#math-and-meta

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vast jungle
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I know...

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but my current HT network doesn't go to a central place, so I am not sure the design would work for me

rose steeple
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It would, but power requirements would go to the roof hehe

vast jungle
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at the moment I have 11.4 GW... lets wait with things like this until I get more power ^^

rose steeple
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That should be enough

vast jungle
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11.4 GW total... not 11.4 GW left

rose steeple
vast jungle
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and even then, something is off... I sometimes miss 300-400 MW... and I cannot find why.

rose steeple
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Ok so I have done some semi bad tests and I might have found the amount of speed increase per segment of two entrances.
Which is about 20% faster through each one.
So to found the rough output speed of n segments the equation would be: max(inputSpeed, 1500) * 1.2^(n-1)

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And it actually is very very insanely accurate

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Now we need this equation on the wiki page ok ๐Ÿ˜‰

vast jungle
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^^

rose steeple
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Funny thing they already have the equation on the wiki, but it's a bit off imo because it uses 12.3951 m/s as the base speed which the first segment would always limit velocity to 1500 u/s

vast jungle
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I think I found the problem... something in the water production of my 1st coal powerplant is strange... one of the three pipes is nearly empty

rose steeple
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btw 100 u/s is 1 m/s

oblique hollow
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Its not 100% accurate

rose steeple
rose steeple
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And I did the same thing sorta xD

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The calculations I did

vast jungle
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I just overclocked one water extractor per pipe to 150%... lets running all tanks full and then see if they drain again with 100%

rose steeple
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They stay at about 20% improvement since the last segment.

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The last one is wrong tho, I failed at recording it xD

vast jungle
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hmm... I have ONE pipe segment in my water system for the coal powerplant that doesn't fill up completely

rose steeple
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Again ran the numbers for 32 segments which I have flown through lots of times, and the value is pretty much what I expect going out the other end ๐Ÿ˜„

ashen girder
vast jungle
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I will replace the whole network with MK2 pipes... That should solve it

oblique hollow
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Buuut good to know i guess

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I didnt measure any speed or anything though

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I measured launch distance for 45ยฐ launch angle

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The rest was mathed out based on that launch distance

rose steeple
oblique hollow
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Wanna go ahead and verify the math for pipes too? simon_smile

rose steeple
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Like when you launch into another tube?

oblique hollow
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No i mean fluid pipes lol

rose steeple
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Oh

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But fluid pipes math are fine

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It's just how it splits and whatnot

oblique hollow
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Try and find out the viscosity of each fluid ๐Ÿ˜†

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And what viscosity even affects

rose steeple
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Is there even viscosity in sf

wind spade
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yes

rose steeple
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How and for what?

wind spade
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it's in game data and for fluids

rose steeple
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Oh lmao

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I'd believe it would maybe change how fast the liquids travel through pipes

languid mulch
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I have a total of 52 assemblers, each split into groups of 13 -- making for 4 floors, with 13 in each. Each floor has their own box where the quickwire goes due to mk 5 belt limitation which is capped to 780/minute. Each assembler makes 90 quickwire per minute. One floor is a total of 1170 per minute, split into two belts and going into one industrial container. However, the total number of quickwire is 4680 per minute -- which can actually be evenly split into a total of 6 belts with 780/min speed (4680/780 = 6) So my question is -- how can I evenly spread the existing 4 industrial boxes into either 3 industrial boxes or 6 normal boxes, to get an output of 780 (or double that in case of industrial) for each? Or am I overthinking things?

ashen girder
languid mulch
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So how do I do this...

ashen girder
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I'd just run two belts per floor and make sure no single line ever has to carry more than 750.

languid mulch
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Nono, the final possible output from the destination box has to be 780 (or double in case of industrial)

ashen girder
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Use overflows at the end then?

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Merge two belts, then overflow the second belt into a merge with the third belt.

short holly
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what route do ya'll take to recycle nuclear waste? i'm deliberating what setup to go for as i've just unlocked a few alts.

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per the channel name, what's the meta ๐Ÿ˜‰

ashen girder
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If you search there is a lot of conversation about it.

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I don't know the exact recipes choices, though. I think it depends on what your goals are?

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Like MJ/uranium vs Points/uranium.

short holly
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fair. (search on discord in this channel isn't producing anything). i may go points/uranium .. i've got fertile uranmium and instant plutonium which seem to push in that direction

short holly
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thanks

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i see there is no real answer ๐Ÿ™‚ i'll just do what feels right, like usual ๐Ÿ˜‰

ashen girder
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Yup, pretty much.

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At that point it's "do the math, and figure out what fits your scenario best."

short holly
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yeah. think i'm going the fertile/instant route simply cos it's a simpler setup with the parts i can access for it right now (and not need a new big drone setup)

frosty owl
languid mulch
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I figured it out

frosty owl
candid tundra
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If you want I have a tool that you can use to analyze nuclear production lines. Nuclear depends a lot on your exact goals... My roommate and I are currently building this in order to maximize power production (because it's fun):
https://www.satisfactory-planner.net/?f=v3_U5,7fffffffbffffffffffffffffffffffffffffffffffffffffffff,plutonium_waste:maximize:20,,70380:100:0|28860:243:0|52860:133:0|30900:227:0|11040:637:0|10500:670:0|6840:1028:0|11700:601:0|9780:719:0|2100:3351:0|12000:586:0|0:1:1,0,1000:1:0:0

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Basically we've opted to not use fertile uranium because it's less power overall

short holly
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Ah excellent. I'm not really a min maxer but I like efficient! BTW, your tool is excellent

candid tundra
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But if your goal is to irradiate the world it produces more waste xD

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Yeah the fact that fertile uranium uses up more of the uranium makes it produce less power, but it can definitely be more convenient if you're not trying to maximize uranium-to-power conversion

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satisfactory has a lot of these tradeoffs though so pretty much just down to preference ๐Ÿ™‚

candid void
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I looked at this and my brain is burning...

candid tundra
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haha

warm sphinx
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any tips for when i have a storage system with smart splitters but the belt is maxed but i need to add more towards the belt that goes fromn smart splitter storage?

ashen girder
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Filter high-volume items before they get to that belt.

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I have an ISC connected to my train stations that divert half the quickwire and wire off the line straight to the sinks.

tacit dust
thorn bane
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wait its doing rubber -> diluted fuel -> recycled plubber WTF i never even thought of that

thorn bane
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hm seems like TPRs is actually better than pasta
TPR is 13.766m2
pasta is 13.822mยฒ
for same amount of awesomepoints
BUT
TPR is less resources (145 instead of 193
and TPR uses ALOT less power (1399 instead of 4280)
kinda makes sense since 0.5 pasta/min takes 1000MW on average in the particle accelerator

candid tundra
candid tundra
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Ah yeah two things:
a) it's going for building number rather than building area
b) due to the integer thing I mentioned earlier it's not optimizing the integer number of buildings because that's way slower. So it gets more inaccurate for smaller production demands (because then you end up with lots of, like 0.001x buildings).

thorn bane
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oh why not just minimize building area?

candid tundra
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Well building number is more useful imo, since it translates to effort as well as UPS (for people trying to go really big), and build area is reasonably closely coupled to it

thorn bane
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but building 1 manufacturer takes longer than 1 constructor?
mostly cause of the inputs i guess

candid tundra
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That's true, and there are some recipes where you have to choose between assembler vs manufacturer, but usually adding more inputs in general also increases the total building number elsewhere

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So it seems like it's pretty good at minimizing both (at least in my testing)

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It would be possible to add both, but my thinking is that it would be unnecessary options (which adds complexity -- both to maintain and to use)

thorn bane
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ok with that tool we can look at different ways of getting awesomepoints

  1. ADS using all minmax recipes like iron wire etc.
    this is our baseline so we will call it 100% resource usage (weighted) and 100% Building Area
  2. ADS but we use Insulated Cable instead of default Cable
    this is using 103% of the resources but has 91% of the Area
  3. ADS but we switch from def. Frames to Bolted Frames with Steel Screws
    this is using 103% of the resources but has 90% of the Area
  4. ADS but we switch from Iron Wire to Fused Wire
    this is using 108% of the resources but has 85% of the Area
  5. We do 42% ADS and 58% TPRs
    this is using 117% of the resources but has 72% of the Area
  6. We do only TPRs
    this is using 122% of the resources but has 63% of the Area
  7. We do TPRs but use Radio Control System instead of def. Radio Control Unit
    this is using 123% of the resources but has 60% of the Area
  8. We do TPRs but use Turbo Presure Motor instead of Turbo Electric Motor
    this is using 128% of the resources but has 54% of the Area
    Note that alot of these resources are Nitrogen which is inflated because Nitrogen is rare
  9. We do TPRs but use Copper Alloy instead of Pure Copper and Rubber instead of HOR
    this is using 145% of the resources but has 47% of the Area
  10. We do TPRs but use def. Caterium instead of Pure
    this is using 163% of the resources but has 46% of the Area

I was between 4 and 5 as i did 20ADS and 2 TPR but used Fused wire + insulated Cable
everyone can make their own decision how hard the want to min max
Interestingly some recipes were always used like Pure Iron/Pure Quartz/Diluted Fuel/Steamed Copper Sheets because while they are complex they still have lower Building count than the alternatives
Also def. Alumina Solution was always used with the silica going to Silicon Circuit Boards but using Caterium Circuit Boards once that Silica is used up.

crystal charm
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that's a lot of acronyms

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also, i dun goofed my math, and managed to overproduce screws by like 3x

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i can always just escort them out of the building to somewhere else

patent briar
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My first water supply line to my pillar is up and running. This key pipe trick is amazing, saves me several GW of power on headlift

patent briar
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Though if all 8 inputs are already even, then you need to do an 8:6 exchange which would be...

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Probably would end up looking a lot like an 8:6 load balancer anyways tbh

crystal charm
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i'm fairly sure my biomass burners went for longer than 50mins, i just fed 11 of them, and only need max of 10, i'm gonna time it

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1:20pm qld time, mark

wintry aurora
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Remember though, they throttle based on demand, unlike other power plants. Though the others used to do that.

ashen girder
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If they last longer, it's because you don't need all of their power.

crystal charm
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i thought they only did that if there was another power source like coal

ashen girder
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Nope. They always do that.

crystal charm
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so if i fill up 36 of them, and the max capacity is just under 10 for power usage, they could last hours?

thorn bane
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the time is 50 * Capacity / Consumption

ashen girder
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You can underclock them to make them last a lot longer, too.

ashen girder
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What?

wintry aurora
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You can clock biofuel generators?

thorn bane
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they underclock themselves you dont need to udnerclock them

crystal charm
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biomass? there's no option for that

ashen girder
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Oh, wait, can you clock them? ๐Ÿ˜‚

wintry aurora
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*biomass, yea.

ashen girder
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Yeah, I'm dumb.

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Ignore me!

wintry aurora
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Though biofuel is still technically accurate.

thorn bane
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but ye in my example i have 765 capacity and ~200 consumption so my burners will last for 50 * 765 / 200 = ~3hours

wintry aurora
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Pretty sure I had it last hours with less than 30 generators? Course though, the biomass burner setup is LONG gone and I don't remember what the power production was around the time when I started setting up coal generators.

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IIRC, I had like, 8 I think, not including the two on the HUB.

crystal charm
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hmm, well i guess i'll see

ashen girder
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I mean, it's entirely dependent on consumption. Every non-burner power source you add extends how long your burners will last until infinity. ๐Ÿคทโ€โ™‚๏ธ

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They're essentially non-rechargeable power storages.

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Hey, I'm not dumb.

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You can clock them.

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And if you run them underclocked, you extend how long they can run for.

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Then again, you'd have to build twice as many and then they'd run half as fast anyway, so probably not a major gain. ๐Ÿ˜‚

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But still. I'm not dumb. ๐Ÿ˜›

thorn bane
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well no
lets say you have 15MW consunption
1 burner at 50% will run the exact same time as a burner at 100% since that burner will just regulate itself to 50%

ashen girder
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Then again, you'd have to build twice as many and then they'd run half as fast anyway, so probably not a major gain. ๐Ÿ˜‚

jolly wasp
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Hi, guys. New here. Is this how I would split 5 into 4+1?

ashen girder
thorn bane
thorn bane
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a burner at 100% thats connected to 15MW consumption will last twice as long

ashen girder
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Yes, I'm aware.

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Are you just nitpicking my "probably not a major gain"?

thorn bane
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so it doesnt matter if you underlock it or not if you have 15MW

ashen girder
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Yep.

thorn bane
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"no gain at all" "only downsides"

ashen girder
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Okay? Yes. You're right. No gain at all.

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Not even really any downsides, though. ๐Ÿคทโ€โ™‚๏ธ

thorn bane
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yes if you consume more

ashen girder
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Yes, the downside that exists for one state exists for all situations with that state. That's not a downside unique to this situation.

thorn bane
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it basically makes it so you build half as many burners

jolly wasp
ashen girder
jolly wasp
ashen girder
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And in case it needs said, @thorn bane, I agree that it's entirely pointless to underclock burners.

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Honestly, it might actually be worth overclocking them though.

thorn bane
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well you said
"And if you run them underclocked, you extend how long they can run for."
but thats just wrong ๐Ÿคท

agile turret
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Well, 1+4 is 20% and 80%

ashen girder
agile turret
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So if you split one quantity in half, and then take one of those halves and split it into three

thorn bane
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well you kinda dont have the shards for it that early

ashen girder
agile turret
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And the other two

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You end up with 5 parts

ashen girder
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That's.. not how math works..

thorn bane
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!wikisearch prime splitter

shadow prairieBOT
ashen girder
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0.5/3 is not 1/5..

agile turret
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Derp yeah you're right

frosty owl
ashen girder
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That's not actually true if you work through it.

thorn bane
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but double the burners at half the clock is the same as double the burners at 100%

frosty owl
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The "gain" is the more buffer for biomass pretty much

frosty owl
thorn bane
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underclocking burners is never worth since they just regulate themself

frosty owl
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If one is just interested in how often they have to refuel the burners, underclocking is the way~

thorn bane
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no.....

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underclocking does nothing

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building more burners sure
but you dont udnerclock them

frosty owl
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Suggest a better option to reduce how often you need to refuel your burners ^^

thorn bane
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building more burners

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at 100%
because underclocking does nothing

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a burner at 50% will take the same time as a burner at 100%

frosty owl
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Ah, I see what you mean. Yeah, just as you said, weird how I "fell for it" the same way thinking_helmet

ashen girder
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Yup.

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It makes sense superficially.

thorn bane
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they should just remove the option to clock biomass burners

frosty owl
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One might still want to OC them

ashen girder
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Eh. Overclocking at least does have an effect.

thorn bane
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actually ye youre right nvm

ashen girder
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It's like every other generator. There's just no reason to underclock them. ๐Ÿ˜‚

frosty owl
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What if burners gained fuel efficiency when underclocked? simon_smile

thorn bane
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well kinda for other generators since it lowers the consumption of fuel

wind spade
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was one thing that I suggested already - for gens fuel efficiency would scale instead of fuel production

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so if you clock it to 250%, you'll get 250% power at the cost of more than 250% of fuel

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would then behave similarly to other machines

thorn bane
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wouldnt that make it so you never ever overclock them?

frosty owl
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I was referring to biomass burners specifically

wind spade
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you overclock them to save space but lose power

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it would be an actual tradeoff instead of "hey have weird numbers but otherwise no change"

ashen girder
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Yeah.. I'd like them to go one way or the other.

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Either make the numbers quit lying, or give us an actual tradeoff.

thorn bane
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hm i see it as they are not as power shard efficeint instead

wind spade
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I'd like overclocking of gens to have disadvantage, same as machines do. Since you save space

ashen girder
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I mean, power shards aren't really a significant limit.

thorn bane
ashen girder
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There's, what, 1500 on the map alone?

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And doggos can provide an endless stream of them.

thorn bane
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yes and you need 90% of those for miners

wind spade
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I mean yeah you use 3 shards to double outcome, but you usually either have tons of shards (and clock all the gens) or very limited shards (and don't clock at all)

ashen girder
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You're overclocking every limestone miner on the map?

thorn bane
wind spade
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doggo farm = extra slugs

ashen girder
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I mean, no? But I also carry 40+ shards on me.

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So... never really been concerned about it.

thorn bane
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not nearly enough to overclock all youd want to

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ive never had extra power shards

ashen girder
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...I.. in fact do, actually, have more than enough to overclock all I want to.

patent briar
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Well from the map alone how many power shards are there total?

ashen girder
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1500ish. ๐Ÿ˜‚

thorn bane
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1401

patent briar
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We can math out how many shards it takes to 100% every miner

thorn bane
wind spade
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last time I did the math (but probably stuff changed between that) it was like 80% slugs go to miners

patent briar
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So assuming you are maxining out Mk5 belts, that means:

Pure nodes: 2x slugs
Normal nodes: 3x slugs
Impure: 1x slugs

ashen girder
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258 of those to limestone alone.

thorn bane
ashen girder
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Sure, you have at least 1145 machines running. ๐Ÿ˜‰

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Are you overclocking producers too?

thorn bane
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if i could i would yes

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but i odnt have the shards

ashen girder
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I don't get why you want to mine every node and then just piss away that many resources in power.

thorn bane
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cause you can just make more power
or overclock your power

ashen girder
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No? Power costs resources man.

thorn bane
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by that logic you would underclcok everything to 1%

wind spade
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I mean if you are at point where you're using the whole map and played with the intention to clock a lot stuff, you probably had doggo farm running for a long time and have way more than 1400 slugs

ashen girder
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We're talking about using every node. That means every MJ of energy you burn is a resource that can't be turned into something productive otherwise.

frosty owl
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If one maxes nuclear, running out of power is kind of a challenge...

thorn bane
ashen girder
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No, I don't. I also don't make decisions based on every node on the map.

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I also don't waste power, or overbuild power like a lot of people in here do.

thorn bane
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if power shards are free you either do 250% or 1%
theres no breakpoint at which one gets better than the other

ashen girder
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I understand the math.

wintry aurora
frosty owl
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I kinda assume anyone interested in using all the nodes on the map (for whatever reason) has plans for max nuclear thinking_helmet

ashen girder
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That's why I don't make decisions based on slugs.

wintry aurora
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Not even Jabba the hutt?

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/random joke.

ashen girder
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It's just a fact that if you have no additional resources, power is fungible to resources.

thorn bane
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yes and people dont care
otherwise they would underclock to 1%

ashen girder
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Those two things aren't related.

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People can care while also caring about other things.

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I care. That's why I don't throw shards in every machine.

wind spade
wintry aurora
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Lol at reaction zyra. It's not even a pun.

ashen girder
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But I also don't run every machine at 1%, because I also care about space.

thorn bane
wind spade
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time to gather resources involves time to find slugs

ashen girder
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Must be weird seeing everything in two colors.

wintry aurora
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?

thorn bane
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i meant in the situation where power shards are free

ashen girder
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Black and white. He's saying if you do care, you should always overclock, if you don't care, you should always underclock to 1%.

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When neither of those is ever the correct answer.

thorn bane
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well youre not in that situation since slugs exist

wind spade
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do you also include time to build the extra power if talking about clocking everything to 250%?

thorn bane
ashen girder
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You overclock your gens to 202%?

wind spade
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which means finding more slugs, which means more time spent, which means it takes way longer than 100%

wintry aurora
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Space limitations?

thorn bane
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250^1/1.3 = 202%

ashen girder
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Okay, so you clock them to 250%.

thorn bane
wind spade
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which they aren't

thorn bane
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yes thats why i dont overclcok my buildings to 250%

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cause i cant
physically

wintry aurora
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It also takes more power, so, makes sense to not unless really needed, or just for like the extractors.

ashen girder
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I OC all my power beacuse I OC all my machines and I OC all my machines so I can feed all my OC'd power. jacelul

wind spade
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well ocing power doesn't really help you feed your machines ๐Ÿคทโ€โ™‚๏ธ

thorn bane
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if you OC power and OC machines youre using 50% of the machines for 100% of the product

ashen girder
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You aren't, though.

thorn bane
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wanna bet? xD

wind spade
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you're also using more than 100% materials

ashen girder
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I know the math. I promise you, you aren't, unless you're disregarding the resource costs.

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You need way more than twice the power, so it isn't half the machines to begin with.

thorn bane
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but power is 10% of your buildings

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thats the whole point

wind spade
thorn bane
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probably even leess

ashen girder
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That doesn't offset the 4x increase in power consumption though.

thorn bane
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if power was hard to get then yes id agree you wouldnt OC to 250%

wind spade
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it depends what machines and power you're using I guess

thorn bane
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yes

ashen girder
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How..?

thorn bane
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the cheaper the power the less impactful it is

wind spade
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if you're talking pure machine count

ashen girder
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I mean, aside from breakpoints from recipes, I'm assuming you're not changing the recipes between OCing everything and not OCing anything.

wind spade
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running clocked particle accelerator from coal gens would add A LOT of them, but running clocked constructors from nuclear plants would hardly add any

thorn bane
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ok so im getting 0.14 buildings for 2500MW

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how many buildings can you build with 2500MW

ashen girder
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Does that include the fuel production?

thorn bane
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50.4 uranium fuel rods and 12.6 plutonium fuel rods takes 1786 machines

wintry aurora
thorn bane
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oh that doesnt include the NPP

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so 1.14 if you dont overclock

wintry aurora
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NPP?

thorn bane
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nuclear power plant

ashen girder
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Nuclear Power PLant

wintry aurora
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Right.

thorn bane
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or ~0.64 if you oc

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im guessing the number of machinees you can run with 2500MW makes that 0.64 irrelevant

wind spade
vestal bolt
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Can anyone help me with my factorys i can make them work its just im so terible at keeping them organized i need to tear them down every so often i dont have any mega basses or anything

ashen girder
thorn bane
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i dont know

ashen girder
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Okay. Well, let's go with 2500MW anyway as a hard upper limit.

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That can power 146 constructors at 250% clock speed.

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That can power 625 constructors at 100% clock speed.

wintry aurora
thorn bane
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wait i messed something up

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i think its 8 buildings per 2500?

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not 1/8

ashen girder
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So you're producing almost half of what I am. 365 units/min vs 625 units/min.

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For the same power costs.

thorn bane
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yes but you just build more power

ashen girder
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I mean, okay? So you build twice as much power.

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Sorry, 1.7x as much power.

thorn bane
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and that takes less buildings than the extra constructors youre building

ashen girder
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Okay, sure.

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For the record, Greeny's tool's got 0.2 UFRs/minute at 26 buildings.

#

And that includes a bunch of refineries and blenders.

#

Versus my extra constructors.

thorn bane
#

ok in my save its on average 28MW per machine
so thats 87 machines at 100% per nuclear power plant
a nuclear power plant needs 7 machines to run
if you now use 34.4 machines instead of 87
you need 1.73% power
so thats 12 machines for power instead of 7
so instead of 87+7=94 you build 34+12=46 machines

thorn bane
#

and now if you divide 94 by 46 you get 50%
tadaaaa
mathed

ashen girder
#

Okay, fair enough. ๐Ÿคทโ€โ™‚๏ธ

#

I still don't build my power in a way where that makes any sense, but more power to you.

thorn bane
#

its obviously different if you use less power efficeint power generators though
i think thats where alot of people get the intuition from and then never update it
making 2500MW in coal takes alot more effort than 8 buildings

ashen girder
#

I mean, the intuition comes from power being something you generally build in large chunks, not in small chunks.

#

So it isn't a matter of building 12 machines vs 7 machines.

#

It's a matter of tapping a whole new node of something for more power.

thorn bane
#

ye true

ashen girder
#

In that context, it just doesn't make sense to burn twice as much power for no gain and half the buildings.

thorn bane
#

that also explains why alot of people think power is "free" in the lategame

ashen girder
#

Overbuilders. ๐Ÿ˜›

thorn bane
#

well its impossible to not overbuild nuclear xD

ashen girder
#

Don't make me go build a 0.2/min UFR factory just to prove you wrong.

thorn bane
#

i dont think ive ever see an single person go "oh damn i didnt build my nuclear big enough"

ashen girder
#

Don't make me do it!

frosty owl
#

The smallest convenient "chunk" for nuclear power is 150 uranium/min imo (3.6 fuel rods)

wind spade
#

ok here you go

ashen girder
#

You know my pettiness knows very few bounds!

thorn bane
#

mostly because using 30 uranium/min just feels kinda small even though it isnt xD

wind spade
#

% of saved buildings, depending on gen and buildings built

ashen girder
#

"Power at 100%"?

#

Those two columns don't make any sense to me.

wind spade
#

the numbers were chosen as such:
total production is 5 buildings (at 100%) or 2 buildings (at 250%)

ashen girder
#

Ah, okay. ๐Ÿ‘

#

You should add a note that it's 5x100% and 2x250% next time. ๐Ÿ˜›

thorn bane
#

thats where the 73% comes from but ye

ashen girder
#

That's interesting data, though.

wintry aurora
#

Particle accelerators power also swings wildly, so....

wind spade
#

fixed your headings

ashen girder
#

Greeny always so responsive.

#

โค๏ธ

wind spade
thorn bane
wind spade
#

yeah I took average consumption (as you'd probably build some power storages)

thorn bane
#

wait so in all cases you save buildings?

ashen girder
#

(C*a + C*b)/2 is the same as C*(a + b)/2, yeah?

thorn bane
#

even running a parcticle accelerator with coal pwoer?????

ashen girder
#

Looks that way. ๐Ÿ˜‚

wind spade
thorn bane
#

i thought that was the whole point

wind spade
#

since that varies a lot depending on fuel and alt recipes

thorn bane
#

well duh

ashen girder
#

Yeah, that's a really hard number to actually get.

thorn bane
#

but thats the important number

wind spade
#

but I could add that too ๐Ÿคทโ€โ™‚๏ธ

thorn bane
#

making fuel is way easier than consuming fuel

wind spade
#

alright, give me a minute lol

ashen girder
#

1 coal gen costs, what, 3/8 of a water extractor plus n/x of a miner?

wind spade
#

do we assume coal / diluted fuel / nuclear with "most resource efficient" recipes?

ashen girder
#

And if you're gonna do that, you should subtract out those power costs too..

thorn bane
#

wait if thats not included what even are these numbers?

ashen girder
#

Yeah, definitely most efficient recipes IMO.

thorn bane
#

ye

wind spade
#

TF relevant as well?

ashen girder
#

Ugh, gross, no.

thorn bane
#

id do a seperate column for turbofuel

#

like coal/fuel/turbofuel/nuclear

ashen girder
#

I have the vehicle christmas skins, but no star production set up. ๐Ÿ˜ฆ

wintry aurora
#

I haven't checked that out yet actually.

#

Did drones get the reskin?

ashen girder
wind spade
#

hm, calculating clocked power cost for production will be fun

#

also, what about miners?

wintry aurora
wind spade
#

how to count miners? ๐Ÿค”

ashen girder
wind spade
#

normal mk3 max clocked?

ashen girder
#

Yep yep.

wind spade
#

but I'm gonna do max clocked for both 100% and 250% since miners make sense to clock

ashen girder
#

Yeah, I think that makes sense.

thorn bane
#

well you just calculate the power to make the fuel and then *1.73% for the 250% column

ashen girder
#

..not to be too pedantic, but it's either x1.73 or *173%. ๐Ÿ˜‚

thorn bane
#

ops

ashen girder
#

*1.73%'s gonna be a ridiculously wrong number.

thorn bane
#

multiply by 2.5^0.6 ๐Ÿ™‚

wind spade
#

can someone check my math just to be sure I have the excel formulas right?

thorn bane
#

send me the sheet

wind spade
#

cost to run one coal gen (miner mk3 normal + water extractor):
100%: 7.525 MW
250%: 13.02145 MW

#

(only thing changing is the extractor's clock speed)

#

also I just realised that idk why I'm doing this xD

#

because I need both power required AND building count ๐Ÿค”

#

I'm not sure if excel is enough for this

lusty tree
#

lulz excel is enough

wind spade
#

because if we're talking building count, then we need to count buildings to produce the fuel, which then cost power, which means we need more fuel, which means we have to recalculate buildings and we're stuck in infinite loop ๐Ÿ™‚

ashen girder
#

You only need that cost once though, generally.

#

Once you've got it you can just use the static number.

thorn bane
#

3MW miner
7.5MW extractor
13MW extractor at 100%

#

looks right

wind spade
#

at least if I understand it correctly

ashen girder
#

I mean, it's not exactly correct, but it's close enough that it solves the problem.

thorn bane
wind spade
#

hm ๐Ÿค”

#

yeah I've been looking at this all wrong lol

#

back to start then

ashen girder
#

Like, you know a Coal gen's always going to need 15/coal/min if you don't OC it. So you just need to figure out how many buildings it takes to produce that coal, and subtract the power they cost from the coal gen's output.

#

That's why you go with static costs for all extractors.

wind spade
#

yeah I'm just retarded and can't do math

thorn bane
#

it do be like that sometimes at 7am

ashen girder
#

The irony in there could make someone rich.

wind spade
#

you should all stop using my tools bcs they for sure can't give right numbers

ashen girder
#

That's it. Everyone go home. Throw it all away. We'll start over on Monday.

wind spade
#

rm -rf /var/www/www.satisfactorytools.com

thorn bane
#

fuck this
only bioburners from now on

ashen girder
#

Underclocked bioburners. ๐Ÿ˜‰

thorn bane
#

๐Ÿ™‚

wind spade
#

damn this table is getting complicated

ashen girder
#

YOU'RE GETTING COMPLICATED.

wind spade
#

that as well

#

I'm so not sure about this lol

#

so, one gen produces 75 MW
it costs 10.75 MW to produce coal + water for one gen
so in total it produces 64.25 MW

it also costs 0.4 buildings to produce coal + water for one gen

now for 100%, I have 5 buildings (by default) that eat 20 MW

is the correct formula to total number of buildings 5 + (1+0.4) * (20/64.25) ?

#

I guess it is, but want to check with people that can do math ๐Ÿ˜„

thorn bane
#

ye seems good

ashen girder
#

Yeah, I think so.

wind spade
#

updated numbers for coal then

ashen girder
#

Still matches the intuition y'all had.

thorn bane
#

i didnt think of it (but makes sense) that making power uses half the machines if you oc everything to 250%

wind spade
#

coal is kinda special case for this since it's just miner + water extractor

#

we'll see for fuel and others

thorn bane
#

true

ashen girder
#

I don't think it's that special, it's just simplest.

#

I really am curious to see the results, though.

#

Even if I still think it's a perverse way of looking at power and clockspeed. ๐Ÿ˜‚

thorn bane
#

wait is it actually less machines to make nuclear power with uranium waste or plutonium power with plutonium waste?

#

(not that i ever would)

wind spade
ashen girder
wind spade
#

(not that it would help since it calculates the buildings as underclocked anyway)

ashen girder
#

That takes 1844 buildings + the buildings for all the uranium rods + the power plants.

thorn bane
#

wait its actually super similar
uranium waste is 4.4
plutonium waste is 4.0
for reference sinking the rods is 7.0

#

i could have half the machines if i didnt care for the environment ๐Ÿ˜ฆ

#

actually alot of the buildings in plutonium are particle accelerators though

wind spade
#

how do you link a cell from different sheet in google excel

#

like =Sheet2:D4 for example

ashen girder
#

=Sheet2!D4?

thorn bane
#

you go to it and click on it xd

#

=$Sheet1.F21

wind spade
ashen girder
#

Don't thank me yet. ๐Ÿ˜‚

wind spade
#

it works ๐Ÿคทโ€โ™‚๏ธ

ashen girder
#

Oh.

#

Then.... you're welcome.

wind spade
#

I wouldn't thank if I didn't check first ๐Ÿ˜›

ashen girder
#

Fair, fair, fair.

wind spade
#

burned myself too many times like that

ashen girder
#

Same.

#

Trust, but verify.

#

Single quotes if there's a space.

#

='Sheet 2'!D4 for instance.

wind spade
#

I renamed it to Data to not deal with any of those

ashen girder
wind spade
#

fuel values

#

(assumes diluted fuel in blender)

ashen girder
#

I enjoy how closely you're tracking the SWAG numbers from before that you shared. ๐Ÿ˜‚

wind spade
#

wdym?

ashen girder
#

Like.. your wildly wrong numbers are 58% - 20-something%.

#

Basically the same, and moving the same egeneral directions.

wind spade
#

is this acceptable "best" turbofuel?

ashen girder
#

Is for me, sure.

wind spade
#

yeah idk the advanced recipes really, so I just put stuff in tools and check if there isn't something really weird

#

like e.g. coated plates ๐Ÿ˜›

thorn bane
#

yes

ashen girder
#

I like coated plates tho.

wind spade
#

I like them as well, but it's not what majority would build, so I guess doesn't make sense in terms of "general building saving %" analysis

thorn bane
#

i wouldnt do diluted fuel but im accepting that im weird in that regard ๐Ÿ™‚

ashen girder
#

I still think that's such a weird preference. ๐Ÿ˜‚

thorn bane
#

2 resources > 3 resources ๐Ÿคท

ashen girder
#

I can't throw too many stones. That's why I like steel rotors.

thorn bane
#

im still amazed that the tool suggested me bolted frames with steel screws

ashen girder
#

I mean, it's optimizing for what it's optimizing for.

#

Can't really argue with that. ๐Ÿ˜‚

wind spade
#

TF costs more per gen ๐Ÿค”

ashen girder
#

It does.

thorn bane
#

but switching from frames to bolted frames was better than switchign from iron wire to fused wire

ashen girder
#

Wiki actually mentions that fact. ๐Ÿ˜‚ People don't realize it.

thorn bane
#

wait what?

ashen girder
#

TF lets you extract more energy per oil, so you can divert oil to other things.

thorn bane
#

well its another of those cases where WR != good since sulfur is kinda free

wind spade
#

I meant power cost

thorn bane
#

but ye damn TIL

#

really?

wind spade
#

18.1 MW to produce fuel for 1 gen
25.4 MW to produce TF for 1 gen

ashen girder
#

"Sulfur is kinda free"? ๐Ÿค”

thorn bane
#

god i really hate that your tool says 1 refinerery even though its 0.01

wind spade
thorn bane
#

but then i need to add them up

ashen girder
#

Guessing he means the overview?

wind spade
#

which is why it's taking so long ๐Ÿ˜›

#

and for the overview imo it makes more sense to round the buildings up

ashen girder
#

Could put the exact number in the tooltip in the overview.

thorn bane
#

im getting 12.5GW 4500TF
13.5GW fuel 12000 Fuel

#

what recipe did you use for fuel?

wind spade
#

diluted

#

but I'm adding miners and extractors

thorn bane
#

oh

#

ye i guess the sulfur adds up
should in total still be a small number though

wind spade
#

water extractors are clocked

ashen girder
#

I mean, Sulfur's the main power limiter at the end of the game. ๐Ÿค”

wind spade
#

in 250%

#

TF numbers

thorn bane
ashen girder
#

Max UFRs require 2100/min. Max PFRs require another 2268/min.

wind spade
#

for nuclear do we do uranium only?

ashen girder
#

There's only 6840 on the entire map..

thorn bane
wind spade
#

no

thorn bane
#

then sink the rods

#

that what most people do

wind spade
#

ffs

thorn bane
#

sunk rods = uranium rods/4

#

how is the machines/gen so similar for fuel and turbofuel

wind spade
thorn bane
#

need to add the waste as input

ashen girder
#

This is a heck of a way to stress test your tools.

wind spade
thorn bane
#

๐Ÿ™‚

ashen girder
#

Hey, you might not be familiar.

thorn bane
#

im gonna shut up now ๐Ÿ™‚

wind spade
#

that's like number one thing I have to tell people when they ask me lol

#

ah nvm figured it out

#

best production needs 66.6666 repeating waste, so I input 66.6666, but had to do 66.6667

#

there's funky stuff like rubber concrete, so... ๐Ÿ˜„

thorn bane
#

concrete
plutonium alts
coke steel
rest is fine but minmaxy

ashen girder
#

Hey look, coated plate. ๐Ÿ˜‚

thorn bane
#

if you wanna skew in its favor remove iron wire and cable-> insulated cable xD

wind spade
ashen girder
#

That's a hit list of all my favorites. Damn man.

thorn bane
#

id leave the plate recipes in

wind spade
#

are we doing "best minmax" or "minmax players build usually"? ๐Ÿ˜›

thorn bane
#

eh just do minmax

wind spade
#

then I should put all the recipes back? ๐Ÿ˜„

thorn bane
#

wait theres no plates in that planner?

wind spade
#

you can check the cool new item overview

thorn bane
#

well you need to disable the plutonium recipes since otherwise it wont use all the waste

#

oh i was looking for rips ye youre right

#

idk just wet concrete i guess

ashen girder
#

There's RIPs too.

thorn bane
#

since oil WR > limestone WR but any build uses less limestone than oil

wind spade
ashen girder
#

Oh. ๐Ÿคทโ€โ™‚๏ธ

thorn bane
#

ye PCP -> plutonium fuel unit
which you dont do if you sink them

wind spade
#

so put oiled plates back in?

thorn bane
#

ye

wind spade
#

coke steel as well?

thorn bane
#

sure

wind spade
#

plut and rubber concrete kept disabled

thorn bane
#

yep

wind spade
#

check this and I'm gonna start counting sigh

thorn bane
#

btw i still dont get how fuel has the same amount of machines than turbofuel

thorn bane
#

looks good

wind spade
#

since it's "machines are underclocked"

#

which doesn't work for ratioing

thorn bane
#

wait is alumina solution actually giving more silica than the default recipes?
thats stupid

ashen girder
#

Isn't that the default recipe?

thorn bane
#

*default silica recipe
xD

ashen girder
#

Oh. You produce enough aluminum, you can get a lot of silica from it.

thorn bane
#

no as in making silica from bauxite is less machines than making silica from quartz
so if you optimize for buildings it uses alumina solution and just sinks the solution

ashen girder
#

Oh. Huh.

wind spade
#

doublechecked everything, was missing one 0 at blender count

thorn bane
#

ye its 37.5 in constructor
26.25 in assembler
but 50 in refinery ๐Ÿ™ƒ

ashen girder
#

Yeah, that.. makes sense. Alumina produces 50/min, silica 37.5/min, cheap silica 26.25/min.

#

So if you want the most silica in the fewest buildings, alumina's the ticket.

thorn bane
#

ye kinda showing that just optimizing for building count is kinda stupid xD

ashen girder
#

Been trying to tell you that for awhile now. ๐Ÿ˜‰

wind spade
#

actual actual TF numbers_final_final_new_latest_final.png

thorn bane
ashen girder
wind spade
#

I really really don't want to do the nuclear one tho ๐Ÿค”

cinder silo
#

Nuclear!, there is light at the end of that tunnel, last building is going up for fuel creation ๐Ÿ˜„

wind spade
#

damn, how to solve nitrogen gas production? ๐Ÿค”

ashen girder
#

What about it?

cinder silo
#

I haven't approached nitrogen just yet, the last building for the creation of uranium rods is going up now, then I look at reprocessing ๐Ÿ™‚

wind spade
#

what building count is required to get 12 nitrogen gas (and how much MW that takes)

cinder silo
#

I wonder, is it worth sinking uranium fuel while I get the waste reprocessing worked out & build.

ashen girder
#

Go with 650 MW per 1800 Nitrogen.

wind spade
#

and building count?

ashen girder
wind spade
#

alr

ashen girder
#

That's assuming 6 pure nodes per well, max OC'd.

#

The numbers are higher than that, but I think that's a reasonable starting point.

#

Wiki has this completely unsourced number. ๐Ÿคทโ€โ™‚๏ธ

thorn bane
#

its 2000 nitrogen per pressurizer

ashen girder
#

Is it exactly?

cinder silo
#

I'm hoping there is nitrogen at least remotely close to the grasslands & waterfall otherwise it's going to be one of those epic treks and transport ways again.

wind spade
thorn bane
#

no on average
its 6 spots and 12000 total

cinder silo
thorn bane
#

but a pressurizer is 650MW at 250%
so its 0.3MW per nitrogen/min?

ashen girder
#

How's that turn into 19.49MJ? ๐Ÿ˜‚

thorn bane
#

i dont know?

ashen girder
#

If you don't, then who does? ๐Ÿ˜ญ

wind spade
cinder silo
#

The reprocessing step should be trivial once I sort acids, since my existing control rods factory and others already take the last step in to account ๐Ÿ™‚

wind spade
#

so 2 refineries per 1 NPP

thorn bane
#

whos Kwjcool321 snuttstach_stare

wind spade
#

person who did all the wiki analysis

ashen girder
#

Yeah.. seriously confused how he got that power cost for nitrogen.

cinder silo
#

This is how far i've got so far, the under construction bit is for iron ingots to make solid steel, then I can turn the whole thing on.

ashen girder
#

It's not even that wrong...

wind spade
ashen girder
#

No, that puts it at like 0.32?

wind spade
#

because iirc that's how he did it

#

at least for all other resources

ashen girder
#

12000 nitrogen takes 3900 MW..

wind spade
#

also maybe it's not updated, previously max nitrogen was 12300?

ashen girder
#

Did they change the power cost of pressurizers?

wind spade
#

no idea

#

!wikisearch pressuriser

shadow prairieBOT
wind spade
#

doesn't seem so

candid tundra
wind spade
candid tundra
#

I see, haha. I do think the best way out of any is just figure out max power for max production and then scale proportionally. But still that's gonna overestimate by maybe quite a bit.

wind spade
#

fyi this is number of machines needed to provide uranium fuel rod to 1 NPP + process waste (miners not yet included)

#

have come to terms with the nitrogen?

wind spade
ashen girder
#

You could do 650/2000 if you want.

wind spade
#

alr

#

/7 I assume

ashen girder
#

?

wind spade
#

7 buildings

ashen girder
#

Oh, uh. 51 / 6?

wind spade
#

8.5 buildings?

candid tundra
#

you could do like 649.82 * 6 / 12000 for MW per resource at max consumption

ashen girder
#

Sounds good to me. ๐Ÿ˜‚

candid tundra
#

(for nitrogen)

wind spade
#

650 MW per 8.5 buildings per 2000 nitrogen then?

ashen girder
#

45 extractors, 6 pressurizers.

thorn bane
#

8.5

wind spade
thorn bane
#

yep

#

btw math like this is why this game is the best singleplayer game ive ever played โค๏ธ

#

bet you cant do math like this in factorio xd

wind spade
wind spade
#

there's other fun like productivity modules, miner productivity, endless techs, beacons, etc

#

basically there's 60% flat machine count save on clocking everything to 250% with nuclear power (unless I made a mistake somewhere)

thorn bane
#

well yes if power was free it would be 60% since 40%*2.5=100%

#

whats the gen machines per MW?

wind spade
#

wait that does mean that more than 60% is bullshit then

thorn bane
#

yep

cinder silo
#

D'oh, I didn't even consider clocking anything other than the miners.

wind spade
#

I'm not really sure where the mistake is ๐Ÿค”

thorn bane
wind spade
#

yeah nobody did except for zyranex so we had to do math

#

not really sure where the error is if it's showing 60.1% ๐Ÿค”

cinder silo
thorn bane
#

well theres tons of people that cheat in an ISC of shards
but most people do it for fps reasons

#

amelie of the sea did it for the max turbomotors in s3
kibits does it always pretty much

cinder silo
#

Probably explains where people get the shards, I just about got all my mins and the nuclear power stations water extractors clocked.

wind spade
#

well doggo farms are a thing

candid tundra
#

Wait so what is the discussion about? I think I didn't fully read what was going on

thorn bane
#

is it worth to overclock buildings

wind spade
thorn bane
#

in my opinion the time save you get from building less machines is more than enough to build more power

candid tundra
#

ohhhhh I see that makes sense now

wind spade
#

the table above shows % of buildings saved depending on which buildings and which gens we talk about

#

(includes all the buildings needed to produce fuel for the gens as well)

cinder silo
#

Once my nuclear is producing, I should go shard hunting and actually overclock more crap.

#

No point having an over abundance of power and being conservative with it.

thorn bane
#

all the other gens have ratios of ~50% for 100->250%

wind spade
#

yeah the way I read the table is that you probably shouldn't overclock stuff unless getting closer to nuclear (or knowing you'll have nuclear sooner or later)

that only applies to when you're sure you can spare the extra resources towards fuel production tho

thorn bane
#

but isnt the point that its always less buildings?

wind spade
#

yeah, but early you are very much power capped and the save % is smaller

wind spade
#

oh nvm found the issue

#

it's 2.95 instead

#

I accidentally did /2.5 for miners and extractors

#

but those are fixed

#

since we assume they are max clocked for both 100 and 250

thorn bane
#

could you add a row for buildings/MW?

#

but ye damn nuclear is goooood

candid tundra
#

Is this assuming free/infinite shards? Because overclocking the entire nuclear production chain awakens a deep fear within me lol

thorn bane
#

yep

#

well if they arent you just do this until you run out of shards
i think?

#

hm what is the best to overclock if you have finite shards

cinder silo
#

I overclocked miners first as a priority because the number of nodes is finite, then water because of space & certain numbers.

candid tundra
#

Sorry if I'm rehashing things from this 3hr convo, lol, but imo I feel like the main downside of overclocking power buildings at any scale is the time it takes to gather slugs... I was considering it for my nuclear plant but it's just so many shards when building more buildings isn't that much more work.

wind spade
#

yeah, time to gather slugs is a big downside

thorn bane
#

also the amount of slugs on the map is nowhere near to overclock everything

candid tundra
#

yeah there's no way to do the whole chain lol

wind spade
#

but if we start adding everything together we're pretty much matehmatically solving the whole game which is pretty much impossible ๐Ÿ˜„

thorn bane
#

you dont have to do the whole chains though
just as much as you can

wind spade
#

it's the colored cell

thorn bane
#

awesome thank you

cinder silo
#

The ficsmas shards helped me out a ton by allowing me to clock the last of the nuclear gens water.:D

candid tundra
#

I see, so essentially you're trying to figure out where it is best to spend the shards you happen to have?

thorn bane
#

so fuel power needs half the machines as coal (if you have the alt recipes)
and nuclear requires a third of the machines of fuel
good to know

wind spade
cinder silo
#

I clocked the water to cut the number of extractors from 315 to 210, 1 shard per.

candid tundra
#

This is completely unrelated but it would be a fun challenge to see how far you could get with a minimal coal (or even biofuel) setup by ridiculously underclocking everything

wind spade
#

@thorn bane this better

thorn bane
#

ye

#

wait its 1 building per 1000MW?

wind spade
#

with percentages

#

it's number of buildings to produce 1 GW

#

including gens

cinder silo
#

I've never ridiculously underclocked, but I have underclocked some machines to make the math work. (and I dislike odd numbered machines that don't go in to neat rows.

wind spade
#

did you want something else than number of buildings needed to produce X MW?

thorn bane
#

daaaamn uclear is goooood

#

no thats exactly what i wanted

wind spade
#

alright I now also have something to show to people saying "but nuclear is too many buildings"

thorn bane
#

yes jacelul

cinder silo
#

I don't mind the nuclear building count, I just took it as a challenge and rose to it ๐Ÿ˜„

candid tundra
#

That's actually really interesting

wind spade
#

I mean yeah it's complexity is insane compared to turbofuel, but the gain you get from it...

thorn bane
#

its just that everyone overbuilds xD

wind spade
#

also keep in mind the numbers are with processing of waste. With storing waste it would be even less

cinder silo
#

I'm no doubt over building, aiming to produce and burn 21 rods per minute.

wind spade
#

and no I'm not recalculating it with storing waste

thorn bane
#

hahaha

cinder silo
#

I'm not storing waste ๐Ÿ˜„

thorn bane
#

thx greeny โค๏ธ

wind spade
#

(though I could do it for burning plut fuels)

#

(but that would be the inefficient recipe ๐Ÿ˜ฆ )

thorn bane
#

ye my rough math was that uranium waste and plutonium waste is roughly the same amount of machines

candid tundra
#

Ovverbuilding? What's that? What's the point of nuclear if you're not going to max out the map ๐Ÿค”

thorn bane
#

maxing nuclear is like maxing coal
who dafuq is building coal gens worth of 30900 coal/min

candid tundra
#

lol

cinder silo
#

Burning 30900 coal is impractical, 2100 uranium isn't out of reach.

thorn bane
#

but ye building 5 particle accelerators at 100% takes 114 machines with coal
building 2 at 250% takes 77 machines

wind spade
#

expanded the table with "burning fuel rods". It's using the inefficient plut fuel rod recipe since I couldn't be bothered to recalculate everything

thorn bane
cinder silo
#

Not that out of reach right now, at least for me, one more building and all that uranium becomes 21 fuel rods.

thorn bane
#

(isnt 50.4 max?)

cinder silo
#

I'm not using alts and I'm way too far in to the project, all 2100 uranium with my recipes gets 21

thorn bane
cinder silo
#

Urgh bah, fell to my death expecting my hover pack to draw power from the ceiling grid (I never plugged the bloody thing in) ~whoops!

wind spade
#

oh I also realised I forgot to account for water needed for NPPs

cinder silo
#

I use 2 extractors per npp, 1 shard per.

thorn bane
cinder silo
#

Hmm, shows I didn't look at the big picture math wise, damn that's going to free up 100 shards!, I'd clocked both to 150 haha.

#

I need to revisit that bit anyway, Mcgalleon gave me a suggestion to halve the pumps i'm using as well.

wind spade
#

also _final.png (also adds in water extractors for NPPs)

#

nuclear is still great, just not totally great

#

also sourced the SFtools tabs in Data sheet

thorn bane
#

so ye OCing Constructors and just making more coal power results in 42% of the buildings needed
thats pretty good

wind spade
#

also results in more coal consumption though, so depends on player's preference

thorn bane
#

hm shouldnt the machine cost for one gen at 250% make 202% input instead of 100%?
since the gen will also take more to make more power

wind spade
#

...

patent briar
#

How much of a setup does it take to have a proper 7:8 pipe balancer? Is it literally as simple as just connecting all the pipes to each other?

wind spade
#

iirc pipe balancers are not a thing

#

since fluids works weird

patent briar
#

I want to evenly flow out (passing through valves at the output set to the right value) 6.75 pipes worth of fluid, to 8 pipes

thorn bane
#

8:3 "balancer"

patent briar
#

specifically its being piped into a train station so Id like to as close to evenly distribute the oil to all 8 of the inputs of my station

ashen girder
#

Pop a buffer before each one?

patent briar
#

Im going up in pipes (so less fluid per pipe), not compressing down to less pipes

ashen girder
#

If you buffer it, the buffer will saturate the pipe as long as it's able.

thorn bane
#

should โ„ข๏ธ work by just having a pipe between them all

patent briar
#

So I have 4050 oil coming in, which is going to be 6x 600/min pipes + a 450/min pipe

I want to distribute it to be 8 pipes on the output, with 506.25/min each

#

Ok but how well will it actually work in application?

thorn bane
#

ye i know xD

wind spade
#

(because I also realised that for clocked gens I accidentally didn't increase fuel consumption)

thorn bane
#

id do this and pray to mcgalleon that it works ๐Ÿคท

ashen girder
#

Buffer buffer buffer.

thorn bane
ashen girder
#

Buffer.

wind spade
thorn bane
#

interesting

wind spade
#

yeah so don't clock particle accelerators if you're powering them with coal

#

but also, particle accelerators give you 21% savings at most

#

(well 28%)

thorn bane
#

well normaly you dont just build particle accelerators
you have some other buildings

wind spade
#

and clocking pretty much anything other than constructor or smelter in coal stage is under 50% savings (which is what you claimed)

ashen girder
#

Only accelerator.

patent briar
#

Im debating whether or not to build a second train station so I can achieve 100% efficiency on my oil throughtput

ashen girder
#

Buffer

patent briar
#

buffer wont fix 100% efficiency problem

#

you need 2 train stations to get 100% efficiency

wind spade
ashen girder
#

It'll fix your pressure concerns though.

patent briar
#

Well, at least if you are fully loading the stations

thorn bane
#

but you dont just have manufacturers

#

you have a mix

#

so unless youre 100% only building manufacturers its gonna be 50%

patent briar
#

I have to actually make the spreadsheet at some point to calculate the maximum true throughput a train station can achieve based on mk5 belts and stack size

wind spade
#

I wonder which ratio of buildings could be used to average the savings

ashen girder
thorn bane
#

i did my initial math with 28MW per building

#

cause thats what my planner has

#

with that its 45% at coal
58% at nuclear

wind spade
#

just pure averaging the savings (except for PA which I counted only the first row), it's these

#

but you probably have tons of refineries and way less PAs ๐Ÿ˜„

thorn bane
#

but you dont use the same amount of manufacturers than you use constructors

wind spade
#

hence why I said

I wonder which ratio of buildings could be used to average the savings

#

it's per-setup I guess

thorn bane
#

just manually put in 28

#

but ye ofc that depends on alt choices

wind spade
#

what's so magic about 28?

thorn bane
#

thats my average power use/machine in my planner

wind spade
#

I see

thorn bane
#

also the PA cases is just kinda weird cause youre comparing 5 buildings that are PA to 7 buildings to make a nuclear power plant work (but those are not PAs)

wind spade
#

fixed one more math issue

#

nuclear's slightly better now

#

than it was before math issue was fixed

thorn bane
#

now the plutnoium rod burner as is actually closer to 60%, as i expected it to be

wind spade
#

it's probably a bit more since crap alts

thorn bane
#

aslong as its more i dont care xD
was just weird that it was less

thorn bane
#

hahahaha

ashen girder
#

I saw that.

#

I kind of love it.

patent briar
#

So it seems you simply cannot exceed 648 items/min per belt feeding into train depots at 100 stack size

#

I gotta calculate now for fluids

#

Assuming the wikis 25s loading time is still correct

thorn bane
#

got dammit ondar

wind spade
#

someone said it's 27 or smth

#

I honestly have no idea lol

patent briar
#

Looks like you cannot exceed 457 kL/min for pipes, per pipe

#

brutal

ashen girder
patent briar
ashen girder
#

And for 500 stack size?

patent briar
#

749.55 items/min per belt for 500 stack size

thorn bane
patent briar
#

kk I will punch in 28s instead lets see here

thorn bane
#

famous last words

ashen girder
#

It says 27 for me...

wind spade
#

11/21/2021 triggered ๐Ÿ˜ก

patent briar
#

at 28s delay, 746.05 items/min for 500 item stack size

ashen girder
thorn bane
#

thats why you use an ISC with 2 connections to the station
then its 780 (well actchually....)

patent briar
#

ISC?

thorn bane
# ashen girder

yes i just rounded up from 27. something cause you want to make sure you can put stuff in

#

Industrial Storage Container

patent briar
#

That doesnt fix the issue

#

buffers wont help you exceed this value, its the hard upper cap for a single train station setup

#

Buffers allow you to hit this upper cap though, but thats it, cant exceed it no matter what, per station

wind spade
#

I assume per platform?

patent briar
#

per belt per platform

#

So double it to get the per platform value

ashen girder
patent briar
#

and for fluids using 28s as the delay, hard upper cap of 444 kL/min per pipe

wind spade
ashen girder
#

You wanna do dates backwards, do dates backwards. ๐Ÿคทโ€โ™‚๏ธ

wind spade
#

that's evil

patent briar
#
  • 1.33... min to 100% a freight car with 2x pipes (1600/1200)

  • 28/60 mins delay

= 74.07% uptime

600*74.07% = 444.444

thorn bane
wind spade
#

also something I'd believe americans would do

wind spade
#

see per belt per platform

thorn bane
#

then max is 1500?

#

oh

patent briar
#

your max items/min per platform is functional of stack size

ashen girder
#

It's about time spent loading the train is not spent loading the platform. It's got an asymptote.

patent briar
#

Bigger stack size = more efficient, small stack size = less

#

So as stack size goes down, max items/min it can handle goes down

thorn bane
#

didnt sev and me do the math for this?
hold on

patent briar
#

Since it takes less to fill up a freight car

thorn bane
#

oh ye we actually used 27.08 = 0.451333min

patent briar
#

Round trip time has no bearing on this, that simply lowers your throughput

#

This formula is your maximum

#

The absolute max you are capable of no matter what

#

Basically, this is your choke point, exceeding this will just result in backing up of items before the train station, even with a buffer, if you exceed it the buffer will just slowly back up over time

#

The real solution is to either:

A. Increase the size of your train station and add more platforms, to distribute items more such that you now are below the choke point

B. Actually make two train stations that all items split and go into both, to once again lower each individual input below the choke point

#

The only variable for this formula is stack size, assuming Mk5 belts. Theoretically belt tier is another variable but by the time this matters its safe to assume you are using mk5 belts

thorn bane
#

im getting 747.8 plugging in the values from the wiki page

patent briar
#

I was using 28s for the delay still

#

is it actually 27.08 then?

thorn bane
#

well thats what i got when i pressed stop and start on a google timer
you can trust that how ever you want xD

patent briar
#

If I swap to 27.08s delay then I get this

thorn bane
#

๐Ÿ‘

patent briar
#

I mean we can calculate the exact delay by just making an item sink loop that pumps 780/min x2 into a platform, takes it to another, sinks it, and let it run for a bit and check its "items per minute" value on the output

thorn bane
#

mk5s are not 780 though

patent briar
#

Well doesnt actually matter

thorn bane
#

every belt at max capacity as throughput issues

patent briar
#

We are still well above the choke point even if mk5s are slightly off

#

Should still be exceeding 750/min or whatever with Mk5s

thorn bane
#

well at that point you can just start and stop a timer xD

patent briar
#

No because that wont be precise enough, will have human error

thorn bane
#

or just assume 30s to be save ๐Ÿคท

patent briar
#

the game has a baked in "timer" we can use

#

Which is this value here

thorn bane
#

but that depends on mk5 speed right? which we dont know

#

if you could make 300/min of something thinking_helmet

patent briar
#

No, stops mattering once we exceed the choke point

#

Or well I guess it is your right

thorn bane
#

oooh i see

patent briar
#

Fluid freight cars really should be like, a lot bigger ideally

#

Even at only 100 stack size for items it takes 2.05min to Mk5 belt a full car of items.

Whereas Mk2 pipes move a freight car of fluid in only 1.33min

#

So...

At 6.75 pipes of oil coming in, that works out to a bit over 506 oil/min per pipe.

Which means I am exceeding my platforms hard cap, so I /have/ to split my oil out to two seperate train platforms

thorn bane
#

ok how the hell do i time this
my first guess was to do a wait until full train and then measure the throughput
but the issue is they dont actualyl wait until full they wait untill all the stacks are in but the last can be 64/200

patent briar
#

oh shit seriously?

thorn bane
#

it still gives a decent guess though (31*200+64)/((31*200+64)/1560+(x/60))=1402 gives 27.15 seconds

#

ye i was looking at the trains and its never completly full

#

also it now updated to 1401 throughput and thats already a change from 27.15 to 27.34
so its pretty much impossible to get a number thats more exact than 1 decimal place

patent briar
#

Is it moderately random or at least consistently close to the same extra?

thorn bane
#

it takes like 4min to be full hold on xD
but so far it was anything between 1 and 70 i think

#

this time it was 4

#

but ye anyway not good enough to measure the docking time

patent briar
#

stack size limit of 1 perhaps?

#

load it with miners could maybe work?

thorn bane
#

even then the display of 1401 items/min already makes the loading time be +-0.2 seconds

#

while waiting my buffer filled up to 712 items
so filling at 1560 thats 27.4 seconds

patent briar
#

So yeah it seems like mostly its a matter of just having 2 loading stations, or just enough platforms to get yourself below the hard upper cap

thorn bane
#

well the limit is ~1500 per station (if its 500 stack size) so you just keep adding stations until youve made your throughput
shipping 4000/min? 3 stations
ez

patent briar
#

Basically yeah

#

Though for single station approach you also need buffers, double station approach you dont need buffers as the "other" station is the buffer

#

so your choice which is easier, for fluids fitting the buffers in is actually kind of a pain

#

This should be a solid way to load balance 7:8 strictly right? I just have to set each of the valves to be the target flow rate right?

#

So in this case 506.25 each

#

@thorn bane Try with fluid perhaps btw? It might actually do a proper 100% since it doesnt have a "Stack size"

thorn bane
#

498.45
you only use the stacksize to calculate Time to fill
for fluids thats just 1600/600

patent briar
#

Point being you wont get that "extra" problem, hopefully

#

it should actually wait until >1600 in the station and load full carts each time

thorn bane
#

oooooh thats what you meant

patent briar
#

which will give you better precision no?

thorn bane
#

ye true
now i have to build a fluid train though ๐Ÿ˜ฆ

patent briar
#

:x

#

I think this should work now

#

(half the pipes go to this one, the other half to an identical one beside it)

#

This should allow me to achieve 100% throughtput of my oil coming in

#

Shoot nope, not good enough still

#

I need to have it split into 16 pipes before, or at, the buffers

#

I need to be able to jump up to full throughput to actually be hitting 100%

#

Okay... attempt #2... this one should work

subtle crescent
#

Hmm... working on this FICSMAS factory.
38 Constructors with 25 Gift Trees feeding into it... to make 375 Branches/min... what do I set the Constructors to?

#

38/25 = 1.52, according to the in-game calculator...

thorn bane
#

it just works if you leave them at 100%
if you really want to save 0.7MW underclock the last constructor to 50%
or if you want to save another 1.1MW underclock all of them to 375/38/10 = 98.68%

vast jungle
#

yeah, better do the adjustment on the last machine in the manifold than on everyone

thorn bane
#

or just dont ๐Ÿคท
like you do in every other game that doesnt have overclocking

vast jungle
oblique hollow
wind spade
oblique hollow
#

Thats a total of like 20 m

wind spade
#

but also, I don't think there will be much difference in time to fill manifold depending on different clock speeds. I'd say it may even be faster if you underclock all equally

fierce ruin
#

it will be even faster if you feed the manifold from more than one entrypoint

vast jungle
#

just today I had my complete rubber production blocked because one damned Refinery had been set to the wrong clock value

oblique hollow
#

Lul

rose steeple
#

Apparently my maths skills are great rn.
So with hypertube cannons I found the formula for how fast you fly out n number of entrances.
os = max(is, 15 m/s) * 1.2^(n - 1)
And I just transformed it such that I can find how many entrances are needed to reach a certain speed.
n = (log(os / 15 m/s) / log(1.2)) + 1
Yay logarithms ๐Ÿ˜„

#

So to reach 4 km/s you need 32 entrances.

oblique hollow
#

Now adjust it so you know how far you will fly with a hypertube cannon at angle Phi jace_smile

rose steeple
#

Could you gimme the acceleration constant due to gravity?

oblique hollow
#

Supposedly 11.85, but theres some slight disagreement on that due to trains now

#

Try 9.81 and then run a test

rose steeple
#

But isn't the gravity lower on Massage-2(AB)b?

#

Well here it is

#

The exact gravity