#math-and-meta
1 messages · Page 558 of 1
no, you always start from ore
you build a separate factory that produces it's own modular frames
i keep commiting suicide because i fall in holes between 4 splitters
you always start with ore
yeah
doesn't that get.... repetative?
not as much as building 150 constructors because I want to overbuild
like wow just built a module frame factory, time to build a reenforced module factory.... which means building the entire module frame factory again
one factory can produce multiple items, so you can build a factory that splits some MF to HMF and pushes rest to storage
if you plan that in advanced
i think the problem is the belts connecting the manifolds, you dont need those because thats your bus
belt limitation can be a problem for some things but only 10% of your belts have issues unless youre overproducing alot
but even then my using overflow splitters having multiple belts bet item is not that bad
its in 1 place per factory so if you change something you need to come back to that factory which is alot of walking time
i mean my belt is 6 foundations wide i wouldnt call that alot of wlagking time
but ye i do agree that its using more belts its just easier to place them imo because they are all parallel
the real meme tho is building constructors manually in satisfactory
no matter what construction style you like
in a game about automation you think you could be automate the construction of manifolds as well
blueprints have been requested for a long time
you can do that but its hard to get to 100% resource efficiency that way
which is fine for some i guess but i just follow a planner that i made in advance or have a spreadsheet of all my production buildings
how do you calculate efficiency, though, like
if 100% of the input gets used its 100% efficient
your system on top, my on bottom, in both cases I see roughly same amount of belts 🤷♂️
100% of the input is always used. Otherwise it just sits on belts
(might be different than others definition)
there are two resources in satisfactory that matter
say for example you have 780 ore goign into a single smelter
thats not 100% efficient
your time, and items per second
in the manifold yes but between those you use less belts but different layouts
i use longer belts but all parallel
well yeah, which you can always do, but even if you don't, it's not a big deal to build it again, you can also make each factory look different and none of them is really large, because the production is pretty small and contained
the miner is not 100% efficient but it's not like you're wasting resources, if you don't need more than 30 iron per second
with a main bus you're pulling miles of every belt whether you like it or not, honestly i rather just build what i need
really a preference thing tbh
well between those for me is pretty much none, as the manifolds are next to each other (see paint earlier in covno)
how is only using 3% of the iron ore you get not wasting resources?
I know, I'm against bus 😛
cause you don't need it? You aren't spending the electricity to get it out of the ground
ok maybe ore is a bad example
say youre make 100 iron ingots but only use 20 for iron plates
then you overbuilt smelters
but how much time did you waste overbuilding the smelters?
yes exactly so its not 100% efficient
thats what i mean
heresy
ok then whats your idea of 100% eefficiency
the least amount of time needed
hm i see
it's roughly the same amount of work to build a 50 X factory as a 25 X factory
thats why i said resource efficency
not time efficiency
cause design, logistics, whatever, it just scales up
strats for raising efficiency develop over time
- scaling up or down
- underclocking
- overclocking
- mk.2 resource harvesters
- etc
resource inefficiency is if you use stupid alt recipes
even though i underclock myself, generally advise against it tbh
scaling is OP, you just find the GCF of all your inputs and outputs
that's why I do separate factories. I don't have to upgrade anything, because they still work and produce and new stuff can be built with better tech
but the issue is that youre not reusing them
you need to rebuild a lot of logistics for a new part where a bus is reusing the old logistics
wait why do I even play satisfactory
i usually go back and fix my early game stuff, like get rid of doubled up miners and replace it with a single mk.2, etc
hey, have trains gotten better in satisfactory yet?
we already estabilished that you have to build pretty much the same amount.
you can just pull whatever you need from existing factories, not sure why it would be considered abandoned
hm i dont think thats true for new factories
not sure
distance is the same, except with a main bus you are literally pulling everything
for new factories the only new thing is the logistics to bring new ores and that's what you also have to do anyway (not to mention that you have one point so bringing new ores may be more belt because it's further away, while I build near nodes)
i think it just scales differently
the more complex it is the more belts you need for a stand alone factory
where for a bus the cost is constant its just the bus+pullign stuff down
and for new parts you have to expand all belts
the bus is exactly where it's not constant, but increases with bus length and size
and for the standalone factory I already said I need pretty much same amount of belts
belts in satisfactory also kinda suck which makes main buses much more pain
can i plant resources into machines to make manifolds work faster
like if you have a set of stacked belts and you want to move all the resources to the top set of belts
but i have already build 70% of the belts i need for a new factory because thats the bus
I think that's the whole idea - to discourage players literally having 1 conveyor belt for everything
it factorio it takes zero extra space to do so, in satisfactory the splitters and mergers are absolutely massive
check this image, the only thing that's "extra" for me is if in the middle part the manifolds are further away from each other
yeah, but that 70% is what you built before when you didn't need it
yes so its more work early but less work later
i know that busses are way better infactorio no one is denying
im just saying that even with them beeing alot worse they are still the best imo just not by alot
so in the end the same amount of work 🤷♂️
yea actually I'm changing my opinion
for satisfactory, on-demand is probably the most efficient (in terms of items per sec over dev time)
if you get to HMFs / computers its the same work
but if you go all the way to the space elevator its less work
you should move them like this
yea
and put left belt priority to all
not my screenshot that's just the first one I found on google
but yea ur right
lol
yeah just suggesting 😉
ofc :)
both have pros and cons tbh, main bus takes a lot more pre-setup
my main issue with main bus is that it kinda forces you to have centralised setup which is neither recommended nor appealing to me
i think alot of people just see the early work and decide a bus is bad
where if you have all your stuff on the bus and youre making complicated things liketurbomotors the benefits just outweigh the initial cost of the bus
I've done the work and gotten to turbos and concluded i would never do it again
I prefer the initial time consumption of the bus design at the start than the work later
idk I can't imagine making turbomotors on bus, I'd have to add machines pretty much to all manifolds and the only advantage is that I'm using the "bus", which I need to use just because the manifolds are far away from themselves in the first place
it's easy to build stuff like ammo and those handheld ore diggers on the bus
though, actually, there's a term for a bus dedicated for human-use consumables - a mall
but you need to compare it to a turbomotor factory which is pretty big
the total added size is the same both for me and for you, you just separate it over the bus, while I have it in one place next to nodes I need
the length is one of the biggest issues I have with a bus
well you can plan ahead when youre making those
which doesn't mean anything, you still have to build it at some point, the fact that you built it ahead of time doesn't mean it's easier to build it on the bus, you just build it at different time
and even if you dont adding a machine to a manifold is easier than making a new manifold because you need to decide where to place it
not like it's hard to find a buildable space in SF world
compared to having a existing manifold and just adding 1 machine?
especially with smart mod?
Comes down to Time management and planning
let's keep modding away from this disucssion
I could make an argument that I have a mod that produces 10 turbomotors/s from thin air
ok even then adding an extra machien to a manifold takes no time
imo you spend most of the time in satisfactory worring about logistics and maybe 5% building machines
actually lemme find out
if it's just adding one machine, then I also add just one machine, so there's no difference
but its not just 1 machine
its the 2 belts connecting it and the spot where you place it
(i mean in a decision sence not raw materials)
"let me just add a few more machines.... and have to pull my bus of 30+ belts again...."
ok, so I build two extra belts that connect it to the module that's literally next to it. I agree that it's a bit more belts.
Now let's compare the other point - adding new manifold
- I still build just a few short belts (one for each resource)
- you need to build belts for ALL resources (increasing bus length)
so here you build more belts than I do. In the end it just evens out
i mean in the decision aspect
you need to decide where you place it and how you place your belts
you don't need to decide where you place your bus?
you also have to move all resources to a single spot, while I can just place the factory next to the nodes
main bus is a lot easier if you can copy and pasta though, but by hand it's honestly insanity at least for me
ok its 822 buildings in 80h so roughly a building every 6 minutes
anyway, I'm willing to bet that both systems use very similar amount of buildings and belts, in later stages my system will use less belts
less belts but thats not the time consuming factor
you spend most of your time figuring out where to place those belts
which you dont with a bus
how do I need to figure out where to place belts?
it's literally connecting two manifolds
I just need to find a place to build (which is easy, just plop it near the nodes)
you need to figure out where to place the manifolds (and how much space they take)
production tool already shows a pretty good schema on where they are
in relation to each other
and I know how much space they take since I know amount of buildings in them
imo those things take more time that just pulling it from a bus
but i guess it all depends on how often you have done one or the other
sure, but in my case I don't have to worry about anything else because I know the production is isolated. In your case, you have to check the belts, that takes some time as well (depending on how well you take notes about each belt's capacity)
also fyi I'm not trying to force you to stop using belts, I'm just trying to explain you that both systems are pretty much equal in time/building/cost complexity, so I wouldn't say that a bus is better in any way (and we both agreed that it's worse in terms of fps and that you don't have separated stuff [which is both recommended by devs to combat low fps and also useful if you want e.g. to disconnect one factory])
I just wouldn't recommend main bus (or any bus) for satisfactory playthrough unless you really know what you're doing and what it brings
and even then I think there are better ways to build (but each player can do whatever they want, that's the beauty of the game)
satisfactory: not good because you build a main bus, but good because you can decide not to build a main bus
for me the advantage of having everything in 1 place (dont need to go around to gather stuff/build a storage room) outweights the fps loss but ofc. thats personay preference and i just like building small
but even then imo for complex parts like the last space elevator parts/turbomotors etc. a bus system just takes way less time to build than a factory
i guess i could also be that i just prever a smoother time investment/return curve but thats hard to say
btw amelie of the sea made a tutorial where she kinda does both by having a bus in each dedicated factory
for example in the video she made a HMFs factory using a bus
https://youtu.be/I4oysebwPz4?t=10574
0:00 The Discord Server has a list of topics for tutorials
0:55 Description of the Tutorial Save File
1:42 Oil Tripling Builds
45:12 Introduction to Bauxite Refinement
54:12 Water Extractor Placement Techniques
55:06 Alumina Solution and Aluminum Scrap Refinery Placement/Clockspeeds
57:59 The Most Common Mistake in Pipe Logistics
01:07:29 Petrol...
don't you have to build storage room no matter what?
i just have a container next to the bus of each material beeing made and thats good enough for me
so it's running around the bus gathering ingredients instead of having them all in one place? 🤔
well that is in one place
bus can be hundreds of foundations long, I don't really count that as "being in one place"
its 136 foundations
ofc a storage room would be less but thats good enough for me
again, I'm just saying that for me it's not "in one place" and I would hate running 130 foundations back and forward to search where is all the stuff I need
Whats a reasonable amount of each part to be producing a minute for space elevator 3?
Im looking at the materials required and it's just kind of shut my brain off. I figure it's just a matter of how long I want to wait but I'm dying without direction
On second thought I actually dont know how much of anything to produce I've just been kind of winging it up till this point but the game has suddenly become daunting
3rd delivers? so the one that unlocks tier 7 and 8?
Yeah the one that's like 2500 versatile framework etc
ive gotten by with 4 assemblers for the frameworks
because while they were doing stuff, i was out automating oil
i still have to make more than half the engines
which is mostly just the rubber that i need
so you can very much do it with just 1 manufacturer for the engines and adaptive units and like 2 or 4 for the frameworks, IF you have stuff to do
i did 15 frameworks/min 2.5 engines/min 1 ACU/min
but i usually overclock them and throw the remaining stuff i have left over in there
for example my saved up motors and smart platings
and flexible framework/plastic smart platings help alot if you ahve them
a year has passed since I was last in here, and people are still arguing Manifold v. Bus? I thought we already reached consensus that manifolds are best.
oh no here we go again
manifold and bus are two completely different things. You can have one, both or none
there's a debate between manifolds and balancers
there's a separate debate between using main bus or not using main bus
Sneeze
bless you
oh no, he must have COVID! runs away
More like covideeznutz!
run its the sushi belt guy

pain
Sushi belts honestly are the best, just for storage have overflow go to a sink
I personally prefer not to mix items on belt at all
you don't play the game
with exception of having one "sort my crap" container
well that's what I had in my 20h save 😛
fair
(and what I'll have in my playthrough when I finally start)
What are the pros/ cons of using belts, trucks and trains for transport?
belts:
pros:
- simple
- doesn't require power
- available super early
cons: - is pretty costly for long distances
- is limited to "one belt", if you want to double throughput, you have to build the whole thing again
- stackable supports are pain to build
- long mk4/5 belts lose some of their max throughput, so maxing a long mk4/5 belts isn't recommended
vehicles:
pros:
- doesn't require any infrastructure on the path (if there's a nice natural road)
- cheap
cons: - needs fuel
- is very limited in throughput (one belt per station)
- vehicles are not reliable (can bump into stuff/each other; they also behave differently if you're near or far)
- recording paths is pain
(note that U5 will "fix" a lot about vehicles, so some of these cons will be voided by that update)
trains:
pros:
- tracks also carry electricity
- track can support multiple trains
- super high throughput
- can have multiple freight cars so you can transport multiple item types
- can even transport fluid directly
cons: - power hungry
- unlocked a bit later than what would be ideal
- are sometimes buggy when multiple trains are in same station
is there a way on the calc to dissallow overclocking/underclocking
mainly underclocking
greeny's calc?
that's greeny's
if you need a specific amount, use splitters
how do you split something into .5
if it's not the exact amount, the belts will back up and make things equal eventually
halve an odd number
.
i guess
i was just hoping i could figure out how to load balance and all that
and no, if you ask if i know what that means, i dont
you can just calculate yourself, e.g. if you need 3.86 constructors, that means your constructors need to have sum of 386%.
For example 3x100% + 1x86%
or 1x250% + 1x136%
or 4x96.5%
usually people don't load balance as it's pretty much useless, manifolds will work the same
manifolds?
--S--S--S--S--S
| | | | |
X X X X X
S = splitter
X = machine
There's some verticality at play here that confuddles the image
High-speed input, low-speed consumption gives itself over to input manifolds
Low-speed outputs work well with output manifolds
The image is compacted coal, which is 1,1:1 ratio
So it's literally impossible to provide input slower or faster than the output, so long as you're working with nodes that have no other outputs
At the top level, 780 coal/min plus 780 sulfur/min = 780 compacted coal/min, but the mechanism of the factory is really clear in the image.
A header for each of the two resources bisecting a twin-row of Assemblers, with a splitter for each pair of Assemblers and Conveyor Lifts to provide space for the second resource
Mergers combine the output into a single belt
Oh this is a really nice summary
I think your point about trains coming a little too late will be aliviated with U5 and vehicles more solidly filling the med/long distance role. So they'll be a much better stop gap before trains.
indeed
another thing to note with vehicles and trains is that they're buggy af to set up when not the host (at least for right now)
Yoo just a question about train How do I know exactly how many resource one train are going to carry on one travel, is there a formula or something ?
yes, but you need to know trip time
hello you awesome people
can you remind me how many coal gens can a water extractor deliver at 100% eff?
2.6666 repeating
ty good sir
3 perfectly powers 8 coal gens without any slugs
you guys are bloody wizards!
who hurt you?
yes
you heard of maximizing now get ready for Maximining
rock and stone, brother
Mining: The Maxime 
trying to decide if I'm wasting my time idling to hope for cast screws in an effort to simplify my production and cut down on power consumption in a pre-coal base
just working on hw in the meantime so it's not a total waste of my time
also sometimes alts don't make sense for when they're offered... I think I was offered an alloy recipe when I have yet to finish t2 milestones (need the foundry from t3 to make the alloy)
Yeah there's a lot of insufficient prerequisites for alt recipes. I think they only started checking for the machine with U4 (so for blenders only basically), and haven't fixed the others that need that too.
It's making it more difficult for me to fish for cast screws lol
Just get more hard drives
Asking now while it's fresh in my mind: do we have any sort of data on general spawn points for lizard doggos? If not, should I try to place beacons down for myself so I can try to collect that? (i.e. wherever I find a doggo, place a beacon)
hey what is the website / discord for calculate everything in satisfactory
https://u4.satisfactorytools.com/production - production calculator and flowchart
https://satisfactory-calculator.com/en/interactive-map - very useful map (also has production calcs above, but I'd recommend the above link for it)
thanks men
Do you guys know what is the cheatest way to turn uranium waste into plutonium is?
went on tool and with alternate recipies its ALOt and VERY EXPENSIVE
i just want 2520/m waste gone as cheap as possible
anyone know what recipies i need for it?
iirc best thing to do is all uranium alts with all plutonium bases
could be wrong, may want to verify that with someone else
i dont want max plutonium though its going in the bin
why not max plutonium in this case anyway? that's more points.
either way... lemme pull up the calculator
Do you have all alts available / should I assume all alts?
The amount of items thatll be going into the factory
doing max clear uranium and this is where i build my final factorys off of
So i dont have the infrastructure for max plutonium
im going to be kick starting my factory with power storage ffs lmao
You're right, it's all base plutonium recipes, all the plutonium alts give you more rods but need more resources
ah, so all base plut recipes then
thats instant cells and fuel unit right?
Yeah if you're just sinking don't use those
12.6
guys in questions said i should have half that
Yeah I think he's got some math mixed up 12.6 is correct.
aaaaaaaaaaaaaaaaaaaaaaaaa
imma bring this up for you to look at Lund for when we're done with Skoll, since I feel like you'd be one of the people that would know
this doesnt look fun
i wrote this quick script to say how many mk2 pipes working at 600 m3/m flow rate would be needed in order to cover an X amount of coal generators all fully overclocked without there being any water underproduced or overproduced. The least amount of coal generators needed for this would be 375 running from 57 mk2 pipes. And that leaves a water remainder of 0
working at max flow rate never ends well but gl
working at max flow rate usually has some rounding issues that come into play, and can cause some problems
or 114 mk1 pipes
as you can see from the script, the flow rate is a variable
what flow rate would you be comfortable with?
idk, i just know pipes are buggy and when its for power its bad thing to have being buggy
I don't think I fill mk2 pipes past 450/min flow rate
I try to avoid it where possible.
https://u4.satisfactorytools.com/production?share=B0DYIPx0PRNy1L0SFwWR
can someone go over think and make sure this is getting rid of the uranium waste as cheaply as possible?
oh you're still on maximize, maximize doesn't solve for efficiency, it only solves for most then stops as soon as it finds it
take the number and switch back to items/min
is there an satisfactory player with quite some experience here who can help me out with a problem? i have one cole 240 source going in 8 coal generators each consuming 30 coal per minute.
but the last two generators are running low on coeal
I assume you're overclocking the generators
yeah
this looks even worse
follow along this and see if it helps you out at all
it's a general manifolding flow chart I made
maybe it is cheaper and easier it just scary to look oat
adjust recipes as needed for ease of setup, but that's the most weighted resource efficient
it is max nuclear, so it's not an insubstantial project
yeah ik
going through recipies rn see what is easier
what are you overclocking them to?
how can i split this of 120?
That's just indicating how much is going through the splitter per minute
at that specific step - the very first splitter - all of the incoming resources go through it, i.e. 120/min
do splitters have a limit?
their belt limits, yes
ok
it balances itself out to split 15/15/90 because the two machines connected to it are full, and thus only pull off what they need (by making room on the input belt)
but what are you setting the overclocks to?
one question why does it not work when i put all the generators in one row?
consume of 30 per minute
coal
It should work.... Either you have a belt bottleneck somewhere, or you aren't clocking them properly - on a generator, 200% clock speed does not mean they're consuming/producing a proportional amount.
can i call you and show u in a stream
246.2289% clock speed, if I did my math right, Lund
are they starving all the time? or just drop every once in a while? maybe your clock speed number isn't precise enough
cause the game will happily round 30.1 to 30 in the UI
what even did you set them to? 200%?
246.2666%
ah a classic
that's why
thats my overclock
exactly enough for double
yeah that's more than 30, it's just rounding down in the UI
are the belts the issue or the pipes
I got pinged for something that immediately disappeared
ah ok how can i find out the perfect number i need
it was a mistake, my bad
this is as close as you're gonna get to 30
reverse engineering the formula
npnp
maths here, you want the last formula and you're trying to get 2x so that's 200% operation rate: https://satisfactory.fandom.com/wiki/Clock_speed#Clock_speed_for_power_generators
30 = 15* (Clock Speed/100)^(1/1.3)
solve for clock speed xd
though the 2x amount is what maroon said, also it's on a couple places on that page, so probably don't need to do math
where is the copy settings button in generators i cant find it
ctrl+c
there is none. press ctrl + c
ok
then ctrl+v to paste
@oblique hollow hate to ping you outside of a conversation topic, but now that you are online I thought you might be able to give your feedback for some idea I have been drafting just now, i also wrote it out earlier, but what is your thoughts on this script snippet:
570 is a reasonable pipe limit imo.
I'm curious why you're doing 375 coal generators to begin with tbh
it's the algorithm which found that number
it exactly divides 60 pipes at 570 worth of water
its kind of insanity to do that much coal xd
yeahhh
@muted crypt how did u calculate this?
do note 246.2289% is slightly rounded up and gives a bit more than 2x (2.0000001082858x), so every few hours the last two might drop out for a few seconds
should i turn them down to 29?
you could just do 246.2288% instead so it's slightly less
sulfur - 756/min
Crude oil - 520
water - 3346/min /120 = extractors 28 water extractprs
1367 iron - (2 max pure nodes)
raw quartz 432
nitrogen 3025
Limestone 2400 4 pute nodes (3.1
baxite 604.8
Sulfur 756
Copper 504
cat 252
youre right it was, just alot of machines
thanks fam
that will fix the problem?
C = desired clock speed
30 = desired consumption
15 = consumption at 100% clock speed
30 = 15 * (C/100)^(1/1.3)
2 = (C/100)^(1/1.3)
2root(1/1.3) = C/100
2.4622888266898325689987861383355 = C/100
246.22888266898325689987861383355 = C
C = 246.2288 (approximation)
maybe, could still have other logistics issues, will help though
u are like math pro?
reducing it down to 246.2288 instead of bumping up to 246.2289 prevents it from ever having brief periods of time with no coal in the machine, causing sputtering
I enjoy math, but I wouldn't say I'm a math pro
ok thx
I also linked the wiki page which has the formulas on it, so you don't have to that much math
where?
That rounds it up even further, and thus will cause more sputtering
if you wanted to only use 2 decimal places, going down to 246.22 would be better
here: #math-and-meta message
thx
why do you want it to only have 2 decimal places?
because
Clock speed Coal burn time Coal per minute Energy per coal Generator capacity
10% 23.51s 2.55 300 MJ 12.76 MW 17%
100% (Default) 4 s 15 300 MJ 75 MW 100%
246.2288% 2 s 30 300 MJ 150 MW 200%
250% 1.98s 30.35 300 MJ 151.76 MW 202.35%
Are these the Casual numbers everyone uses?
mostly people just don't overclock generators
^
besides 100%, no
it's annoying, I'll underclock for fuel cause I make a target fuel number, but it'd be totally valid and probably better to target a generator count instead
ok thx for help
always happy to help
i've made a dynamic algorithm which is able to list many possible combinations
at least set it in the specific range of a mk1 or mk2 pipe lol
yeah lol i was just testing that
i should be able to make the pipe values in decimal
the game lets you have water flow to the decimal point or?
I'd check but the save I'm on doesn't have pipes atm
but I do believe so... to the tenths place, maybe
adding a decimal point is making the brute force search take a looooong time
yes but hard to make / use
but water extractors can be set to give decimal values of water?
yes but thats annoying
what's the minimum a water extractor can give at maximum underclock?
test it . i never did that because why the hell would I
decimal fluid flow gets practically lost inside the pipes anyway
you cant feed something 0.1 alone
ahha
unless your pipe is infinitely small
if its any size above 1 it takes forever to fill
the lowest usage we currently have by standard is 4.5/min
(turbofuel^)
6 of 387 m3/m pipes for 25 coal generators at 202.4% (250% on UI)
exact water amount
250% clock speed is 2.023520921448593135255414729663x consumption/production, rounding it up by about five thousandths might be a bit much for your calculations if you want perfectly precise
generators are very weird in their calculations, and annoying as hell to work with
which is why people don't generally adjust clock speeds
my script has this in for calculating water usage at overclock
45 + (45 * 202.4%)
lemme see what happens when i plug that huge float in it
the issue with using that is that it effectively means you're needing 3x the water compared to a generator at 100% clock speed, which isn't correct
it should just be 45 * 202.4% if you must use that number
as the water per generator
so that means my calculations have been incorrect all this time
yes lol
your previous one was basically 45 x ( 1 + 2,024)
the most precision python gives me is this much 2.023520921448593
then use that
what's a better scenario, that you have more pipes than generators, or less pipes than generators
cuz i suppose if you have less pipes, you'd use splitters
x) right
its a useless thing to think about
well the problem i'm facing is that because of the high precision, the math simply will never reach exactly 0 on water consumption
unless we are talking about millions of generators maybe
well theres also the fluid bug so your assumptions are fudged to begin with
xD
what even is this all for
someone was discussing the efficiency of water extractors to coal gen ratio in the satisfactory channel
so i thought there should be a way to calculate it with a script
i guess just finding which amount of water flow rate could cover what amount of generators exactly when the gens are overclocked
45 covers one at 100%. there you go problem solved
xD
yeah but overclocked coal gens
9 of 506 m3/m pipes for 50 coal generators at 202.4% (250% on UI)
with the fixed equation
in the most general sense, 1 water extractor covers less than 1,317 generators
hmm 
talking in terms of full pipes is useless
Aight gamers I'm leaving for work
pipes are the intermediary. its extractors that count
Be back in an hour lmao
have fun at wörk
I sit there and answer the phone, it's boring
It's why I do satisfactory calculations at my desk lol
i might have that job too soon xd
1065 of 513 m3/m pipes for 6000 coal generators at 202.35% (250% on UI)
increasing the precision increases the amounts as i predicted
thats why i said less than 1,317
increasing precision to 5 decimal points (2.02352)
i think there's not even enough coal on the map for that lol
so essentially it's impossible to get the exact precision of a fully overclocked coal generator in terms of exact water usage for several reasons
1: oc gen bad
for pipe_flow_dyn in range(570,450,-1):
pipe_amt = 1
gen_amt = 1
n = 0
while pipe_amt < 100000 and gen_amt < 100000:
n = (pipe_flow_dyn * pipe_amt) - ((45 * pres) * gen_amt)
if n > 0: gen_amt += 1
if n < 0: pipe_amt += 1
if n == 0:
print(f"{pipe_amt} of {pipe_flow_dyn} m3/m pipes for "
f"{gen_amt} coal generators at {pres*100}% (250% on UI)");break```
that's the code btw (tested on python 3.7.8)
once you change the clock speed it's impossible to perfectly match the input/output of any generator, you can only get "close enough", which usually means overfeeding slightly
i can say for certain this is always going to be the case for water at least
i haven't even begun trying to calculate the coal usage
the clock speed formula results in infinite, non-repeating decimals, so the true precision can never be represented by a computer, that's the fundamental issue
but i imagine it's the same problem because of the precision of the multiplier
wouldn't that be considered a bug?
no i mean, a bug that you have a very long floating point on a game object's properties which are user-facing
you want to make it so that they can actually build the system and know that the needs are exact
I mean that's like most floating points, it's not hard to get irrational numbers
but why not make it scale to 250% exactly as it says on the interface?
and even a lot of rational numbers can't be represented completely precisely, floating points just work off of "close enough"
idk, I didn't make that decision, I also think how the clock speeds work on gens is dumb and there's more elegant solutions
do you think this has been covered on the suggestions website already or should i make a new issue now?
I wouldn't even mind if they capped clock speeds to 200%, and each power shard gave 33.3333% instead of 50%, I just hate the clock speed doesn't equal operation speed thing
yeah i read both posts and all the comments, i definitely agree this is an issue, and one that shouldn't take 2+ years for the devs to have put into consideration
it seems like it was done on purpose for some sort of realism sake
the power shards are compounding the power boost effect but not amplifying it perfectly
as they are mysterious after all
makes no sense since nuclear plants cap out at exactly double at 250%
nuclear might have a different curve because maybe the power shards are affected by radiation, as the game's lore might have us believe
I'm pretty sure for non-nukes it's cause they wanted some downside but didn't want to make them less efficient or more efficient when changing clock speeds, and for nukes it's that plus it can't go more than 200% anyway
hmmm 
so it was more to reinforce the point that nukes is the ultimate power producer?
how did you get there?
get where
like that's not what I said at all
they wanted some down-side to non-nukes you said
some down side to overclocking
yeah
ahh 
like overclocking gens is technically less efficient than overclocking other stuff when you consider per shard, you get less work per shard
on the other hand the only "disadvantage" is that you don't use full power of the shard, but it doesn't have any real effect on fuel efficiency or something
for other stuff the downside is they get less power efficient, but since efficiency doesn't change for power gens, the less efficient shard use is it's downside
so overclocking machinery is all linear except for power buildings?
well overclocking machine means that it has linear speed, but non-linear power consumption
I type so slow
but the non-linear part doesn't affect your logistics like it does for gens, which is why it's annoying on gens but not on production machines
but in the case of power buildings, it's not just their power output which is non-linear, it's also their resource usage which makes for these problems we discussed
exactly
I agree it's a bit annoying and I'd probably suggest to change fuel efficiency instead of shard efficiency
(and probably put an exception that underclocking a gen doesn't mean you get more power out of same amount of fuel)
like make overclocking gens less fuel efficient, that sounds bad
like there'd definitely be no reason to do it then
it would be the same as in production machines though
it wouldn't, cause it would affect resource efficiency, changing clock speed doesn't change resource efficiency
the resources consumed should be scaling at the same rate as the power generation no?
it technically does, if you consider amount of fuel needed to produce X
what I mean for example:
- 100% gen uses 10 fuel/min to produce 100MW
- 200% gen uses 20 fuel/min to produce 195MW
yeah I don't like that
it's the same as production machines though.
- 100% machine uses 10 MW and produces 1 cycle/min
- 200% machine uses 25 MW and produces 2 cycles/min
ohh that's not good
I'm not saying I like it either, but imo it's better than what we have currently
so not only do power shards become less useful at higher overclocks, you actually lose resources for not a lot of benefit
he's talking hypothetically
as a different solution to what we've got now
yeah it's my suggestion to what I would do if I was making it
I get it isn't ideal but imo it's better than what we have currently
hmm 
I'd rather they just change the UI, I'm fine with shards being less useful in generators, I just don't like it being unintuitive
yeah
hell if they keep the formulas and fix the UI to reflect what's actually happening that'd be halfway decent
well my point is that shards in gens don't really have any disadvantage
which I don't like much
202.3520921448593%
at least you'd know what's going on
yeah xD
246.2288% ftw
Add a power consumption/production multiplier display somewhere in every machine's UI
also would be neat
So it shows at any given clock speed how much the typical power input/output is adjusted
well, it was just a suggestion, I think it would be better that way and would be much closer to how overclocking regular machines works, but everybody can have their own opinions 🤷♂️
that doesn't look right, no I'm pretty sure that's not right
i made it by hand
Brb
m i c r o s o f t
p a i n t
more like Microsoft pain
badum tss
actually, it's like this
that looks not very much as exponential as i thought it would be
so it's more like this
well not really as it should be more flat
yeah i can see that
it's a subtle curve 
yet so detrimental to the math
1.321928
ty
had to look it up on the wiki, I definitely don't memorize that one lol
i find it odd that you knew that so fast..
I had the page open
copy-paste
I don't memorize the number, but I do remember where on the page it is lol
here you have the two combined
what's the math formula to make that root with the 1.3 on it?
x^(1/1.3)
^1/x is the same as root of x
greeny.. you going to ever join us in actually playing the game.. ? lol (seen it posted many times that you don't actually play)..
after U5 hits stable, I plan to do a playthrough (and stream it as well for those interested)
hmm
there, changed it so the carat doesn't meld into the 1
but I also played like 30 hours on pre-U2 😄
the good-good changes for vehicles tempt you back?
or just you expect to be done with tools 2.0 by then?
you has a youtube channel?
it's more that I actually want to play, but I want to finish my tools first. I could play even now (as I don't put ALL my free time to tools), but I kinda figured that I may as well wait for U5 (I made that decision back when we didn't know that U5 won't change recipes, but I may as well just go with it to have the complete U5 experience with map changes and stuff)
same
I do have youtube channel but I'll probably be streaming on twitch instead. I may pud VODs on youtube, but I doubt I'll find the time and energy needed to edit it as a proper video (and also learn how to do that lol)
well that's a nice offer, but tbh I'm not even sure if it will last or not 🤷♂️ I may decide to abandon streaming/recording it altogether or even stop playing 😄 it's also at least two months for now, most likely U5 will happen around that so we can talk about it then
neat!
i have the ability to make videos for gaming but my issue is im too shy to talk on camera
👀 and my voice sounds bad
(also since I have like no followers [around 50 iirc] and I don't know how many will actually watch the content, I probably won't make money out of it, which means that it probably won't have too much money involved in it, or none at all)
hmmmm
i have a channel with more than 50 subscribers 👀
maybe what i could do is make a multiplayer game
and then you record/stream to my channel as a platform with more viewers, and you do all the talking 🤣
we'll see. I will most likely stream to my twitch and see if it brings new people in (as most of my viewers are from back when I was streaming Dota, so I have no idea how the numbers will be for SF). Also I don't really do it for the money, so I won't try hard to get more viewers or twitch partnership or anything. I'll just stream for fun and see if something comes out of it
yeah no i don't have the channel for money either
i was working as a freelance editor before the pandemic
i could say the same about my subscribers, i never uploaded a satisfactory video so i wouldn't know how many of them would be interested
my issue is i can't even start a satisfactory series on my own because i dont like talking on camera 🤣 how does one overcome this problem
ironic that i type so much in chats but can't talk much irl 

Why would we be interested in looking at some random dude face (or maybe a lass)? We want to see the game!
isn't it customary for having the streamer in a corner talky talky
or at least talking and narrating
If you are spotlight impaired, its ok to just hear the voice.
yeah 😭
what is this graph
straight one: 250% = 2.5times boost (e.g. how speed changes for production buildings with OC)
curved one: how generators work (horizontal axis is clock speed, vertical axis is production multiplier)
oh I see
I'm just fucking around in desmos rn, red = power consumption (standard machines), blue = power production (generators)
nuclear is so close to the blue line here that I didn't even bother including it
oh wow
oh yeah overclocking production buildings burns a lot of power
😮
power consumed is doubled by a production machine at 154.221% clock speed
D:
that's why for power tripping tests I just overclock something, usually a manufacturer or assembler
you hit 0.5x power produced for a generator at 40.613% clock speed, but a normal machine at that clock speed only consumes 0.2365x as much compared to normal
gotta love math
(not a meme channel)
(sorry)
(:spraybottle:)
(sobbing)
does this mean there is a sweet spot where instead of overclocking a generator to maximum, building a second generator with both being default or underclocked would be more resource efficient and produce more power-to-resource ratio?
oh overclocking production buildings is always inefficient
oh
and gens are always the same efficiency
so better to leave them at 100%?
for power/resource efficiency, yeah
fascinating 
shards are only ever about space
would space be more valuable in the game than resource efficiency considering the mining nodes don't run out, but it works better for your FPS the less buildings you have?
production building power consumption is more and more efficient the lower the clock speed gets, at the cost of sanity build time and processing resources on your computer... and resource consumption is always the same rate as power production in generators
improving FPS is usually why people might overclock
yeahhhh
I don't typically overclock, I underclock the excess
i made everything 250%
yeah it's about FPS or covenience, or just saving time by building less, we have virtually limitless space, especially with vertical building
and then realized i had to dial some of them back
space is partly not an issue because we have infinite resources, so you also don't care about spending resources on building more stuff
Talk on camera. A lot. Watch every video back despite the pain.
Become desensitized.
noooo 😭 😭 😭
There is no requirment to appear of even talk on video.
Example: Been playing some MMO with built-in audio chat for years, and only spoke to party in audio once
taking two machines at 100% and one at 50% and replacing them with one machine at 250% provides the same resource output, but consumes approximately 1.86x the power (if you want a more exact number for this multiplier, 1.8593922817370671883015108822395)
so overall if you're willing to put 86% more power into your production at the cost of making it smaller
then overclock.... otherwise, don't
_<
There is definitely room to overclock some in the energy potential of the map, but you can't do it for everything
maybe better comparison would be 5 at 100 vs 2 at 250
is it possible that you can calculate the point where a machine consumes the best power to resource ratio because of the non-linear power usage?
sure, one moment
not really, unless you define how much power is equal to one resource
isn't that like dividing the power used by the input resources
ah like that
250% x 2 machines = 8.6643105394393299110281481439884x power consumption
100% x 5 machines = 5x power consumption
make of that what you will
approximately 1.7329x power increase to cut out 60% of machines here
could i request a graphermaker to make a graph
actually maybe i can figure it out on my own 
so im not bothering peeps
I have nothing better to do
i have this set up, but what i need is the minimum and maximum resource input values for any given manufacturing process from min clock to max clock
it'd just be [base amount] * [clock speed / 100]
(100, 20) is five constructors at 100% clock speed, drawing 20 MW total
(250, 34.657) is two constructors at 250% clock speed, drawing 34.657 MW total
Both have the same resource output
the thing is that graph that does [power required] / [materials needed] is useless
😮
i was hoping to see something like this and say, yeah this machine has the best resource to power-to-power-usage ratio at 100% for example
where the lines intersect
and there's going to be an intersect at 100% at all times if you plugged in the equation correctly
oh lol
because it's essentialy (x * p) / (x * m), where x is number of machines, p is power required by one machine and m is amount of materials needed for one machine. We can simplify that to just p / m and since m is constant, it results in just p, which is clock speed graph 😄
technically speaking shouldn't the power always be higher than the resources line, because then it means the machine is using less power per resource while underclocked than at 100%
like where the curve is underneath the linear line
trying to calculate it as a per-resource thing is not helpful because of how many recipes there are
a manufacturer is always going to use the same power at any given clock speed regardless of what recipe it uses
😮
think of it like this:
A constructor in the early game making 20 iron plates per minute will use 30 iron ingots per minute, and consume 4 MW as it runs
yuh
a constructor in the early game making 15 iron rods per minute will use 15 iron ingots per minute... but will still consume 4 MW as it runs
(I only specify early-game because you won't have clock adjustments when you first start)
ooo
A constructor making 50 cast screws per minute will use 12.5 iron ingots per minute, but will still consume 4 MW as it runs
a constructor making 260 steel screws per minute will use 5 steel beams per minute, but will still consume 4 MW as it runs
are you noticing the pattern? lol
yeahhhh
calculating it out as power per resource or whatever won't do anything for you
😔
"he a little confused, but he got the spirit"
😁
lol
mhm
^-^
think I might draw up a flowchart diagram for myself for my planned production lines in this T1/T2 factory
i know a cool production planner for that!
I prefer to draw out diagrams in draw.io, and I already have my plan set on greeny's tool
yeah that
the link I gave is my plan
yeahh im looking at it now
it includes all of these nodes
here, in the rocky desert
i tried to plan my factory in such a way that the items were all produced in the same place, so that i could change the workflow whenever i wanted to build a different item, i simply dragged the items i needed into manufacturers or assemblers and then it was all central, i can't see a benefit in processing ores at the site of the miner for this reason
technically, I need 46 constructors at 100%, then one at 10%, one at 20%, one at 40% and one at 66.6667%
ahha
so I actually need 50 constructors 😉
it uses up all of the resources available in that little spot
and it's producing a bit more than I usually would produce, so
significantly more concrete, that's the nicest part
normally I start in the northern forest and I'd only be doing 15/min... now here I'll be making 100/min
ahha
I'm also making a somewhat permanent setup for smart plating - another thing I don't usually do
do you need it later?
it's used for the first Space Elevator unlock (50) and the second Space Elevator unlock (500) directly, then it's used as a component to make Modular Engines for the third Space Elevator unlock (500 MEs -> 1000 SPs), and then the MEs are used as a component to make Thermal Propulsion Rockets in the fourth Space Elevator Unlock (1000 TPRs -> 2500 MEs -> 5000 SPs)
so... yes 😉
would need 6550 smart plating total, or ~2.73 ISCs full.
;_;
Though the fourth Space Elevator package is entirely optional, as it unlocks the ||golden coffee cup||.
😮
But I can't not go for it.
I've already planned out how I want my six main subfactories to work, i.e. what they produce
they'll be from raw to final product, so I won't be sending things between the subfactories - they go from resource pickup to processing to storage
I don't think I'm missing anything important here...
woa
regarding the graph about optimal clock speed, I think interesting point to look at is "power savings per building".
Basically:
- figure out total power needed at 100%
- figure out total power needed at [current clock speed]%
- divide difference of those power requirements by number of buildings
the result is a graph that basically says "how much power will each building save me compared to just building everything at 100%"
and it looks like this
the sweet point seems to be at around 46%
it's basically a ratio of [effort]/[savings]
huh
fascinating
so if you build a lot of buildings at 46%. that's better power savings ratio as opposed to the same amount of buildings at 100%?
it's not better power saving, but it's a decent tradeoff between amount of work needed and total power savings
but it's very artificially generated and doesn't represent any actual value, it's just a nice graph
since you can't put a value on "amount of work"
oh
in the end, you can't really use math to determine what's "easiest" way to save power
since it's very subjective and depends on what the player prefers
ahh like i was gonna ask about your calculator for example, if there was a switch to bias the algorithm to find the best combination of buildings that take the least physical space, or perhaps the least power usage, or perhaps the least buildings, or perhaps a combination of these
combination is not really possible
there would be priorities yeah
but optimisation towards power usage instead of resource efficiency is planned
ahhhh
it would be like having to find tradeoffs for the best power usage in order to bring down the buildings amount
the best power usage has 20 buildings, but the 2nd best power usage has 16 buildings
maybe player wouldn't mind 2nd best if it meant less buildings
^-^ just throwing ideas out there, i once wrote a stamp calculator that was a similar travelling salesman problem, but there were way less variables to consider
this was in the stamp calculator code, i was 18 and new to programming
2nd best would be (for example) 0.00....00001 buildings less of the space efficient recipe and 0.00....00001 buildings more of the resource efficient recipe
that thing just screams for optimisation
yeahp
repeated code is bad code
there, that was simple enough.. this is how my limestone is set up currently on my save
since it's just T1/T2, it only makes concrete
i should sleep soon, 1am
nice and simple
gn o/
gm o/
If you had an arbitrary power generator that had enough resources fed into only 50% of the time, and on the same grid, an array of battery backups that took over for the other 50% of the duty cycle, wouldn't that mean you could double your resource efficiency by only running power 50% of the time and running on battery the other 50% (granted there was enough power storage to cover the length of half the duty cycle the generators were off for and assuming the batteries were able to charge fast enough to do this)?
I might begin testing this theory today unless someone knows that it's not possible
no, you need to charge the batteries somehow
batteries would charge while generators were running
yeah, so the generators would use more fuel because they would charge the batteries as well
so you'd need double the generator capacity to the battery capacity
since both generators and batteries are 100% power efficient, it doesn't matter at all if you run a gen at 50% with batteries or at 100%
as there's no loss or gain of energy
so what you saying is that if you used 50% of resources one half of the time, you'd be using 200% of resources the next half of the time in order to charge the batteries too
which averages to 100% either way
not sure what you're saying, but if your factory only needs 50% of the power your gens will generate, then the gens will run at 50% and using 50% of coal, no need for batteries
if you timed it correctly, you'd have uninterrupted power between switching states
sure, but here you go, fixed it for ya
so it's the same as if you weren't running power storages at all
ohhhh
but during the time that the generators are off, the resources would stop being used 
yeah, but while the generators are on, you are using double the resources
ahh yeah that's what i meant what i said here
so essentially there's no way to get free energy sad 😩
no, that's what I said like way above. Both generators and power storages are 100% efficient in converting energy to power and back, so there's no gain or loss anywhere in the system
interesting
good to know that before i went and tried testing this idea
thanks for clearing that up
\o/
Where is the eye bleach... 😦
😩
I react strongly to bad code (:
same, i haven't looked at it since 2014
Not sure if it beats the function that took an aragument, assigned it to a temporary and then returned the temporary. But that's another discussion :))
and it was called validate_<something> if I remember correctly...
😮
Sounds good to me ^^
Note that you can skew things in your favor by overclocking the least consuming machines the most ^^
Eg: reducing your constructors count by 20% through OC requires incredible little energy compared to reducing your manifacturers or refineries count by the same amount
yup
would you say there is only one correct systematic way to build a factory, or is there an element of creative leeway in what constitutes an efficient factory? Is it a case of, if you had 500 highly experienced players and asked them to build a specific project part, the majority would arrive at the exact same setup? Or would all 500 have completely different approaches to the same problem? Do the game mechanics limit what is possible in accomplishing a task in the "most efficient" way, or does it give you a set of options as to what pathway you are basing your "Efficiency" on?
and in following to that, what would everyone say should be the main focus in planning a large scale factory in terms of efficiency?
for example, should form follow function in the most minimalist way, or should there be an element of 'making it realistic'?
It really depends on the exact criteria
Efficient how? If you give them an empty world, you could build time efficient (ie. least building time), power efficient, space efficient, or resource efficient
Here’s my system for iron, I just got coal power. Sorry for bad handwriting
You could also consider levels of resource efficiency. Iron is pretty ample, so one might not bother to pull in oil to reduce iron use, or whatever, even if its technically more efficient.
Even more ample if you turn all the coal in the world into steel, then use steel alts.
Fascinating 
mixing the mark versions of belts seems like more logical due to the cost of building the belts? someone once told me that mk5 belts are cheaper than mk1 belts, is this true?
At least for me my alclad sheet prod is way faster than any other belt material
I mean at the point of when I got mark5, I only used them because the resources were super easy due to over clocking and pure nodes for the stuff for the aluminum
right
are any of those 'efficiencies' mutually exclusive?
not intrinsically, but generally yes
for example, building less buildings should likely mean more space efficient also no?
i think this might be worth writing down
and typically also more steps
which kind of steps?
more processing steps, eg. more buildings, more space, more energy
although space efficient could also be just building with more verticality and just generally cramming everything together, which doesn't necessarily have to mean less buildings
but it would take more time to do that
right
and resource efficiency would also entail building amount since if you are playing vanilla you need more resources to spend to build more buildings
resources are infinite, using them to build something doesnt count
consuming entire nodes in a production chain is the only thign that matters, really
Ehhh. Buildings are pretty much unlimited - you get so many parts that even in vanilla it stops being a limiting factor pretty fast
time investment can be a limiting factor, and bigger factories just plain take longer to build, but not resources really
resource scarcity only becomes a real issue on some high-end resources or if you build reaaaaallly a lot of stuff
build time efficiency is extremely hard to calculate
because it will vary for EVERYONE
how "compact" something is will also vary
what if it were calculated as the minimum potential build time?
using averages and such
averages of your own times?
because they may not be the same for everyone, that's my point
- how familiar you are with the game
- where you plan to build (i.e. distance to materials)
- what recipes you use
- how big of a build it is
- how "nice" you want it to look
- how much planning tedium goes into preparation
so many factors, these aren't even all of them
i see
optimization also looks different depending on scope
^^
optimizing a full factory will tend to lead to different results than optimizing, say, two stages in isolation
you could optimize for space, FPS, resource consumption.. etc
it's most material-efficient to make iron using iron alloy, for example, but if you optimize for that in isolation, you cut into your copper supply elsewhere
if you're optimizing for copper and iron together, you'll probably use pure iron and pure copper, even though pure iron is marginally less iron-efficient
ah yeah because you go from 2->5 with iron alloy to 6->13 with pure iron
that's tricky yeah
so the game doesn't make a clear path between what is the best solution to a problem
there's fuzzy areas and tradeoffs
boring-ass game if it didn't have that 🙂
If it was a clear path it would just be the same over and over
removes any replayability, removes any need for other options
I recently saw this video (a summarized transcript is in this screenshot) from "Elon Musk's 5-Step Protocol For Successful Engineering" which you can find on YouTube, and it really got me thinking about how it might apply to Satisfactory planning
Overall id just call build time efficiency "time efficiency"
Because overclocking falls in there too
Not timing, just time
how does this sound
Timing sounds like "doing the right thing at the right time" instead of "doing things in a time efficient manner"
that would fall under play-time productivity
Hmmm fair enough
so by looking at this, does this mean proper balancing is more efficient than manifolding?
Because that's a whole new can of worms in terms of efficiency
i always balanced because it gets everything up and running simultaneously instead of staggered
you could pre-fill machines for the same effect with a manifold
balancers are lower latency when ramping production up or down, manifolds are drastically easier and more compact to work with
it's more of an OCD thing to me because it means if something stops producing resources, the entire chain will stop at the same time instead of gradually
yeah this
at saturation they have the same throughput
One is building time inefficient and space inefficient, but i guess production time efficient?
The other is small and fast to build and requires some manual prep
only place I really use balancers is nuclear parts, to minimize the amount of crap accumulating on belts and in machines
i've applied this philosophy on everything
i want to see parts moving on every belt at any given time
if they aren't moving, something is either not efficient, or the excess should be going to storage or a sink
technically speaking, i use storage as a buffer in case i need to make a major change which would take something offline otherwise
every part received and created is buffered
my factory could run a few hours without any new mined resources brought in, entirely on stored units
but that's mostly because i'm not using them fast enough, i'm going to build a new factory in U5 to address this issue
we're getting somewhere
You could slice that into quantitative and qualitative and probably get a clearer division?

Navigability is qualitative, for example
ahhh
would quantitative still be relative in terms of what constitutes objective improvements in the category?
Quantitative means there's an unambiguous, numerical metric somewhere that depends only on the optimization choices you're making - building count, power utilization, inputs per output, or whatever else
i'm thinking that i agree that navigability is relative since it's a nice-to-have and mostly helps with long term benefits
Save size is quantitative as well, though most people don't care much 🙂
ah right
the reason putting that was to give a label for what it means to build less things in total
foundations, buildings, power polls, train tracks etc
like, building a drone port might be more space efficient than running a train line from point A to point B, but is a drone flying using less computational resources than a train would?
what if you had 10 drones or 10 trains, which would be using less GPU/CPU resources to move things from one place to another
those two things have very different characteristics and you should build what makes sense for the product you transport, they are otherwise not comparable
surely you could compare them based on throughput 
sure, but thats not what you asked for, you asked for CPU/GPU comparison, seemingly disregarding throughput
would it be possible to match their throughputs in order to compare their compute resource intensiveness?
On a specific version, on a specific computer, in a specific factory, yes
In general, no, not really
right
probably, but it wouldnt be a very significant test since those are not real-world conditions. trains can move a whole lot more product then a drone can
and all that depends on distance
but drones travel faster
and trains can be long
Wouldn't cpu metric be simply a number of active buildings (belts, machines, trains)
And gpu metric a density of objects per area?
hmm tru 
active objects as opposed to passive ones?
are there any passive factory objects
foundations and such maybe
I do not have in-depth knowledge of how game works, but walls do not add do cpu load, as they do not require updating. Pipes, belts, storage, all the stuff that is calculated with each cycle, does
makes me wonder whether power polls and cables are actively updating or if it only happens once when you connect or disconnect something
My factory may not be big, but I do notice the cpu load increase as I build more machines and belts.
the power grid though would be a huge portion of updates since the power can be potentially ever changing each cycle
Hopefully grid just updates as whole and not all nodes one after another
indeed the machines would update the power usage on the grid, poles or cables are passive parts in that
it might also be worth noting that when you connect a grid, the whole grid and every single connection is logged into the same json object, whereas if you have separate grids, each json object becomes smaller. so it might be interesting to see whether it's better on the computer to load many smaller json objects (more smaller self-contained power grids) or one giant json object, one single power grid
ah, right
they merely signify the connection exists and then are aesthetic from that point onwards, as opposed to doing any actual work requiring individual calculating like in pipe segments
yes, power is omnipresent, it doesnt actually flow
makes me think though that perhaps pipelines could be pre-calculated after being placed somewhat similar to power grids
fluid flow is quite dynamic, i'm sure they optimize as much as they can
since the pipeline won't change unless someone deletes a part or adds an inline part, at which point you re-calculate the whole thing
but then that would mean it would slow down adding and removing instead of the live-calculating that it does now
indeed
ima ask some programming friends about this and see what they think
Modding server might be the best place to start, folks there have some in-depth knowledge of game internals.
indeed 
I don't think that there's big or small json objects
although i'm new there and it seems i come across a little abrupt when chatting there so i try to avoid
every entity in game is represented as an object and if they use json to save the objects, then every entity gets it's own object, there's no grouping together
the only reason i say this is because of what i saw in the save editor
but save editor converts save data into a different format
ah 
save file has little to no bearing of how ingame data looks like
that as well
would it affect how long the autosave delay would be?
more objects = bigger save = longer to save in general
if only there was a way to benchmark this 
you would need to build a test suite
sounds elaborate
simple engineering
i was thinking of using a stopwatch
actually lol.... what about using a screen recorder then counting the time duration of the delay in the video frames
close, but first you need to prepare several saves with different contents. otherwise, what are you measuring?
thats awfully little data points
essentially i want to measure to see whether having X amount of power grids separated is better optimization, or having everything connected to the same grid
the more saves you test, the more concrete data you can get. You also need to test on different software and hardware to get any data that isn't specific to your configuration
i'd have to first make sure that there's any noticeable different on my setup at all
not to mention that such a small change (pretty much just one power line disconnected) would most likely have so small effect on save time that other stuff like RAM usage in time of save and how much is browser busy rendering stuff at the background would have way bigger effect
multiple hardware test is not feasible. Just make sure you have average configuration with no weird shenanigans going around and that no bottlenecks are hit.
then it would need to be ridiculously amplified
1000s of power grids versus all those devices interconnected in the same grid
easier to do with mods ofc
just make one setup then repeat it
don't think you'll have any relevant change in save time
the game still has to save all objects
that's why needs testing
it may also be that the game doesn't really save grids at all
Build large fuel gen or coal gen array.
Connect several machines to each generator.
measure cpu/gpu.
connect all minigrids together.
Measure again.
since it doesn't need to, it can just reconstruct the grid data on save load
Im thinking that maybe the save file would actually be larger if there were multiple grids because for each grid you'd have a new parent object
but... there doesn't need to be any parent object
a
I expect no difference at all - just a diff number on machines. At most, save will have the extra cables listed.
Yeah
Yeah
You mean like that the data is all flat in the save
why not? all you really need is to save all the entities
Interesting, i just assumed they handled json because thats what the save editors show
even if they did, why would they bother with tree view if they can just do list of entities
The save file format doesn't matter for measuring game perfomance.
what are you trying to measure anyway and why?
they have objects. UE is object oriented I think
I assume UE also has some saving capability, they can be using that
Wanna see whether a player could choose to build a factory in a save file compactness oriented way in a measureable way so as to put it in a quantitative category of optimization factors in the chart
save file compactness = least buildings
Build less objects 😉
also cut down less foliage