn
#

you said basically what i said. power is a resource, so is space and time

kind wigeon
fierce ruin
kind wigeon
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gotta space things just right

frosty pawn
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spacing things right

kind wigeon
#

see that's great

wind spade
kind wigeon
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I like that

frosty pawn
fierce ruin
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Oh them being out of alignment bothers me so, so much....

bleak coral
#

I like it

wind spade
# frosty pawn

I mean like this

E-+  G  G  G  G
  +--+--+--+--+
E-+
  +--+--+--+--+
E-+  G  G  G  G
kind wigeon
#

personally I would've done the pipes like this though

frosty pawn
#

but they are aligned. theyre aligned by their conveyors

fierce ruin
#

🤢

kind wigeon
#

or this

frosty pawn
#

those long pipes go under the foundation so it looks much neater in game :p

kind wigeon
#

ah okay that's fair

frosty pawn
#

also the pipes that are directly connected to the generators are JUST long enough to have flow indicators

fierce ruin
#

I respect that it works but the buildings being not in center alignment is something I could never bring myself to do.

frosty pawn
#

and the junctions sit on top of the splitters

empty glade
kind wigeon
#

y e s

frosty pawn
#

if i wanted the generators symmetrical, they would need to be farther apart because of bendy belts and pipes wouldnt work as well as they do here

wind spade
#

iirc I've calculated that if you rotate the gens 90 degrees, it's almost perfect square due to their sizes

kind wigeon
#

wait how do you rotate the map in scim

minor cipher
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I dont think you can

fierce ruin
kind wigeon
#

ah

minor cipher
#

I dont think you can even rotate the in game one

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it would just make it confusing to compare the two for locations

kind wigeon
#

true

minor cipher
#

but yeah the map being tilted 45° messes me up sometimes lol

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or at least it feels like that

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maybe cause my foundations are rotated 45°...

frosty pawn
kind wigeon
#

lol ikr

minor cipher
#

¯_(ツ)_/¯

frosty pawn
#

it's the best use of space IMO, plus i like how the angled pipes look

fierce ruin
frosty pawn
#

i'll get a screenshot... need to start up the game :p

fierce ruin
#

Just INSIDE the building or on the platform needs to be lined up for my OCD. So that's just the generators themselves.

kind wigeon
#

here's my setup, other side's pretty much just mirrored

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pls don't bully my cabling

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if I ever decide to extend I'd probably just go vertical

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jesus fuck I just noticed this slightly crooked pipe

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that's gonna haunt me for a while lol

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oh my GOD the bottom extractor's misaligned too

minor cipher
#

heres my setup

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yes ik, overclocking is bad, but I didnt know that at the time lol

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4 mk.1 pipes for the water

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are stacked

kind wigeon
#

I hate scim

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it shows me my mistakes

celest urchin
# frosty pawn yes, my point is the opposite. trying to plan your nuclear build while youre in ...

Okay so 1 manufacturer can produce 1 High speed connector at a rate of 3.75/min at 100% clock speed.

If the recipe I decide to use demands 210 quickfire/min, 37.5 cable/min, and 3.75 Circuit boards/min

That means I need
At least 2 constructors making Cable at a max rate of 60/min
At least 6 constructors making Quickwire at a max rate of 240/min
One Assembler making circuit boards at a max rate of 7.5/min

The Cable requires 60 wire/min
So we need 4 constructors making wire for the 2 cable constructors
One smelter for the 2 constructors making wire, and obviously 1 miner for the copper.
Mk2 miners can produce goods on a pure node of copper at a rate of 240/min.
If you feed that into 8 smelters you get 240 copper ingots/min.
Which means you can make 240 cable/min from one pure copper node using
8 smelters, and 2 layers of constructors. The first being 16 wide and the second being 8 layers wide.

Do you get what I am saying now??

frosty pawn
#

you can use multiple floors instead of making super large 16x8 floating platforms

celest urchin
#

No

empty glade
#

Which cable recipe do you use? Insulated uses less copper. Which quickwire recipe? Fused uses less caterium. Which circuit board recipe?

frosty pawn
#

ok, sorry did not realise you cant do that

#

my bad

empty glade
#

Better use copper alloy; it gives bonus ingots for mixing in iron.

celest urchin
#

It depends entirely on the recipe you want to you use. Design around and according to that. And you can legitimately plan your factory.

frosty pawn
#

you just wrote an essay detailing each step of a plan

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you gonna say now the plan is perfect after you admit the whole thing is subject to change?

celest urchin
#

bROTHERMANGUYPALDUDEBRO.

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Do you not get that all the numbers in that essay can be swapped out with just a little bit of thinking?

empty glade
#

Or calculator

celest urchin
#

^^^^

frosty pawn
#

no, i dont, because it's not just the numbers. entire sections of it can be rendered obsolete by chaging a recipe.

frosty pawn
#

you can use iron wire which basically deletes copper

frosty pawn
#

i've played this game long enough to understand the concept of planning ahead with the knowledge that all plans will change when the time comes and you cant design a factory that you will build in later tiers while you are still in earlier tiers

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you WILL dismantle, whether you want to or not

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also my flow indicators disappeared between saving and loading the game

celest urchin
frosty pawn
#

I have over 1000 hours in this game and I've learned that it's far less stressful to focus on the current task, not the endgame, until you reach the endgame

celest urchin
#

You wanted to harvest ALL the ores in the world. I'm saying you should figure out what is possible with all those ores.

I'm sure the Most efficient recipes are already out there somewhere.

Just build around that.

fierce ruin
frosty pawn
#

I don't want to harvest all the ores. You must be confusing me with someone else

celest urchin
#

Maybe I dunno. Someone here wanted to do that. And when I said they should figure out what to do with all that stuff you said that it would be dumb to do that.

To which I said No, it would actually be much better.

frosty pawn
#

i agree. it is dumb to do that.

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literally the best return on your efforts for harvesting all the ores and processing them is to sink them all

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but you also need to power the whole thing and the most efficient power is nuclear which means you cant sink all the copper and steel etc, you need to balance it all out. in the end the whole exercise is a theoretical one, because implementing it doesnt even matter in the end

celest urchin
#

I don't know what the Sink's various return rates are. But considering that it's supposed to reward you more as the level of complexity rises in the items you sink into it, I would hazard a guess that sinking ores into it is not the most efficient use of materials.

frosty pawn
#

even if you were to implement this, you would need to play the game normally, without building any part of this, in order to unlock all the tiers and aquire all the alternate recipes first - this is where your argument falls flat on its face. you have to build your factory with absolute disregard to the endgame plan and then dismantle it when you reach that stage

celest urchin
#

Yeah. But just once.

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Not fifty or a hundred times.

fierce ruin
#

what is the endgame plan though

#

just finish spelevator?

celest urchin
frosty pawn
#

if i build a small factory to get enough reinforced iron plates and rotors to make enough smart plating to unlock tier 3 and then it becomes useless, i'm not going to immediately dismantle it. i'm gonna move on to a different area of the map and leave that junk there because i can dismantle it later when i have all the alt recipes i want

frosty pawn
#

in the mean time i can use trucks or trains or whatever to bring those parts to the next factory

celest urchin
#

Sure.

frosty pawn
#

that factory was never built with any single thought of what's coming next. there was no grand master plan

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it served its purpose and that purpose was to fulfil the current objective

celest urchin
#

Right. So when you GET a grand master plan is when you implement the Grand Master plan.

frosty pawn
#

you get that plan after everything else is done

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not before

celest urchin
#

Yes. this is true.

wind spade
frosty pawn
#

then we agree. my work here is done. goodbye

celest urchin
wind spade
#

it's hard to plan for alts that completely change your production line 🤷‍♂️

frosty pawn
#

the plan is "im gonna dismantle this in the end anyway so whatever, i'll just do whatever"

celest urchin
wind spade
#

and my point is - why not get the alts you want before building anything major

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most of the alts you can actually get before you start building certain production

celest urchin
#

I'm running around trying to that now on tier 5 & 6 actually.

minor cipher
#

plus, why would you even need to dismantle it? if you have like 6 storage containers for each resource, you'll never really need to wait for more to be produced

celest urchin
#

It's not really about the amount produced. It's about the rate at which you produce stuff.

frosty pawn
#

you can always build another factory instead of waste time dismantling before you can begin building. there is only 1 reason to ever dismantle a factory: because you need that resource and there isnt an alternative. this isnt gonna happen until youve unlocked all the tiers and really shouldnt happen until a while after that

wind spade
#

and even after that you can just reroute the miner somewhere else and keep the factory there until you get younger brother to play with you to task him with factory removal

minor cipher
#

me when I am the youngest brother

wind spade
#

well good luck with your factory removing then 🙂

frosty pawn
#

i dont have a younger brother 😢

minor cipher
#

he may end up deleting all your factories

celest urchin
wind spade
#

my point is - removing a factory should be done only if you

  • need the space (which shouldn't happen as we have pretty much infinite space)
  • need the resources from which you've built the factory (which shouldn't happen because those materials should be automated)
  • need back the fps
  • want to remove it because it looks terrible
frosty pawn
#

"- want to remove it because it looks terrible" paint it pink, problem solved.

celest urchin
#

Pink re-shader mod?

minor cipher
celest urchin
#

MCAFFE ANTIVIRUS ALERT!

YOU ARE NOT PROTECTED!

empty glade
celest urchin
#

And the only reason deposits are "infinite" is because the miners use so little power.

wind spade
#

depends on how you define infinite.
raw resources are infinite
raw resources per minute are not

for same reason:
energy is infinite
power is not

fierce ruin
#

<insert Palpatine unlimited power gif that I am not allowed to post>

celest urchin
wind spade
#

uhh, that's wrong definition

#

power is energy over time

celest urchin
#

The mathematical expression for electrical energy in a conducting circuit is E (e) = P×t

wind spade
#

but "power over time" means P/t

#

also energy is stored in items that can hold energy (fuels, coal, etc.), which are infinite.
power isn't infinite (or rather sustainable power)

celest urchin
#

Technically it's an integral.

#

Not a divisor.

wind spade
#

practically what I said above is still valid 🤷‍♂️

celest urchin
#

Energy is the Integral of whatever you use to Model Instantaneous power in-between points t1 and t2.

But that sounds pretentious. So I just said "over time".

wind spade
#

energy is also the number literally defined per item in this game 🤷‍♂️

frosty pawn
#

my power decreases over time. that's why i need to eat and sleep.

minor cipher
#

thanks for the fun fact core of neutron star

fierce ruin
#

tsar much

celest urchin
#

So what are the good Alt recipes?

wind spade
#

there's no "good" and "bad" recipes. All are situational and depend on what you want to do and which goals you have, which resources you want to use, etc.

celest urchin
#

Because I'm looking at this Alt for an Automated Miner that takes 1 engine, 4 steel pipes, 4 iron rods and 2 iron plates and it produces 1/min.

And I'm just like wtf.

Regular recipe still takes the same number of iron rods, and plates, AND produces 50% more Miners.

Am I missing something? Or are some alt recipes just flat worse than the standard with zero upside?

wind spade
#

yeah, it's not for everyone, but if you want to automate portable miners, then you need to use this recipe 😉

celest urchin
#

Ohhhhhhhhhhhhhhh

wind spade
#

for most people it's not enough to outweight the extra cost, but it's something 🤷‍♂️

celest urchin
#

I gotchu. So it's just an option if you want to automate that specific item's manufacture and have a bunch in a storage crate somewhere.

I see.

fierce ruin
celest urchin
#

Any come to mind to avoid?

#

I'm farming hard drives atm. And I was just wondering what to avoid.

wind spade
wind spade
fierce ruin
#

Yeah. But for instance pick turbofuel before turbo heavy fuel etc

keen patio
celest urchin
wind spade
#

well that's requirements, not "which recipe is better"

burnt geyser
#

its prob best to look at the recipes and decide if it helps you with the resources you got (like if you got a bunch of quartz early on and cant use it a recipe using it is a good idea)

wind spade
celest urchin
#

Yeah. I'll do the requirements. That I'm fine with.

Also, @wind spade THANK YOU that looks like a great resource.

wind spade
#

if you haven't heard of it yet, it also has codex for buildings and items, and a production planner 😉

keen patio
#

pesters greeny, psssst, how's the update coming along? 😄 😄 😄

celest urchin
#

There's an update?!?!?!

wind spade
#

I assume Jeslis means update of my tools

upbeat tide
#

Greeny’s tool is one of the best available imo

wind spade
#

I'm working on a big update that will include a lot of new functionality

celest urchin
#

WHERE THE FUCK WAS CAST IRON SCREWS WHEN I NEEDED THEM ON TIER 4 HUH?!?!

wind spade
#

(and it's coming along nicely, but is still super far from finished)

celest urchin
#

WHERE I SAY!!!

keen patio
upbeat tide
#

@celest urchin caps lock check 🙂

keen patio
wind spade
wind spade
celest urchin
upbeat tide
#

Aah ok 🙂

celest urchin
upbeat tide
#

Sits here as the madman who used bolted frames and plates recipes in the HMF factory

#

60/min too

upbeat tide
#

I just have always used stitched plates and thought ...fml gotta change things up

celest urchin
#

I think I ended up needing close to Mk 3 Belt's cap at the time.

upbeat tide
#

I didnt do it til mk5’s tho

celest urchin
#

NO IT WAS MORE!

wind spade
#

yeah, it all depends on how you want to play. Some people prefer smaller footprints, some prefer resource efficiency, some prefer low power usage, etc.

upbeat tide
#

Yes there is no such thing as small footprint with my current build

keen patio
#

I want a weighting system that heavily favors resource efficiency with some favor of smaller footprints. Fuck power usage, BURN THOSE MWs.

wind spade
#

yeah, not with bolted 😛

celest urchin
#

I REMEMBER !! Because it wasn't until Mk 4 that my first factor could actually even run it needed so many screws!

celest urchin
wind spade
upbeat tide
#

Sadly resource optimization sometimes dips into rare resources

keen patio
upbeat tide
#

Anyway this is half my nuclear setup. Gonna go nuts by the time im done

wind spade
upbeat tide
#

Indeed

celest urchin
wind spade
upbeat tide
keen patio
#

@wind spade
I want to make Part X, and I want to make at least 500 of it/minute, and I only want to use at most 200 oil.
So.. lets say I had the perfectly resource efficient way that makes 1000 doohickeys and uses 100 oil, but needs 100 buildings.
but there's another way that makes 900 doohickeys for 99 oil, and only need 50 buildings.

Right now I don't have a way, short of disabling each recipe (and sometimes multiple recipes are used in a 'path' to make a part, so disabling 1 of them might not even change it to show me this..)

#
  • to see my 2nd option there
celest urchin
keen patio
#

Hypothetical.

wind spade
#

at that point it's optimising towards building count only though, there's no optimisation for raw resources

keen patio
#

Well, I guess I should have added that there is a third option that makes 550 doohickeys for 199 oil

#

which meets my criteria, but is the worst of 3 options

wind spade
#

it's "I want to make [amount] of [item], resource limits are [limits] and I want to optimise towards [building count]"

keen patio
#

I'm not disagreeing with you Greeny; you ARE right that its no longer optimizing entirely for raw resources...

celest urchin
keen patio
#

this is more a case of, I want to see my 'other options' for being slightly less resource efficient.. does that make sense?

bleak coral
#

you could get what you're going for with a building count or power limit, and then optimize for resource efficiency

upbeat tide
#

That said there are some alts I dont get their uses, like the fissle material alt that uses uranium ore

wind spade
bleak coral
#

so like you want X ppm of a part but under Y building/space limit, optimized for resource efficiency

wind spade
#

uhh, let me make a thread for this, so that it doesn't get mixed with other stuff here

bleak coral
#

or Y power limit (probably not both)

wind spade
#

oh crap, no threads here

keen patio
#

Because I DO want to be resource efficient.. but up to a limit; I forget the exact parts but there's been a few where it wants to grab oil and use it for some strange reason.. and disabling oil fixes the problem and only costs me like 0.05% parts (under maximize, which is why its not resource efficient any more)

celest urchin
wind spade
keen patio
#

So I find myself, when using your tool, hitting maximize, noting the parts/minute, then swapping OFF maximize and putting that part/min # back in to get a different result (Sometimes)

wind spade
keen patio
#

Yay! I'll wait for any more .. critique? until after the update then for sure ❤️

#

And I DO appreciate your tool immensely. I likely would have stopped playing this game long ago without it.

#

The SCIM version is unreadable for larger setups 😦

wind spade
#

I'm fine with any critique/ideas/anything. It's just for me your idea doesn't make sense. The only thing that makes sense for me is "I want to see other options", which is however SUPER hard to do. Since the tool has to "think" about what other options it can show

keen patio
#

True, and it can also be solved by adding controlable resource weights..

wind spade
#

which is will be a thing in new update as well 🙂

keen patio
#

eg; if I really dont want to have to use oil, I can increase its weight 20% to limit how likely it is to show me an oil based recipe unless its AMAZING

celest urchin
wind spade
#

yeah, definitely can see usecase for that. Weights were planned to be modifiable from the beginning, but for some reason I didn't add that

keen patio
#

@wind spade Question regarding your weight setup; How.. well will this work if I want to do something like.. reduce each resource weight based on the % I am using of it? .. eg; if Im using 40% of the quartz, can I do something like 'reduce the available quartz listed' and the weight will auto adjust?

fringe pawn
#

Ooh, I'm liking the preview to truck stops, in particular the pair of I and O ports perhaps indicate they've solved some of the things we were talking about yesterday?

wind spade
wind spade
keen patio
#

Yay! ty!

celest urchin
wind spade
celest urchin
#

And then it finds the solution to whatever problem you present it with by finding the intersection 2 lines yeah?

#

I'll DM you.

wind spade
#

I'm fine discussing it anywhere, just don't want to spam the channel here with semi-unrelated math talk 🤷‍♂️

celest urchin
#

Fair.

But I remember witting a paper in my Linear algebra class a few years ago about using linear algebra to solve related rates problems

I can def see a problem when there is no intersection though..

wind spade
#

yeah, if you're familiar with the subject, I can definitely give you more concrete information, but I'd really take it to DMs 🙂

celest urchin
#

Coo

tropic hawk
#

when your power just for the 2 main steps of uranium power is 4.6 GW...

versed violet
#

sounds about right

minor cipher
#

and then you can only produce 4.5 GW from the uranium/s

fringe pawn
#

I built power storages to power my uranium fuel rod chain. I didn't turn most of it on until the whole thing was ready. Though I did make a big buffer of encased cells.

dusty ingot
minor cipher
#

a -0.1 GW

dusty ingot
#

Oh no, obviously I wanna spend power on creating waste

fringe pawn
#

Watch the next tier of SE parts need plutonium waste 😛

upbeat tide
#

Good need a use for it

#

Uranium rods > plutonium rods > antimatter bet ya

fringe pawn
#

And then probably some alt to turn uranium directly into whatever comes after plutonium

upbeat tide
#

Nah keep current complexity imo

fringe pawn
#

Oh, it wouldn't be simple presumably.

#

I'm imagining a multi step process that requires at least two different particle accelerator recipes.

upbeat tide
#

Yup. We already have the structure for particle fun 🙂

#

And instead of water the antimatter is cooled by deuterium

#

Which is refined seawater anyway 🙂

fringe pawn
#

This could make for interesting gameplay. Keep your existing nuclear infrastructure to produce antimatter (or whatever) for the next power tier, or make completely new absurdly power hungry uranium -> antimatter infrastructure, which would be more efficient overall if you want to maximize power per unit of uranium.

upbeat tide
#

They would need to add hydrogen tho as a gas

#

Anti hydrogen would be interesting or even helium 3 for a different approach

fringe pawn
#

Just turn those dumb water wells into hydrogen wells 😄

upbeat tide
#

Eh the water wells have their uses

#

I maybe using 3 of em 😄

fringe pawn
#

I suppose they could also make deuterium wells in the ocean.

upbeat tide
#

Even tho thats realistic, bit too easy

#

Make it so you have to pump out water and refine out the deuterium

fringe pawn
#

So another refinery recipe? 😬

wind spade
#

Blender

fringe pawn
#

I think a water extractor variant for deuterium would be better, the same as an oil extractor essentially being a miner variant

upbeat tide
#

Yea blender or rather anthesis of a blender is appropriate

#

Honestly tho, helium-3 fusion would be a really cool extreme end game thijg

fringe pawn
#

It would be interesting to see them do any sort of take on fusion, I think they'd come up with something well done.

thorn bane
#

imo it doesnt make sense to introduce something after nuclear which is already complicated enough

upbeat tide
#

Nah it really isnt. Honestly. Granted you are talking to crazy people here

thorn bane
#

im saying it doesnt make sense to spend design work on something only 1% of people see

upbeat tide
#

Uum ok? This game is all about expanding stuff

fringe pawn
#

Ultimately they could make a final SE tier that makes power beyond nuclear compelling. The challenge would be making it interesting. They've been successful so far, I see no reason to doubt them.

#

But maybe we are closer to the end of the tech tree than we realize. WHo knows. 🤷

upbeat tide
#

We still have quantum computers, etc to be added in properly

fringe pawn
#

Yeah, even just adding quantum computers and super oscillators could make for some very complex new recipes. And we still have SAM. Overall I would bet on the game becoming more complicated, despite the protests of some that things like aluminum are too complicated already.

upbeat tide
#

Aluminum is not complicated

#

At least I dont feel that way anymore

kind wigeon
#

to be fair the learning curves for most "factory" games are more like learning cliffs

#

makes you feel dumb at first, then when you figure it out, you feel like a god

upbeat tide
#

And thats how my aluminum plant is on verion 3 🙂

#

But now its never gonna change unless they mess with it for me

fringe pawn
#

It's the dilemma of appealing to a spectrum of people. I think they're doing fine now. Instant scrap exists, and there's plenty of resources to complete the [currently] final SE load without nuclear at all.

#

I think the most complicated mandatory item is nuclear pasta, perhaps? Because of conversion cubes.

thorn bane
#

dude i love aluminum because its actually complex not just "use the thing from before and make it more advanced"

#

aluminum and recycled rubber/plastic are my 2 favorite things to build

upbeat tide
#

Im gonna leave this here. My max map aluminum factory

kind wigeon
#

I love ur cables

#

just gotta say it

upbeat tide
fringe pawn
#

What intrigues me is the idea of plutonium being the final power tier, and then MK3 miners allowing full output eventually, so perhaps you can do both max nuclear and max instant scrap. Though I don't know how those numbers would look with the additional bauxite available.

#

And maybe we'll get an MK4 miner. 🤷

thorn bane
#

dont you do compacted steel ingot at that point?

upbeat tide
#

No

#

Solid steel all the way 🙂

#

Or coke steel

kind wigeon
#

I still gotta get solid steel

#

hard drives are giving me no luck

fringe pawn
#

I love the ultimate screw factory that uses compacted, solid, and coke steel ingots, then needs to resort to cast screws for the remaining iron.

kind wigeon
#

I could just reload the saves, but that just feels wrong idk

upbeat tide
#

Since somebody mentioned it

3600 rubber
3600 plastic

In there

fringe pawn
#

I feel like there needs to be a special Easter egg unlocked by getting a billion sink points from screws or something.

kind wigeon
#

oh, I've been meaning to ask, does the game decide to render belts using LoS or distance?

upbeat tide
#

Distance

kind wigeon
#

ah so covering things up won't help with fps drops

upbeat tide
#

Same reason trucks and trains go wonky after some distance

#

Visually

upbeat tide
#

Im leaning toward no tho

kind wigeon
#

I see

upbeat tide
#

Granted my game is 90% belts and 10% drones. 0% trains

kind wigeon
#

fair enough lol

upbeat tide
#

Trains ticked me off too many times 🙂

kind wigeon
#

I've been using (relatively) small factories spaced far apart to help with fps

fringe pawn
#

I'm looking forward to them previewing trains. I really like their truck preview, and I'm definitely going to use them just for the aesthetic.

upbeat tide
#

Im actually looking forward to the truck overhaul

#

Might actually use some

kind wigeon
#

yeah

#

might lead to less crossmap spaghetti until trains are unlocked

fringe pawn
#

In particular, it may be amusing to do plutonium rod powered trucks for endgame

upbeat tide
#

Pfft I dont do spaghetti

kind wigeon
thorn bane
fringe pawn
#

Great use of background for the picture

kind wigeon
#

"I'm just gonna tidy it up later"
also me 15 hours later:

#

it's so ugly but I'm waiting for mk3 belts to unlock

#

I also forgot foundations because I'm "gonna rebuild it later anyway"

tawny swan
#

hell yeah, squished my 300/m alcalid sheet factory down to a 10x13 foundation (originally a 12x14)

fierce ruin
keen patio
#

((Sorry for late ping, didnt realize timestamps were so much earlier.

upbeat tide
frosty owl
empty glade
upbeat tide
#

Im aware 🙂

#

But still they will de-render just in a smoother way now

reef turtle
#

So I've been revisiting the visualizer in my Satisfactory calculator, to add a boxes-and-lines display in addition to the Sankey diagram, and I've rigged up a thing that uses wasm in order to do layout using graphviz, and the results are so much better than what dagre can do:

#

Graphviz really is the king of graph layouts.

#

Dagre has this weird issue where sometimes it makes paths zig and zag needlessly, so they cross when they don't need to, and I'm pretty sure it's just because its algorithm for minimizing edge-crossings is fairly simplistic.

rancid dew
#

How youre using it? Any library or pack for it to add this sweet icons etc?

reef turtle
#

But more specifically: First, I calculate the size of each node. When I construct the dot file, I then just have it render each node as an empty rectangle of the appropriate size.

#

Then I go back through the resulting SVG tree and replace each empty rectangle with the fancy icons, etc.

#

I also do something similar for the edge labels.

#

d3 does a lot of the heavy lifting in terms of manipulating the DOM.

wind spade
reef turtle
#

It would be possible to hack that in with this, to some extent.

#

The trouble is that this graphviz thing isn't necessarily fast enough to use interactively like that.

#

But you can manually specify the position of nodes, so you could have it do the layout for the initial display, and then manually position nodes as they are moved around.

wind spade
#

I guess it would be fine to just recalculate edges at drag end 🤷‍♂️

reef turtle
#

True, that could be done. Drag a ghost node around and recalculate when it's dropped.

wind spade
#

I guess I'll check d3 stuff at some point, but I don't really want to dig into changing redering library now 😄

reef turtle
#

What are you using currently? React?

wind spade
#

vis-js

#

for visualisation

#

and angularjs for the website itself

#

also elkjs for putting the nodes in decent structure

reef turtle
#

d3 is really just a particular way of doing DOM stuff. If you're already using Angular, adding in d3 may be redundant.

wind spade
#

well I meant the graphviz 🙂

reef turtle
#

Ah, sure.

#

There are probably other libraries which can do this, too. Really it's just an API that goes "DOT document" to "<svg> tag with stuff in."

#

It also has some zooming and panning stuff built in, but I've gone and replaced that with my own implementation.

#

(Since I want to be consistent between the Sankey and box & line displays.)

keen patio
versed violet
#

Uh, what does programmable splitter do when you assign this to output??

thorn bane
#

you mean "none"? it just doenst output any items even when thers a belt attached

versed violet
#

Yes, but does thic combination means NONE as nothing (essentially ingores remaining filters), or none, except selected filters (in which case none is irrelevant).

upbeat tide
#

Oh I have never really tested that

#

I use 95% smart splitters because just dont normally need multiple rules per output

versed violet
#

Building the 'catch-all' filter just before sending everything to sink.

#

Also, mercer/sommersloop are not filterable??

thorn bane
versed violet
#

Ok, wouldn't make sense otherwise

thorn bane
#

anyone know if theres a way to make a perfect priority merger?

wind spade
#

three train stations

upbeat tide
#

So, I have been gathering the raw materials for my non-fissle material setup. I will need 4032 nitrogen gas. And after checking, the two closest nitrogen wells happen to total to 4050 nitrogen. 🤔

#

Gonna use the water generated from non fissle back into the nitric acid refineries as its a clean 2:1 ratio

thorn bane
#

huh i thought that was the notorious closed loop?

#

non-fissile makes 15 water -> 15 nitric acid -> which is its input

upbeat tide
#

Nope nitric acid is 30 water

thorn bane
#

for 30 nitric acid
but you only need 15

upbeat tide
#

Yes thats why the plan is to use every 2 non fissle blenders per 1 nitric refinery

#

This is the entire setup

#

The number of nitric acid blenders and non fissle blenders is workable with that ratio

#

And this is the break down plan. Wanted to see how to best take the main project down into segments

#

So far this is winning. Sulfuric acid will be a pain tho because its 50/min output but nitric is 30. No issue there

#

Actually sulfuric works out too. 4.8 refineries makes 240 acid. I am using two belts of 600 sulfur for this so thats 12 total refineries divided into three groups 4.8 / 4.8 / 2.4 which will make me 240/240/120 sulfuric acid

#

And my silica belts have 750 on them so will just stretch those to capacity. Have 3 of them available

frosty owl
frosty owl
#

By-Water:sulfuric acid are 1:1

upbeat tide
fringe pawn
#

And a fluid buffer or two?

upbeat tide
#

Nope not planned anyway

#

Kinda the idea

fringe pawn
#

I get a little paranoid about waste disposal, so it's the only placed I bothered with buffers to hedge against the fluid loss bug

upbeat tide
#

The flow is soo low in this case it will be mk1 piping

#

Per set

#

For the nitrogen I also plan to have one pipe per header, so 300 per pipe

frosty owl
#

About how many buildings was a 12ish plut. rods/min processing again? thinking_helmet

upbeat tide
#

120 @fierce ruin%

wind spade
#

poor guy getting pinged

upbeat tide
#

0.1/min

#

Ooh oops didnt even notice that was a username

frosty owl
# upbeat tide Kinda the idea

Any chance I could persuade you to include more production steps into the layout? 😏
Depends on what you got already at hand, but eg: include the accelerators and manifacturers in the bulding as they (can) fit nicely in front and got good ratios
Could even include steel and concrete production if you okay with space well 😆

upbeat tide
#

@frosty owl sure but will be later. Away from PC most of the day

#

Im doing instant plut cells soo

frosty owl
#

Sounds good, as I'm just passing by rn anyway 😅

upbeat tide
#

Instant plut cells is actually nice

frosty owl
#

I wouldn't have thought thinking_helmet
Got that much allu to spare now that you maxed it? ^^

upbeat tide
#

You only need 600 alu ingots for max

frosty owl
upbeat tide
#

Smth like that

#

Anyway be back later

muted crypt
#

question: is the normal recipe for Encased Uranium Cells used, or is the alt used? I'd assume the alt because it uses less uranium and sulfur overall, but it's also using quartz (and possibly limestone) and caterium so idk

#

like if I wanted to be the most efficient with things

#

I'm just drawing up diagrams for myself while there's not much to do at work

fierce ruin
#

the alt is usually prefered. Sulfur and uranium are more limiting, if you want to max power from nuclear it's a clear win (as uranium is what limit power from nuclear)

#

if you want a more complex calculation where you max production from some other part and just want to produce enough power and not max it the normal recipe might have some use (even then, i'm not sure... but anyway, i think maxing power is what people usually look for when building nuclear)

upbeat tide
#

The encased uranium cell alt is far superior. You fet more out of your limited uranium and sulfur supply

#

The silica becomes a nothing issue if your using cheap silica. Same with quickwire. Use pure cat inogts + pure copper ingots + fused quickwire = a serious ton of quickwire

thorn bane
upbeat tide
#

Yes that issue exists but none of my recycled loops have failed because of it, or my aluminum setups

#

🤷‍♂️ dunno if there is a reason or not

thorn bane
#

the issue is not recycled loops its closed loops because they cant recover

upbeat tide
#

My alu solution is closed loop and has no problems at all

#

At least think its considered closed loop

#

Best image I have of the alu solution system

#

Straight from sloppy solution to the electrode refineries

fringe pawn
# thorn bane the issue is not recycled loops its closed loops because they cant recover

Prefill with a big fluid buffer and you buy plenty of reloads, IMO. Uranium waste is a pretty small operation, even at max, so it wouldn't even end up being a particularly large build to do max nuclear with a couple thousand saves (3~ per day for 2 years) worth of extra water as a buffer. You also need slight overproduction of nitrogen gas and sulfur to compensate for when the lost fluids aren't just water, and/or to buffer these separately.

thorn bane
#

or you just use the water with wet concrete for encased plutonium rods

fringe pawn
#

That's an option, but not necessarily an easier one if you're not using the default plutonium recipes.

upbeat tide
#

I may actually use byproduct water. I need to use pure copper anyway down there soo why not?

fringe pawn
#

Nice

upbeat tide
#

Was thinking of this

#

But either way will need to feed some pure ingot areays. This will make me just under 1100 water as byproduct too

fringe pawn
#

I did something similar (and smaller scale) but with sulfuric acid.

upbeat tide
#

Well was considering this for nitric since its a easier ratio, but yea true closed loops do have issues

fringe pawn
#

I'd probably pick the option where I can think of the best physical layout. Otherwise they all have more or less equal strengths and weaknesses.

reef turtle
#

Aluminum defies me. Without some sort of priority fluid merger, I'm not sure how to design a system that behaves appropriately in response to feedback.

#

That is, in response to outputs filling up.

wind spade
reef turtle
#

The VIP junction seems simple enough, but I do not understand how it works.

fringe pawn
#

Use the wastewater for pure ingots or wet concrete instead? 🤷

reef turtle
#

This approach is insufficiently tolerant of feedback.

#

If my ingot or concrete consumption backs up, then I'm back to not consuming the wastewater.

fringe pawn
#

Smart splitter to a sink?

reef turtle
#

The VIP junction seems like exactly the thing that I need. I just want to know how it works.

#

A smart splitter would indeed prevent deadlocks, but it is rather wasteful.

wind spade
#

is it more wasteful than your buildings not running? 😛

reef turtle
#

It's more wasteful than this VIP junction, apparently.

wind spade
#

well it's kinda separate topic - no matter if you do or don't do VIP junction here, for all other productions - why not overflow to sink when storage is full? 😛

fringe pawn
#

Waste is also a peculiar concern in a game where all resources are infinite.

#

I guess your first computers that you build by hand may be a little precious, and other such scenarios. But not ingots and concrete.

wind spade
#

anything that you have a full storage of can be considered not precious at that time

#

and if you don't sink, you won't get too much extra anyway, mostly it will just fill belts and machine outputs

#

which may be needed for some reason, but at that point you should increase your storage capacity instead 🙂

fringe pawn
#

look at packaged turbofuel and all the other random things in his warehouse and scratches his chin.

thorn bane
#

for me the reason is to save power by having the machines shut down

wind spade
#

which is a valid argument, but at that point you may look at expanding your power instead

reef turtle
#

Apparently it's as simple as "in a vertical pipe junction, lower inputs take priority over higher."

wind spade
#

because either you can't run all your buildings at once and that's why you're saving power (which may be bad if for some reason your entire base decides to run at the same time - blowing your fuse)

or you can run your entire base out of the available power, at which point there's pretty much no reason to not run it to produce more items/sink points

thorn bane
#

well power storages are a thing so 1 is a viable option

wind spade
#

I'd still be very sceptical about a base that can blow fuse if it runs for long enough 🤔

reef turtle
#

Presumably, at some point you run up against your computer's ability to run the factory.

wind spade
#

sure, your fps may be a valid reason 🤷‍♂️ but if the argument is "saving power", then I don't really like that argument

fringe pawn
wind spade
#

well it's your save, I just expressed my concerns and recommendations 🤷‍♂️

fringe pawn
#

Nothing like that riveting feeling of seeing the clock on your power storage, knowing that's how long you have to get your nuclear up and running. 😛

thorn bane
# wind spade sure, your fps may be a valid reason 🤷‍♂️ but if the argument is "saving power"...

if i know i use ~1 computer per minute spread out over my gameplay (1275 in 80h but you dont use them early so 1275 in 20hours) but im making 3.75/min becuase of the recipe, that production requires ~550 MW but it will only run 26% of the time so i plan for 146MW and save 400MW

Now lets say you go to your storage and take 200 computers
that would take 53 minutes to be replenished during which youre using the full 550 MW so you will drain 440MW from your power storage.
440 MW in 53min is ~4 power storages

so by building 4 power storages i have saved building 2.7 extra fuel generators

wind spade
#

and now let's say you take another 50 computers before it fills back up and blow your fuse because power storages are not enough 😛

thorn bane
#

but if you come back to get another 50 computers youre not using other resources, so the power save from those would handle that

wind spade
#

well you don't know that

#

what if you were e.g. filling a truck to build a bigger project somewhere else and just for safety wanted to put more of each item so you don't have to come back in case you need more

thorn bane
#

if thats your playstyle then you just build 10 more power storages and youre good

wind spade
#

or enough power to handle it and as a bonus I'll have nice amount of tickets so that I can purchase cosmetic items and more cool stuff in a shop 🤷‍♂️

#

with how much new cosmetic stuff will come to awesome shop in U5, you may as well start printing those tickets now 😛

thorn bane
#

i mean if you need tickets sure but im talking about sinking ore/etc. that doesnt give a lot and if you already have something thats efficient for getting tickets

#

i feel like with how good power storages are now there is really no need to go for meeting the max cons.

empty glade
wind spade
#

I never talked about sinking ore. I was talking about putting an overflow splitter before storage, so you're sinking only final products that have full storage. That does mean that ores are produced at full capacity, but only materials that are actually produced are sunk 🙂

wind spade
thorn bane
#

well id rather have to build 50% less power and get through the game faster than having some coupons but i guess thats personal preference

wind spade
#

for me factory games aren't about speeding through the game, but about having satisfaction from nicely built and working factories 🤷‍♂️ I'm not a speedrunner and generally speeding through the game is not what I do, I always like to explore what the game can offer besides the main path

#

but yeah, I said that previously as well, it's your save, I'm just expressing my opinion 😉

thorn bane
#

i just feel like you havent tried the power storages yet
they are pretty good xD

wind spade
#

well as you may know, I haven't actually played the game much, but I've played a lot of similar games and I kinda know what kind of playstyle I'll be going for when I'll finally try the game properly (most likely after U5 hits stable)

#

point is that power storages are essentially buffers and buffers usually just delay problems instead of solving them

reef turtle
#

I'm playing Satisfactory for the first time in quite a while, which means this is my first time running through what is currently the top of the tech tree.

#

And dang, the "classic battery" recipe seems much more efficient than the base recipe.

wind spade
#

it is

reef turtle
thorn bane
wind spade
#

10 batteries with "best" recipes + classic battery

#

10 batteries with "best" recipes but normal battery

reef turtle
#

That's less satisfying than writing my own ratio calculator, heh.

thorn bane
#

its alot more buildings though right?

wind spade
#

70 MW for normal battery
97.5 MW for classic battery

wind spade
wind spade
# reef turtle

that looks super cool, though I was a bit confused by the colors at first. I first thought they are based on type of recipe, then type of building, when finally realising that they don't really mean anything and are used just to distinguish between stuff

#

so for example it was pretty hard to find all raw resources/miners

#

(just some feedback 😛 )

reef turtle
#

Yes, the colors are assigned arbitrarily, with a bit of a graph-coloring algorithm applied so that neighboring things don't use the same color.

#

As for the miners, one of the many items on the to-do list is to play around with how the graph is justified.

#

Which could e.g. ensure that all of the raw resource nodes are placed on the top rank.

wind spade
#

I'd enjoy a distinct color assigned to miners/raw materials, that isn't used anywhere else

reef turtle
#

It'd be easier to use a different shape.

#

Round instead of square.

wind spade
#

or that (though I'd have to see it first)

reef turtle
#

There is also an interactive component where mousing over a node will highlight it and all of its incident edges.

wind spade
#

not sure how much I like that the highlighted edge labels look very similar to nodes

#

even though it's just on mouseover

#

may be a bit confusing

#

maybe like 50% background transparency or something could solve that

#

oh lol

#

ask mods to allow links to your tool I guess 😛

reef turtle
#

It's very much like how my Factorio calculator's visualizer works.

#

When the node labels are highlighted, those boxes do get rounded edges.

#

And when used interactively, they do stand out more.

wind spade
#

yeah, I've used it a bit for Factorio playthrough, but eventually sticked with Helmod simply due to it's ingame integration 🤷‍♂️ but I remember having slight issues with the highlighting there as well, before I got used to it

frosty owl
# reef turtle

I think you could make the graph nicer by having the machines' rectangles change size according to the number of machines (eg: they vary between min and max size based on the number of machines in that instance of the plan)
Could be a toggleable thing ^^

#

Just throwing ideas~

reef turtle
#

There is a separate Sankey diagram which does this.

#

It looks like this at the moment:

frosty owl
#

So you'd have to send the factory plan to this Sankey thing?

#

Oh, right

reef turtle
#

The display can be toggled between these two separate types of graph.

keen patio
#

((Sorry for the late night ping)

reef turtle
#

d3-graphviz is doing the heavy lifting, then I do a bunch of processing of the DOM after the fact.

keen patio
#

I may need an ELI5 there.. is that a website?

reef turtle
#

I am writing the tool that makes these diagrams.

keen patio
#

ah! Not ready for end-user stage (me), got it! Looks pretty 🙂

reef turtle
#

It is unfinished, and is not yet available, yeah.

keen patio
#

a quick (user) tip or feedback; when you set it up and are dealing with wastewater.. it might be worth having the tool look for uses for that water OTHER than looping it back into the system (the game doesn't play nicely with that)

#

Example; Nuclear recycling of uranium waste; the wastewater from making ... .. one of the items whose name I cant remember... can be used with nearby limestone for concrete, which is needed for processing plutonium pellets

reef turtle
#

I have dealt with it using the so-called VIP junction, which has worked great so far.

keen patio
#

it doesn't work for those of us in modded play unfortunately. I can only hope we get an actual controllable pipe junction to control flow priorities.

reef turtle
#

Looping it back works great if you can guarantee that the waste water is consumed before it acquires additional fresh water.

keen patio
#

((Tested with Mcgalleon, we couldn't get VIP to work with my modded game, most likely MK++ Machine issue.))

#

Thats the problem, thats very hard to do; currently I have to package all wastewater from a mapwide bauxite-->ALuScrap facility to be moved and unpackaged in order to avoid wastewater issues (even tho the fresh water ONLY ever comes in to a specific set of refineries, and is never mixed with wastewater at all.. the system backs up because of how the scap flowrate is controlled (stops and starts) which cause wastewater to flood the system.

#

Sorry to be clear; the waste water would backup even without any freshwater mixing, until I swapped to a packaged system.

#

ANyways; I just wanted to mention it as a user request. If its not something that the tool is able to do or would be a ton of extra effort for niche cases, I understand.

reef turtle
#

The tool is really just solving a particular math problem, heh. As far as the solver is concerned, water is water, and has producers and consumers, and it just tries to optimize those flows without regard for the actual nitty-gritty of moving it around.

#

It's just a linear optimization problem, as far as this calculator knows.

wind spade
iron dune
#

One my mega factory is properly underway, ill have a facility just do deal with the water, train will pick up all waste water from machine and take it to a place where it can all be used, with maybe overflow packaging to a sink. Waste water is such a pain, id like to be able to just sink straight from pipes

upbeat tide
iron dune
#

Ye, but if anything is left i mean

#

And everything will be nuclear, no coal of fuel will be used

upbeat tide
#

Thats why ppl like to use wet concrete. Cuz normally dont care if a refinery is under supplied

iron dune
#

I hope anyway

upbeat tide
#

My aluminum setup is semi closed water loop. Will draw up a basic plan soon to show it. Its been behaving well for me so far

#

Still deciding if I will do a closed loop or not for my non fissle setup

oblique hollow
#

i always switch around what i do.
For acid, i try proper closed loops. (though thats hard too due to the loading bug)
For aluminum with the water, i use priority systems. Or use configurations where one alumina refinery can be run off of all the recycled water

upbeat tide
#

If I do full closed this is what I was thinking

oblique hollow
#

if i remember right:
Normal Solution and Normal Scrap Ratio is 6 to 3
Sloppy to normal Scrap is 3 to 5

#

i havent yet tried to do these with electrode scrap....

upbeat tide
#

@oblique hollow will full closed even work? Considering the loading bugs

fierce ruin
#

iirc the loading bug doesn't affect fluid buffers?

oblique hollow
#

it doesnt but that doesnt mean it wont affect systems

fierce ruin
#

priority fill buffer then feed machine 🤔

oblique hollow
#

what even is the point of that

fierce ruin
#

I don't know anymore

upbeat tide
#

@oblique hollow @iron dune
This is a quick render of my aluminum water setup

oblique hollow
#

christ, i just did the math.
Electrode Scrap has really ugly ratios
4,5 normal solution refineries to 3 Electrode refineries.
1,75 solution refineries can be run completely off of recycled water there

upbeat tide
#

Yup its ugly

#

But this has been working. Once I switched my external supply to mk1 piping that really seemed to have helped

#

This is what I did. Each external supply pipe was split into three, so 200m3 water each or so. Then a valve to try to get it down to 180

So far no issues

oblique hollow
#

sloppy and electrode has soooorta nice numbers

#

1,5 to 2

upbeat tide
#

Yup

#

Mine is 3 to 4 per module tho but each module uses 600 bauxite

#

Well, almost all. Forced to use one impure node on its own

empty glade
empty glade
upbeat tide
empty glade
upbeat tide
#

Ah thats what I thought but got myself confused for a sec

#

So plan A, use byproduct water for something

oblique hollow
#

ah feck

#

i messed up top right

upbeat tide
#

@oblique hollow you may want to make it visually easier to see the difference between water and solution pipe numbers. The bottom right threw me off for a sec showing 720 until I realized thats meaning alu solution

#

There is coloring in the arrow lines but maybe a label will make it unquestionable

oblique hollow
#

then where else should i write total flow numbers

#

water blue, solution gray

upbeat tide
#

Yea was thinking below the numbers like
“180m3
Water”

But a second line may not look good

#

Im a label guy 🙂

warm sphinx
#

new textures???

upbeat tide
#

Nah just a bug. Reload game should fix

empty glade
#

May need to clean files with Steam

oblique hollow
#

there, fixed

#

these are the smallest sensible setups for these ratios

upbeat tide
#

@oblique hollow the ratio number here seems off

minor cipher
#

pretty sure what this means, if my power storages were full, they could handle 7000 mw over the capacity for 1 hour until the power cuts out? and 3500 mw over for 2 hours till power cuts?

oblique hollow
#

and 1750 MW for 4 hours

#

yep. it scales

minor cipher
#

alright ty

oblique hollow
#

that ratio is a different thing

upbeat tide
#

Ok see what you mean

oblique hollow
#

for Solution to Scrap refineries, it would be 3 to 4 for sloppy and electrode

upbeat tide
#

Yea I know my setup isnt the best way to do it but its at the point of “its not breaking”

oblique hollow
#

ill try to use these ratios in the future. they are quite neat.

#

for now i just VIP all the water for aluminum

upbeat tide
#

Only real difference between yours and mine is that mine combines external and byproduct water that I can see

tranquil magnet
upbeat tide
#

@tranquil magnet

HOR alt
Diluted fuel in blenders
Diluted packaged fuel
Residual rubber
Recycled plastic
Recycled rubber

Only alts and recipes you need for recycled loops

oblique hollow
#

that setup actually says "400 HOR makes 800 Fuel" which is only true if you use diluted fuel

#

the steps where it say "package fuel" reads "DPF" above.
That stands for packaged diluted fuel. an alt recipe

#

now youd probably use the blender recipe for diluted fuel instead of the refinery recipe, since it removes the need to unpackage fuel

tranquil magnet
#

So i need to add the alternate receipe and addpackaged water

minor cipher
#

huh thats quite strange

#

when I added more batteries, the capacity just fluctuated, never seen it do that, could either be my coal or fuel

#

lets see, i can figure out via difference

#

thats 150 MW difference

#

so it seems a fuel generator shut down for a moment there then eh?

#

oh damn look at it go, I should really check it out

#

soo

#

I produce 333.375 turbofuel a minute

#

they go through mk.2 pipes

warm sphinx
#

guys, what is a great setup for pure iron (the one with refineries i want alot of room to expand also

minor cipher
#

37*2 fuel gens...

#

74 of em...

#

oop

#

they all clocked to 100%, so 4.5 tf a minute each

#

strange...

#

so I should have 0.375 turbofuel a minute extra no?

#

red = production, orange = consumption

faint ember
#

Are you doing pure turbo fuel or is there a waste output?

#

TF production can be funky if you're doing it as a plastic byproduct. Solid materials can get locked up and that trickles down the line.

minor cipher
#

hmm

faint ember
#

Ah. It might just be a flow thing. If all the refineries are at 100%, the upstream power plants might be filling up before the downstream ones can get their juice.

minor cipher
#

let me check the coal actually

#

seems like the conveyors have no spaces (mk.3)

faint ember
#

Ahhh

minor cipher
#

hmm

#

I heard conveyors are slightly slower when you are further away

#

I was quite a bit away when this started

oblique hollow
#

that really shouldnt be an issue with mk 3

minor cipher
#

let me see if theres something with fuel then

#

10 refineries, all 100%, making 400m³ a minute

#

then the tf, 17 at 100%, and 1 at 78%, so

#

ahh

#

I see the issue now

#

there wasnt as much precision with decimals at the time

#

actually there was no decimals

#

there we go

#

there we go! should no longer have that issue

faint ember
#

Wait, reducing TF production fixes it?

minor cipher
#

it should anyways

#

what I think happened is that due to the tf production being a bit too high, the fuel was unable to properly overflow, so the other refineries kept getting starved every once in a while, which eventually caused a small dip in the tf production, and the last few gens started stopping every once in awhile

#

at least thats what I think happened

#

the rest of stuff seems to be in order

#

although, havent checked the compacted coal production

frosty owl
minor cipher
#

it occured like an hour after I loaded the game

frosty owl
#

Fluids can take a while to settle

#

The gens could have been running fine at first but eventually the fuel pipe loss shows up once the fuel "settles"

faint ember
#

Solve that shit with a fluid buffer and a few minutes with no consumption

frosty pawn
#

vertical pipe can separate generator fuel from excess fuel. this method allows me to produce excess fuel to prevent generators from running low and also sink excess fuel.

#

also fixes the decimal places of the number of generators i would need 🤢

upbeat tide
#

@oblique hollow

Is these issues due to the loading bug? or do I need to do a water redesign?

#

water levels are continually dropping over time

#

water design, each is like this

keen patio
keen patio
wind spade
keen patio
#

Oh I tried that greeny, I WAY overbuilt.

#

the official ratio was supposed to be (modded) 8 freshwater sets, with 18 wastewater sets.

#

I build 24 waste water sets.

thorn bane
#

alsong as theres any connection (water or alumina solution) the system can shut down

keen patio
#

The problem was that the alu scrap did not flow out consistently from everything at once; so what would happen is that more and more 'wastewater' from the freshwater set would fill buffers I had setup to measure how it was going... until the wastewater pipe network would fill entirely with wastewater, and be unable to exit the wastewater producing 'set of 2' refineries that also used wastewater to start.

#

if I had hooked up 30+ smart splitters to 30+ awesome sinks, then it wouldn't have been a problem.

#

But now, with packagers, it works perfectly, if at a 2,000mw extra cost

#

(because it only has something like 3600 empty canisters in the system, so it can never fully jam.

wind spade
#

I'm not sure why that happened, but it seems like it was due to some error somewhere 🤔

keen patio
#

I had .. 3? people look at it (it no longer exists now outside hte packaged version)

thorn bane
#

the error is the pipes beeing weird
you can have 100% accurate math with valves and limiting the flow but the refineries can still waterlock

keen patio
#

so I mean.. if it was user error, it was multiple users.

thorn bane
#

im kinda in love with this design

keen patio
#

if I ever rebuild my uranium waste processing, Im gonna convert that wastewater to concrete instead of the headache of recycling it atm...