#math-and-meta
1 messages Β· Page 570 of 1
Underclocking is so O.P. Overclock Miners/Extractors and Underclock everything else. I've power for days!
its just so annoying to build so many more machines
rather make one more powerplant, personally π
The building count on underclocked pure ingot facilities and recycling loops... shudders
SMART mod did make Underclocking so much easier. Hope they update it once Experimental goes Early Access.
Want to Underclock, 81 Manufactures @ 11.344%? SMART Mod'll fix you right up auto connecting all four x81 inputs and the 81 outputs in less than 5 minutes.
Too op for my taste
With copy-paste for recipes and Zoop I'm probably not gonna go back to smart...
so your saying a mod is making you use 30% of the power
that seems balanced and intended 
I think you misread that. Heβs saying that with the mod you can mass underclock a ton of machines (lower speed and power consumption) instead of doing it one by one manually
how can this consumption exceed max consumption
also is there any issues with mk1 pipes im trying to fufill 8.333 fuel generators with regular fuel but even thoguh my refineries are at 100% only half of the generators are running
sorry i thought i was a maths problem
if i have 40 nuclear plants getting supplied by 13x 3 rods/5min and 1x 3 rods/15min
and the plants are balanced how will the input buffer look like?
i feel like it should be empty expect for 1 that has an extra rod but that 1 is not always the same reactor but im not sure
or will all of them eventually have 1 extra?
SMART mod does make it easy to build crazy size arrays of machines. But even without it, underclocking is crazy good.
For example: My "Plan" has me making 2 Crystal Oscillators a minute. Which is 2 Manufactures at 100% power totaling 110 MW. But if I instead build and feed 9 Manufactures underclocked all @ 22.222%, I'd only need 45 MW to run all 9. If I did 18 @ 11.111% I'd drop to just 28.8 MW.
so youre saving 81.2 MW
thats 1 coal generator
i think its faster to build 1 coal generator than to build 7 manufacturs (if you dont have smart mod)
thats kinda my point without smart its never worth to underclock in my opinion
so smart mod just changes the balancing in that aspect since CSS balanced their game specifically around not having that
It's never worth it to build additional machines to underclock. I'm a huge fan of underclocking to match ratios. π
sure
Maybe +1 machine. π€·ββοΈ
So here's my question on that:
If something needs 13.5 machines, it is less MW to do 13 machines at 100% and 1 at 50%, or do 8 machine at 96% and 6 at 97%?
You're building 14 either way so does one save you MW over the other?
8 machine at 96 and 6 at 97.
π been doing that. Just confirming.
It's ultimately a miniscule difference, though. π
why not just leave it at 100%?
That 0.5 MW though...
Here's with 14x100% for comparison. π
Just leave the 13? Or are you saying leave the 0.5 one at 100% also?
This is assuming a 4MW building.
all at 100%
Here it is with assemblers.
Ew.
Fuck that.
Yellow lights are....
Actually would rather vomit in my mouth every time I coughed than intentionally have a yellow light.
And refineries.. π
so its just the yellow lights?
Yes.
ah ok
Efficiency First.
Manufacturers..
Yellow = Efficiency Loss.
I'm waiting for Particle Accelerators....
Uh.. I don't know how clock speed works for those.. and also what recipe you're using. π
π
I didn't care for the actual numbers.
Just the yes/no to my question.
So you posting numbers is all about making YOU feel better. ππ
Those numbers weren't even for you though.
Those were for @thorn bane who asked what the point was.
Although, those aren't actually the most correct numbers.. since they won't be running 100%, but you're still spending more MJ producing output.
i mean underclocking those is less benefit than building multiple machines
and as ive stated before doing that is stupid imo
Well, the point here is you've got enough machines. You can just underclock them in place to get better numbers.
You need 13.5. You have 14.
Do you run all 14 at 100%? 13 at 100% and 1 at 50%? Or 96.5ish%?
still not worth the time imo
To.. literally adjust the clock speed on one machine? Seriously?
yep
More power to you.
If I'm building the same number of machines it isn't about severity of benefit.
If I take 90-120s to fiddle with clocks and it is a benefit then worth.
π€·ββοΈ
Building more just to underclock all even further is a bit much though, so I agree there.
I think we all largely agree there.
i just think any time invested underclocking any building is never worth compared to making more power
even if its just 2s adjusting the slider
It takes you 2s to slide the bar? π
probably more since most of the time you have to remember what to downclock to
You're really going to hate how often I save 5 MW when I already have GW to spare then....
I mean. Do you not have things like "You need 13.5 X worth of output" in your plans?
i mean sure if its for your ocd like yellow lights thats fine by me
i just chose not to because imo its not time efficient
yes lots of em
i just build 14
Okay.. so you literally know what the percentage is then.
Yeah, for me it is 100% about removing all yellow lights from existence.
"Oh. My plan says 13.5. So this last one's 50%."
Or, do what I do: let it stabliize then go to the last one, check its efficiency, and set its clockspeed to that. π
(Which the funny part is, if you slot a power shard then UNDERclock the light is still blue π)
ok i like this one xD
Also, I actually don't underclock either. I just disagree that it's wasteful to underclock one machine when you don't need the full output.
But I like having backed up lines so I can just grab stacks of whatever whenever I want.
(I also love geothermals. I like my power graph looking a little crazy.)
im not saying its bad i just dont bother
I mean. You are saying its bad though. π
ok so if the last machine is only running at 50% it will also only use 50% of the power right?
All of my builds are pre-planned on my notepad so I build each machine and set its clock when setting it up anyway.
So for the 8x96, 6x97 example, those are set once then copy/pasted to the future machines @thorn bane
It's not like I build them all then go back and hop to each machine.
no bad time efficiency wise
the actual thing is good, just not worth my time
Yeah, I get that. π
Oh, even then, it's using 50% instead of 32%.
50%+idle power.
Instead of 32% continuous.
It saves you more to set it at 50 than to let it turn off half the time.
so the power savings depends on the individual underclock percentage?
Yes. It's exponential.
eh
That's part of why I hate yellow lights so much.
Hence Sev's original question.
its different to compare it to a 100% machine and a machine running 50% of the time though
Sure, but that's not what he and I were comparing.
And I mentioned that my comparisons didn't account for that, because I already knew that it's strictly better to underclock n terms of power efficiency.
<@&387163995947270144> π It was some cyrllic gibberish. π Looked like spam.
We're talking about the 0.5 from the 13.5 though.
Setting it at 100 and having it idle 50% of the time is more power drawn than just setting it to 50%.
im just curious by how much
Literally just told you. 32% for the underclock, 50%+idle for the full clock.
Also, it's more like 32.9%. So call it a third. π
12.3 MJ vs. 7.89 MJ for every 6s cycle.
Lookit you coming in swinging with the joules.
so its 54 instead of 56?
Ayup.
so no oc to 1 at 50% is 1% power and 1 at 50% to 14 at 93... is 1% power
Assuming you never learned how to round, at least. π
I wasn't even sure where 54 was coming from, so.. π
but ye seems like no UC to 1 machine UC is roughly like 1 machine UC to all UC
you have to set what a machine produces. I have my clocking numbers figured out ahead of time, set one and copy paste. pretty easy to balance all at the same clock speed and it doesn't really take any more time to setup
all my machines in my games are at 100%
actually miners at 2.5 but you get the point
If you think about it, it can add up to pretty significant power savings over a single factory.
well im sure its under 1 nuclear plant so i really dont care xD
Sure, it's only 2 MW when you're looking at 14 smelters. π
Yeah, that's fair.
Like I said, I don't do it either, but there's absolutely good reasons to.
Could do the comparison on Outpost 1 if you wanted a more tangible example.
See how many MW are saved across 135 HMFs/min.
sure
@ashen girder π
<_< ?
Can't tell if I'm being asked to do something or being told something's gonna be done. π
Being told to do something. Best of both options.
πππππππππππ
π
I don't even know what I'm being told to do tho.
I think I've finally come up with a decent way of dealing with coal being 1:1 with iron for solid steel except for that little bit you need for gunpowder and gas filters.
Assuming use of T3 miners, take a pure iron and a pure coal node. Split off 60 coal for filters and gunpowder, leaving 720 coal for steel.
Then, run 8x pure iron refineries (280 ore -> 520 ingots) and smelt the leftover 500 ore, providing 1020 total ingots. Split off 720 for the steel, and you have 300 ingots left. You can then either match that with an impure coal node, use it for iron wire, basically whatever you want.
Or, to think of it another way, by mixing in 8 pure iron refineries with your smelters, you can match a pure iron node with 1x pure and 1x impure coal nodes to get 1530 steel ingots and 60 spare coal for miscellaneous items.
Coke steel? π
Love me some coke.
anyone know best setup to get the most plastic and rubber ?
alt HOR + residual rubber + diluted fuel + recycled plastic + recycled rubber
ok thank i look at that
how much oil do you have available?
1800
this setup produces the most plastic and rubber, but is way more complex compared to the default recipe
@deft lichen thank you i will have a look on there
Hello, not sure if this is the right channel, but I'm looking for a machine readable source of the recipe definitions of Satisfactory Recipes. I found the /CommunityResources/Docs/Docs.json file and looked into it, but it feels like the recipes are very strangely defined. Is there a logic or "language" behind such an example?
"mIngredients": "((ItemClass=BlueprintGeneratedClass'\"/Game/FactoryGame/Resource/Parts/IronRod/Desc_IronRod.Desc_IronRod_C\"',Amount=1),(ItemClass=BlueprintGeneratedClass'\"/Game/FactoryGame/Resource/Parts/IronPlate/Desc_IronPlate.Desc_IronPlate_C\"',Amount=1),(ItemClass=BlueprintGeneratedClass'\"/Game/FactoryGame/Resource/Parts/Cement/Desc_Cement.Desc_Cement_C\"',Amount=1))",
the costs are in unreal ini syntax, its just what it is, its not exactly hard to figure out that the conveyor pole (which I presume your example is) costs 1 rod, 1 plate and 1 concrete
yeah. the xample was conveyor pole
hm ok. so i would have to figure out a way to parse this with the programming language i want to use
@wind spade could give you more insights. Or the guys on the modding discord
as long as you can match opening and closing braces and pair up stuff like that, it should be relatively easy to parse. But yes it'll require some manual work, since its not an otherwise common format
well the language would be PHP so i guess this will be some creative regex
I oculd try some native PHP ini parsing functions but i doubt they would work for these strings
Thanks. I might ask on the modding discord aswell, but i guess there is no "finished" solution to read that data into php arrays or something
I'm not sure how accurate and up-to-date you need the data to be, but we have a cargo table on the wiki from which you can query recipes
Greeny has tools that can parse Docs.json really well, so he is the go-to
We know we have to go green, enough politics already!
Throw it into a json formatter
This is a raw export
Well i'm playing with a friend and i'm currently using google spreadsheets to track what productions we have and if the productions match and so on. but slowly i'm getting to the limits of this tool and it gets tedious to have to look up and add the recipes again and again. so i'm thinking of moving this to a PHP website as it is a language i do often.
so i don't need to have the data ultra up-to-date.
I threw the file into an online formatter and got a very clean result
a json formatter got me the overview. but i need to parse the ingredients and this unity ini format threw me off
the string in the mIngredients field
sorry unreal π
ah, that.
i dunno how useful it would be, buuuut consider moving to the modding discord. theres a mod called ContentLib that allows recipe definition and overwriting which has all this plotted down much more neatly
and now i'm thinking of doing this in PHP.
interesting. could you link me that mod?
this is how the "simplified" approach would be
Ask for mods over at the [official modding discord](#welcome message). - <3 @deft lichen
most recipes follow a format like above, just with more lengthy definitions
well the items use full debug paths don't they
yeah, i think.
though every item has a unique identifier and mostly consistent path structure
so by doing some generalization, you can define things with just the "Desc_[Itemname]"
Can I use ContentLib to "read" the current content of the Docs.json and print/write it for me in that more readable json structure?
hmmm.... you would have to ask Nog himself about that
lets see....
hm, no, I cant give you any more info.
you would need to join the moding discord and ask Nog about that
ah, didnt notice
Should I ask him in a channel or DM him?
em, ill dm you an invinte to his own DC.
forgot about that
since this will probably be length
What would the best way to reduce radiation in the unloading of uranium for unclear processing?
I was thnking: drone, fast belt to container, balance, fast belt to processing machines
I'm wondering wether balancing to keep the ore "mostly" into the container (and have as little on belt around the factory as possible) or if it'd be better to let the ore "spread out" radiation-wise...
If it doesn't spread out, I shouldn't even feel the uranium belts, ideally, just some radiation around the unloading containerπ€
it stacks, so there's actually not much difference. Keeping lots of waste (or radioactive products) in a container makes a bigger high rad zone, keeping items on a belt - no so much (as they're spread)
Balancing avoid stacking anywhere but into the container, that's the point
Havigg radiation only in the container would be pretty nice
the main thing there is to avoid bottlenecks at the unloading station itself
It's a drone π
What do I split my ingots in to? Half to plates and half to rods? Or should I do a different ratio?
if you're very early in the game, like at tier 1 and before any serious factory building, then produce both equally. A little bit later it's generally better to focus on producing higher complexity items (reinf iron plates, rotors) while having a little iron flow diverted to make stuff like iron plates and rods at a very slow rates
Yea like Iβm making reinforced irl;plates and rotors
So whatβs a good ratio for plates:rods
well, look at the recipes and do math π
e.g. when making reinf iron plates using base recipe, the ratio would be 1:3 (3 ingots for rods to 9 ingots for plates make 1 reinf plate)
buuuut if using iron wire + stitched iron plate alt recipes, the ratio would be 5 : 3.704 (to wire, not rods) π
Question: I have a (600m long) belt that I want to hold a shuffled/random set of items. What's the best way to automatically load the belt such that I minimise the lengths of concurrent runs of the same item, and ensure that the repeat cycle for the loaded pattern is kept as long as practically possible
sadly, without mods you're unlikely to reach any stability in such a system
Planning to just loop the belt once loaded, rather than use it for live transport, as I don't want to keep the massive number of splitters & mergers needed to make and unmake such a setup. So it doesn't have to be perfect, just good enough to not have an obvious repeating pattern
well, in that case you can create any pattern entirely manually by placing items (1 of each or such) in a container and then outputting it onto the target belt
would take some time, though
This is why I'm trying to work out an automated way to do this, given I've ten belts of ~1200m length to fill π Oh how we must suffer for our art π
well, "automated" and "random" don't go nicely together
that's why I mentioned repeat cycle in my above question π Not my first rodeo :P
I'm looking into superpermutation algorithms
Ultimately we do something approximating random via an inner & outer riffle shuffles, so that's basically how I'd arrange this
Setup someachines to fill up the belt for you. Even the same machine with different clocks can output on the belt in "random" timings, breaking up the existing pattern
This would also mean you could reproduce a pattern, given the same machines, and belt lenght
Clock timings is a good idea, especially if I use prime numbers for the clock speeds so that no input is a multiple of another / multiple of a factor of another π€
Also takes away the need for manual filling of the belt, once set up ^^
You are a genius, thank you π Now to test this to make sure it actually looks right, and if I need to jumble it more I suspect a splitter and two unequal path lengths to a merger would suffice, maybe π€
Anyone has a screen of a nice vertical transport pillar for pioneer movement? ^^ I'm looking for ideas π
Example: pillar with stairs and walls around it, with hypertube going along outside, or walkways+hypertube...
You already added 2 very nice ideas π
https://questions.satisfactorygame.com/post/61912387831c85205235dd5d
Heres a very interesting.... quirk? with blenders right now
took a while to figure this out
it interesting but not very practical and ruins the look of my factory with wonky 120Β° offset colors :I
at least now you can pretend you're making skittles
I thought the color of the liquid depended on what you're making?
let's say I was doing battery production. Water is "created" as a byproduct in the blender. If I were to send that byproduct water back into something else, could I subtract the amount of water created as a byproduct from the amount needed in the other production line?
Yes
I do that for my battery production. I need 100 water for the acid, but make 60 as a byproduct
So i only need 40 fresh water
Just underclocking the extractor isnt enough of course. Limit them with a valve
I thought you're supposed to keep the fresh and byproduct water lines separate?
correct
I think you need 60 for that
Thanks, saved me a headache!
With drones can you really only send them to one port and then back?
That seems incredibly inneficient
Anyone have a quick link to the playthrough that maximizes ticket output. I couldn't find it on the interwebz
With a normal limestone node whatβs the best option, underclock my miner or just feed the rest back into the system?
Depends on how many nodes are nearby. If just the one, I'd just underclock the miner.
Yeah just the one
Iβve just remembered I havenβt unlocked under and overlocking :facepalm:
The fact the ignore all terrain and you don't have to setup a route or track for them.. just drop and go... plus you can then just add more drones to the port to increase throughput...
Sounds broken AF and balanced only by their point-to-point limitation and battery requirement.
I somehow missed that you could add more drones to a port. I've assumed this whole time they were 1:1.
That makes them way more useful. π
This guide has all you need. Only the battery consumption is outdated. https://www.reddit.com/r/SatisfactoryGame/comments/mbqex4/the_ultimate_drone_guide/
Each drone port can "own" exactly one (1) drone and no more.
π€
In other news:
Are people still saying their pause nodes reset to 1s when they reload the game?
Because I believe that is intentional.
I haven't seen anything about it, but then people are still convinced trucks are broken. π€·ββοΈ
I'll hop into #satisfactory-experimental and see.
..can you clarify what you mean by this?
Meh. Not in the mood to atm. Sorry.
Personal shit happened this weekend so I have a very one-track mind atm.
Hope your day gets better then. No worries.
It should.
Also I am moving from the DD back to the RD...
So there is a 63km loop that my 1 tractor is doing to move all my shit for me π
Takes 60 fuel per trip.
Imagine it like this: it's so broken, you'll easily run out of batteries because you're always like "eh, I could just drone it there" xD
Interesting thought:
How efficient are drones in terms of MW for head lift compared to pumps?
IE, pipe fluid into packager, lift it really high up with drones, then unpack.
Assuming the drones go straight up and we ignore the other two axis of movement, purely using them for headlift
I wonder if there is a breakpoint of headlift where the drone comes out ahead
8mw for 50m of headlift, you'd need a really tall tower for it to be efficient
Hmm, I guess since drones use batteries though, and we cant easily directly translate a battery to actual grid power, its not really a 1:1: conversion
I guess we can calculate how many megawatts 5 batteries takes to make though!
materials to make it is uncomparable to power
right but making it consumes power, the Manufacturer uses 55 MW to produce 8 batteries/sec, and the Blender uses 75 MW to produce 3/sec
Assuming a 1km trip, then I think if I am mathing that right, 5 batteries will consume 34.375 MW, is that right?
how many batteries does a drone take, how much does the electricity for the parts for batteries, and doesnt a drone platform take some electricity too?
Ah but I suppose we need to calculate the total MW for the full crafting process, not just the last step
a better measurement would be KJ/item
Ah you are right, so Im starting with the min 1km trip which is 5 batteries.
Oh jesus the drone port also takes 100mw lol, thats a lot
Thats probably right
since W = J / S
yeah, with these numbers, we also need the back-and-forth time for the drone, and drone capacity
Ok so we have 100 MJ/sec from the drone port + 5 batteries per trip on the drone min, and then 1 battery is another km of headlift
So packagers can do 2 water/sec, assuming we benchmark against mk2 pipes we need 300 packagers, which is 10MJ/sec a pop, so thats 3000MJ/sec for packaging.
Then another 3000MJ/sec to unpackage.
So thats 6000MJ/sec for the packing and unpacking.
Wait why am I doing this this is dumb
I am dumb
The way more efficient process is just using conveyor belts
Conveyor belts use zero power (lol), so we should just assume using those.
They would consume 6000MJ/sec for 600 water/sec
Maybe, so 6000 MJ/sec is the equivalent of, lets see here...
750 Mk2 Pumps.
Which would produce 37 km of headlift!
yeah...
for a single mk2 pipe
we'd need to go up 37km for packaging to be more energy efficient than pipes with pumps
Yup! Though on another note, a single Mk5 lift can handle 1,560 water total on its bandwidth.
Which is slightly more than 5x pipes side by side! π
Would take 1500 packagers on each end to handle that bandwidth though! π
your math is slightly wrong btw, you said 300 packagers for 600/s, which is 36000/min
right?
/s and /min are pretty different
for sure hold on lemme redo that, it may be waaaay less
it will be way less
yeah only 5 packagers!
damn
My bad hahaha, so thats only 10 packagers total
which is 300mw?
100mw looks like
Which is the equivalent of 12.5 pumps, which would be 625m of headlift
yeah
Thats... actually a situation you could create. Like if you are lifting fluid up a massive factory, like a big tower you built, that may occur no?
but why would you do anything that tall and pump liquids up there
The factory must grow!
600m tall tower not happening in my books :p
go for it, if you wanna
But the bandwidth is very thicc. Equivalent of 2 pipes!
Actually 2.5 pipes but yeah
Summary: If for some godforsaken reason you need to move liquid up >625m, its more efficient to package it!
I think kibitz's tower had fluid processing that up high. And his isn't the highest build around π
mm, but you also need a conveyor going down with the empty cans
Actually that is specifically water, it may be better or worse for other fluids
Thats true, so you need 2 belts instead of 2.5 pipes
I will say though, for even less heights, 2 belts is a fuck tonne easier than having dozens of pumps lol
Can't you just use the fluid buffer mechanic to get that amount of headlift for free?
The drones bringing the fluid could also bring back the canisters
a drone station eats 100MW
we realized a plain ole conveyor lift is way better, it consumes 0 MW
so 200MW for another 25 pumps equilevant
I though that was just the obvious answer π
actually, since a conveyor handles 2.5, let's calculate that
12.5 packagers on both sides, 25 total
250
equilevant of 2.5 pipes, so 83.3MW/pipe
500m of lift?
eh
but that's cheating! π²
Okay so we can effectively calculate the formula as:
n = Fluid/Min consumed by 1x Packager at 100%
IE water, n = 120
m = meters breakpoint where packagers feeding a belt become more MW efficient
(600,000/8n)=m
Hmmm... I think I did the math wrong, thats not quite right, did I miss a variable?
well yes, it's only "extremely not realistic" aka the game isn't complex enough to handle such situations in a believable way
Oh no nevermind google interpreted the , as a . lol
My belt content 'randomiser' works! nicely \o/
so for water as an example, n=120, 600000/(8x120)=625 !
Yup, so the math checks out, water's breakpoint is 625m up
Looks at giant floating object scanner in the atmosphere...
Mutters to self about "realism"... π
for 1 pipe and 600 input
It should be the same regardless of input/output, since packagers underclock at 1:1
try it with 2.5, the said capacity of a mk5 belt
Well I guess belts technically get more efficient for <600 throughput as you have to round your fluid MW up to 1 pipe no matter what, IE even if its only 100 m3 of fluid, you still have to use a whole pipe, you cant use 1/6th of a lift pump
Yeah I can see it working out cause you cant have .5 of a pipe right, so you have to round up to 3 pipes worth of pumps
So your breakpoint lowers cause you are calculating based on 3 pipes worth of input... hold on here I can... I can add this to the formula I think, one sec
Im gonna need to whip out google sheets for this one cause now we have two variables!
now make the formula with variables being input fluid amount and packager "efficiency" for said liquid
((2x/y)/round up(x/600))/8Γ50=
x being input fluid amount and y being packager capacity
m is the break even point
i overcomplicated it i think
also probably full of mistakes
Done!
https://docs.google.com/spreadsheets/d/1OYSyZl_BYZGris7viJQBsrEXm9DSLKY_eXs723iWHw0/edit?usp=sharing
Enjoy!
Sheet1
Packager Config,Headlift Breakpoint:,500.0 Meters
1x Packager Fluid/Min:,120.00 mΒ³/min
1x Packager items/sec:,1.00 /sec
Mk5 Belts:,1
Calculations
1x Packager items/min:,60.00 /min
Fluid/Item:,2.00 mΒ³
Mk5 Belt Bandwidth:,1560.00 /min
Equivalent Mk2 Pipes:,3
Packagers to Saturate:,26
Packa...
Okay after redoing the math, the breakpoint for water is only 200m up!
Much less, I misread the math on items/sec for packagers
Or wait 400m? I forgot to double the packagers again
Oh right water is 60/min so....
Okay here we go, this should be right now I think...
So I have been playing a few months (T7) but Iβm in decision paralysis when it comes to planning my own bases. How do you know how many of an item to make if I donβt know what the next item Iβll need to craft/assemble/fabricate requires. Throw in alt recipes and my indecisiveness gets compounded. Does anyone know of a good guide to get started with the math and meta of the game?
Rebuilding everything once new meta is unlocked is the easiest, but if you want to plan ahead one of the strategies i discovered is to try and overbuild basic stuff and let resources balance between them
I understand what youβre saying. I guess Im more mad at myself for only building enough for now and also because βI didnβt spread my factory out enough and now Iβm paying for itβ situation. Plus I went the Autosorter route for multiuse belts to a central storage and have no clear way to clean up my mess without days of rework OR a fresh start. I do appreciate the advice though.
Do a fresh start in a different part of the map. I started in the grasslands, for instance. But now I'm mostly in the dune desert and northern forest.
starting location only matters before your first tractor
Trains v Belts
(for the math and meta regulars, the thread has been made to try and move a debate from #satisfactory-experimental into a more appropriate channel)
the way i did is is to have the container far away from the processing and then limit the throughput of the belt so theres minimum radiation from the belts
Nice limiter!
Wouldn't a lower mark belt also limit throughput?
only to 60, if you want to go lower you need to add stuff
Posted question in wrong section, sorry.
Wouldn't this just mean more belts and still the same amount of radiation in one area?
A belt full of uranium dages you more than one half/full
Eh: 60 uranium/min on a mk1 belt is X radiation. Same amount on mk5 would be... less than 1/3 of the radiation (you have 1 uranium every 12m or belt, pretty much)
Yeah, that's what I was thinking too π€. Hope it'll be as good as I think...
Speaking of, what's the that balancer for?
The signs sure make for more comprehensive balancing π
its 1 input 1 output so its not really a balancer
it just limits the belt to 333.3333
so exactly how much i need so my belts are never full
the initial reason was because that node only gives 300 so i just let it fill an ISC until i go find another uranium node
What's consuming such a weird amount?
I'm surprised how yoh always end up with massive balancers/reducers 
40 nuclear plants is 333.333 uranium
i wanted multiples of 10 for nice waste balancing
Ahhh, makes sense...
Though... Wouldnt it be easier to balance the waste itself? π
In the end, the waste just needs to be split between in 4, sending 3 to the blenders and 1 to the accelerators, regardless of how much waste is coming in π€
no as in 300 waste -> 8 non-fissile belnders
so i never have more than 15 waste in my blenders for minimum radiation
Eg: I make the rods in setups of 150 uranium/min. This makes for some very nice numbers all along the production chain (excluding silica, quartz crystals and rubber, those are a bit weird but easily overflowable). This means it makes 3.6 rods meaning 180 waste/min, exactly 1.8 accelerators and 3.6 blenders. All pretty neat numbers ^^
i guess if you underclock the accelerators and blenders its fine
i just wanted all of those at 100%
Everyone hates Fertile Uranium π
That would be what you do with fertile things. π
Originally, I wanted to have them all at 100% and have a small section deal with the excess waste (bundles of 600/min), but this works better for me atm
Still, 300/min is a pretty easy split... What's the remaining 33.333 balanced for? π€
Doesn't it net you more rods per uranium though?
I might use it to get rid of the last 300/min uranium. Unsure wether it'd be convenient enough for me to try π€
333.333 uranium -> 13.333 rods manufacturers (actually manifolded because uranium stuff isnt that radiactive so i dont bother)
Urgh, I so hate that choice of numbers ahahahah
I've gotten really sensitive to ".xxxx" in SF 
id rather have weird numbers for uranium to have clean numbers for plutonium
I'm saying you could have both xD
The 100% clock on plutonium makes it a bit harder, but still doable
also thats not really a problem since ive limited uranium to 333.333 so i can just leave all at 100%
(exactly .333 btw since its 40/3)
btw i dont think i have a single machine underclocked
I can only say that about Iron Wire constructors 
I'm kind of excited to finish up nuclear processing today... But I'm also scared... What if I find I need to redesign again or something? 
oh btw do you know if the machine is using the oc percentage or if it calculates the runtime and then rounds?
im just hooked up my extra 12.33 manufacturers π
hoping i didnt screw up on silica or quickwire
yep 40 nuclear plants
holy shit ahhAHAHAHAHA
I tested for it with a concrete into encased pipes setup.
The concrete/min is outside of the clock's possibilities, and inputting the item/min resulted in a 0.000something% less than what I needed, making the encased pipes starve on concrete and ruin my precious sushi's rates
I might have misunderstood your question...
I always check with an external calculator (phone or whatever): clock*base production must be equal or higher than the output you desire. I always check for this if the clock gets weird number
i know the items per min gets translated to overclock%
but does the overclock% get translated to cycle time
I don't think there's rounding between the clock and the production cycle timing...
Never noticed that
since i only have 1 planner for the whole base and my silica and quickwire is getting used for computers aswell its kinda inprecise at the moment since im not at 100% quickwire production at the moment (but also not 100% computer so i think its ok?)
Ugh, I just realized I will be using over half of all quartz on the map this run...
im actually using way more limestone than i thought
3336 limestone but only 1000 quartz/800 sulfur
Crystal Computers and RCUs are chewing through it.
The ratio is perfect, so it's too good to ignore.
Just a logisitics concern atm.
Apparently, you risk getting your Bae stolen from you 
Check the answered message
#satisfactory-memes message
ye i tried that once and gave up on it
#screenshots message
Silica in bundles of 6 assblers FTW 
That 90-150 quartz-limestone input is so nice for right sushi designs
https://media.discordapp.net/attachments/558721941410807812/899438167453745183/Screenshot20211018-01101100000.png
Artistic sushi still has that aesthetic appeal to it π
Manifold sushi... I'm sorry I ruined it...
Wdym "artistic"? XD
It's supposed to be mainly compact in this case
"Balanced" sushi I would guess is the more correct term then.
ye i care way too much about time efficiency than to do sushi in my actual playthrough xD
The clipping and the yellow lights are the reasons I respect you, but I will never like you.
First time I managed to feed multiple assemblers with half a foundation of belting space and no "proper" underfloor (the sushi is split in the 4m foundations of the floor)
What do you need that much silica for anyway?
silicon circuit boards
im planning on 20 assembly director systems for dem nice 
That's what surprised me. Generally speaking, one thinks about bulky balancers when imagining such sushi set ups, and yet... (searches for balancing pic)
This is why I actually decided for the design wherever I want a cleaner Floorplan (no double belt split for the 2 resources)
you dont need 20 ADS for the elevator xD
thats purely for awesome points
By the time I get to acquiring my 4th golden cup, I am confident I will have unlocked everything in the shop.
Even with all the new additions.
Iβm not a fan of the space elevator parts
ye you dont need 7 million points per min to buy anything
its just purely for feeling awesome
its imo the only real endgame
how many points can you make per min
The entire game is grind?
Eg: all that production in the picture before (the part obljne) is handled by this whole lot of balancing, done at the unloading station, so little more than what I'd do anyway (so Tha station backs up on items faster, just a preference of mine)
https://media.discordapp.net/attachments/765986766296449054/899439630640873482/Screenshot20211018-01112700000.png
So something feeling grinding in comparison to grind is.... an odd perspective.
it feels more grindy
It's literally the same process as making any other part...
parts for new tiers feels like youβre learning how to make new items and setting up production lines
but i need like 800 quartz and 1400 limestone
and setting up the prog. splitters really doesnt sound fun xD
elevator parts is βfuck you we need 4000 of this stuff you unlocked 2 tiers agoβ
Parts for Project Assembly feels like why we are on the planet in the first place?
they are litterally the most advanced parts you can make? (atleast the last one)
For each tier they are.
So the literally grindiest grind of grindfest isn't as bad as the others???
2500 of a really simple but expensive item
expensive for the amount of iron required
They're decently quick to set up. Imo (given my experience with them and their number), maybe in +-10% the time you'd need to place the manifold you would finish laying down and programming the entire thing
Note: it's 7 poggers every 8 machines, 2 items to be set every output
Amount of iron required in a game with infinite resources...
i meant if there were no tedious space elevator parts the game wouldnt feel as rewarding
sending that space elevator is sooo satisfying BECAUSE it is hard
even 50 versatile framework per minute takes a ridiculous amount
The animation is
too.
Why did you end up giving up, btw?
having a flat powergraph thats equal to the production
I do feel like when they get closer to launch they will add in us being able to see Project Assembly like in the E3 trailer. Which may help some feel more rewarded as they can visually track their progress.
That's "what", not "why" xD
oh sorry
just too much work (again not time efficient)
Kek, I need 420 Oscillators/min.
BLAZIN
funny weed number haha 
If it was solids only it wouldn't be too hard
But 100% fluid production is tricky, especially on the long run ^^ (load loss)
Also, 100% efficiency with manifolds can take forever to be achieved unless you prefill everything properly :P
Though, I find it kinda funny how my nuclear processing factory consumed about as much as your end-game factory... Nuclear is really a time sinker 
oh btw i did some math some days ago and the 4th space elevator is roughly 60x the resources of the 3rd one
oh btw would this work in a manifold with the prog. splitters? or only balanced
At the top of my head, I'd say only balanced. The quartz-limestone ratio needs to be maintained
If you make each line need 780 or less of both combined you can manifold it with smorts...
Sure, but the 7 splitters per 8 machines ratio was pretty cool xD (that's including the underfloor poggers, btw)
Balanced sushi still LOOKS better, I will never shy away from that.
But about smorts...
Yes?
When I get to T8 this run I am going to make a billboard that says "The Cake was a Lie, but the Pasta is Real" which a giant nuclear pasta image behind it.
The system takes in 90 quartz and 150 limestone every 4 assblers. That's a total of 240 every 4, meaning one can balance sushi split from a belt with items for 8 assemblers max (mk4 input, mk5 outputs). Chaining smorts, one can go up to 12 machines per belt easily instead
π
Just put the overflow sinks at the end during spooling so the limestone can flow out while the qtz catches up.
4x3.25 to be exact
12 machines
looks at planner saying 74.2
I think you should really start thinking in setups xDDD
Eg: 74.2 = set of 8 machines, 9 rows and something, possibility of grouping them up in sets of 3 rows, change clock to have only 9 rows, or make 9 even rows and make the 10th to manage overflow and weird numbers....
Notice how both 8 and 9 are very convenient splits :P
Given how "powerful" (<- debatable, hence quotes) mixed belts with chained smorts can be, I have started thinking about things in terms of setups, as you say.
Alters floor layout but also simplifies it.
Where I'd be like: I'll have 9 setups of 8, that's 9 belts, quickmaff
oooooor
you make 1 giant manifold
Wouldn't fit everything, you still need to math out the injection points
That's a good point, my preference for setups might have stemmed from there too
Having smorts work properly is such a nice thing...
But my AILs used per-run is going to increase like 1000x now.
Have I ever mentioned dhaving more SMORT/POGS than splitters in my nuclear setup...? 
Still haven't really found a use-case for poggers myself yet, but I am sure I will get there.
Supers outpost will be pumping 48/min so I will definitely have the resources for them π
Although... if we think Quantums will require Supers I may need to increase that...
Imagine trying to feed a smort manifold for uranium fuel rods (<60/min total, ECR, oscillators, beacons) AND one for cells (~600/min, Sulphur, silica, quickwire) from the same belt. How to split the items for the 2 manifolds? :D
Ah, that would do it.
A picture for reference. Rods in the front most row, cells begin, all the rest of the processing behind the camera on belts below the floor
https://media.discordapp.net/attachments/840238842082623540/909631542438031450/Screenshot20211115-03253000000.png
That is so, so spaced out.
... There uranium too on the belt though
Also you should be able to reduce each of those to a single belt coming out of the floor, no?
Middle is for belting and between-floor transport (3 foundations wide, 2 walls high), and the spacing is to match the footprint of the processing behind xD
When you say "walls" but I SEE NOTHING.
Yes, it's just that since I had all items on balanced belts too, I preferred to pog split the belts first so the system is actually balanced while still having overflow option
It's below where you see the darker foundations xD
To the sides the crawling space is just 4m high though, only the middle is 2 walls high
So you're just going to leave this all sitting in the open... with no walls?
π¬
Decoration is yet to be figured out, but I was thinking to leave the "front" open, yes.
The sides would have angles walls up to normal wall height for the rest of the factory (you can see the angled walls in pic), then I'll have pillars to fill up, add details and support the next floor (same as the one below), that will match height with the refineries behind
I can post a few screens of the Floorplan if interested. I could definetlyuse some opinions/suggestion/critiques if aviable π
I will trade you feedback on that for feedback on my current internal debate. π
Sounds good
Given how I do outposts I have resolved to have a single exception to the "limited items" rule.
This would be a "basics" outpost and I'm trying to decide where to draw the line for it.
Currently the item in question is Stators.
Here can be seen the general Floorplan. The idea was for it to be as simple and easy to understand as possible (compared to the previous version), while also being balanced and getting rid of the balanced sushi's downsides (using it only where it never jams period). The 3 foundations wide middle belting space seems a bit wasteful... But might just be right once I get into pillars and vertical transport between floors...
Right side refineries for the first floor, left for the second, the rest of the processing converges towards the rods manifacturers
https://media.discordapp.net/attachments/840238842082623540/909631944302673930/Screenshot20211115-03244100000.png
"Basic" as in "making all the basic items"?
If I do everything from Hub0 to the end of T2, you get:
Plates, Rods, RIPs, Wire, Cable, QW, CSheets, Rotors, Modular Frames. (AILs allowed but not confirmed as they are available pre-Coal)
This makes sense and has a definitively drawn line at both T2 and pre-Steel.
However, do Stators warrant their own outpost? π¬
Btw, this the "main" central underfloor #screenshots message
Could even be a bus for all I know...
I appreciate the color-coded refineries, lol.
you didn't include quartz crystals and silica
And honestly I'd say take this setup and split it down the middle into 2 buildings.
You've got the space for it and seeing the conveyors leave one building to enter across to the other could look cool.
I think it can be worth it. They usually are required in pretty nice numbers and can be cumbersome to be included when they're the only thing adding iron/coal to the mix
AI limiters can be used for smart splitters before tier 3 is available
Silica to storage will entirely be from aluminium byproduct, which works out nicely given we didn't have to store it prior to this patch.
Quartz Crystal will skimmed from the Oscillator outpost.
no window walls until aluminum?
But then I'd have radiation split in 2 too :(
As it is, the radioactivity goes only where there is nuclear pattern on the foundations. The design is also made to be easily scalable left/right and up, so splitting it in 2 would need quite the rethinking π€
Just because I don't have a full 200/min outpost of something does not mean I don't have a single temp line of it somewhere making stuff. π
I thought this was the finished design, not "I'm adding more".
The empty left side for refineries will fit the refineries for the next floor (equal as the first less the refining)
Also when I say split, this is what I mean.
1 refinery floor = 2 manifacturing floors in my mind
Same exact size, just build walls where the lines are and as you go up you don't need the 3 founds in the middle per floor, just have the belts run across.
That would make for 2 very narrow buildings... While on one side I see what you mean (and agree on the belting between buldings looking cool), I feel that they would look weird being so tall and narrow
How many floors are you planning to make?
I would still need some foundations for some balancing... The middle doesn't just connects, it does stuff, even a small bit of balancing
2 per refining floor
Probably 1 refining one with plutonium processing on top
That would pretty much reach the cliffs next to the factory, the "top layer" for my rails anyway
Just one, vertically (300 uranium/min)
Two side by side, divided by the stations needed (2x7 cars)
Then I can copy-paste or remake the design up to 1800 uranium/min if needed
So if you're having 1 floor, how does 2 of the other floor become "tall and narrow"
Then I can copy-paste or remake the design up to 1800 uranium/min if needed
THIS -- HOW MANY FLOORS IS THIS?!?!
That's what I have been asking the whole time, lmao.
A single refining floor, with 2 processing floors in front
Just extended to the sides, pretty much π
But then going UP. when you copy paste.
So at MAX CAPACITY you're running 6 refining floors, 12 manufacturing floors.
If you're not going UP, then how do you have TALL, NARROW buildings?
Because it would become 2 side-by-side very long and narrow buldings, wide ~3 manifacturers, long from the manif to the refiners (that's very long) and tall (~10 walls)
Hmmmm....
So you're not stacking these like towers?
I feel like that could add to the whole aesthetic...
Eh, I'd rather not... Even just for FPS
Also, plutonium on the top floor, remember? I feel like leaving that open, with the accelerators to show, would be cool ^^
Only if you built a factory cart track through all the loops. π
How so, in particular? π€
I like towers...
Fair xD
And if you cut out that middle part every floor you'd have tons of those belts crossing between them. Which looks cool AF,
Btw, if you'd like more details about the stator thing, I'd appreciate if you could add an example, as the approach I suggested is quite use-dependant (as is your question after all xD)
Totally true... But the belting would become twice as complex too, no kidding :/
Project Log, day 1: The Facility.
Admins just gave me greenlight to make the nuclear plant. I will design it so it has a modular input, Reactor Throttle, SCRAM, and other things that come along... May FICSIT take notice of my efforts...
Twice as complex awesome.
I agree they need their own outpost. So now it is a matter of solving how many per min I need total for motors, turbos, and ECRs.
So the line for "basics" ends at T2. Which I can fully get behind.
Rotors and Frames being the most complex "basic" parts tbh.
Though you can do both entirely from iron if you elect to.
I've yet to work on big-scale rotor factories...
What do you feel like you'll need them the most for?
Dunno why it autocorrected to rotors π€¦ββοΈ
Stators?
Yeah
Regular motors will probably eat most of the output.
Need to figure out how many ECRs I will need.
ECRs, HSCs, and Nuclear are the only things I haven't planned out fully yet.
Well, I'm neck deep into the most uranium and aluminium efficient route for uranium and plutonium if you ever want to ask some merdy details xD
ECRs I've always done them in the nuclear processing up to now. By overflowing the steel due to weird pipes numbers
Well, this time it worked out more nicely as I'm overflowing just enough to feed the beams constructors for plutonium...
Can drop me a DM with the nuke info?
Heh. I am working on an insane project that would be interesting. Minmizing ALL raw resource inputs, as well as making all the inputs modular (as in you can send in iron ore, copper ore, caterium ingots, quickwire, and alclad casing, etc.) and making the full 252 reactors able to be throttled.
By making the reactors able to be throttled you mean in steps (like 6 or 12 or 24 at a time) or each individual reactor? And would that mean also disabling the production behind or just sinking the excess rods?
Mainly able to control which reactors are running by changing production, as well as sinking everything if the SCRAM lever is flipped. (yes, I am going to need hundreds of sinks, I know.)
What I have atm just processes 150 uranium/min into rods using the uranium as quickly as possible to minimize the radiation. In order to do that I set up:
-A single train for ores, 7 cars. All ores and processed items are balanced so the final items reach the cells/rods manifacturers ASAP
-One drone for the uranium
What's the "SCRAM level"?
lever*
it is a lever that basically cuts all rods from going to the reactors and connects the reactors to a tripped circuit that will automatically shut them all off
I'm not much into those kind of designs just because I got too hooked to the Hoverpack π
Being able to use it in uranium processing areas too is just 
remember how i said i wasnt sure on silica/quickwire production?
turns out i didnt have enough concrete for encased plutonium cells so now everything is full stacks
fuck me
Is it more viable to use drones for long or short distance transport?
Long distance, low throughput
I feel like if you use them too long distance on quickly generated resources the throughput would have a bottleneck
So Turbo Motors are viable for example, and coal would not be?
yeah like that
Yes. Because the cost for the batteries is quite high, you should only transport higher tier items via drone
Interesting, I mostly use trains but I transport things locally at my nexus with drone. For example my rifle cartridge line is mostly done by drone
I mean you can do everything by drone if you want π
I rather like the trains also for longer routes
I have complex and massive railways built up in the sky so I love adding to them
Is there a distance where trucks become more cost efficient than belts?
Any super long distances should be done with truck. Probably anything over 400-500m
Belts transport your items for free. Trucks use fuel. So a belt will always be more cost efficient (only one-time cost while building)
Deciding how much of my refining I want to be on location vs brought over to the main factory.
But if you have massive belt highways say goodbye to your FPS
True. Need some mods to update so I can get my favorite covered belt mod back.
I would say that refining items on location is always better. Outposts > Nearposts
I'm very interested in your opinion on this:
What long-range transport method would be your choice? Long range = distances over 1-1.5km. You can choose multiple
1οΈβ£ Belts
2οΈβ£ Trucks
3οΈβ£ Trains
4οΈβ£ Drones
5οΈβ£ I don't do long range transportation
6οΈβ£ Modded (teleportation, etc.)
i feel like trains are just as bad for fps
Multiple selections allowed?
You can choose multiple
π
Mods... π
First I should take a good look at SCIM and see what I'm doing now that is over 1km
Also I have the plan for my "Basics" outpost π
fixed π
Soon teleportation wont need to be added with mods
Why?
Superposition oscillators will be one of the next parts added to the game
Given the drones auto-kill you if you try to ride them because the devs think flying from point to point is too powerful... you think they are adding teleportation?
I don't think devs plan to add complete teleportation
Yes. Let me go find it and I'll screenshot it
that would completely invalidate any other mode of transport
He's looking in the "unreleased content that was removed from the game and we're not supposed to talk about" file. π
No i'm not, one sec
Bet me you aren't. ππ
Probably. I havenβt really seen much on the maths with trucks. What is certain is that trains are better than belts at over 300metres
Eh.
just keep in mind people that go for max efficiency wont use trains since they cost power
Trains are way more efficient than belts
not power efficient
"Often Used In" does not mean "Player Will Get To"
see above image
They are cheaper over long distances so you could argue that the power taken to produce the massive cost of belts in more than a train will consume
For all you know Supers are a story-related item that helps you teleport OFF PLANET to end the game.
While this is true this drop pod I'm looking at was added in U5
It wasn't there beforehand
Superposition oscillators aren't new.
but you only need the power for the belt once after that its free
Again, given drones auto-kill you for attempting to FLY because the devs don't even want you to FLY...
You can expect teleportation all you want but you are ignoring a massive billboard if you choose to do so.
Sort of. You'd still need to make it to the point of unlocking it, so for quite a while you'd still perhaps be using trucks and other things. If it has a high fuel cost (power, SAM, uranium, and/or nitrogen?), that could make its use cost prohibitive enough that it couldn't be a full replacement. Or maybe with enough effort it could be a full replacement for all other transport, but I feel like that's similar to the issue we have now with drones.
If devs actually didn't want you to fly they would have phased out hyper tube cannons
That power is substantially more though. And the longer your train line the more efficient it is with energy consumption
Oh dearest Jesus...
sure but that doesn't tell us anything.
First, they may change the text in the future
Second, there's no mention of what teleportation are we talking about. Maybe it's just player teleportation? Maybe it's very limited and can't do big items or big amounts of them?
Also devs mentioned several times that item/player teleportation is something they are very careful with, as it's very OP mode of transport
Go watch the video on drones. They say the exact words of "we felt flying was too powerful"....
Iβm not having another train argument today though π
well yeah, but you got the point
It's literally the same one.
It would simply have to be super costly to do it
How do you define cost in a game with INFINITE RESOURCES?
cost in resource/min
or in power, which translates into resources/min
Teleportation could provide a use case for plutonium power.
If you go by this metric it simplifies in terms of balance.
The cost will either be worth it -- which make teleporting invalidate all other modes of travel.
Or it will not -- which makes it useless.
Well only at a certain point do you have effectively infinite. On top of having to reach that point it could cost tons of power and resources to create, and it would be a building so you'd still have to collect those parts
initial build cost is pretty much irrelevant (and only locks content behind tiers). upkeep cost (cost per minute) is what defines how costly a thing is (since map resources are limited)
Yes, which makes the technology binary in nature.
Holy crap, I've been greatly underestimating distances this whole time
I agree to this. I was just replying to your "how do you define cost" π
π
ye my main bus is like longer than 1-1.5km idk about the poll xD
I don't actually see how it would invalidate other forms of transport. Trains and other vehicles are a means of transporting items. Hypertubing transports you personally. Teleportation would be a long distance form of personal travel. It would be balanced by requiring more upkeep the longer the distance between two gates
Given the entire logistical system is based on throughput in terms of items per minute with a component of travel time:
Instantaneous transport of any item or person is automatically better than all other methods.
Meaning it comes down to cost.
If cost = worth, Better
If cost = not worth, Useless
And again, it would just be a faster version of hypertube cannons which the Devs don't support removing.
I could see teleportation having a place as a transport "higher tier than drones" for even alle throughouts, given an according resource usage (probably SAM)
See above.
Especially after Particle Accelerators items pick up
the problem is that "time to transport from X to Y" is usually irrelevant, what is relevant is throughput.
Which then also makes adding the technology useless from that perspective.
It would be point-to-point transport without respect to terrain -- drones already do this.
if something takes 20 minutes to transport but can do 100000/min, you just wait 20 minutes and then it's no longer relevant
The cost can be relative to what you need to transport
Is it worth expanding batteries to transport 100/min coal? Probably not.
But is it worth it for 40 turbomotors+20 nuclear pasta+40ADSs... the story is different
Your argument is super black and white. It would only transport people. So throughput is nonexistent unless you personally plan on transporting items yourself. You keep alluding to drones and other vehicles but we're talking PERSONAL transport
Which then rolls back to transporting the player.
Which routes back to my initial assessment regarding drones auto-killing you because they don't want you to fly.
I would be fine with teleportation if it had an enormous, like really enormous, power cost each time you teleport
And then my argument of hypertube cannons already being a thing which trumps yours
Like you need to hook up an entire field of battery banks holding power, and it takes awhile to charge up enough power to handle 1 teleportation
Explain how? I can travel the entire map quickly with hypertube cannons and go wherever I want in no time at all
hypertube cannons weren't added though. They were a glitch that they kept because they don't want to take fun away from the community (see also - cheatcrete, ...)
Okay, I replied 1 and 5 to the poll. I only have a couple ore highways using belts that get to right around the 1 km mark. These would be a PITA to do with trucks and trains because of elevation changes and terrain. I believed belts were my easiest option at the time, and I still believe that at a glance, but I'd be happy to allow others to look and tell me what they would have done.
Teleportation would only thus be feasible if you have a massive turbofuel or uranium array setup and running with enormous extra power supply, and chances are youd still be limited to 1 teleportation maybe every 10-15 minutes while waiting for it to recharge.
That I would consider balanced and fine enough
@wind spade Agreed, but they still kept it and that's the point
1 somersloop per teleport at the start, 1 mercer sphere at the receiving end.
I can absolutely agree to this
they are trying to keep the game balanced and fun. Some things are just in the game even though they are OP, just because they don't want the backlash of the community if they've removed it (no matter how OP it is)
Game requires 149 each to actually beat.
That would be interesting but that would only allow a finite number of teleportations
Id be fine with yeah, perhaps teleportation requiring alien tech and thus you are limited to only building maybe, lets say 4 teleportation points max
But Im hesitant to ask for that, because then you can run into "I accidently deleted my stuff 2 weeks ago when I started the game, so now I cant build any teleportation because I didnt know it was important"
Still sad he isn't in the new movie π¦
I think limiting teleportation buildings to the number of Somersloops would be kinda cool.
I think it being finite would defeat the overall point though
Somerpositionslooperators.
I'm sold.
Each one requires at least 2 plutonium nuclear reactors at full OC to keep running.
That would be fine lol
In keeping with them being "the same as hypercannons" there is a 40% chance they kill you instantly when you try to use them.
60% when you build them.
Tearing a hole in reality tends to be fraught with danger.
69% 
Also @ashen girder
Outpost Zero: Basics
Plates - 200/m
Rods - 200/m
Wire - 600/m
400 Wire to Cable for 200/m
CSheets - 200/m
Frames - 49.5/m
AILs - 105/m
QW - 180/m
Area limitations: 3600 Fe, 1200 Cu, 780 Ct
Build cost: 2624.605 Fe, 1190 Cu, 750 Ct
π
My project for the afternoon.
How fun!
I know π it is the only exception to my limited items per outpost rule.
But it is capped at T2. I believe that is fair.
Starting with Steel everything has to be specialized.
Which THAT one is going to cost me 1420 Coal/Iron per min... π
Ok it is actually ridiculous how every lategame item goes cleanly in 45.
Turbo Motors - all recipes
FMFs - all recipes
RCUs - all recipes
Supers - all recipes
Cooling systems - all recipes
HSCs - all recipes
It's probably a shorter list of items in the game that DON'T go into 45.
Here's a real transport scenario that I believe I've seen other people encounter. Pulling these bauxite nodes to the border of the Islands and Dune Desert for processing. I used belts. What did others do, or what would you do?
They ran out of ideas, okay? π
Belts or drones are your best bet here. I belt them down to the beach and have a train go from there.
I process those on-site?
Once I get drone infra up I'll probably switch.
Up on top of the plateau? How do you get your finished goods down then?
Baux comes down.
Miner chained to like 6 max-height conveyor lifts π
So your answer to his question is "belts". π
Yeah but they don't go as far as what he's pulling them.
Yeah, same.
With my large existing train network, trains for sure
I screwed up the screenshot, but the far right is a pure node, passing by a normal node in the middle. Then there are 2 more pure nodes up on the cliffs overlooking the Islands.
We need a "yeeter" that you have to pair with a U-Jelly for strictly down-vertical transportation of items.
belt
imo the question should be for actual long range stuff like 4+ km and for multiple belts not just 1
A "chuckit" and a "fuckitbucket".
Y33T-3R
You have trains at those miners already?
Could have it going up to, but also has to be paired with jelly.
1 conveyor output.
So you can still do lifts, but if you want you can provide power to this and it takes more space but it LOOKS awesome and you don't have to chain lifts as much as just angle these properly.
π Would be so much fun to watch, lol
And would be the second instance of things being moved in stacks, because it would launch/catch one stack at a time.
Limited internal inventory though and you are still rate-limited by the single-belt output.
To be fair, chaining lift holes makes building conveyor towers so much nicer now.
Indeed.
I need to replace my aluminum belts with a proper tower.
I need to do a lot of things. π
This game low-key becomes kind of a chore after awhile.
I may make a QA post about this Yeeter idea....
Doo eet.
We could have an Assembler-packager that produces one stack in a box then dumps it out as a physics object.
THen it just interacts with bouncy ramps/whatever per usual.
Then a vacuumer that sucks it in on the other end.
I.... I really want rube goldberg factories now.
Because it's another belt alternative, would shine in vertical instances but could technically be chained horizontally if you wanted.
This will most likely never happen.
I KNOW. A BOY CAN DREAM, OKAY.
Hmmm... balancing them is power, space, and they are paired so you can't have them shooting to multiple different drop points...
You could chain them by just connecting another to the output of the first, but given they shoot only complete stacks that wouldn't be the most effective throughput at all.
Is there a place that lists the power consumption of each specific building type? I'm trying to wonder whether 8 assemblers would be less power than x numbers of constructors.
The wiki also has per-item power costs for all the alternate recipes if you want to skip doing some math.
30 Constructors = 8 Assemblers
They do presume a certain precursor chain, though, so you might still want to do your own math.
(They specifically assume every input is produced with the lowest WP cost, for the record. Which isn't always, or even usually, the best pick for your needs.)
I just gave you the comparison π
Sinking Copper Powder is always the best pick for my needs.
Oh Copper Powder.
You can tell someone was like "You can basically make copper completely irrelevant at this point. How can we force people to use it?"
"Oh, I know!" π
Is it even good for that?
Yes. Because I feed on pain.
I have a railway network throughout the map, building a new station close to the miners would be done in a few minutes.
still need more data but afaik pasta is pretty good sink wise until you hit map resource limits
That's.. low-key kinda my point. Why would you just sink the copper powder? π
Especially since you can use copper to seriously bulk up your factory for better point-producing stuff.
(Yay alloy ingots.)
The same reason I sink leaves. π
Some men aren't looking for anything logical. They can't be bought, bullied, reasoned, or negotiated with.
Some men just want to watch the lizard doggos burn in a pile of ashes soaked in their own blood.
sink color guns
Oof. Rest in Peace.
oh lmao i keep forgetting they're getting removed in u5
If we could automate rifles and rebar guns I 100% would make an arms factory.
WTB alt for carts that takes copper powder.
Carts?
I was thinking factory carts, hence the confusion.
I'd be okay with being able to mass produce factory carts with copper powder.
Lol
Makes just as much sense. π€·ββοΈ
Idk why we can't automate rifles and rebar guns π₯
Plutonium waste, copper powder, nitric acid and sulfuric acid maybe.
Like we can automate MINERS, but not guns?
Drones aren't pewpew drones though. π¦
They only added that with drones.
I remember that recipe being in before drones...
But I could be wrong.
Drones just gave it somewhat of a function.
I am wrong. π
My two favorite words: "I" and " π "
I will just have to make like 200 rifles by hand and loop them on a conveyor with some wall trickery to make it look like they are automated.
Put a sink inside and sink the mats for making the rifles.
So it looks like it's being fed and producing.
I could simulate automated parachutes too!!!!
Doo eet!
Because we SHOULD be able to automate those....
..you can't? π¦
No. We get fucking polyester automated as fuck fabric but can't fucking automate the parachutes... FUCK
You can't. π¦
Help. I need to split 400 into 270/130 and then 9x30/10x13
we can go up to 480 if that helps in any way
very helpful
Honest, though. π
Why do you need to split 400 into 270/130 instead of just.. not doing that and letting it sort itself out?
cause efficiency
There's no net change in efficiency.
but straight power consumption lines make the serotonin go burrrr
Just use a smart splitter to send everything to a mk3(270) belt then take the overflow(130)
Only need one splitter now
@lament wraith split evenly then split one half again. Merge the first half with one of the second quarters but make the output a mk3 belt to force it to be 270.
(Should we tell them that splitters hate splitting onto Mk3 belts and actually pushing 270 exactly?)
Better safe than sorry here.
Yβall are too clever
yeah but mk2 can only do 120
Agreed though, his point was that you can get the flat power draw even without load balancing the line by:
Split and let overflow sort itself out (longest method before 100% efficiency)
Smart split and send the overflow towards one of the lines (quicker than the previous one)
Load balance the line (takes a few splitters/mergers but is the fastest)
You might wanna tell me π€
What's that about?
Mk3 belts are stupid, that's what. π
They've always been the ones messing up my splitter math.
If you split a Mk5 line onto a Mk3, Mk4 and Mk5 output, the Mk3 somehow gets more than it's should.
They were invented to fuck with the math, so that sounds like they are working as intended.
I rember that, but wasn't that am issue with any belt kind, when you use different MKs for the outputs?
Or does it behave like than only when MK3 are involved (and one is still using different mks for outputs)?
Not any kind, no. Mk3s seemed to be the most guilty party. Some combinations worked flawlessly.
Like Mk4s onto a Mk1/4/1 split exactly like I expected it to, every time.
The most guilty, huh...?
What about mk4 in 3-4-3?
I dunno. I haven't tried that one. π
I'm wondering if having 2 outputs be the same can even things out at least between the 2 mk3... I tend to rely a lot on balancing, here and there, so I'm kinda interested...
The test I run is easy: plop down a splitter, and 4 containers around it. Connect a belt, dump a stack of concrete or screws into the input container, then see what the ratios are of the outputs.
Then do the math to figure out what you actually expect to see.
then check splitters if they kept some items in their buffer
Sure, but that's a lot more effort than asking you about it :P
Yeah, well. I can't do much right now! If you want the answer you're gonna hafta get it yerself.
We're talking normal splitters
I might do some testing if I happen in a situation where I need to clear up such a doubt
Recently, I don't think I got in such a situation
If you do, there's that thread for splitter stuff.
Wdym?
Best way I can describe it is they'll drag an item a few ticks occasionally.
you never know π€·ββοΈ
I think it's related to the overflow stuff.
But basically I was sending down 2 quickwire and 5+ wire, and in certain configurations, it'd wind up sending the 2nd quickwire down the line after 2, 3, 4 wire.
Ah yeah, overflow does that
Yeah, it's weird and messy and strange.
Overflow is not about maintaining ratios, it's just to handle dividing item lanes imo
Still a weird and inconsistent behavior. π
Which is part of why many get angry at mixed belts because "they don't work as they should" imo xD
Yup.
It's consistent for what matters: if you need to separate items from a belt, it'll make sure that (eg) A goes left and B goes right, sending in the middle any that don't fit
What more can one expect of them that causes confusion?
That it keeps the "any that don't fit" in order. π
In order how, like in the same order on the belt as when they came?
Why is that relevant?
...?
That seems like a reasonable expectation to me.
If ABCABC comes in, and I have C come off, I would expect the output to be AB-AB-..
Not AB-BA-.
I fail to see how that can be an issue outside of my balanced sushi stuff, but that's what "any undefined" is for
Or.. Well... Programmable splitters too
Following your example: your belt has 3 items on it, you need to send 1 to another lane. Then why would you even consider setting the other lanes to "overflow", risking having item C in lines that should only have A and B?
I don't see why that matters?
Though, I do agree that the order of the items changing might be confusing, if the end result isn't acceptable to you, you're just using the wrong setting for the situation
In this case, overflow where you should set "send C to right, any undefined elsewhere" instead
I think you forgot what channel we're in. π
I couldn't care less about the end result there. I just abuse smart splitters and go on about my life.
I guess weird results aren't a surprise in that case
Not at all, but it's something to be aware of if you're trying to be precise with them.
I just... don't..
That's asking for precise stuff though
I was just.. answering your question. π
I don't care that they flip shit around.
I don't ever put myself in situations where that matters even a little bit.
Fair enough
go to #screenshots and vote for which alt recipe i should use please
Solid Steel. Not even a question.
all three are decent if you make use of them
3 is pointless. I like 1 slightly more than 2.
Might never use any of them. Just pick something you think you want to use.
3 is useful imo
2 unlocks turbofuel
1 is also useful
(Obv all situational just like all recipes)
i like the first one. (im just put all my coke into awesome sink) but what do yall think?
If you think you'll use it, definitely 1. Nothing special about the others.
i did go for 1. i mean 100 steel a minute is insane
I figured this out while writing it, but in case someone else wants a stab at it:
Consider the following pipe layout:
a b c
| | |
+-+-+-+-+-+-+
| | | |
1 2 3 4
Assume mk2 pipes, letters are outputs (max 600/s) and 1-4 are inputs (max 400/s). Inputs may or may not be actually turned on, and outputs may or not actually be needed.
Is there any combination of inputs and outputs that would prevent maximum throughput?
(Answer: ||If inputs 1&2 are the only ones producing and outputs B&C are the only ones requesting, maximum throughput is not possible, likewise for 2&3 vs A&B. Avoiding this is fairly trivial though, with at least two possible simple solutions.||)
just got steel screws and you have got to be kidding me
260 screws a minute
FOR 5 STEEL BEAMS A MINUTE???????
i can make a whole ass 10 modular frames a minute factory with one constructer WTF
So after seeing the post about the "powered splitter" I have been sitting thinking about what possibilities there are for abusing this, cause it seems like it has a lot of potential
Basically, you can turn conveyor belts on and off with power with a clever trick involving packagers
@patent briar Link?
You just make a Packager <-> Unpackager loop, and you feed your "real" belt you want to turn off and on through a merger to share a belt with the bottled liquid, and then smart splitter it back off
You can then disable/enable to belt by turning the Unpackager off and on
huh.
If its off, the bottle pile up and block the merger, nothing can get through
If you turn it on though, items can pass through
You have to sacrifice a small bit of max bandwidth of your belts for some bottles but, you can underclock the packagers a fair bit so you only lose a couple items/minute, which is barely anything on Mk5 belts
You can basically scale between two things:
Clocking the packagers down means they take up less of the belt bandwidth, so more "real" items/min can flow through.
However, this also lowers the response speed of the system so to say, it will keep letting items through for a little bit longer when you kill power
The next level up is, if you put an overflow splitter before all this, you now have a splitter you can flip flop between output A and output B by flipping a switch
(Sorry if I come back to this just now, I just remembered xD)
I tried to colore code each machine to its production (eg: AI limiters black and dark green, quickwire yellow and black, iron rods black and "ingot gray"...)
Dunno how well that works in the final result π
π
I haven't painted the MFs yet
If you're out painting MFs you're likely to get punched.
This is the jist of it
I tried it out and it works pretty well.
The question is..
How can we abuse this or leverage it...?
That is very confusing. You have 2 lines arriving at one coal gen but it has only one input. You need to connect them before.
I know it's pretty basic for a lot of players here but I saw some people asking questions about water/coal generators. This is a perfectly efficient setup for those just starting out. Works 100% efficient for 120 coal, very easy to replicate.
fixed it arnihilator, sorry about that
I just underclock my water to 75%, 1 water pump = 2 coal generators, easy peasy
Yeah, since you can easily stack 1 generator on top of another, I go for a vertical setup, this is my power plant atm:
Bottom layer like so, 16 water extractors all underclocked to 75%, each one of them pipes straight up two 2 generators directly above them
I guess the other one was more for beginers, just doing something basic and horizontal
which one?
3? None are exciting, and I would argue 1 is pretty bad. Because of how common limestone is, I'd generally rather just use more limestone.
fair enough
that pains me to look at
just got done with my hmf factory and it was pain
hurts me to see them going into a sink
You should do that with all your factories. it's a good "load test" to make sure you didn't miss anything before feeding them into the next production line.
at the end of the chain though.. all of my factories end in a sink lol
lol
for the amount of effort to make a hmf.. they really arn't worth a lot of points :/
It's all about silicon circuit boards for sink points, then everything else is an afterthought until you're sinking stuff like ADS and rockets.
everything made with them is worth loads, but the frames themselves are worthless.
Are there any "getting started" or other noob friendly resources for maximizing efficiency? Not sure if I'm asking in the right place. Basically I'm just getting started in tier 2, and want to automate rotor/reinforced plate production but it seems that this is highly inefficient given my current buildings at my disposal
Are you looking for hard drives to obtain alternate recipes?
at tier 2. there's not much you can do.
Yes, so far I've gotten alternate recipes for Screws and Reinforced plates, but the plate recipe is for more plates so that's not too helpful. The screw alternate (5x ingot) is clutch though, taking out the rod middleman
You've got the really nice one to have (casted screws) go forth and screw things together and milestone up.
Screw all the things.
I wonder if with 2 normal iron nodes I can hack 4 smelters into some blob of a factory for the two components
is there an easy way for the production planner to tell me how many Nuclear Power Plants I can build if i mine all 3 Uranium Nodes at 250%?
tiers 5-6 are when you'll really start to want to look at efficiency, and that's when you'll normally have enough alts, and tools to ramp up production and do it efficient.
only 3 uranium nodes in whole map? jesus
Gotcha, what would your advice be in the meanwhile? Just make the factories without touching overclock, and fill in gaps with manual crafts?
Replied to the wrong thing.
there's 4, but 4th is impure
There's 4 nodes. and I don't remember exactly. but if you're not burning plutonium, you can power 252 NPP's
just build, factories, automate everything you can. learn the game xd
and have fun
252 include the impure node?
yes, 72 each for normal nodes, 36 for impure with infused cell + fuel unit.
use https://u4.satisfactorytools.com/ to see the production line.
handy tool. so that's the most encased uranium I can make corret? (rushed through the tiers and didn't min/max anything so now i gotta do all that good stuff - and learn the tools along the way lol)
Yes π
If you want Plutonium you just have to manually add the amount of uranium waste as an available item.
Worth noting you'll end up with plutonium waste which can't be sinked. So plan out a nuclear waste storage area far away from anywhere important.