#math-and-meta
1 messages Β· Page 566 of 1

Iron Cable best Cable.
I'm only tier 2, is there a way to do this where just 15 Rods go to my storage? or am i limited to the splitter doing even amounts? I can't logic out how to have it manifold just the 15 to storage and everything else go on to the rest of the factory
you don't unlock ratio splitters at any tier
just rely on the even splits, or use overflow splitters (which are unlockable in T2)
15 rods/min is also exactly 1 machine, just give it its own output belt?
oh yeah, good point
nods. that was my backup solution, just wanted to make sure I wasn't thinking of something
yeah, smart splitter then π
Maximise is still weird indeed. Planned to be fixed soonβ’οΈ
That would be great. As well as an update to simple diluted greeny. Diluted packaged greeny is needlessly complex and consumes a touch more power to boot.
(I'm probably not the first to make that joke, but eh)
As to my own preferences on cable: I'm unsure of any realistic production pathway which needs more cable than you could get from iron wire-default cable. I tend to use quickwire cable anyways because it's much less of a PITA (at least so long as you have a centralized production facility), but the cable alts generally needlessly consume oil (and potentially caterium) which is always in high demand.
i dont get why people say caterium is in high demand
if you use pure caterium and fused quickwire its so easy to get all the quickwire you could ever want
This.
Between caterium circuit boards, caterium computers, AI limiters, HSCs, etc, you can use up quickwire at a rather frightening rate.
You have ways around it on 3 of those.
So if you're choosing to use Ct for everything... sure?
But Fused QW also gives you boatloads as Zyra said.
I've never hit the point of using up even half of any given resource, but caterium often winds up being something I have to search further and wider for than any other resource, even with pure ingots and fused quickwire.
I have a strong preference for Crystal Computers though, personally.
... I'm not sure you're human. No human being could ever regard crystal computers with anything other than undiluted hatred.
well 1 node gives 3600 quickwire and there are lots of them
i dont see how you would eat through 3600 * ~20 quckwire
Both are 1:2 with RCU's.
So you can legit do an Insulated Oscillator line, split it in half.
Half going to Comps, then bring those comps and the other half for a perfect ratio into RCU's.
Just add Casings.
youre telling me youre using 33,120 quickwire/min?
Also, hate me, but I do enjoy me some Electrode Circuit Boards. π
That's a terrible argument and you should know it. Just because I'm not at the point of using up the entire map doesn't mean I need to source out a disproportionate fraction of the map's caterium nodes.
Electrode and Silicon are probably my top 2 used Circuit Board recipes.
i just find it VERY unlikely that youre not more capped by coal/copper/quartz/sulfur
I havenβt got to the point of the game where I need caterium in bulk yetβ¦ tapped one node for quickwire and AI limiters in T3-6 but demolished it after T7 and havenβt even made a dent in my stockpile. Prob gonna work on rebuilding older factories and the aluminum/battery plant and upgrading power before diving into HSCs/supercomputers etc so itβs gonna be a while before I touch caterium.
Also a fan of electrode circuit boards because I accidentally made a factory that produces way more rubber than I need lol. And Iβve used all three computer recipes but crystal computers + silicone circuit boards is the route Iβm using to automate atm
caterium and cilicon circuit boards are so good....
Crystal Computer recipe is criminally underrated by people who just hate Oscillators.
I kinda divide the world into districts and I prefer to use βlocalβ resources if possible, so in the northern forest where I make my computers itβs easier to go silicone/caterium, while at the crater lakes where I do my aluminum stuff I go electrode boards because of the oil well thatβs right there XD
i feel like using crystal computer AND silicon circuit boards uses too much quartz
um any like tips on how to even out 3 lines, 1 pure (780), 1 normal (600) and 1 inpure (300) nodes with T3 miners with overclocks
I hated oscillators until I automated my first production line
Now I want to make a 40/min oscillator distribution center
imo silicon circuit for quartz and caterium computer for caterium is the perfect balance for caterium/quartz
I agree, haven't done the exact maths though.
Last PC outpost I did combined Insulated Oscillators and Caterium Circuit Boards to make them.
Mainly because you get so much value out of sinking all of your Quartz into the Oscillators for a line like that.
I don't know if anyone has already shared this, but if not: It appears train payloads have weight now. I did some testing and figured out at least how the weight works, still not sure about the calculations made when pulling said weight.
From what I found, an empty freight car has a Payload Mass of 0kg.
When any amount of fluid or solid is loaded, the Payload Mass increases by 14,000. I assume this is the weight of the box/tank.
Solids weigh 3.5kg per item, regardless of what the item is.
Liquids weigh 35kg/m3.
This means, a fully loaded fluid car weighs 70,00kg and a fully loaded solids car with stacks of 500 weighs 90,800kg.
Whereβd you get this info?
If you're insistent, you can do a simple 3x3 balancer.
Split all three of your input lines three ways.
Then, have three mergers, each accepting one of the sublines split off of the initial lines.
So:
AAA->S->A->M(+B,+C)->ABC
A->M(+B,+C)->ABC
A->M(+B,+C)->ABC```
I'm a modder. Exposed the Payload Mass value and wrote it out to the log file
Are you sure it's meaningful, though?
It could be that these values exist but have no effect on gameplay.
umm okay? π
They sure appear to. Easy enough to test with some ramps. Give me a few minutes and I'll give a definitive answer. Also, there are values for the engine Max Tractive Effort and Tractive Force, which do have values. Haven't been able to deduce the exact formula quite yet, though
Considering there was a bug where they made liquid cars 18x too heavy and people definitely noticed.. I'd say it probably is meaningful.
(And that's from numerous dev responses to questions about tankers being utterly useless on the Q&A site, if anyone's curious.)
Ok, I'm just going to take that as my proof then so I don't have to set up this ramp thing.
I mean, science always deserves to be done.
umm any examples of that setup π
so how many locomotives / freight cars are you guys using now for full trains?
is it still 4:1?
i think it is 4:1
i think 5:1 works if you are not going up
even with full trains?
dont take my word on the 5:1 but 4:1 yea
aight ty
i had 3 locos for 14 cars and it worked greay
that was along time ago long trains arent always the move
They're discussing changes in U5..
Could someone please point me to some info/tutorial so i can understand belt splitting better.. eg if im making 120ore is it OK to use a mk3 belt to feed my smelters or match the belt to the output? if the smelters only take x and i have a main line (side by side spliters?) should i have a mk2 belt running through and to each smelter or should the smelters use a mk1 since they dont gobble that much π
my factory is working well but i think there is some math here that i am just not getting, ive saturated lines but i have this feeling as it ore enters the bus there is a bottleneck
As long as the belt can move however much you're trying to move, it's fine
If you merge lots of outputs you have to keep an eye on your belt's throughput, naturally, but that's about it
ok so if say 1 smelter has a mk1 thats not slowing whats passing through the main line running at say mk3?
no, splitters internally are magic and just do the thing
You can visually tell of there is a bottleneck (some belts back up where they shouldn't)
Generally, making buses requires one to do lots of "long term math" (the kind where you jot down numbers and have to come back to them whenever you interact with the bus) unless you have extra-solid overflow management
i get you Dr Thanks π
i tend to build busses as i like the space saving im finding
buses are love buses are life
if its a very localized bus we like to call them manifolds to avoid the confusion with the "main bus" π
roger π and main bus is all the things yeh ?
in a manifold you overflow split to each machine
in a main bus you overflow split to each factory
for example steel ingots go onto the bus
and go off for steel beams and for steel pipes
That's a good one
ooh that sounds like my factory π
would love to share my save see what ya'll think lol
sure just post a screenshot π
ok π will get some fresh ones and post in screenshots
my hurdle is getting things to plug in nicely sideways in a row .. u will see
Con't from #satisfactory img of new track going around the map that has a new station on the end of it but my project train on the new track says its "next stop is invalid"
Reading how to make power.... Split the fuel into 66.67 Fuel Generators. hnngggg
at that point you just build 66 gens and call it a day.
hah, I think it gets worse
you can underclock the last gen to 66%
I think I am actually getting 1350m3 of crude oil
so I need to recalculate based on them
if you want a flat power production graph, or avoid issues. it's normally better to overproduce fuel anyway. you can always package that .6 extra gen worth of fuel for jetpack/car use
also theres a bug that makes some fluid disapear when you load your safe so some overproduction is actually good (i usually recommend 1% overproduction)
I have lots of those big battery things
to make things a bit smoother as I have some geothermal already
smooth power graphs are overrated
ofc that's why i don't have geo plugged into my grid too.
currently have an hours worth of battery backup π
ye same
a second grid for all the weird stuff xD
but, to each their own.
how do yall have such high power O.o
Straight lines are for punks.
my lines would make yall cry
perfect sinewave power like a real grid system π
nuclear π
10 of em
like this?
ive never gotten to nuclear yet
it's fun. but it's a really big project.
oh another person that goes for production way under max cons. nice
lemme show yall my lines lol
My pasta factory is shutdown D: it's gonna be awhile before I get around to fixing it :/ when it was running it was beautiful. 200gw consumption
otherwise idk where the missing 30gw is, I think the max consumption graph breaks itself or something after awhile.
I nearly have nuclear, just need to work out how to make the rods
production line is good though. that means you built your gens right so you're good xd
12*75MW = 900MW
this one is yellow
oh shoot ty, i forgot i had it on standby to fill on coal and water so everything backed up a lil bit
i have my coal going into a storage container than my coal gens that way if i have a power outage ii still have some coal ready
my oil extractor is using 650MW by itself
need to work out how to turn that 1350m3 into raw power
Flat is justice π π
https://media.discordapp.net/attachments/765986766296449054/900606702586564658/IMG_20211021_003916.jpg
turns out I need 160 oil generators
6 Resource Node Extractors
14 water extractors
20 Refineries
16 blenders
1 awesome sink
160 power plants
Power Output 60000MW```
That's my maths worked out, lets see how well it works in practice lol
Going to use some fuel buffers to protect the leaky pipes etc...
160 oil gens is 24gw, no?
assuming you're overclocking to 250% that's 48,564.5024 MW.
if you plan to overclock, you might want to consult the codex, because things get.. strange
yea.. he's using production OC numbers..
Which battery recipe is usually considered better for drone ports?
hi everyone, i am currently revamping my power production by doing the real math and figuring out how much stuff i would make. in this area i have 2 pure crude oil nodes and 2 normal oil nodes. (just to make this clear i want to ask some pros before i put this all into action) at 250% overclock for all that makes 1800mΒ³ a minute. if i'm right, that would be able to feed 30 refineries at 100% overclock making 1200mΒ³ fuel/min and 900 polymer resin/min. the 1200mΒ³ fuel goes into 100 fuel generators at 12mΒ³ to generate around 15 000 mw. the polymer resin at 900/m goes into 8 plastic refineries with 160mΒ³ water to make 160 plastic/m and 420 polymer resin goes into 11 refineries (one at 50% underclock) to make 210 rubber/m. please tell me if this is right im not very good at math and 100 fuel generators kinda seems like bogus thank you
yes this is right
you can use an online calculator to check your math if youre not sure
https://www.satisfactorytools.com/production?share=pQtHXWILgxw4iD6ie5JG
Alright, so I'm planning to ship all my Heavy Modular Frames around with Drones, since it's such a low throughput item, but I'm kind of confused on many I actually need to make. In my planning document I shot for 16.8/m Because it matches the throughput of two limestone deposits.
but it turns out the amount of materials, such as need 700+ steel per minute. Seems a bit off.
Should I make less? More?
Low throughput item?
Looks at outpost 1, pushing out 130/m
130 Heavy Modulars a minute?
π
Picture?
So there's no actual screenshots of the build? π€
I just did a Hub0 restart for U5... give me some time if you require that.
So you're planning on doing 130/m. Not doing it currently?
Good God....
I have done it for the past 3 runs...
I will do it yet again...
I am sorry I don't film/screenshot all of my playthroughs.
What exactly do you need all those for? Heavy Frames aren't even used for that much. Just fused and nuclear pasta.
they are used for assembly director systems
the best item for awesome sink points
You mean the Thermal rockets?
Because I can...
Also they are used in Blenders, every train-related building, trains, fuel gens, manufacturers, nuke plants, poggers...
the rockets give a bit more points but cost alot more resources so ADSs are better
the man just likes his heavy frames. don't judge him
130/m with no screenshots because you can... Riiiiight.
:)
I'm not judging over his use of 3k copper for those frames either.
I may trim it down to 100 this run.
But I wouldn't go below that.
4k copper.. ouch. lol
I am having the idea to have all items being stored at 1 stack per minute.
So 100 HMFs can get split into 50/m storage and 50/m making FMFs.
What are you going to do with 50/m going into storage, let that fill and make 100 FMF's?
Storage needs to be constantly fed so it never runs out.
Β―_(γ)_/Β―
I have a 24k copper ingot a minute setup for 20 nuclear pasta a minute. Why would I lie? Or anyone else on here for that matter, it's just a game xd
PICS OR IT DIDN'T HAPPEN
Oh I wasn't implying that he lied, I was just making a joke
Use the search button lol
No u.
I guess I miss understood. damn text on a screen lol
It very much came off as you implying I was being untruthful jsyk.
I mean I'd imagine the build isn't that hard, just lots of repetition, I'd be more interested how people move massive quantities of items, to one place.
Just massive belt buses?
For my copper plant, yes. but it's not that massive. it's only 9 nodes.
refineries are overclocked to 200%
@smoky patio Blue Box = Build location. Red = Resource pull.
hey thats where im building right now
Pull all the local resources to make outpost.
That's how I play π
Hence using the 3k ish copper @topaz hedge
Otherwise the nodes in that radius would just be wasted.
Would steel screw+bolted plates not be easier? it's more steel, but fewer machines.
Possibly, but would reduce total number produced.
Given coal is the limiting factor.
So if I trim it down from 130 then the maths change.
Currently just planning out outposts atm.
Then will go into build mode.
Trying to decide between OC Supers and Super-State Supers.
Both technically cost the same amount of Computer investment.
Alright, So I think I found the soultion, I'm gonna build my factory around Heavy Frames 30/m
but the ore coming in is going to be as if I had mk3 miners and mk5 belts. So it'll only be making about 15 untill I come back and upgrade it.
^ This is also how I play. π
Build the number of buildings you would use with mk5 belts and mk3 miners, but connect only the ones you can run on mk4's with mk2's.
Then just come back when you progress.
So if I go with the 1 stack/min plan, I need 125 HMFs/min
Is there any like general consensus on how many items per minute you shouldn't use a drone for? As in it would bottleneck?
"Like 60/m is too fast for drones, you'd be better off using a belt"
No because you can always build more drones.
True, True.
And in general terms, you are always better off using belts.
We just trucks/trains/drones because we choose to.
Well, yeah, but drones cool and me lazy
Also less belt logistics in my end game factory will be nice, since I'm one of those straight line, no clipping kind of players
Wouldn't 3 suffice? They should be able to move ~2.5 stacks/min
across the map? iono. I tested it with sinks, and receiving port ran dry when it was fed by mk5 -> mk4 +mk2
So about how much per drone?
Normally there's a done hovering waiting to land. which is fine. I think it overall uses less batteries if the drones can't unload.
about 1.5 stacks per drone is what I got.
it has begun
i made the exact number of pressure cubes, and now it's just slowly being fed the copper dust
the copper it's being fed by is just leftover from my supercomputer factory, so, it'll get there when it gets there
maybe my christmas
so, i left this running over night and forgot i did that, i hopped on this afternoon, and this is now my usual power usage, but when i jumped on, the current consumption was sitting around 3-4k, which gave me a bit of a heart attack cause it meant about 60% of my stuff had stopped running
Is there an updated count for tickets and points to unlock everything?
I'm getting 235 tickets for everything except the statues.
If the table I'm looking at is correct, it takes 18,723,000 points to get 235 coupons. 300 raw quartz turned into 500 silica is 10,000 points per minute, which could unlock everything in 31~ hours. If you convert that 500 silica into silicon circuit boards (requiring 1,000 copper per minute with default recipes), with the resulting 158,180~ points per minute, you can instead get to 235 tickets in 2~ hours.
All the statues and both cups are an additional 1,577 tickets, for a total of 1,812. Not feeling like running through scenarios on that. π
Nope, table I'm looking at is not correct at all -_-
Okay, 239,052,500 for 235 tickets. 25~ hours of silicon circuit boards (assuming 300 raw quartz and 1,000 copper ore, and all default recipes).
i'm sinking plutonium fuel rods, 1 every few mins, they are worth 150k each
got my first statue, probably have my second one soon
110~ billion points to get everything. Doable with 20 ADS per minute running for a week nonstop.
if 1 smart plating takes 30 seconds to make, how long will it take to make 500?
500x30?
ah
upgraded to mk2
3 smart plates per minute
500 needed in total
Pipeline maths question. If I have a junction an on one side I put in 240p/m and on the other side 120p/m, will the two other sides each output 150p/m when using mk1 pipes, or 180p/m?
pipes don't work like belts, fluid moves based on it's amount in pipe and headlift
they work mostly like real life
if you have a junction and put in a total of 360 you likely get 180 on each side
if you're asking if a junction can do more than 300, then yes
Thnkas π
Power generation update.. I have gone from 5.6GW on my power network, to 47GW π
using about 8GW to generate the additional power though
Hm Well this is what I'm thinking about doing https://u4.satisfactorytools.com/production?share=8v7dPys9z70EjrjEKqqW
Are you able to combine 3 480/min belts into 2 780 belts without slowing anything down?
technically yes, practically maybe
the question is, why do you need that? you can just use what's on those three belts instead of balancing it onto higher belts
(and mk5 belts tend to lose max throughput over distance)
well im taking the belts to my factory, i have 4 miners producing 480 each
use train π
not an issue since it will just be 770 and 670 isntead of 780 and 660
not far enough for a train
it's an issue if you expect 780 on the other side π€·
train can carry any amount π€·
can work, but I'd just use train instead of belting three belts
or process it near nodes and belt some advanced product that fits onto one belt
its coal for steel and the iron is over there
clipping π€’
can use a lift if you want
this was one of the earlier designs i tried xD
"slight" clipping
if youre getting coal from where i think you are, there 2 iron nodes on the hill behind the coal
Yes but I am bringing it to the 4 Pure Iron Nodes to process into Steel for my steel factory that is already in place
I like how everyone is talking balancers and compressors when what was asked for was literally "split one, merge into the other two". π
Is there a reason to not use Tier 5 conveyers on everything that would use conveyers?
You want it to go slower? I'll sometimes toss a Mk2 or 3 on a splitter so it doesn't siphon off a full 50% of the belt's capacity.
But(and ai'mmbeijg very nitpicky here) if the machine that's on the other end of the Mk3 goes slower than what the belt can handle, it will clog that line won't it?
yeah, it's essentially useless, some people just like to use lower tiers π€·
my balance merger sushi sometimes messes up with mk5 belts and makes mergers not always go left-right-left-right but works fine with mk4 or lower
but thats a super unique situation
I have yet to find a belt that can outrun a sink. π
Another situation was, I was piping mats to a station from storage to move elsewhere. I used a lower tier belt to rate limit it so it didn't fill up with just the high-volume stuff and edge out the lower volume stuff. π€·ββοΈ
I didn't want all my rubber moving to that station. π
Also when is it better to use trucks over belts?
price over distance.
i track within 200-400 meters, but if its 700+ i'm gonna truck it
at 700, it makes setting up a station worth while in space it takes up.
when i need to produce something between multiple machines and am underclocking to meet that exact amount, should I round up or down to be more efficient
I'm making a starter base, and need 201 Iron ore total, which I'm planning on dividing between eight MK1 miners on two pure nodes. so each would be mining 100.5 ore divided by four miners.
which is 100.5/4=25.125 ore per miner. but i can only go to the tens column on the miner
if you round up the machine might be at 99% if you round down the machine thats taking its items might be at 99%
for me im happy as long as i use 100% of my resources so id round up or leave it at 100%
also the overclock amount is correct up to 4 decimal places
isnt mk5 conveyors good while using mk3 miner>?
sorry, i meant to say underclock
it just goes to the tens for me
trying to get 25.125 here
Personally I overshoot the target, just in case i want to grab a little extra after leaving the machine alone for 4 hours
so you're saying leave it at 25.2?
and overshooting means you'll be sure to have 100% production upkeep on the final product, instead of 99%
imo just leave it at 100%
yeah but, if i got it dialed perfectly won't i have zero conveyor chug?
or is that chasing a unicorn
define chug?
a conveyor start-stopping
yeah... you'll never be able to have perfect conveyers moving always without under satisfying the final product of each section
hence the pick above
My conveyors run nonstop. π Straight into the sink.
i stop dumping into the sink the moment it's no longer reasonable to keep throwing that material into it
like i stopped throwing bolts and iron into it because i can instead dump tier 1 rocket parts
i rn have one belt system that goes into the sink
the rest of the belts like iron production dont have a belt system to sink
The problem is I've got a central storage that picks up mixed mats from all of my factories so I can keep full bins of each of them. π
I wish we could put switches on splitters or belts.
you kinda can with smart splitters
Well, I want to be able to flip a switch to stop dumping stuff into a train station, while still producing all of it so it saturates the factory and shuts itself off.
are priority splitters/mergers a thing yet?
as a single building no but you can make one using splitters and mergers
Not priority mergers. Priority splitters, though, I think you can make something that behaves that way.
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nneat
π Yeah.. all that work and space for something that still doesn't work perfectly.
But yeah, you can get close enough if you throw big enough numbers at it.
well its that 99% of the use cases dont need actualy priority they just need good enough
Yeah, fair.
alright that's kinda funny
to priority merg
i know it took factorio a good few years before they came out with priority split/merge, im questioning if its as easy here as well to simply be able to tell a merger "take in items from this side first"
ive used it in alu with silica and in plutonium pellets with wet concrete from non-fissile uranium
Well, we've got programmable splitters that are priority splitters on steroids.
So... yes? π They could. It's more a matter if they want to.
I'm sure mods've probably done it.
im sure they will eventually.
gente, este es un mensaje para los miembros que hablan espaΓ±ol, estamos creando una comunidad, no oficial, en espaΓ±ol, los invitamos a unirse y demostrar que la comunidad hispano hablante de satisfactory es mas grande de lo que parece, si quieren formar parte, solo mandame un mensaje diciendo que quieres unirte y te enviaremos la invitaciΓ³n
Imagine searching for players only to be reminded about #rules and #looking-for-group-old...
Nah, that's a thing too, given the right ratios between machines (some just can't be do what you said if one tries to 1:1 them)
Eg: an iron plates constructor behind a foundry behind a miner all on the same grid will never have "chugging" conveyors as long as the plates don't pile up. This can be extended to further down the chain
You can actually set the exact number by clicking on the target production rate text and manually typing it in i.e 25.2 to 25
How can you split something 5.3 times?
eventually the machines should run full
That's fine then
if you feed in as much as they all need
Yeah they will have everything they need then
so i just realised i've left the game running for a little over 24 hours, time to go check if my automation is actually efficient, or if something has gone wrong
off to a bad start
lul
F
Are you running it on a dedicated server when you did the 24 hour test?
no, just my own pc
I would suggest a dedicated server for that tbh if you have the option to do so, if not you can just do what you're doing right now is also fine. Just be careful that I know Windows desktops or laptops may get a bit angy at you if they run for too long without being reboot once in a while.
i'm at the nuclear end, and there's no rods there, so fuel must've stopped creation
i do love that the hypertube entrances only require like 10MW of power, so i can just set up a biomass burner and throw some leaves in
Does the hypertube entrance pull power even it just stands there without anyone using it tho? Or does it pull power constantly π€
constant, but it's low
also, it seems like my point of failure might be drone batteries
which is weird
i want a network debug of my power structure
so i can use that to pinpoint when the failure occurred and try to match that up with whatever production was halted at the time
ah hell, i found the flaw
drones are not so hot at shipping items back and forth if there's a back up of one of the items, it stops shipping at all
When you say back up? You mean it's full rite?
are you shitting my dick right now?
yes
Perhaps you need a own belt that sinks items out of the place so the drones can at least land or send them somewhere else. To avoid like back ups
also, fuck, the way this has stopped means there is currently no uranium fuel rods anywhere, and you can't manually craft them (i had the mats for 2)
F
i've been doing that as i go, learning of new faults each time, and i just set up the sink to fix this one, but now i think the only way to get power back on, just enough to run the uranium fuel plant, i'm gonna need like 15 or so coal generators
I Definitely wouldn't have figured this on my own
That kinds sucks, if I was at that stage. I would have setup a backup powerplant somewhere that is not Nuclear, like fuel or coal just in-case of that happening.
It might be a big job tho, as I have never gotten to nuclear stuff in Satisfactory before nor Fuel tbh
well, i thought i had a redundancy in that if something blocked up the system, i would have a backup of rods, but because i never built a dedicated backup, this failure must've been slow and painful, as it used up all the rods
Dedicated backups should be a prio to have whenever you're dealing with Nuclear power plants tbh
well, first thing first, i need to isolate this network from the rest, so i can determine the exact power required
lol this power network of mine is worse than the spaghetti mess of conveyor belts, i've isolated 5 connections to the main network already and there's still more somwhere
Question is though, is it worse then Josh's conveyor belts tho
is that the letsgameitout guy? if so, then no mine is not worse
ok, isolated, i need 16 coal plants to get that ball rolling
it is, yes
You know what item I came across today that I really want an alt recipe for?
Steel Beams.
4:1 is so painful π¦ Let me bring in oil or something else to cheapen them.
just make it stupidly complex for high payout tho
use nitric acid and water to dissolve the steel (ingots) and put it around something, like a reinforced iron plate, in a blender
I don't even know if that would work chemically but I haven't taken chem in a few years
just be careful that they can't be melted by fuel
maybe by turbofuel tho
I'd honestly be in favor of a Blender steel recipe.
:)
Given we have Refinery recipes for the other ingots.
you mean... like this?
I can change my name back to | I Hate Mods if you wish π
just say it you WANT this recipe
I did say BIAS.
numbers in the image are old. these are the updated values
Mods. π€’
You're adding something to the games that the devs did not.
What are they defining MODIFICATIONS as?
"a bundle of recipes" = a datapack or something
may be because i used CL recipes for this.
so i didnt make a full mod but rather a datapack to be used with another mod
on its own my little datapack does nothing
thus its not a mod 
oh that. like the heat fused frame
i like that too. did one for the other frames too
turbofuel in recipes when
turbofuel + sulfuric acid mixture used in a ranged weapon
play splatoon with those spiders
nitric acid
Iron Ingot, Coke, Turbo, Water
Hardened Steel.
nitric acid is better at igniting fuel that sulfuric
sulfuric acid is commonly used to refine fuels
Fire is better at igniting fuel than acid. π
says you
?
When the server host tells you to move the planned nucelar spot from swamp to center of the map to make power line connections easier
I'm level 83, personally
xD
i am still working on this
finally built a backup power supply for my uranium processing
Nice
Sooo anyone know how to make a 1 to 72 splitter
dont
But I want to
Yes
it's not hard to math, it's just kinda excessive
IDC about cost
72/2=36/2=18/2=9 so you need a 1 to 9 that gets split 3 times
just think in terms of multiples of 2 or 3, and it all maths out easy
but honestly, you could just chain split a circular loop
the fuel burns slowly in nuclear, so eventually each one will filly up
meanwhile me making a 47 splitter
I would prefer to have them not be completely full cuz I don't want the area completely radioactive so if I do 1 to 72 each will get one at the perfect time
just curious why did you plan for 72? most go for multiples of 10
72 reactors is the most you can fuel with 1 normal uranium nose
Node
Answered in #satisfactory
ah i see
55 splitters, but only 36 if you don't mind some outputs getting 1 1/2 times as much as others.
Actually 39 splitters will do 1:72 if they're rearranged so the 1:2 splits are first.
omg, i'm an idiot! thank you so much, that's insanely helpful
you can even input equations into the field (like 25/3) and it will calculate how much that is when you press enter
note that the per minute number is broken in generators, you have to only edit the percentage
Me, making 1:1 splitters because it was the simplest perfect right angle...
π
Which takes more MW:
Mk2 Miner at 2.5 or Mk3 Miner at 1.25?
mines dont use that much do they?
I overproduce the shit out of MW anyway so it is more of a curiosity than anything.
MK2
upgrading miners is awlays worth (afaik)
im not sure but eh
51.9 MW for Mk2 at 2.5.
42.9 MW for Mk3 at 1.25
i just fully over clock all of em
Greeny's codex has a clock speed slider for each building and shows you the power draw for that percentage
ok i know this is a pretty tired question, ive searched the discord channel, and havent really found an absolute definitive answer. I just cant figure out the math exactly.... is it better to overlock 7 generators to 250 (200%) or to run 14 generators at 100% .... I know that the math is horribly wonky, meaning you get like 303megawatts for 24.92 fuel.... is there even a .001 more power from overclocking or is it less power.
Neither. Generators effective output scales linearly with clockspeed.
i think it uses less fuel when over clocked i dont rember for sure
It uses more fuel, but produces proportionally more power.
Winds up being a total wash except where you have rounding errors.
is it the same with nuclear gens?
Yep.
i get that... .but it would be so much nicer if the fuel generator actually did exactly 2x more fuel for 2x more power... the problem i have is that its all wonky with the 24.98 fuel / min or whatever
generator input to output ratio is always the same when you oc
just as machine input to output ratio is always the same when you oc
It's 203% more fuel for 203% more power at 250% clock speed. π
But the neuclear gen has a slightly different overclocking ratio
if you just OC to 2^1.3 you get exactly 2x the power and use 2x the input so no wonky numbers
Yeah, nuclear is almost exactly 200% instead of 203%. π
200% for 250% for nukes, so they aren't supposed to use more than 600 water/min.
250% is 600 water
That might have been what I said?
you can put formula's in the %%% section?
yep
oh u right sorry i have been up for 2 days
For nukes, 250% on the slider increases consumption and power output to 200% = 600 water/min.
NP!
i did learn one important trick though.... never ever sink plastic..... .always convert them to empty containers then sink the empties
constructors use so little power, but you get way more points/min when you do
Never?
I'd say that at 171,000,000 points per coupon the piddling amounts you'd get from plastic containers is of no consquence.
early game every point matters π
and it always adds up
early game, yes, late game you really want super computers and such.
i pretty much just left everything where it was, regardless of how small.... even dumping 7 turbo motors a minute. π
although i recently just started a new game.... .i gave up trying to fix my aluminum/power plant etc from my old game since update 4 messed all that up
Sure, to get rid of stuff blocking production but how long would it take to sink 3,000,000 canisters to get 1 coupon?
if you sink 30 a min, thats only 27.77 hours ....
oh sorry ... my bad... i did the math for 3 million points
I make it 1,583 hours.
But I'm not disagreeing on you in principle, I just disagree that it's ALWAYS worthwhile for the points.
Real pioneers sink leaves.
nothing but leaves
Biocoal.
LEAVES.
i am excited that in update 5, that pipe junctions will snap.. hopefully that will make lining up things way easier
It does.
As long as you don't want them vertical. π
oh no really ?
At least on Refineries, yeah. π They snap to inputs on every other orientation. But vertical for some reason snaps to the refinery's midline instead.
have you put in a bug report?
Yeah, the snap is to the opening, so if you make a vertical junction and you're trying to snap to a horizontal point the system doesn't like it.
I have not. I assumed others had because it actually affects them. It just makes me giggle since I turn all my junctions 45 degrees like a sane person.
Horizontal or angled junctions, I haven't had any issues with.
i am in trouble then.... i do a lot of vertical
Β―_(γ)_/Β―
You can still aim manually at least? π Hopefully they fix it before EA.
Wait, does no vertical snapping work? π
idk what this means.
i guess that question is more for the mod discord
Mods. π€’
i only use SMART and Micromanage, and Efficency Checker... the rest feel too cheaty.... these are only QOL mods
Only using (THE MOST CHEATFUL) and Micromanage, the rest feel more cheaty??
Hmmmmmm
I retract that. SMART may not be the most cheatful.
But it is 100% the most "WE THINK YOU MADE YOU GAME WRONG AND WE KNOW HOW TO MAKE YOUR GAME BETTER THAN YOU DO" of every mod I've seen people use.
Get it, Don. I hope you can find your own Dulcinea someday. β€οΈ
I have no idea what that means.
π Tilting at windmills?
Still have no idea what that means.
Quixotic?
Now you're speaking another language entirely.
basically you're fighting a fight you can't win
Don Quixote. He fought (tilted at) windmills because he thought they were dragons.
You're raging against mods. π
Did the statement begin with the words "Look motherfucker"?
In tone, definitely. π
If yes = Genuine anger.
If no = Not angry.
I don't know your safewords, man.
I was just bein' funny, honestly. π€·ββοΈ
(Again, not my strong suit. Much better at wet toweldom.)
okay guys if i have 4 mk2 coal miners how many coal gens can i make?
4*120/15 = 32
assuming you are not limited by belt speed and have normal nodes
on pure normal? what kinda node?
i think so but for simple stuff like this its not hard u have 4 normal nodes im assuming?
for production (but not generators) you can use https://www.satisfactorytools.com/production
if you have all niormal mk2 miners u make a total of 480 coal per min. wach gen uses 12 so u can power 32
what
32 gens
so 12 gens per miner
8
awesome thanks
np
yea sure lemme just plug in my head set
ok call me when your ready
<@&387163995947270144>
Best recipe gameplan for Aluminum Ingot production? We were thinking maybe Sloppy > Electrode > Pure Ingot?
anyone know the total amount of items for milestones/space elevator parts?
I did this a while ago but I think it's still correct
awesome thank you
Are there two heavy oil residue to fuel recipes?
Yes.
One for the refinery, one for the blender.
But there is an alternate for 60 -> 40/min
60 HOR to 40 Fuel?
Or what?
Ok. So I am trying to create a computer and circuit board factory
And I am trying to figure out the most effective way to get all the oil products
I mean. "most effective" is "Oil Extractor"
I was gonna say Oil Well, personally.
Given it is the only way to get oil.
π
My point is I wanted to reduce the oil used and maximize my products
But they don't try to minimize inputs when you select the outputs
You can set the inputs to what you want it to use?
You can make computers without oil if you want. Silicon circuit board + crystal computer.
I think that'd only require quartz, iron, and copper as raw resources.
yo how many water extractors per coal generators?
like 1 water extractor for how many coal gens
2.667
1 extractor for 2 gens or something like that?
2.667
what does that mean
1 extractor for 2.667 gens
ok thank you
Can't escape oil with comptooters.
Oh, yeah, I guess you could if you went crystal. π That sounds painful though.
Crystal Computers is my favorite recipe.
Also that means that chart is wrong if it says you need 140 oil with Crystal + Silicon.
Probably assuming the oscillator alt
So much so I've completed T8 and still haven't automated them.
Ah, yeah it is, good call Red Maw.
Crystal Computers line up so perfectly though...
Why do you hate quartz as opposed to.. I dunno, nitrogen or caterium?
Because it's in more annoying places than cat and I've only just started messing with Nitrogen, but it seems pretty darn easy to get to and tap. π
Quartz is just like "I'm special. I'm annoying to get to and move around because I'm so special."
And at least, like, Bauxite is frickin' useful. What's Quartz do for you? Oscillators and Radar Towers.
No wonder I relate to it so much π
And Uranium at least has the decency to try to kill me and only be in like 3 places.
Quartz is like "Here you're gonna die falling to your death, here you're going to die because poison stones, here you're gonna die because <insert annoying stupid reason>"
Quartz is stupid.
4 places?
Y'all really struggle with the word "like" on this server I'm noticing.
Red = Best spot, massive open, flat area.
Blue = In cave, so yes danger, but once cleared no respawns.
Black = Literally at sea level, no falling. Water pressurizer right next to it for Pure Crystal.
Next to blue isn't really high enough to fall to death from. Top right I guess, but also has a convenient water pressurizer for Pure recipe. Bottom-middle I confess I have never been to.
Outside of Blue, not really hazardous. π€
Red: next to part of map I never go to. Bottom middle's literally surrounded by gas plants. π
Really, I'm just being silly. π€·ββοΈ DO I SEEM ENRAGED TO YOU, SEVRAHN.
You should check that location, it is incredible for all quartz needs.
My trains don't go that far yet though. π¦
I have the crappy bottom middle ones tapped and I trucktrain in Raw Quartz + Silica.
Black is a spot I am scoping for when I get pressurizers.
Double-pure has a lot of potential.
Yeah, I actually like the black spot and have some stuff set up near too since all of my oil comes from west of there and my HMF factory is south of there.
I might go set up shop for crystal comptooters there. π
Just for you.
RCUs work perfectly with them.
Insulated Oscillators is 1:1 with Crystal PCs.
Which are in turn 1:2 with RCUs.
So you just make Insulated, then split it 50/50 for an RCU line.
Or you can split it 3 ways to make a PC and and RCU line.
As ugly as people think the Oscillator's per-minute numbers are, the RATIO numbers it has are beautiful.
Gets even better if you take it 1 stage further into OC Supers.
I was gonna do Super-state.. you've got my attention.
I have a whole chain planned out from Oscillators to Supers using Insulated Oscillators, Crystal Computers, Base RCU's, and OC Supers.
And the math is perfection.
(I'm just starting to plan out my ADS factory.)
I knew I didn't hate you for a good reason. π
150 Comps/min
-Store 50
-100 to RCU
200 RCU/min
-Store 50
-150 to Super
50 Super/min
Storing 1 stack/min of each "computer". π THANK YOU INSULATED OSCILLATORS.
Oscillator recipes are pretty handy in general if you're building a whole factory from scratch once you've unlocked everything.

π€
Cooling systems are 'spensive.
In terms of MW, yes.
But MW is not a variable I care about.
Clean ratios > MW cost
To me.
Part of why I love Turbo Pressure Motors.
WP is weighted resources
so while super-state uses 5% of the resources on the map for 60 supercomputers OC uses 12.6% (each resources added together)
Oh, if that's what WP stands for then I really don't care, lol.
Because I do not ever view "total map" anything at all.
Outposts are localized. Local resources is what matters to me.
Also how is it accurately considering the cost of Supers when there are so many possible combinations of items to achieve them?
"Among multiple ways to produce each of the ingredient, the recipe with the lowest WP is chosen"
"Weighted Point is the weighted consumption rate which is calculated by: (resource consumption rate / maximum extraction rate) * 10,000. The lower the better."
So unless you care only about WP at every single step, the WP at higher complexities is automatically wrong.
It's by definition not wrong, but it's a heuristic to go by. π
yes thats why its only a good indicator for a good recipe and not perfect
and since weighted resource is pretty much what people mean with "its resource efficient" its a good indicator
Wet Concrete. Good idea, or bad idea?
Is there any good solution for merging multiple inputs into a manifold?
Is splitting off the inputs 3 times, and putting them into a merger really the best way?
Depends what you're trying to do?
Great for water byproducts. Lol
hm, I just typed it out, and answered my own question lol
Glad I could help!
Sometimes laying it out clearly is all you need. :)
I will say, I had to do some funky splitter/merger setup to get screws through fast enough on lower tier belts.
Just gotta make sure the amount on each stretch of belt is always below the max of the belt. π
*or exactly the max with overflow splitters
*on not Mk5 belts
even with mk5 belts that works with overflow splitters
you will just have some more overflow
Then why does everyone keep saying Mk5s have issues running at max speed?
if you have a machine running into a mk5 you have issues
if you have a machine running into an overflow splitter into a mk5 belt you dont have issues
*at max speed
Mk5 belts lose max throughput with distance
It's due to that FPS bug with belts still being around, it's actually a bug with Unreal Engine itself.
it's not UE bug
I thought it was? I heard something about it?
So, uh, what does that look like, the overflow splitter going into the MK5 belt?
does that guarantee fixed amount of items for both factories?
If throughput decreases with distance, how does that solve the problem?
max throughput decreases
splitting it across 2 lines
yes once Factory 1 is full everything will overflow to Factory 2 (for example if Factory 1 takes 600 then 180 will overflow)
what I mean is if both factories can eat 780, is the split ratio fixed?
and if it takes 780 but the belt limits it to 770 then 10 will overflow
Is it a bug or just the way it works? I'm confused.
also at that point I'd just split with normal splitter and have two factories eating 390
it's a bug
i just dont like 390 as a number
i just make it what ever ratio fits and overflow the rest to another factory
I'm still confused how it solves the bug.......
both belts have less than 780
it doesnt solve the bug it just makes it where your underutilizing the belt
so if max throughput decreases from 780 to 740, the other belt will carry 40.
Is there a distance where max throughput of MK5 reaches 0?
isnt the drop pretty low or is it expnential
it's pretty low, but it happens at every segment
oh like across a whole factory?
yeah, any segment of any belt. Just mk5 is most visible
OH
so me running 15 mk5 belts across the map doesnt help lmao
Oh, so it's more of a drop to 740 from whatever the max is.
or you overflow them
15 belts at 780 1 at 0
or 15 belts at 770 and 1 at 150 if you have bad fps
it's a drop from max throughput at each belt segment
ugh i hate having to calculate for this along with mk2 pipes
I don't think MK2 pipes have a bug?
they did atleast before
iirc it was somthing to do with how many splits you had off the main pipe
I know they could leak a little, but it wasn't really a problem.
full pipe manifolds don't exactly work
full mk2 pipe*
but you can just loop it and it'll work
Just flush a section?
really? didnt know that
What does a MK2 pipe manifold look like though?
good to know for when i get to crude on this world i started for U5
looped pipe manifold, which usually works
--+-----------------+
| |
+--+--+--+--+--+--+
| | | | | | |
btw do you know if you need that if you overproduce fluid?
or is that only needed when the input is exactly the output
it's for full mk2 pipes, so it's mostly for exact production. If you overproduce, it'll eventually be fine
but doesn't hurt to just build it everywhere that you are close to pipe limit
Wouldn't valves help?
no
its just alot of work
pipe limit? meaning capacity limit?
it's literally just connecting start to end
"just start to end"
omg lmao
yeah, just put a pipe above the existing one, it's done in like a minute
just need to loop in on itself
well its also that this is 720 water connected in different palces so its more than a mk2 can handle
Unless you're like, right on the edge of headlift for some reason, but that's easily remedied.
I'd still consider it to stabilise flow, but it's up to you really π
We need a BIG MK3 pipe.
also i got a question do yall when you unlock mk2 miners go and double all of your starting productions or just leave them
considering how many issues mk2 has, I wouldn't say so
wish but this is game engine limits
Go and double obviously.
ok
or just use the extra to build new production π€·
yea idk
you just add more machines to the manifold π
I need to upgrade to MK2 to expand anyway.
youre right this is the way just add more spaghet
spa-gettt
because i have finally embraced spaghet for this update
after 100hours in the game im tired of being ornate
spaghetti is bad for you
lots of carbs and stuff
lmao also this only is in my sandwich floors
lasanga floor
lmao
im so happy though that they brought back only 2 spaces beween constructors i got really sad when i had to put the full spacing for constructors
they did for a bit
they goofed it up and it blocked placing a splitter between a 2 wide gap in constructors for manifolds
no mention in patch notes tho
probably didnt mean to do it but i know i couldnt before i think 5.0.6
Hey, quick question- I think I'm doing this calculation incorrectly:
if I have 80 refineries making packaged diluted fuel, 60/minute per machine, that's 60*80, or 4800 'packaged fuel' per minute.
A fuel generator burns fuel at 12 units/a minute, so that 4800 packaged fuel can be fed into 400 fuel generators, after unpacking?
long linear unidirectional pipe layouts give me PTSD nowadays
i agree, but i'm still trying to wrap my head around the math
I've already reached a point where I've accepted that there will never be balance due to the load-in 5mΒ³ loss bug
first i've heard of that issue
so just do the math but know it will never actually be balanced even if you design everything perfectly
it's in the wiki
and it's still there, you can see it in turbofuel generator arrays
it's most pronounced in super-low consumption buildings (basically turbofuel lol)
this is one of my turbofuel setups
you can see a few generators placed higher than the rest.. the turbofuel is piped in from the oil coast
so what happens is when you first load in, the "level" of the turbofuel drops suddenly so only the main bank are running
then if you keep the save running for a few hours... gradually the turbofuel comes back up to fill up the upper few generators
gotcha, so expect brown outs or something without sufficient storage overhead
not really
the power just fluctuates a little more
like you will never actually have a flatline... my design placing 'surplus' generators is an attempt to 'force' stability
my flat arrays like the one below had way more fluctuation because of the fluid flow
gotcha- well, the thrust of my original question is this: should I be expecting 200 or 300 generators for some setups?
eh sorry I wasn't trying to answer that question
gotcha
why not, though (also rhetorical)? it sounds like you have other considerations rattling around in the back of your head
well, it's nearly 200 refineries so far in the planning
i was just wondering if I was off somehow. And like, the tutorials I saw on the wiki are assuming you only use like 300 or 555 oil/minute for their proposed numbers, leaving the 'rest' for production. My planned setup was something like 'what if all 4 of these sharded oil nodes were fed into a fuel plant'
and then using the plastic resin in all subsequent products (fabric, plastic, rubber).
Very little of my current manufacturing chain relies on bulk plastic or rubber, so I was thinking 'Okay, this is a good spot for my power plant'
but then i also thought/remembered it's doubling as my computer plant
sounds correct, but at that scale I'd rather go nuclear
well down the road your consumption of plastics/rubber will surely grow
yeah, but i've litereally only tapped 4 oil nodes so far in this playthrough
so there are maaanny more nodes I can go find
I'd say build generally whatever you need right now into the intermediate future
I haven't unlocked nuclear yet
or you can do the 400 fuel gen build and forget about power for the next umpteen years
it's not a big deal tbh
well then I don't think you'll need 400 fuel gens to reach nuclear π
i probably don't!
build like 1/4th of that and if you need, expand it later
do what is fun/manageable for you
or 1/8th
yup what greeny said
salutes
part of this was me killing time because due to the trucks being bugged, my quartz supplies are stalled
alright, i have turbo blend fuel, i just gotta figure out how to set that up...
do you have the Blender yet?
yeah, just made my first one
cuz earlier you said you haven't unlocked nuclear
ah great... the Turbo Blend is the preferable (for many? some?) setup for Turbofuel
turboblend is nice. as others mentioned.. building 200-300 fuel gens is painful torture.. if that's your definition of fun, by all means.. go for it. as far as the fluid bug where fluids disappear on load.. plan to overproduce by 1-2% and you'll be good.
yeah i'm not looking forward to making 300 fuel generators
but i was under the impression I'd kind of need to, or at least do something for future power generation
in anycase, right now i am adressing my quartz supplies
~144 fuel gens is a pretty solid number, it's not too bad to build and will give you roughly 20GW of power. That's enough power to last into the late game, and then some depending on what kind of factories you build. I have that on my world as my "backup" when I have to shutdown my nuclear plant from major updates, or minor updates breaking things.
Now that I think about itβ¦ is nuclear power generation even worth looking into? Iβve seen so many people complain about them breaking that I might just end up ignoring it entirely.
100 turbofuel generators is more than enough to complete the fourth space elevator delivery.
nuclear is worth doing, if you like the game.. they're rock solid reliable too when built right.
The issue is that most people use trains and drones for their nuclear setups. so any time there's an update there's a small chance it might affect those systems.
Whatβs the ratio to normal fuel Gen to one nuclear Gen?
in u5 it was a 100% chance trains were getting hit. lol
U5 also removed the uranium node I was using β οΈ
It's not just the ratio from fuel gens to nuclear gen.. it's the number of machines needed to make the fuel too.
nuclear uses far fewer machines per GW than anything else.
i'm sitting on about 7900MW at the moment with my 36-ish fuelgens
just using regular fuel
but.. 1 nuclear plant = ~16 fuel gens
There is also the issue with radioactive waste... it got better with U4, but this complicates the nuclear power factories even more
after u4 there is no waste! unless you want it.
thank you for the input thus far, is very helpful
yes, no waste but even more complexity.... which is a big contrast to (Turbo-)fuel powerplant tech
turning uranium waste into plutonium fuel rods isn't simple.. anyone who says so is lying. it not impossible though.
in the end the "more power" aspect of nuclear often wins... even with Turbofuel the buildings with fuel generators get quite large
I did some quick and dirty math.. not counting the generators, only machines required to produce the fuel, turbofuel (turbofuel blend) is pretty much equal to nuclear with a MW/machines requires to produce fuel. turbo blend for 144 fuel gens was 480MW for 45 machines.. nuclear for 72 reactors was 494MW for 364 machines
but 21,600mw vs 180,000mw...
The temptation of turbofuel is to expand it continuously versus building hundreds of generators at once or whatever. With under 150 turbofuel generators you can support a factory large enough to finish the final space elevator load in less than 24 hours of runtime.
if you count the generators it swings the other way.. 114mw/machine for turbo.. and 412mw for nuclear
in my first playthrough it was my second TF powerplant (normal dilluted fuel to TF) that finally broke my framerate... everywhere
I just wanted enough power to move to Tier 4 clearly... π
Yeah, nuclear power isn't needed to finish the game at all. it's there for the coupons lol
I am still a bit shocked how much distance you have to cover in Tier 3/4 when you start in the "Green Planes" in the south... Coal is a pain, Quartz is even worse
Depending on how you define a reasonable timeframe to get all the statues, I'd say that starts at around 300 turbofuel generators.
That's about what I needed on my first playthrough to get the nut.. took a really long time at just 2m ppm and a supercomputer factory
You need about 110 billion points for everything now
Pastas okay for points.. just fmf and rcus and a whole lot of power and copper. If I didn't have as much power maybe ads's but those are damn hard to make too lol
A factory doing 24 ADS, 4 generators, and 1 rocket and pasta would need 5.3~ days to get 110 billion
It looks like producing 1800 turbofuel (400 generators) would get you plenty of headroom to do that.
That's about how long it took.. I was just making 20 pasta/min though
Did you figure out the node was removed after your power died, and when they fixed it did you have to rebuild the miner?
I had to rebuild the miner, yeah. I was alerted by the power storage warning.
Thats better than it just completely failing and falling to your death because your hoverpack quit lol
Falling: the real killer in open world building games. Not monsters.
Ironically it's the leading cause of workplace fatalities irl too
well at least i built backup coal power gens and have some power batteries in case of power outrage when using fuel or nuclear power
what's the best setup for a steel goodies factory with a mark 2 coal miner
get solid steel ingot before you do anything, it's pretty much a must-have
whats the recipe for that?
that's an alt recipe, you get it from hard drives
40 iron ingots + 40 coal => 60 steel ingots
it goes from a 1:1 ratio to 2:3
ooooof
"solid steel" and "copper alloy" π π π
you use copper ore for iron/steel ingots?
i was doing some math on fuel generators and something feels weird. i was looking at oil efficiency and it seems to me that overcloking consumes less fuel than not overclocking
but the wiki say generators use the same amount for same power just consuming faster
it does consume less fuel, but also producess less power
what i was looking at was the following :
75000Mw requires how much fuel
a normal fuel generator consumes 4.5 turbofuel/minute and rpovides 150Mw
a 250% generator consumes 9.1 turbofuel/minute and provides 375Mw
if we do the math
no overclocking requires 500 generators for 2250 fuel/min
overclocked requires 200 generators for 1820 fuel/min
is this right?
250% generator provides 303.53 MW
overclocking generators is linear anyways, so you can ignore it when calculating the total fuel consumtion... it only saves buildings
well, not really, it also saves time to build such a giant setup
like I said... less buildings (both materials and time), but same total fuel consumption
how generators and fuel works:
- each fuel item has energy (MJ)
- generator only converts energy 1:1 to MW (1 MJ = 1 MW over 1 second)
- generator has a limit how much it can convert (e.g. fuel gen can only do 150 MW, or 150 MJ per second)
- fuel burn time has to be calculated, e.g. [fuel energy] / [generator power] = [second to burn one fuel]
- overclocking only changes the limit of how much the generator can convert
- overclocking isn't linear (250% clock speed doesn't mean 250% limit), it's exponential, 250% clock speed is roughly 202.3% limit
but also adds time needed to hunt for all the slugs and processing them into power shards and putting them in the machines
Considering that time would be the same as considering the time needed to gather the materials needed to build the "extra" generators, seems pointless to the point imo
I'd even say that gathering materials for a build is easier π€
That's too much preference to say anything on xD
than looking through the map for slugs, especially since they are limited on the map and with time you have to take longer routes
umm, i\ve unlocked everything, i'm just in creative mode atm
exploring is way easier now
just use the hoverpack and hover your way to the top
I had ~100 shard by the time I got to fuel gens, just due to normal exploring (search for nodes, HDDs and such) π€·ββοΈ
How aviable shards are compared to building materials (and building time) depends purely on preference in setting stuff up (I dont mind expanding a few extra minutes to get a slug on my way, for instance, others would ignore it)
speaking of exploring, there is a small canyon with an overpass where the flying manta ray dives under, and at the bottom there is a somersloop or mercer stone that activates ada's weird behavior but i can't find a way there, is that a bug?
wait, wrong channel...
@wind spade wasn't the proportion between fuel input and energy output linear, regardless of OC?
power output, but yes. But the overclocking itself isn't linear
yeah, i just checked my fuel generator setup and i got confused by the target MW displayed on the fuel generator
the one at the bottom in the OC menu is bugged
That's a classic 
they still haven't fixed that thing...U5 is trash
you can check out how clock speed affects power and fuel consumption e.g. here https://www.satisfactorytools.com/codex/buildings/fuel-generator
Refund the game 
yeah...way over the conditions to refund the game
I guessed so, that's why I was being sarcastic ^^
i think we all were just going off my sacrastic comment
Another nice example of how sarcasm translates well over text 
yup
In the right context, Iron Alloy beats Pure Iron -- so yes.
@frosty owl you will be slightly proud of me.
Steel outpost is going to involve sushi in 2 stages of the line.
Lete guess, mixing steel and iron ingots?
Or is it beams and pipes? π€
Stage 1 is Iron Alloy sushi.
Stage 2 is Coal with Iron Ingots sushi.
Whole plant makes 300/m each of pipes and beams.
It's right next to the new crater in DD.
Wait, so you're actually not splitting the mixed belts relying on your miners' output? (and smelters/refineries, I guess?)
Should I be? It's 1:1 ratios both times.
not sure I agree about the "Pure Iron vs. Iron Alloy"... but I definitely agree on the "Copper Alloy beats Pure Copper"...
I disagree on both counts actually.
Copper Alloy imo needs a buff because Pure Copper always wins from a copper ore-to-ingot perspective.
Iron Alloy destroys Pure Iron from a iron ore-to-ingot perspective.
And given water is so plentiful it can be considered a non-factor, Pure Copper just always wins then.
I never considered Pure Copper worthwile because it costs too much (in machines/energy) compared to the outcome... but iron is always plentyfull (compared to copper), so I never used Iron Alloy...
It costs "a lot" only compared to the alloy's output
This is where "what you care about" comes into play and why full tier lists are impossible.
Given you can build to never have MW as a problem, I don't ever consider it a variable for cost.
Buildings/space is "eh" depending on the outpost.
I care about item-returned-per-applicable-resource.
and Iron alloy transforms 40 Ore into 50 Igonts (+25%)... while Pure Iron transforms 35 Ore into 65 Ingots (+85%)
You're looking at TOTAL ore, not IRON ore.
If one wanted to be precise, he could point out how the same production needing more MW means you'll have to build a bigger power plant and the needed processing to sustain it (however cumbersome that is)
yeah... considering that copper ore is more rare than iron ore its not even fair...
I don't consider power cumbersome π
More rare by "total map metric" which again, matters only if you look at things in terms of "total map metric".
If you strictly build outposts and look at things in terms of "local map metric" the numbers shift dramatically.
more rare by any region... or do you know a place where you have "not enough iron" but "too much copper" ?
I.E. Steel outpost - copper node nearby.
If I don't use it in Iron Alloy, the node is effectively wasted as it is specific to this local area.
So why waste a copper node when I can increase iron production?
That's your preference, but how cumbersome that is to one can greatly affect wether one sees a more power-hungry solution (for the same output) as convenient or not
Aware. I am not arguing that my position is the correct position.
Merely that it is a position. And should be considered before saying anything is bad, useless, etc.
A lot of recipes come down to perspective. That is my point.
Ops, missed it.
Well, I say the same, but then usually get asked about how to manage overflow and such, as if having machines on the same grid can't circumvent that all together
π
You're just saving belts and smorts
Shouldn't be any overflow.
And given it is all 1:1 I wasn't planning to use any smorts at all. Just normal splitters.
... You mean like: have a belt with 180 copper and 180 iron and split that to some foundries via normal splitters?
Because that only works the way you'd expect it to if you're splitting 3 ways π
Else you get pure lines out of the splitter
It does split 3 ways though. Because it has to keep going down the line.
My assumption is the very last machine will have to have 2 splitters.
But all prior ones can have just the 1.
Or I just need an odd number of machines.
Oof, dunno if such a setup would work (I was referring to a 3-way where each output has the same items/min), but I'd be interested in seeing if it does ^^
I mean, ratio-splitting 3 ways for the same amount is one thing, but splitting for different amounts... π€
Well the first would go: (Fe/Cu = Iron/Copper, L/R/M = Direction)
Fe L, Cu M, Fe R
Cu L, Fe M, Cu R
So in that cycle you've got 1:1 going each direction, even down the middle. So it alternates and repeats all the way down the line.
Odd number of machines or 2 splitters for both final machines should keep it 1:1 all the way to the end of the line.
So you'd be allowing your sushi to back up between the machines and the splitters?
Because if you manifold the input like this, the first 2 machines would get 50% of all the input ores and yadda yadda, making them back up (and possibly ruining the ratio split, which worries me)
The cycling idea is totally correct though 
Yes this is manifold.
Are you saying sushi hates manifolds?
Because it it is purely 1:1 I don't see there being an issue.
Unless you're saying don't do manifolds without smorts to make sure they work properly?
Sorry, it's alloy 1:1 π
Depends... Here's what I fear would happen
You prepare the mixed belt to feed 6 foundries.
Split in 3 to feed the first 2, split again for the second 2 and have 2 splitters like you thought for the last ones
The first 2 foundries would hog 2/3 of the ores, so they would back up almost immediately, right?
At that point, when the splitter can output freely only on one of the 3 sides, how are you sure the splitter is still splitting in the proper ratios?
Eg: to make sure the split is always as I expected it to be, I make sure no belts back up ever
Not when they can back up to a smort or pogger
Well if the belt is 1:1, they would back up when full of 1 item.
However that would mean they are at 99/100 of the other, so they would take the other, then fully back up.
Now, with the lines backed up, the 1:1 belt just feeds through 1:1, and can only resume splitting when the first machines have cycled - consuming both ores.
That's assuming the splitter will keep outputting 1:1 of each item (which I'm unsure if it would if one of the outputs backs up)
If that was the case, the system would work ^^
Well, I am either about to waste an exorbitant amount of time this afternoon, or I will discover that 1:1 sushi manifolds work.
I'd be interested in a ping about the result (or any questions along the way, really)
So much so I would probably try it myself someday if you weren't ahah
In theory it works.
But also in theory I would try this only with 1:1 sushi.
Not having a copy-paste setting for smorts or poggers make this approach appealing in build g speed
Indeed.
Iron Alloy is only 10 machines at this outpost, so won't be too much of a time waste to set up tbh.
Solid Steel being 27.5 is the interesting one though.
Not sure how/if machines 27 and 28 both being at 0.75 run speed will affect things.
As a side note, up to now I never manifolded balanced sushi due to the issue mentioned earlier, always done it like this #math-and-meta message
Though, this is a particular case, it being a 1:1 sushi (in picture that's cheap silica being made)
As long as what they get is just the overflow from the others (and not more than they need) it should run fine π
There will actually be 3 sushi belts now that I look at the setup.
There is the Iron Alloy one, then on the second floor there are 2 separate Solid Steel ones because incoming coal is 1100.
Why did you go for sushi btw?
Asking for research purposes π§
Because 1:1.
Space-saving.
Cleaner layout.
I am not a fan of "hide all belts under the floor".
Part of the beauty of watching lines is watching the belts move.
I like it, if I have a chance to place a glass above the belts to see xD
So these "no belts" setups just look boring to me.
This has potential.
Understandable
Would my screen from earlier count as "no belt" or not, given a big portion of the input belting is done under the floor or even in a different floor?
Is there anything stopping a suicidal pioneer from jumping off the side of the map with an inventory full of nuclear waste? 
I think the only thing stopping him is him doubting his own sanity and asking for confirmation on Discord
π
And no, you wouldn't get rid of the waste that way
Why not?
That one is fine because you can see the belts.
The ones that are all concrete and it's just machines with floor holes immediately before and after them.... π₯±
Death crates are a thing ^^
If it's the side of the map though, you could just let your body fall.
Bruh, I "hate" that too 
A loft must have at least 1m of belt before the machine 
Well I guess at that point you could just clip nuclear storage below the map.
Which would be easier and automatic.
That's the point I was about to make xD
@frosty owl Just look at how clean this math is.
You would just be finding a very sloppy solution to a problem you'll have to tackle seriously someday anyway
Having random radiation areas around the map because of sloppy wadte management early on can be a pain to clean up later on @smoky patio
At that point why not just build storage there instead and have it automated
s?