#math-and-meta
1 messages ยท Page 567 of 1
Just recycle all waste and sink plutonium rods. ๐
If you have an industrial level nuclear plant, then sure.
No, at any level really xD
As long as you got the tech for it, pluto is your best bet
hm...
I originally wanted 200/m of each, but that works out to .3333333 and .6666666 numbers on things.
Bumping it to 300's was just... too clean to not do.
Takes less to set up than the corresponding uranium part too, imo
I just dump my waste right next to the actual reactors cuz I'ma have a hazmat suit on there anyways
Some I will dump in the uranium mines for the same reason
In storage units of course
@fringe pawn if this was Val, just load your character with Nuke Waste and then log in to a different world and leave it all there. 
Val?
That's what tempts me towards alloys but...
Pure's efficiency ๐ฅฒ
Pure iron is fine given the output, but pure copper... for just the extra 2 ingots every 6 ores or so...
Valheim. He'll get what I am saying.
Iron Alloy is a great recipe and people shit on it for reasons I don't believe in ๐
Copper Alloy sucks (imo) and I have only 1 instance in which I use it.
oh haha, bad Viking terraria. I know about that game. :)
Bad? Ok... we can fight about this or agree to disagree about one of the best games I have played in years.
All alt recipes have their use and they are only "good" or "bad" in certain situations
Idk... Heavy Flexible Frames is kind of asscheeks when you have Heavy Encased...
I mean, I think a few recipes are direct upgrades.
Encased Pipe is one of them.
I don't like most alt recipes cuz I usually already have an entire system that's as efficient as I could get it, and having to tear it all down or rework it is a pain
Given the output of pure iron, I don't feel much pain using pure over alloy
It's copper that hurts for me, 1 foundry Vs 2+ refineries 
Also, copper is vein scarcer than iron makes it easy for me to "sacrifice" iron to save on machine count in this case
There are a few that are purely "good", but most are situational.
Just get the alts before you start.
Different resources - different needs
I just did a look-see at ingot recipes. Here is my conclusion
In terms of Ingots per MWh, you are gonna want to go with the Default recipie
In terms of maximizing Iron Ingot to Iron ore, go with iron alloy
In terms of maximizing output to valuable input, go with pure iron ingot
By this definition, "pain" is an integral part of the gameplay loop.
All alt recipes have a downside
HOR alt recipe has a downside?
Encased pipe doesn't have a downside.
It's a direct upgrade.
No. That is the perfect one
Complexity
I hate it, personally.
I think it is broken.
exactly. it saves steel
and power, and space, and coal
And steel
Well we are all titled to our own beliefs. Your's is wrong, but we can all have them.
Also I just learned that in the new update trains will be able to crash into one another and derail, which will be a problem because my entire rail network vores itself
you just learned that?
Uses pipes instead of beams ๐คท can be a downside to some people
It is one of the only recipes that is a must-use-always.
That's a bit broken to me.
Because once you have it, you cannot start an oil setup without using it unless you just hate yourself.
the only downside is if your chain is really complicated and also uses steel beams
At this point that isn't alt recipes having a downside, that's just recipes bro.
What if a person already has beams automated but doesn't have pipes? ๐คท
See above
That's not the recipes fault.
How does that factor to it's power alone?
you never have to do anything in satisfactory. If I wanted, I could use the default silica recipie to make aluminum ingots, wasting tons of quartz. Nobody would stop me.
It's still a downside tho
Eh, only over a certain size, really
Self-sustainable setups making plubber and power by turning by-product HOR into fuel are a thing ^^
That giant tower is where I put my waste
plubber?
What if a person has one thing but not another?
Wow... it's almost like you described the concept of scarcity that applies to every recipe in the game.
Plastic/rubber
ah
Hmmmm.... now I want to make a nuke waste storage facility in the shape of a giant toilet and paint it white....
resource scarcity. Almost a central part of the game...
Yeah, I don't understand how that could be argued to affect only alt recipes.
I am actually making a blog to figure out the best line up of recipies for each product depending on the production line and goals of that line
If it affects all recipes, then it's not worth discussing in a recipes raw power, or "Upgrade/balance" standpoint.
Blogging in 2021? ๐ฎ
Still applies to that person's preferences. Build a factory that uses intermediates that I already have or build new intermediates for new recipe. It's a valid point for choosing a recipe
is there a downside to using Stitched Iron Plates with Iron Wire?
mhm, personal preferences, also something not worth into account when we are talking objectives.
Not really.
space and power.
it's better than default for both space and power
Stitched Plates with Iron Wire is still the cheapest recipe for RIPs.
Other than space and speed, not really.
I agree on that
The fact that changing ti another recipe "can be negative for you since you'd need to rework stuff" shouldn't affect he value of the recipe itself
The "downside' of needing to rework is in changing the recipe not in wether the recipe is different or not, imo
hey, I am not the only one who shortens the name!
Is it? I thought you had to use two constructors for the wire, without overclocking?
You can't just call recipe objectively good, that's my point. You can say it's good in resource efficiency or power or space, but no recipe is 100% good.
People don't?
I have had very long chats with them, and stopped playing with them
i think?
Not better than bolted (with steel screws ofc) though :P
Smart.
If people don't know what RIPs, EIBs, HSCs, AILs, HMFs, FMFs, and PCCs are... they should stop. ๐
its less than the screws (only defaults)
No seriously you really can say, "this recipe is objectively better."
There is no guarantee that it'll be more convenient for your factory but it is by every definition a mathematically better recipe.
#CONVIENTANT
only for the parameters that you can mathematically define tho. Which doesn't mean all parameters a player can have
Alright whatever, you win.
Reinforced Iron plate, Encased Industrial Beam, Heavy Modular Frames, Fused Modular Frames, Pressure Conversion Cubes, Why do you shorten AI Limiter? Its fairly short already? and I don't recognize HSC
High Speed...
ah, Highspeed connectors. sorry, im still waking up
High-Speed Connector.
And because AIL is what I have always called them. Idk. Simpler to drop the "imiter"
Here comes the self-promo
@deft lichen please add AIL to that list.
will do
I'm not saying that the recipe is bad. I'm just saying that every player has their own preferences, so you can't really say "this recipe is good for everyone" (which is the same as saying "this recipe is objectively good" imo). I completely agree that the recipe is better in power, resource efficiency and space, but that still doesn't make it "always better".
Already said you win bro.
never heard AIL ๐ค
Btw, @wind spade, pls add a note for the menu to disappear automatically if one clicks away from it on mobile (now one has to click on the menu button for that) ๐
U5 version ofc
You've been in here long enough I know you've seen me say it multiple times.
Whether your brain cared enough to commit it to memory is another thing.
I haven't heard AIL used either but it makes sense and fits, so ๐คท
that assumes I read all messages, which I obviously don't
@deft lichen also add "Poggers" for Programmable Splitters.
๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐

LOL
Anyone can add to the wiki
Just do it yourself and get a ban.
not sure what do you mean by this? ๐ค
Bans are not poggers though.
How old do you have to be before saying poggers becomes cringe. ๐ค
Poggers is never cringe.
Poggo on the other hand....
When you click on the menu button (the menu with codex, calculator and such) and tap in another part of the menu, the menu doesn't disappear unlike many other apps
It's a handy feature, you open the menu and that goes away if you even just scroll through the page, but also just a very small thing, so dunno if you even care xD
@deft lichen thank you for adding AIL โค๏ธ
np
ah. Well mobile isn't my priority (as that would mean reworking 50% of the app to work nicely on mobile), but I'll have a look at that one
I feel like half that article is just the brainchild of sevrahn's slow WPM brain,
Wow.
Yeah I said you type slow. Deal with it ๐
Direct incorrect insults are direct.
๐ I'll go back to building my coal power plant
ENJOY!
Compacted Coal Power Plant ๐
CCPP
||#off-topic-general
||
||#Poggers||
This being the Math channel - I like getting my ratio's right when I can. I have screws coming out and need about 1/3 of them to one area, and the rest to another.
If I do a single splitter with 2 outputs (split by 1/2s) will it auto balance out, for lack of a better term?
Or do I need use all outputs and send 1 belt to location 'a', then do 2 outputs and then merge them to send to location 'b' so it actually splits by 1/3s instead of 1/2?
Yes it will auto-balance.
but it might take a while
Pre-feeding will make it take less of a while.
Ah, a sensible human. Unlike those people that are like "I want a 38 to 14 balancer because I just think they're neat and like clipping and spaghetti."
Be the change you wish to see in the world.
I think that's sitting out on the coast near Boca Chica, TX
I will leave it then. I have no desire to ever enter TX.
I don't blame you.
How many plutonium rods/min does the Max setup take?
More than 0.3.
Indeed.
22.4
Trying to determine a good PCC/m so I can design that outpost properly.
50,4 uranium + 22,4 plutonium
So I need 25/m for turbo motors, and 22.4/m for plutonium rods.
Hmmm.
Even 50/m should be fine I think.
Or should I go for 60...
I think at least 63 69.
Reasoning?
Just to be low-key annoying, that's all. ๐
In that case I would do 69.
True.
Is turbo electric or turbo pressure motor more resource efficient?
How do I read those tables below the recipe section on the wiki page of an item? The bold numbers are the best?
In what context? Total map usage? Total points per minute map consumption? Power?
Total map usage
The WP total is what you want then. That compares resources a recipe requires based on how comparatively rare those resources are. The lowest WP total means it uses the most common resources.
Not doing 169 HMF.
Heavy Encased only works cleanly into multiples of 45.
So I'm either doing 180 or 135.
180 then.
Wet concrete? ๐
Rubber Concrete or Fine Concrete would probably be better for this, I'd need to look.
And there are those 2 random Qtz nodes in the Dunes...
@frosty owl
That'd fill 206~ ISCs per minute. Nice.
Performance question:
Is there a rule-of-thumb how far should the factories be from each other to see benefits vs one big megafactory?
Iโd say best is to build within these subtiles (squares) of the map. Not sure when the next subtile is loaded when youโre approaching it
As in build each one in separate subtile?
yeah
Didn't Jace mention using smaller tiles? ๐ค
the map loading itself is even more divided (subtiles in these squares), but this should be a quite safe way to do it
does tile dividing affect cpu load, or gpu only?
Funny that 'paradise island' isn't even included in any of that.
You mean the "No Man's Land" in bottom left?
You mean Murder Island.
Yep, it's called that on the map, hence the quotes.
That's because it isn't actually useful area. ๐
Unless they expand the map borders.
There's also some chunks of the east coast marked as white, but not actually part of a subtile, probably an oversight.
Lies! My Nuke plant and waste storage resides there!
OR is that where the boss crab's gonna be? ๐ฎ
Do we know there will only be one crab boss location?
We know literally nothing about it.
Except that it isn't in game because of fauna AI pathing.
And it has babies.
Right, once they get its behavior sorted, it seems like there are many suitable locations for it. Blue crater, many of the big lakes which already have clusters of crabs, and of course the oceans.
The Mesa that's also marked as white with a huge unfinished lake..
We also don't know if it'll be, like, summonable or just be there and we can go smack on it, or what.
How would you guys manifold the outputs of these using MK3 belts?
My idea is doing some sort of crossfeeding double loop, but I'm not sure that's even possible at all, and definetly overly complicated.
depends, how much do they produce in total
๐ค?
They're all set to 100%, so, 240
then mk 3 works fine
Oh, I thought i'd need double belts, okay, heh.
you are well below the 270
Not sure why the heck I wanted a complicated double loop.
You will build smelters in alternating directions, then loop the whole belt around the section and pour some ore on one side and split the product out on the other?
No.
Think of it like manifolding iron down a line of smelters.
Now make those smelters foundries and the belt alternates iron-copper-iron-copper perfectly.
Still 1 splitter per pair.
No loops, no overflow. Exact ratios.
sounds like an explosion waiting to happen
But.. why?
Short version? Saves space and cuts belt cost/complexity in half.
Long version? Want to see if it works, many other applications if you can manifold 1:1 sushi.
๐ค It only cuts belt cost in half if you're not saturating the belt, right? And are you thinking of doing it with just regular splitters?
Roll up to the last time I mentioned sushi if you want the full breakdown. Not feeling like re-typing all of it.
Good start? #math-and-meta message
Yes.
Also does U4 music ever come back or are we stuck in a U5 new music loop world?
its odd. it really does seem to be just u5
it seems to prefer u5 right now
I assume it's location dependent?
I'm on runs from RD through NF to DD.
Never changes.
I'd be fine with the ultimate goal being each biome has its own music.
But right now I just want a toggle...
Because my brain auto-plays the U4 music and it's confusing itself while listening to the U5 music.
Godspeed with the sushi belt. I remember a long, long time ago trying to science out how splitters decide to output things since we didn't have smart splitters that worked worth a damn, and coming to the conclusion it wasn't reliable enough to do anything with.
Curious to see if you'll have more luck, and if they've changed anything around it.
I don't think they did reliably if a line is backed up. That's where it gets messy.
But, like I said, that's a long time ago, my memory sucks, and there's a pretty good chance they've changed things.
Oh yeah.. I forgot about that. Splitters can't split onto different speed belts evenly.
At least, they couldn't 2 and a half years ago.
@frosty owl do you want me to test this with the splitters as close to the machines as possible or give them some space?
Are you the guy who once build a maze with hidden critters in it?
Nope. Nothing so creative, sadly.
Too bad. I still have that save. Full of jumpscare moments.
The game's pop-in problems create enough jumpscares on their own
Yeah. But back in the day there werenโt these isuues
i havent done much research on splitters but atleast mergers work L-R-L-R reliably aslong as you use <mk5 #screenshots message
During wind-up, I can confirm what @ashen girder - splitters are not doing things evenly.
and youre sure you lines arent clogged?
this sounds wrong
isnt 72 reactors 72*16 fuel generators? and not 144
Cancel this. Fixed it.
how?
Which conversation are you having atm?
this one
They weren't behaving because I had a different belt speed from the main line.
If all belts are equal they evenly split things.
Only thing not behaving atm is the very final machine, but waiting for full spool-up to see if that's just a factor of it being the final machine.
from my math:
100GW = 666 gens = 3000 TF = 87.5 Refineries 76 Blenders = 163 machines
100GW = 40 nukes = 8 rods/min = 2 foundries 55 refineries 49 assemblers 33 manuf. 35 constr. = 174 machines
but like you also need 666 fuel gens xD
The argument for turbofuel is that you don't need to build it all at once. Just add 50 generators at a time as needed. Higher build count in the end, but it reuses existing systems and is vastly simpler.
i mean so can you with nuclear if you just manifold the machines
and since all of the things are <780 you dont even need to worry about multiple belts, you literally only add machines to manifolds
but ye honestly i didnt expect TF to use less machines to produce than nuclear
It's also 2 raw resources versus several.
No 40 overclocked ones ๐
yeah I regret setting up 800 fuel generators in my U4 save
but the numbers worked so perfectly ๐ญ
ye stupid .3 xD
until you find out that fuel at 100% is hard to maintain, fluid wise, and you just run a few steps lower and round down to avoid failures ๐
I am so fed up with placing refineries or generators. Have to be thousands since game released
300-500 fuel generators is probably as much as I would ever suggest. That allows you to build a factory that can get you all statues in under a week.
my current fuel plant is 100 gens, but its only using diluted, no turbo yet, i might expand it to turbo, and then hopefully have enough until nuclear or i give up ๐
nah <250 imo
it just takes soooo long to build the actual generators
Too bad they don't allow use to zoop buildings, generators work nicely packed tightly.
i mean thats good
thats the reason to do nuclear
A factory that size pretty sure takes much longer to be built than these 400 generators
Oh, definitely
I have never seen a factory with a constant power draw of 75GW
if you set up 3750 individual package/unpackage loops of liquid you could
not talking about theory in this case
does AmelieOfTheSea have a public save anywhere that functions? i.e. post-U4 recipe changes
There's my power consumption for 20/20/5/5 space elevator parts
I overclock just about everything
well that explains it
simplify the logistics by overclocking, cutting down machine count
I'm considering doing that ๐ค once I hit endgame, anyway
Caterium wire constructors clocked at 250% are so nice
Ok, thatโs kind of impressive
i mean even without OC that would be ~100GW
only clocked about 150%?
no at 100% but with 2.5x the buildings
ah right
93,198.76 MW is what I calculated from the number that was given in the screenshot
(2.5 * 161500.6) / (2.5^1.6) = 93,198.76
I've got dozens of drone ports too.
@frosty owl Despite my best efforts. Despite the fact it should work. Despite accounting for every control I can think of across multiple different tests...
1:1 manifold sushi does not work.
My best guess it is has to do with the internal storage of splitters being weird.
i mean if its ABABAB the splitter will just send A to the first output and B to the second right?
What are your FPS is the most interesting question here
and then from there, B would just be manifolded normally
I don't think it stores things as AB though.
I think it just "stores" things.
And then acts like a container where it tries to get rid of the same stack, from what I saw.
make sure youre using mk5 in that case
Like after a cycle it wasn't splitting, it was just dumping all the iron it had.
internal storage only has one type of item iirc. And yeah you need AABBAABBAABB
Yeah.
@wind spade I'm afraid to ask
i tested this some time ago and it was "mostly" reliable at high fps and <mk5
#math-and-meta message
so they definitly do remember the order
what?
are those languages in the game, or are they meme roles, or
So they are better than ISC's in their split-belt logic.
But have only 1 internal slot. So same item.
Which is why it's odd to me that ISC's can't evenly split outputs... if they were just coded like splitters but with more internal slots they would work fine.
they are ingame
oh dear
I haven't done much about pirate, but I've written some scripts to auto translate most of the shakespearean. Community finished the translation though
im not touching ISCs they seem buggy AF to me (and im still convinced they are horrible for fps)
avg is low 20s.
They SHOULDN'T be though, that's my point.
they shouldn't be used as 2-2 balancer either ๐คท
is there no setup of splitters to make it AB again though? there has to be right?
No like... legit the framework to make them work properly already exists.
Inside of splitters.
but splitters dont output at 2x780
maybe the 780 bug just makes 2 lines at 780 impossible
So why is an ISC's output coded differently than just a splitter with higher inventory space?
because they are not splitters with higher inventory space ๐
If I follow this, then ISC's should have perfect balance if you hook them up to x2 mk3s
THEY SHOULD BE.
agree to disagree
I cannot agree to disagree because you haven't explained why they should behave differently?
Sounds playable. Before U3 with a factory with a power draw of 30GW, I had 5 FPS
im sure CSS had a reason no not just make it a splitter
whats an easy 1:1 sushi for testing?
My biggest problem is lag causing scroll through hand slots to work incorrectly
You mean the testing I just did and already have setup?
because splitters should be used for splitting and storages for storing ๐คท if we begin to mix those two, then neither will work as it should
just anythign i wanna test manifolds
ISC having 2 outputs should work... how then?
Iron Alloy is the simplest.
ooh ye ty
there's a difference between "works like this" and "is used for this"
Yes. I'm asking how you think a 2-output ISC should "work like".
Thereโs still no logical explanation why ISC outputs currently work like they do
code ๐คท
yeah, but with which intention?
Any intended pattern, which could be understood by the user is always nice
they should just set it so the bottom output is the one it will always prioritize upon an instance where the ISC has to split the materials between the two outputs
just not expecting anyone to use it as a balancer
I'm genuinely asking how you would have it work.
Honestly. Completely from a place of curiosity.
hm ye i see no other way than to split the sushi up again and merge both lines newly
but that kinda defeats the purpose of sushi
Yeah, if the internal storage didn't exist it would work perfectly.
But that one slot being there fucks the whole system.
isnt it 9 slots?
1 slot, 9-10 item max capacity.
ah
You can see it when you do the sushi, lol.
When a line backs up, the internal storage fills, and when it empties it is entirely 1 item.
Instead of a mix of both.
So if that slot didn't exist (hypothetically, not sure what real in-game problems its removal would cause) then you could manifold 1:1 sushi easily.
the slot was added to prevent splitters having issues with splitting to different speed belts
Confirmed: it was added to prevent sushi manifolds. ๐
i mean just the concept that its Left-Right etc. makes sushi manifolds impossible (atleast without additional work)
Left-Center-Right makes it work.
Because you'd have the first one going like this:
Input: Fe/Cu/Fe/Cu -repeat
Output:
Fe-L, Cu-M, Fe-R
Cu-L, Fe-M, Cu-R
-repeat
Meaning the second set would get:
Input: Cu/Fe/Cu/Fe -repeat
Output:
Cu-L, Fe-M, Cu-R
Fe-L, Cu-M, Fe-R
-repeat
So it just alternates.
Only place pattern breaks is the final machine and there are 2 ways to deal with that.
But again, internal storage existing, while helpful in all other cases, makes this impossible.
How do i split 25% of a Mk4 line?
Put a splitter with a mk2 belt on it.
that's the easy way
oh.... yea.... LMAO
It was a dumb easy question ๐
to split 25% of any belt, split it once into 50%/50% and then split one of those again, merging one half into the other 50% and the other as its own standalone belt
split for 50%
split for 25%
???
profit
this is assuming the same belt speed, ofc
im not very bright
I'm making you a picture
nah the Mk2 works
Quartz Crystal unlocks lights in the AWESOME Shop.
Light Control Panel can be used to set brightness. ๐
Already have them 
โข Bad puns result in a lifetime ban.
its not a bad pun though ๐
Second strike!
because I took the effort to make this I'll post it anyway, ignore the fact that I made it in paint, I got lazy
green = splitter, orange = merger
draw .io
Anything that wasn't as simple as 25% of a mk4, yes, do this.
PAINT >>>>> draw.io
I just accidently put steel ingots into my Steel rod line ;-;
wouldnt an overflow splitter work?
once the foundry is done it will take an exact ratio of 1:1 and once its full the overflow line "should" still be 1:1
ยฏ_(ใ)_/ยฏ
I've always had a theory that splitters continue cycling their outputs even then they can't use them.
Yes.
then an ABABAB line wouldnt be AAA, BBB after a split
It would be until one output blocked.
?
It would go ABABAB input.
Check Left - Open - Send A
Load B
Check Middle - Closed
Check Right - Open - Send B
Load A
Check Left --- and so on.
idk stuff like this 13:47 splitter is using the fact that its always left/right alot and this seems to work 100%
Does it block?
no
Him saying they cycle with closed inputs doesn't change it always going L/R if the middle is closed though.
aaah sorry i misunderstood
i mean thats the reason manifolds work right? if left is blocked it will continue to the middle
I really wish this worked...
It only matters if the output is intermittently closed which it will be in any manifold.
The point is if you rely on it being ordered that messes up the ordering as soon as it hesitates a single time.
This is due to the internal storage slot.
Also I figured out to make the above work, so nevermind.
hm its still running idk
Argument to be made then that it works 1-sided.
My test was a double-sided manifold.
ah i dont do those
and i feel like this should work with more complicated sushi as well
like ABCDABCD if it starts taking in the middle it will be AB ---- CD which is still ABCD for the next machine
If it is single-sided, and perfectly input ratiod to where the last machine is never actually supposed to fill, yes I don't see why not.
i mean good enough
the technologiy is finally here
sushi manifolds
So I didn't get what I was hoping for, but we found something else.
god automated wiring is stupid
is there a way to make it that doenst involve 10 million machines?
Overclocking, or using Fused/Ct Wire recipes.
thats my plan right now
but i hate it....
This can't be ABABAB, right?
it is
Oh, you used smorts.
ye with center overlfow
buuuut its not looking too good after 30min
aaand it broke ye nvm doesnt work ๐ฆ
Ok, I was about to double-check your test but nvm.
Lol. Still probably due to that internal storage slot.
Eventually, they all fall out of sync.
well if its a single machine no
If it's a single machine that you're feeding the right ratio to, it doesn't matter how you get it there. ๐
im just saying if you dont to manifolds like this they dont break, ever
I guess I don't understand what you mean by "like this".
With two items on one belt?
no with a manifold to go into multiple machines
i did a sushi that went into a single manufacturer and let it run for 100 hours and it was still the same
I'm confused. ๐ค
Yes: if you have a single output, and you send the right ratios, it will always work.
But at that point, you don't even need to split it. You could literally just send it all into one input.
We're specifically talking about having more than 1 type of item on a belt, servicing a manifold.
Right? Am I missing something?
i thought you meant sushi in general eventually breaks
Anything that relies on a specific ordering output of splitters eventually breaks.
Because they don't maintain a specific ordering consistently any time the line can block.
Single machines don't care about ordering, because it's all going the same place anyway. The only time a Manu input blocks is when the item type you're trying to send in is full. So you can send all 4 item types into the same input if you've got the right ratios.
the right on is relying on splitting of every 6th item and i let it run for 5 days
why?
too many machines
to high amounts of items on belts
Okay? That doesn't surprise me at all.
What do you mean by "every 6th item"?
if that last splitter in line wouldnt work as intended it would have failed way sooner
it splits off every 6th item it gets back into merger
Why do you think it would've failed sooner? It's a tiny amount of error in this setup, and you have a gargantuan amount of wiggle room since it won't stop until the input slot for a given material gets full.
no more power problems here.
You've minimized the error here an impressive amount. ๐
jesus how big is your factoy
it fails within 1h if you mess up the ratio so it would not have worked for 100h if it wasnt correct
Nah, I disagree. We're talking about splitters that magnify this potential error a hundred times and still take a long time to go wrong.
The point with the sushi manifold is even with just 4 machines it's already magnifying this error by 64x since each splitter's adding its own in.
sushi is wonderful tho
I also wonder if they behave differently when all outputs are blocked.
i mean thats whats happening here
once the machine is done with the cycle it takes the new items and then sits there for 10 seconds completly full waiting for the cycle to end
So if you go and look at this machine, the inputs are all at the exact right amounts?
The exact right ratios, rather.
yes
What amounts are in there right now when it's stopped?
Okay. So if the ratios are perfect, it should have 500 screws, 25 EIB, 75 Steel Pipe and 25 Modular Frame.
So no. It's not remotely perfect, and is slowly drifting off course.
well thats from the buildup when ii hooked up the machine
its been the same ever since
for 100+ hours
thats 12000 cycles
๐คทโโ๏ธ Fair enough. ๐ Then I'm wrong.
So, what's your theory on why sushi manifolds don't work?
well with simple splitters because they go left-right so the ratio wont be the same afterwards
with the overflow splitter im not 100% sure
i think it fails when it starts taking items as the splitter is just outputting an item
Why wouldn't the ratio be the same afterwards?
And why does it fail when it starts taking items as the splitter is just outputting an item?
ABABAB go into a splitter
AAA and BBB go out
..yes? So if it's a 3 way splitter, it's A left, B middle, A right, B left, A, middle, B right. Rinse repeat.
That means you get ABAB left, ABAB right, ABAB middle, no?
So I don't understand what you mean by "the ratio wouldn't be the same afterwards"
if its not blocked sure but once its full its random at what point it would take the new items
Why's it random? That doesn't make any sense.
it depends on when the machine is done with the cycle compared to the belt speed
That doesn't make it random.
sure
but its impossible to adjust the machine cycle length compared to the belt speed
Not true. Use longer belts.
also the left middle right only works with 1:1 sushi so its super limiting
I thought you guys didn't get it working at all?
Or, rather, it failed after some time.
i only tested the overflow splitter for a long time
Didn't that one fail for you too?
yes
So what made that fail?
im not sure
i think its something with the smart splitter switching up the ratio when the output is full (which alone isnt an issue) together with the second machine taking items at an unlucky moment
"smart splitter switching up the ratio"?
So you think it's taking two inputs, and reversing the order of them?
yes
But you know, for certain, it's not just skipping an output.
Which as far as I'm aware would look identical to that.
well it only has an any line and an overflow line as output so that cant happen
Why can't that happen?
its not skipping any output since the overflow line is always free
Okay, so the any line was stationary the entire time, blocking, and the input ABAB became ABBA? Is that what you're saying?
yes
Okay, so I have this setup: two different containers, connected to a merger, primed so that they're alternating. They output to a smart splitter with any center and overflow right. I have the any to a short belt with a couple things on it, and the overflow connected to a splitter with each branch connected to a container.
screenshot pls xD
You're suggesting that eventually, there should be a mix of those containers right?
They already ran through one stack of screws and concrete, hence why it's empty. ๐
Is this a valid test set up for what you're saying?
well the any line isnt moving
i think it breaks when it moves but im not sure
i would expect the containers to each have a single item but im curious what is actually gonna be ๐
also i dont trust mk5 belts anymore...
Okay, so it wasn't stationary the entire time.
I can switch to lower tier if you want, I don't mind. ๐
ye do mk3
A single stack of screws and concrete sorted correctly. ๐คทโโ๏ธ
Okay, switched them all to mk3s.
I'm gonna go grab more screws.
i did this test some time ago with a single line into a splitter and a single line out and it still broke sometimes:
which isnt an issue if it goes directly into a machine as the ratio should still be right
Huh.
AAAABBBB goes into the splitter (with only 1 output) ABAAABBB comes out
*smart splitter
3 stacks of concrete and screws. Good to connect with a mk3?
yep
btw i just set my testing area up next to my main factory to have lots of resources xD
Same. ๐
then why do you need stacks of concrete etc
just belt it over there
The very first concrete went to the wrong one.
if my math is correct, a industrial fluid buffer full of turbo fuel(2400m3) could run a could run a single fuel generator(4.5m3/min) for 8 or so hours?
They are otherwise identical so far.
And the concretre was just because it was filling up the any line and it went screw/concrete/screw.
Interesting that it sent screws there after that first concrete though. It definitely flipped something there.
I have a few decent sized ones. the big one is off until I can get pressure cube production back up :/
Ah yeah. Belt speeds and splitters still cause chaos. Love it.
pressure cube? xD i dont even know what that is and im pretty far in the game
Protip: Never, ever, ever, ever mix belt speeds on a splitter.
It's the final tier in the MF/HMF/FMF chain.
Here's a brain twiddler for you fine folks. I have a box with 1500 stuff in it. It connects to a normal splitter on a Mk5. The splitter connects to 3 boxes. Left on a Mk3, Center on a Mk5, Right on a Mk4.
How many stuff winds up in each box when it's done?
i dont wanna do math
You should probably not pay too much attention to this channel then. ๐
but... your table, your critical in math
well it should be 1/1/1 but im guessing its not xD
i am used to do math i dont do it my self
Why would it be 1/1/1 if two of the outputs are so slow?
they are not too slow for 780/3 = 260 < 270
Hmm. Fair. I'll try it again with a Mk2 too. Even still, though, it's not 1/1/1.
482/509/509.
but ye id just explain with this 780 is just too damn fast
Honestly, I've never seen this produce the expected split.
Mixing belt speeds always causes it to be a little nutty.
i feel like it should work with <mk4
With all of them under mk4?
ye
Well, yeah. ๐ But that's because it can't handle the full throughput so it's just halting the input.
215/643/642.
I actually don't know what I'd expect a Mk2 to do in this. ๐
xD
230 assuming it was fully saturated?
im thinking it's splitting like that as you need to do the math in items/sec rather than items/min since your inputing faster than one of the belts can accept. if you were to cahnge it to mk5 in, mk5 left, mk4 center, mk3 right you'd probably have an okay split.
Define "okay split" for me?
more.... normal?
๐ Gonna hafta be more precise, sorry.
i.e closer to 1:1:1
@thorn bane My 1500 Screws+1500 concrete didn't make any more mistakes after the very first concrete.
i dont have mk5 unlocked yet so i cant try it myself.
Anyone here able to help me with pipes?
Or are you saying changing the output order should make those closer?
try mk5/4/3
Running a 2/5/3 right now. I'll swap them around when it's done.
nice
ye i think it messes up once the any line moves
2/5/3 ended up at 231/807/462
I mean, that takes us right back to what I said though. If it messes up when the any line moves, what's the difference between the splitter flipping it and it skipping an output?
Running this now.
do you mean the smart splitter or the splitter after?
Any? ๐ I dunno.
My point is that when a splitter has a blocked output that comes unblocked, it sometimes doesn't output what you'd expect it to.
@thorn bane Eventually these should flip right?
i think so yes
Gonna just let it go.
Left side is a smart splitter with none/any/none.
I assume the merger I used to load it isn't going to cause any issues.
507/506/487. Interesting. xD
Why would 5/4/3 be better than 4/5/3?
becasue the belts have a "cooldown" before they can accept another item. because you have the belts in a different position theres a different timing for them to accept another item
the center belt if im correct should control the "timing" if your input belt is faster
So 5/3/4 should be the same outcome?
Or wait, no, since it's changing the middle. 3/4/5.
possibly. try it and see if my theory is correct
Yup yup. Swapped the 3 and 5 belts.
we should see 487/506/507 if it correct
Me: struggling to make a proper factory
also me: theory crafting belt/splitter ratios.
Same. ๐
It's a fun distraction from the slog of building massive works.
Survey says...
482/509/509.
Identical results to 3/5/4!
Got 4/3/5 running now.
Wonder if the left belt actually dictates it.
I am not.
that changes thigns
since center is always the first belt on a new splitter
gotta run the tests again
๐
with a new splitter each test
Is upgrading/downgrading belts in place okay or should I rebuild those too?
you'll have to reattach the belts to the splitter every time
506/488/506 on my 4/3/5 test.
I'll go back to 3/4/5 with a fresh splitter.
Okay, running.
480/510/510 on 3/4/5 with fresh splitter.
I'll do 5/4/3 next.
The 3/4/5 already started tho. ๐
Yup.
Does SCIM have a thing to tell me what alts I already have?
yes research -> alternate recipes
perfect thank you
Been reading up on the wiki on the overclocking of power generators, and let me get this straight, if you have power shards to spare it's always in your best interest to overclock them? To save on space?
...that's one interpretation, yes.
yep
you might get weird numbers if you do 2.5 but if you do a bit less for 2x the input/output its fine
When it comes to limited resources, though, between power shards and space, I think space is usually slightly more available. ๐
i mean its the same as OCing normal machines
It is absolutely not.
the input/output ratio stays the same
you just save on space
As long as you don't consider "power consumption" an input on regular producers. Sure.
Whoever wrote that on the wiki just didn't like building. They're probably against OC'ing production machines because it "uses more power"
Don't oc generators. it makes for nasty ratios, and decimals in your production graph
but you can just OC it to normal numbers
for example 2x the input 2x the output if you oc to 2^1.3
How?
give me a clockspeed for a generator that doesn't have 4 decimals in the production, or consumption.
there are still decimals in the production. but at least fuel comsuption isn't decimal'd as well.. so you get points for that
what do you mean production its a generator
generating 150MW
ig. I can't tell you how to build your world xd
since u4 or something around there it seems like you end up with odd stuff anyways, so you might as well embrace it.
Which one is better long term for turbofuel power generation? The default recipe with diluted fuel, or using the blend?
blend is overall better. fewer machines, less sulfur and no coal.
I see, my guess is that it's harder to balance everything with that right?
not really.. if anything it's easier. the trade off is it uses more oil
Oil is less valuable than sulfur imo
There's more of it. and the regular turbofuel recipe ( >U4) was sulfur limited.
oh wow turbofuel is hella op
One normal sulfur node, and one pure oil node makes 40k megawatts
If you make 266 fuel generators you are a maniac
At that point its easier to make 16 nuclear power plants
Waste prodcuts ๐คฎ
and I have the power shards, this world is from update 1, when the dupe glitch still existed.
I'll only need 131
Waste is recycleable stop being so afraid of nuclear
Hmm yes let me just put dedicate 10k mw's to processing waste for a 30k mw power plant
Waste prodcuts ๐คฎ
I present to you: heavy oil residue, a byproduct
Polymer resin
water ๐
The thing literally everyone trashes
i use it to run my computer factory ๐
When in doubt use plutonium rods to fuel vehicles for all eternity
okay everybody but Nevcairiel
Residual Plastic is good for computers, just put an overflow somewhere just incase.
My computer factory runs off the polymer resin alt and residual rubber 
I make 15 computers / min
i had to sipphon a bit of fuel even for recycled rubber because my computer goal was too large
Which was?
And need a total of 600 water
Okay, folks. I have t2 belts. I need to divide 9.6 iron rod constructors (a total of 144 rods) into groups of 92, 12 and 40. How would you do it?
Had to use recycled plastic to reduce water consumption
i think i built it for 22.5 now, eg. 6 manufacturers i think
Manifold and let it self balance. 
mhm, just plug in the second belt half way through the manifold
Ez pz
Then when you come back through to upgrade you can delete the half way point, reattach it, and don't have to rebuild your factory, to account for better belts.
injected manifold best manifold
Bestifold
This infuriates me.
Calculator makes things look harder than it is, direct input two/one smelter into the constructors, don't funnel everything through one belt.
This is why it's always better to calculate smaller production chains, then build copies of it.
Instead of trying to just make one massive interconnected mess that the calculator gives you.
too late I like how my smelting setup turned out kek
Just say no and the calc cant do anything about it
Ignore the half cut-off container, that's part of something else
I'm glad I'm looking at this though I missed a belt oof
Is this SCIM?
yes
Yes
I've built 264.. apparently I'm almost maniac.. ty
Hey guys, i'm looking for confirmation of my calculations. I produce 14.4 Uranium fuel rods/min. Since the generators consume 0.2/min. Is it correct 14.4/0.2 = 72 generators? Or is my brain melting
Thatโs correct
aight nice, thank you!
Double protip: use pog splitters and avoid blocked belts if you want to deal with complex sushi splitting so one stays inside "known and safe" operating boundaries ^^
I wonder if even pog splitters wouldn't make it work... ๐ค
Thx for the ats, interesting stuff, would have loved to actually participate in the convo but notifications have been lost 
Poggers still have an internal storage slot, so the issue would still remain.
But you can force them to behave some ways... It'd be especially effective if the foundries took in 60 or 120/min ๐ค
Thought: could it work if...
you replaced the splitters with poggers (set to copper+iron for left, right and middle)
Set the iron alloy foundries to 150% so they want 30/min of each ore
Have all the belts leading from splitter to foundries be MK1 (except for the last pair of foundries)
I realize this would be too much work to be useful in your example, I'm just wondering ^^
? They take in 20 of each, which is a multiple of 120..
In testing, very little is "too much work"
Though different belt speeds is what was causing errors to begin with.
But you also had backed up splitter outputs and different splitters
But I am willing to test whatever you want when I get home this afternoon.
Do you want to DM me so it's easier to find this later?
I'm not sure what you mean
So in trying to clean up the math for HMFs, this is what I have arrived at:
PCC - need at least 47.4/min (25 to Turbo Pressure Motors + 22.4 if Max Nuke)
PCC:FMF conversion is 1:1
FMF:HMF conversion is 1:1 (1.5:1.5 OR 3:3)
Heavy Encased goes cleanly into multiples of 45
HMFs @ 135/m
90 to FMF
45 to Storage
FMFs @90
60 to PCC
30 to Storage
I could go 45/45 on the FMFs and just restrict my nuclear to an even 20 PlutRods/min, but A) I am trying to make sure I have that cushion for whatever they may use them for in the future, B) I haven't done the math to see what multiples of PlutRods are "cleanest".
The underlying question there is does anyone know the multiples that nuclear rods go into cleanly? Or should I spend time figuring that out this morning?
Multiples of 2
Why using the pressure conversion instead of the standard recipe for plutonium?
Because I have them?
Btw, I think HMFs are handy to produce in multiples of 8 as the input numbers become nice in that case iirc
That's more alu than I'd want to use for pluto, but sure xD
(Aslo, I know the numbers for the other recipe instead :P)
Given the ToolsCalc hates me, I am doing that manually atm.
So I will type it out when I have it completed.
From what I did yesterday though, 45 was the best number for Heavy Encased.
Heavy Flexible's was 15.
Curious to see your multiples of 8 being "nice" @frosty owl
Halfway done with this 135 and it's super, super clean so far.
ever try splitting a multiple of 5?
Ohhhh, your concern is splitting the output of the HMFs?
(I'm on a single screen at work, so @ me or reply so I know when to switch tabs)
These the inputs (final one is the output) multiplied by 8. Generally, numbers that are easy to get either by merging outputs or balancing
I cannot read any of that beyond the "2.8125x8 = 22.5"
Also by that I just figured out I am doing it in terms of 16 by your perspective.
You're looking at 8 machines doing 22.5.
I am looking at 16 machines doing 45.
So in effect we have the same conclusion ๐
Just going to finish solving this then punch 135 in the calc to see the differences.
I really, really don't want to use screws but it seems unavoidable here...
Doing this setup calc has rekindled my mindset that the HOR recipe is broken as fuck.
My go-to recipe combo there, is:
Bolted Plates, Modular Frames, Steel Screws.
I find it strikes the best balance between resource efficiency and build count ๐ค
cries in stitched plates
I was looking at Adhered Plates tbh.
Which led me down the rabbit hole to re-visiting how broken the HOR alt recipe is.
Eh... That's 3.75/min Vs 15/min...
I've yet to discover the appeal of adhered plates 
I have solved Concrete, EIBs, and Pipes, working on Frames atm.
Given the steel cost is already 7155, I was attempting to not used Steeled Frames so I was looking at Base vs. Bolted recipes.
Both require a total input of 540 RIPs for what I am doing.
So I decided to solve for RIPs.
Adhered Plates being an option I had an idea: what if used Rubber Concrete on Adhered Plates? Base Rubber recipe gives Rubber and HOR, split the HOR to Coke and bite into the steel requirement.
Worked nicely. If I use Rubber Concrete the cost is 720/m, and Adhered Plates would need an additional 540/m.
HOR from the base Rubber recipe would net me 5040 Steel Ingots, out of the 7155 need -- not bad. Total Oil cost 1890.
But just to do my diligence, I checked the Recycled Loop.... Using the HOR alt for both that loop and to make up the same amount of HOR needed for the steel.... total Oil cost 1365.
That recipe is broken as fucking fuck and I firmly hold that it needs to be nerfed. (I know everyone in this channel will disagree, I don't care.)
Well, the HOR alt with recycled loops does increase the build count by quite a lot though ๐
I'm not saying nerf it into oblivion.
But 30-40 is a bit much imo. Have it be 30-30 without any other changes and I think it would be fine.
"Both require a total input of 540 RIPs for what I'm doing"
Are you referring to steeled frames Vs bolted? Because steeled should take much less RIPs ๐ค (4 and 9 for 6 Frames respectively)
I was attempting to not used Steeled Frames so I was looking at Base vs. Bolted recipes.
My coal requirement is already 4770, which is a tall order for a single outpost.
but... it's nice to call the recipes "oil tripling recipes" ๐ฆ
It's technically 4.5x the base though.
with your change it would be like "oil 2.25-ing recipes"
300 oil -> 900 plastic/rubber
I am aware of what 900/300 is.
I'm also aware the base is 3 -> 2
and 3 / 0.6666666666 = 4.5
Hence it is 4.5x the base.
If you make it 30 to 30, it's 2.25 oil to rubber/plastic, which is still 3.375x the base.
So it is still better, but it's not broken as shit.
I guess the name originates from making three times as much plastic as you had oil ๐ค
I know where the name is from and I acknowledge it's use-case in 99.999% of all conversations regarding oil.
This is the 0.001% conversation where I'm caring about the relationship between Recycled LOOP Output and Base Output, and not the Oil to Output ratio.
you also have a byproduct tho ๐ค
..........................................................................................
so technically it's slightly less, but it's hard to quantify HOR byproduct
This continues with multiple remarks on various points and ends with me, again, being the only person who thinks HOR alt should be nerfed.
Neither of which matter as none of use has pull on what the devs do with their game.
Me putting "HOR needs a nerf" on the QA site would result in absolutely nothing.
well it definitely would with this attitude
What recipe's are great for motors?
@frosty owl can't do Steeled Frames.
Current Steel Ingots requirement is 7155 and the max I can squeeze from this area is 7100 ๐ฆ
Steeled Frames would add another 1800 needed ingots...
No, i mean, in the process for usage
Rigour and Electric both have their merits.
Just need the fastest way i suppose
Speed is a factor of how many buildings you have so....
fast can be also done by building more buildings
Both can be equal in the right context.
๐ค
Example:
Bolted Plates is "3x faster" than the base recipe.
But if you just build 3 Assemblers for the base recipe they have the exact same production speed.
hmm
So "faster" isn't a great method of comparison.
Makes sense
Especially given the base recipe is CHEAPER than bolted.... but I won't restart that discussion...
usually you're looking for either smallest build, lowest energy cost or highest resource efficiency
all of which is described in the link I sent you
Rigour vs. Electric is basically a matter of "would you rather set up Oscillators or HSCs?"
HSC? or ECR?
HSCs are needed for ECRs.
I consider them to be the more complex part of that whole line.
Because ECRs are pretty simple in a bubble.
blegh
can't you make them from AI limters and stators tho?
I do have all recipes
I never use the base recipe for ECRs. ยฏ_(ใ)_/ยฏ
that's fair. Though looking at that it seems very comparable
you just use a bit more coal instead of oil
it shows you the most resource efficient way. You can disable recipes/resources you don't want to use if you want to see other options
Like how I have to disable the BASE iron ingot recipe for the site to recognize that Iron Alloy is a perfectly viable option...
sorry for that ๐ฆ it's pure math tho, there's no subjective opinionated prioritisation ๐
I'll have to check on the U5 version, but I know on the U4 version it would give me "Could not find solution" when there was one. It just required the algorithm to get over itself about Iron Alloy ๐
that's weird. Shouldn't happen. Can you provide a link(s)?
I'd have to remember what I was looking at, but I have made a note to link you if I come across it again.
but definitely check the U5 version, it runs on different code
It was basically that I had just enough if I used Alloy, so the system accepted it when I disabled everything else and forced the usage.
results should be very similar, but I've rewritten the whole thing to hopefully fix some of the bugs that were in U4 tool
the tool should display a solution if there is one tho.
no matter how "bad" it is
Idk how you'd do it, but it would be interesting if there was a "clean" option where the system avoids all 0.3333, 0.6666 or any other decimal that goes beyond 4 places (given the game cares only about clock %, not ppm).
Iโm thinking of making a big fuel plant (~1800 crude oil) before starting my whole map expansion and going into nuclear. How much of a difference is there realistically between using diluted fuel vs turbo blended? I guess Iโm just wondering in general how far can ~60GW carry me in the late game vs 80GW (if I did the maths right), and also how much power it usually takes for a complete nuclear plant using 2 overclocked uranium nodes (which would be my ultimate goal). Thanks!
Because you can't really make 16.8888888888 Constructors.
So the "clean" toggle would force it to be within the bounds of buildings you can actually make and clock.
Turbo is superior to base fuel. Burns at less than half the rate, meaning you can have double the generators.
So Turbo Blend is your best option.
How far 60 GW can carry you is based on how you build tbh?
it's technically possible and I kinda know how would I do it. The problem is that it may not find a solution
Like a baseline outpost of mine will cost 6-8 GW minimum.
That's why I'd have it as a toggle, not part of the baseline UX.
I haven't tested this but I assume for a lot of cases it would overproduce by a lot or even hit map limits
?
e.g. if "normal" result would lead to 0.3333333333, then you need to multiply everything x3 to get normal number
so you'd have to produce three times as much
Oh, I'm thinking if you type in "Give me 125/m of X" and then toggle "clean" it would produce "no result" if one of the building counts is 1/3.
or it would just round up everything and give you tons of 0.0001/min byproducts
which is probably what it would do anyway ๐ค
Also I am talking building counts. If an item output is 0.3333 I don't care.
thereโs no clear definition of โend gameโ - but 60GW still can power a very huge factory setup, I guess itโs enough for 98% of all players
yeah but basically what I mean is if a building count is 0.33333333333333333333 it would just make it 0.3334 and mark the extra produced items as a byproduct
so I'm not sure if it would really produce any useful info
If you have a hard cap on the crude oil you want to use though turbo doesnโt actually generate twice the power as diluted fuel, which is why Iโm wondering if the extra complexity is worth it. But I guess Iโll never know until I actually start to build lmao
Indeed.
Is there a way to make it say like "If number returned has more than 4 decimals Then solution invalid"?
not really, I only have access to starting conditions and the result, I can't change the code that calculates it
If you're using 1800 Oil, how much of each fuel type would that be?
You must bend the code to your will. ๐
only way it would work is if I'd just throw away the result and show "no result" if it has more than 4 decimals
In which Tier are you currently?
but what I can do (and it's what I suggested earlier as my solution) would be to multiply everything by 10000 and define that each building amount has to be integer, put it into the solver and then divide everything by 10000 again and show the result
That would change what the person is trying to find though.
If you're looking for a clean version of 125/m and none exists, you should be told that none exists.
Not suggested to try building 375.
I don't think it would build 375
????
would probably be like 125.0013
You said if it's a 0.3333 it would tell you to do 3x more?
but after that I gave it more thought and realised it can just make byproduct intermediates
Fair.
Not strictly as precise as I would use, but for the vast majority that's what they would want now that I think about it.
so it's basically:
if a number has more than 4 decimals, round to nearest bigger number with 4 decimal digits, mark the extra output as a byproduct, change the ingredient amounts to be larger according to that, repeat for the whole tree
For HMFs though.. I am left with this choice:
2160 Rods or 10,080 Screws. Which sounds simple, but it is also 180 Assemblers vs. 72 Assemblers...
Alternate idea:
Clean toggle forces the output into a clean number.
I.E. HMF's for Heavy Encased is 2.8125
So for me, looking at 135 that's an even 48 machines.
But if I am looking for 133, it's 47.28888888888
In this idea, clicking "clean" the system would ask you if you wanted 135 or 132.1875 as those are the closest multiples of 2.8125 to the given 133 value.
the problem is that the tool doesn't know which recipe it would use in advance ๐ค
Imo this toggle should not be "simple" if you're looking for exacting numbers, it is perfectly reasonable to ask the user to input more data.
it can also use multiple different recipes for a single item
OH!
also if we want to discuss this further, maybe a thread or DM would be better than spamming here?
Pretty sure itโs 4800 fuel vs 2400 turbo (so 60GW vs 80GW) for 1800 oil
Does your x100000/100000 version clean that part up?
Or does it just give byproduct to smooth out?
Because sometimes clean is a factor of combining a high efficiency recipe to get really close then finishing with a couple less efficient machines.
Halfway through T7/8 but Iโm kind of rebuilding everything rn so I have very barebones production
it would depend on which variant would be more resource efficient (or X efficient when I implement other optimisation targets later)
4800 vs. 4000 if you have all alt recipes.
What other recipes are used?
Iโm thinking of turbo blended, not sure I want to deal with the regular turbo recipe tbh
Odd that you can squeeze more base recipe out than Turbo Blend, isn't it?
2400 Turbo vs. 4800 Fuel though is 1:2 when their burn times are 2.66:1
So Turbo still wins, however to your question of "are the extra GW worth it" -- I return you to my "depends on how you build".
For me, 20GW extra could be an entire other outpost.
But 60 GW can easily carry you to nuclear provided you plan to set it up in a decent amount of time.
If you want to add it I am willing to stress-test it with weird shit for you.
How much power does it take to run a nuclear plant?
Assuming a fairly chonky one using two overclocked nodes
That is a question for the more nuclear-ly versed here.
I am a baby nuker. After this run I will know it a lot better though.
I'm like 80% confident it would just do 0.0001 byproducts, so essentially no real difference ๐ฆ
Fair. Just means I get to do some paper-maths for big projects now if I want to be precise.
It's a great tool, I just find myself using it more as a starting point/reference now and refining what it spits out.
do you have a concrete production amount for me to test for you?
Alright, thanks @fierce ruin for the help!
I'll quickly try the change locally, if results will be interesting, I can put it out there for testing
of which item? ๐
Concrete?
Going to lunch. After which may I vomit my HMF design so far here for opinions, or is that better suited for #satisfactory-experimental ?
Frames are still being bothersome...
There's threads here and they're surprisingly useful. ๐
990 concrete, how do you like it? ๐
(for now it does whole buildings, but the concept can be easily expanded to 1/10000th of buildings)
why would you want to use rubber concrete though
the tool picks most resource efficient path to produce something ๐
little confused about the recycle loop
there is no input plastic/rubber so there's nothing to recycle
you can kickstart it with the residual rubber instead
also, it's just producing 5 extra water for no reason
yeah that I have no idea why xD
was just a quick 5 minute spaghetti code to make it work
didn't really look deep into why it does that
maybe a little func that says if source goes directly to byprod, eliminate that
๐คท this probably won't be added anyway. Or if it will, it will be done differently
Look at that 1 base rubber recipe.
Lowest Limestone usage is a reason to use Rubber Concrete.
Lowest Sanity post-build too
?
god knows there's plenty of limestone and water everywhere so ill stick to wet
having to make a fuel setup for concrete
I'll recheck my location when I return from lunch, but I'm pretty sure there isn't 4860 Limestone available there.

I'll also do what @ashen girder suggested and just make a thread with all the details of the HMF build.
Not allowed with how I do outposts.
(Fun fact, threads don't have slow-mode, either. xD)
Local resources only.
May behave differently with 1/10000th instead
Nuuuuuuuuu.
Snutt just said instead of having load balancing splitters/mergers, they'd rather tweak ratio numbers and to put any ideas on the Q&A site..
They'd rather have splitters/mergers tweaking ratios or?
Idk what specifically he is asking.
The reason they're hesitant about splitters behaving like valves is because balancing ratios is part of the core game loop and it would trivialize that. Instead, Snutt suggested that if there's any specific ratios you dislike or think they should change, to post that change to the Q&A site.
Ah. That I am agree with.
I consider what we do with splitters now to be "load balancing" so I was confused by your initial statement.
Ah, yeah. It was literally right after he said it on the livestream so I wanted to get it out. ๐
I don't think any of the ratios need to be tweaked from a "how splitters function" perspective.
Just the nerf to HOR from "this recipe outclasses every other fucking thing" perspective.
Post about it! ๐
Curious as to what other people would suggest are "ugly" ratios, because I haven't come across one yet that doesn't clean up super nicely when looked at from the correct angle.
I don't. ๐คทโโ๏ธ But I don't actually pay attention to the exact ratios.
I always just round up to the nearest full producer.
I'm attempting to find the "cleanest" version of the Recycled loop atm.
Godspeed.
I think there was a guy who already found a way with whole numbers
Link?
oh no idea, would have to search here ๐
Lol.
Whatโs the recycled loop?
alt recycled plastic + alt recycled rubber
Turning a little oil into a lotta shit.
*a little fuel
Acting like it works with bio or turbofuel. ๐
Yeah, I know that shitty setup quite good because of all these ingame pipe flaws. Reminds me that I still need to switch to the Blender setup and get rid of these package/ unpackage bullshit
@wind spade it's basically just trying to balance these against how many Recycled machines you have running.
HOR * 0.25 = ResRubber
HOR * 1/6 = ResPlastic
Fractions and decimals. Gross.
Which, as odd as it is, may make Diluted Packaged better for some Plastic setups. Same conversion rate as the Blender's Diluted recipe, but comes in multiples of 60 instead of 100.
1/6 doesn't truly exist in base 10 math, so putting the fraction there reminds me to use it properly.
Doesn't make it less gross. You can express the other one as a rational number too.
๐
25/100 and 1/6.
Is there a up to date chart of the total production chain? Wondering about reasonable breakpoints for splitting production into different locations while keeping exchang to a minimum.
Hasn't changed since U4 so.. probably.
Mostly to easily identify products that are used in few/many other products.
Found this one: https://www.reddit.com/r/SatisfactoryGame/comments/fky3gr/made_a_flowchart_of_update_iii_default_recipes/
But that's update 3.
42 votes and 17 comments so far on Reddit
Yep. That looks about as useful as I'd expect it to be.
That'd be so much messier now.. and does it include alt recipes?
the problem is that alt recipes change how things are produced, so the chart would be unreadable
Are you talking about the Storage List?
Nope. I'm just having the issue that starting with electronics flow of materials usually becomes an unholy mess for me.
Storage list?
products that are used in few/many other products.
The Storage List is the list of items you should store because it starts with every item in the game, then removes all items that are solely used in the creation of other items.
So what remains is what is worth storing.
Sounds like you're looking for the opposite, in that you want the list of items used to make other items?
Good example: fused frame are the basis of tier 8
Needed in every single recipe in some way
Follow-up example: in U4 you should never store Circuit Boards.
In U5, with them being required for Signals, there is now a reason to store them.
If you have a particular electronic item you're working on, I am happy to exorcise the production chain for you.
Electronics is just AI limiter, CB, Computer, Supercomp, HS Connector and Radio Control unit
Nah, way past that. Just starting on Aluminium. Factory looks like an unholy mess though. Pulling that copper and coal through several floors didn't make it look any better ๐
Probably organization
Do you have this list for U5?
That reminds me, I need to take another stab at cubbies which implement signs more properly.
In general, it's because I didn't play this for quite a while. I don't really remember/know where else I'm going to need a specific product later on. Which leads to massive spaghetti.
Which is why a chart that shows at a glance where a product is needed would be quite helpful IMO.
Well, the spaghetti works.
Plate, RIP, Beam, EIB
Pipe, Rod, ECR
CSheet, ASheet, Plastic, Rubber
Frame, HMF, FMF
Wire, QW, Cable
Crystal, Osc
CB, HSC, AIL
Rotor, Stator, Motor, Turbo
Comp, RCU, SuperComp
Casing, Cooling
Concrete, Silica
Generally, products are... Uh... Convergent?
Time for a Hub0 Restart.
They all eventually end up in elevator part
For steel and iron, the line mostly converges towards modular frames
Oil is plastic / rubber plain and simple, and that moves towards computers / supercomps and Radio control units
@wind spade idk if this is helpful to you, but you had said "amount from byproduct is hard to quantify" in regards to the Recycled Loop.
Specifically for how much of each you're getting from the Polymer Resin:
ResidualRubber = 1/10 * Fuel
ResidualPlastic = 1/12 * Fuel
Going to keep playing with it and see what the best "ratios" are in terms of getting it to come out cleanly. But that is how you quantify them.
I need to edit that, give me a sec...
I moved a letter on my paper...
that's how you quantify them if you use them for this purpose, but you can also use them for fuel ๐คทโโ๏ธ
That is for Fuel. That's the letter I moved ๐ฆ
HOR is still 1/4 and 1/6, respectively.
Hrm. Just got the Hoverpack. Looking at the mess from above, I guess most of it is related to getting products to a central storage.
So that's an issue of insufficient planning. As always.
Because F = 2 * HOR.
Do you mean input of resin such that the entire thing has clean numbers?
This is about the output of resin from the initial HOR sink at the beginning of the loop.
I recommend using greeny's tool. Just smash some preferred outputs in it and see what those need. Expand output list as needed.
Yes, thats what i meant
Because his tool looks weird when you want a clean number like 120/m, because while it COULD do a clean 120 from just the recycled, using the resin makes your machine count into weird decimals.
So I am trying to find clean total amounts and the ratio therein so I can know "If you're going to make rubber/plastic, do it in multiples of X"
I have an excelsheet to brute force that approach
If you have this solved it will save me time, lol.
I could modify it......
