#math-and-meta
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oh now how will you recover from having 1% less power impossible
So I guess I'll just fix that balancer and let the factory run another night 
and with 467 fuel gens all with 3 shards and fully OC'd, thats equal to 934 no shard fuel gens (well probabl a little more actually as its not a flat 200% increase but just a bit more)
Not much. Like ~5/min each?
4 initial, +1 for every 1k it has to travel i believe
yes, so they are FAR more effecient the farther you go
It's 4 batteries for any trip up to 1 km
did that change? because im pretty sure its 4 flat no mtatter what
and +1 per 1km traveled afterward.
oh wait
Or short trips of low frequency.
meh... was thinking of doing fused frames near my alu factory and fly them over to the base less than 2km away
nevermind thats pretty much what you said. I cant read this morning
Just a typo, don't remember the exact lower value, but 1 sounds about right
i just watched the dev blog abotu drones last night as I was bored - but that was just as u4 was released - no idea if they tweaked costs since then. But basically, its a flat 4 per flight + 1 battery for every km (as the arrow flies - it does not matter what route the drone takes, its just a straight line calculation between drones). So the farther your drone ports are apart, the better.
Game is only 5.4 km a side so... go big or go home with drones I say ๐
It just has to technically pass 24 hours of operation to work...right
wish the drones used less batteries and more power
and have like a charge time at the platform
gotta be a cost somewhere to make the decision between Drones/Trains/Trucks/Belts interesting. They each have trade offs. I like it
i wish drones werent so fucking bad
Bad how? The batteries?
too costly per throughput?
I was thinking they would be perfect for low use items like fused frames
and see? i thought so. Thats a lot of fuel gens to overclock tho... god is there even enough oil on the map to support that? lol
Train stations are bigger.
imo they are supposed to be an upgrade to your logistics
not an option thats worse most of the time
Did the drones eating tons of extra batteries when out of line of sight get sorted?
no, i dont think they were supposed to be an upgrade. They're a side option. Like most of the alternate recipes, they're subjective in their use.
well.....the devs like us to suffer
Not a flat upgrade
thats why i said in my opinion they should be
Iโd heard something about that, and no idea.
a more variable power draw of the drone port would be nice
it could be double during a charge
It wouldn't add anything though, some people with 100+ nukes won't care, and others who have bearly built power would consider it an annoying unneeded burden.
as I said, balance it out by using less batteries
But why? Nothing else in this game is flat upgrade - not even the "meta" alts are really flat upgrade - they all come with a price (more power needed, more complexity, something) - some of those prices seem like nothing (ie: more power doesn't seem like a price most of the time, and a lot of the times more complexity doesnt either) but nothing is really just a flat out straight upgrade. Everything has different costs associated with it to make the choice of to use A or B dependant heavily on your current factory.
which is brilliant design. Still some tweaking to do (ie: pretty much anything to do with screws) but overall, well done.
(And hey, i understand its your opinion, im just trying to understand why you feel they should be an upgrade when pretty much nothing else in the game is actually a true upgrade, but rather subjective ones)
must be some shitty batteries we make if the drones need so many ๐
and clearly not able to recharge
mk5s arent a flat upgrade? mk3 miners arent a flat upgrade?
Ah. well. Fair point there. I accept that. I was thinking in terms of different kinds of transportaiton/logistics and alts.
Not their point anyway, they mean the alts.
The alts offer alternatives that might fit the area of deployment which is what I assume the whole point is.
i just think you should have more exponential increase
right now the scaling is kinda linear
but im just a progression junky so thats my subjective opinion
well look at our Nuclear Rods too. wtf. one rod in the real world lasts 6 years so wtf are SF rods? lol the size of toothpics?
hehe
kids and their memes
Ah! thats a pretty valid opinion - its not a big leap even with a bigger cost - its really just a side grade when talking Trains:Drones:
Costs of drones are more expensive have to have battery production) but the benefits are not having to lay track. Which means all youre really saving is time, the one thing this game does not limit in anyway.
Troll elsewhere would you.
<@&387163995947270144> could you banish this troll from the channel?
It is math and meta, NOT troll and meta <@&387163995947270144> please nuke this troll.
Thankyou โค๏ธ
A joke isn't gonna hurt you
Try actually being funny.
Anyways, to put this back ontopic, I noticed last night I had made a connection error and was confused exactly how I needed to fix, but then I had an idea of using beams, so, gonna use painted beams to mark down where things are so I can fix this. (yes, one end is obviously not connected, that's after removing the error)
And DOH, now I see it. I guess I was tired last night and crossed wires.
i think i found the best use of the equipement shop
instead of being not useful
now it is usefull as a wall
Equipment shop not useful? Dude. Iโm building that thing all the time so I donโt have to clog my inventory with minersโฆ
you can put a door on it too ๐
how
when it's in the wall like that, you can snap in the big door and it's like a door into yourequipment
sure, depends on your aesthetic ๐
ya
Finished, looks cool, no? :) Now I gotta test this thing, heh. (rebuild the trains, build a fourth pseudo-station, rebuild the buffer tracks....)
Lol, thanks.
There may still be a few wrecks depending on if I've made the arms of each star too short.
Pretty sure they're fine, but I'm not absoluttely certain.
IMO, pout it outside side out, works as a nice front/entrance (if you don't have anything going outside)
Isn't this just a regular 4 way crossing with double rails? Should be good with just 8 signals total.
HMM i was thinking of using that ladder
But i am kinda suspended
it kinda work too to get to the roof very easy @versed violet
ty for the idea
Np, I tried to do that for my tool shack before U5, because it just fits perfectly. Need to revisit that place and put it in now ๐
xD
Weird: My "excel" saving times start to be as long as my game saving times. And I only have 10 sheets in there ๐ฑ
Technically, yea, just your nonstandard non-square configuration.
And mostly I want to test for collisions, or any other issues that crop up.
I think any error would show up within ~2 hours, so I would feel safe if everything is fine after ~8 hours ^^
don't forget my aluminium plant running for eleven days before it folded ๐คฃ
Having very delicate factories doesn't have only downsides

It's weird I can have power shards made from my semi-automatic biomass/colour cartridge setup but not inhalers.
I'm still mad they automated miners and not inhalers 
I don't need fully automated, just enough that I can throw all the crap in the same can as my solid biomass and colour cartridge mats would be sufficient.
I'm not requesting for a alien-organs-collecting machine either, but still...
I do follow, we can automate ammo & filters, why not even semi auto for healing.
hey so im distributing 120 fuel between generators at 200% and i used this math to figure out the math shown to figure out i need 5.867971 generators, so i put down 6 with the first 5 set to 200, but im a bit confused as to what i overclock the 6th to bc the decimal there is off the 200% measurement so i cant just plug that number in as a percent. kinda hard to explain but yeah what do i set the last one to?
Trying to set it up that precisely might be pointless if you're not accounting for the fluid load loss bug ^^ (5m of "extra" fluid consumed by each machine anytime you load the game)
But, generally speaking, I would clock the last generator so that it takes a little bit less and manage the overflow or a little bit more and expect it to starve eventually
The formula for generators' clocks is on the wiki (clock speed page)
yeah ill prob just have it be a little over consuming bc im essentially using it to get rid of extra oil in my system in exchange for a little power so it doesnt rly need to be precise i guess
In the world of math I was trying to figure if there is a point to go above max uranium power, finding it difficult to find meaningful production path's that would be actually use all of that power, for example https://www.satisfactorytools.com/production?share=JBB97mSfncAvPF0eh4ZB seems to be a reasonable long term production plan but it used only up to 508395.284 MW, which 630,000mw would be able to provide without much issue, specifically going above 966,000mw with a meaningful production plan seems to be difficult to figure out. My other idea doing extreme amount of overclocking to attempt to use all of that power๐ค
Anybody know whether putting a path signal right in front of a station helps anything at all? I like putting one in front of a station, but I can't tell if it does anything. Might be more useful in a multi station setup though.
You'd usually want to put a block in the entrance and exit of the station.
I do that, yes, just wondering if a path signal has any benefit. Can't tell if there is one though.
I can't think of one
What do you mean a loop setup?
I mean this
It can be any size or shape really. A loop is a loop, not much to it. Just means you're switching it back to the other track, or rounding a dead end.
yeah but I'm a bit limited on space, so I needed it to be as small as possible
It is possible to get some tight curves up to a point, have to lay the track piece by piece, putting down another piece beforehand and connecting can also help.
If you're asking for dimensions, I'm not sure.
now that sucks
Minimum radius curvature is 3 foundations
So for a full U youโd need at least 6
this was supposed to be 6 but somehow it didn`t work, so I did it with 7
Thatโs because youโre doing more than 180 degrees because your tracks are on the inside
Space doesn't look that limited there.
But yeah, it sucks sometimes. I've deleted a section only to have it not work when I try to rebuild.
Try doing it in small chunks at a time, helps with that.
the calculator isnt working this for me, can someone help me with solid biofuel calc with wood instead of grass
so i can run both
4 wood, 120/m on a regular constructor
so the biomass constructor at 100% and the biomass to biofuel at 200?
biomass constructor at 100% inputs 60 wood/m outputs 300 biomass/m (got the numbers mixed up
ok i think i might have it
i have the biomass constructor at 100% for the 300/m and the biomass to biofuel at 250%
i prolly have my math wrong but i believe that might be it
Can you move 300/m of items?
Then over clocking 250% is a total waste
true
I just set up two containers, one for wood and one for leaves, and feed them both into the constructors making biomass that merge together into the one making biofuel
All you are doing is wasting power
though I suppose I could use a smart splitter to separate them and only have the one container for input
With no increase in throughput
so what im doing, is 2 inputs(wood and grass), converting each to the mass then into fuel, then merging conveyors and making it output into a single storage
i have grass at best it can be for the conveyor speed i have rn, but idk wat to do with wood
Right but you can't feed the solid biofuel constructor with 300/m so overclocking it is not needed
You are probably capped at mk2 belts
yeah
alright, i think i got it now
And generally speaking over clocking production machines is not worth it because of how power consumption scales. 1 constructor at 200% uses more power then 2 constructors at 100%. Do overclock miners and extractors though.
that's super inefficient
What's better?
allowing the train to exit junction in any direction
Can you show an example?
instead of the top situation, you build the red rail, so the train doesn't have to go somewhere to turn around
I already have that
then why do you need the loop
having a loop like that means that trains waste time going in one direction to turn around and then go back
same principle:
I did that, too much headache
it's way better to do this than loops
Trains kept stopping in that section
wrong signalling then
And not moving, there was a 3 train jam there
I suck at signaling and nothing was working, so I made a loop that takes like 10 seconds to move around, so not that big of an issue
Loops also need correct signaling
then loops won't help you, trains can stop there as well
simple signalling (blue = path, red = block)
or, if you want some extra throughput (but at this point it's just better to do 3D junction, if you don't have enough througput)
The signaling on the loops is fine, it's been running for like an hour just fine
it still generates more traffic, because trains have to go longer distance and block both directions for longer when turning
Well the diagram greeny posted is worth understanding, it's a super common setup
simplest way to signal any junction - place path signals on all entrances, block signals on all exits
How do the the extra path signals help with throughput? Can a train reserve only part of it's path?
no, but train releases it's path when it exits the "block"
Ah right
so another train can pass slightly earlier
So the size of it's reserved path shrinks faster
yeah, but as I said, if you're in need of this much throughput, you should rather build non-crossing 3D junction
No signalling needed if tracks dont ever cross
And since this isnt [2D factory game] you can just shwoop above or below
well you still need signals so that trains don't catch up to other trains, but yeah, no complex signalling, just block signals ๐
where is the lift from water extractors measured from/to?
is it from the middle of the pipe output or at water level?
Yes ๐ (middle of pipe output)
I confirm: turning the prioritized belt into a mark higher (so it's not full, incapable of backing up) makes the merge work as expected.
So in my example (270 with 120 merging back to leave 150/min to come out), it was fine fixing it by making half of the mk2 belt connecting the smart splitter to the merger into a MK3 belt (smart splitter is still limited to 120/min on the main output, but the mk2 belt doesn't back up
Can make a nice video clip of it if needed ๐
Ah, @proven prawn
nice
Bruh... I feel like plutonium cells are just way too radioactive 
2 floors of uranium processing, with drone uranium delivery? Barely any radiation at all.
Plutonium processing active up to cells-making, with waste going around? A bit more radioactive, but one can barely tell from the uranium floor right below.
But then you have to stack 30 plutonium cells in each manifacturer to have them start processing... And that's enough to irradiated from the top of the building (plutonium processing) all the way down to the underfloor below the first uranium processing floor
That's disgustingly radioactive for a minimum level of radiation 
I might just move the cell-processing outside the bulding....
Radiation stacks from all sources, may not be just the cells, but yeah, they are kinda radioactive
yeah tell me about it, the fact that your forced to put so many cells into the machine to have it start without anyway to reduce regardless of clock settings I find unsatisfactory
The cells are the biggest source of radiation by far, that's my point :/
Until producing those, one can still use the hoverpack in each floor (plutonium one included) without even feeling radiation (great). When the cells come out the plutonium floor is a bit radioactive (fine). But when they stack to 30 (as needed for the recipe) the radiation extends all the way down 2 floors and a half (reaching the underground floor) 
In comparison, having 200 uranium cells inside a manifacturer barely gives off any radiation ๐
Dev's want us to suffer with cell radiation
... Imma move the production of the rods (using the cells) outside the building, near the powerplant...
The radiation level is way too nice without it 
yeah if you don't you have basically made all of your efforts to move around the facility without taking radiation damage for naught, though you could always make a empty floor and move it higher
honestly, the radiation overall isnt very fun game mechanic
... Does a manifacturer fit inside the big circle of a particle accelerator? 
Imagine if we had proper radiation poisoning 
Actually it can....hmmm that givings me some interesting design idea's
side of face swells and obstructs screen
its ok, just glitch into shadow realm using any of displacement bugs and enjoy brand new body in hub
few days ago i discovered that getting driven over with automatic truck may teleport you to 0,0,0
Huh.
Ragdoll fun
Has anyone got a spreadsheet or something on how to maximize sink points? Without under clocking.
I've seen a few reddit posts on that.
Iโll check
is overclocking one constructor to 160% the same as build 2 constructor 1 at 100% the other at 60?
From a production standpoint, yes
from an energy consumption standpoint, no.
Hm, uranium waste/m is how many rods/m?
I think it depends on recipes
Gonna use all default as you need to in order to do plutonium rods properly if sinking them.
"need"? ๐ค
Gonna try a more modest setup, not like 200 or something, to start with.
I'll just try to find it via the waste numbers I guess.
Maybe I should rephrase it, if I have 30 nuclear reactors and am running them at 100%, how many uranium rods/m do I need?
consumption 0.2 rods/min so 6/min uranium rods is needed, also can do nuclear plants times 0.2, so 30x0.2 is 6
Ok, thanks.
is it worth overclocking smelters
i wanna make a clean looking factory but i kinda need to overclock to do the same job as the 4 smelters needed
especially early game it's not worth it
just build more, it has the same effect
but uses way less power
alr
another dumb thing about overclocking
i know that its bad to overclock most of the time(especially early game)
but would it be awful to have 2 constructors at 200% instead of 4 at 100%
depends, do you want them to use extra 8.2 MW? so 16 -> 24.2 MW
idrc tbh, it seems like a pretty small increase
it's 50% extra
m
tbh i dont really wanna deal with having to mess around with the 2 constructors and extra splitters.
i mean i could anyway and not be lazy
it's two constructors (one-time cost) vs more power (permanent cost over time)
i suppose
What are these trains doing??
I have yellow one waiting in top block for the rail to be free.
Blue loco on right waiting for station to be free
and black train in station, waiting at path sign... for something?? (the rail forward is clear, as these 3 are the only trains in this network.
Where is the black trains next stop? Is that track going off to the left bidirectional?
both tracks are bidirectional. black train goes to left to nearby station
And the blue loco needs to dock in the station that the black loco is in?
no, this one is just passing through to upleft and far away. It is waiting for the black train
If the track in the middle is bi directional too that would be the shortest path for the blue train
station and upper trck are one-way (as arrows specify)
I wanna max my steel pipes (early game) and i only have 120 coal per minute and 120 iron per minute coming in. I have two foundries at 100% what should i have the third one at?
to max it and use all the coal and iron coming in
(120-(foundry rate*2))/(foundry rate)
I figured it out but thanks!
What kind of signaling do you have down the track from the black train? (offscreen)
Its really hard to see exactly whats going on in that image. It almost looks like the center train is poking into the block behind it.
my fuel generators take 12 fuel a min, and my fefineries make 60 fuel a min, i have 5 genertors hooked up. but they keep stopping
@here
i need help
its because the splitters in the pipes give half to one side and the other half to the other output. so then the next fuel generator gets 1/4 and the next gets 1/8 and so on. To fix this I would normally add more refineries to fuel them all.
but once one fills up wouldnt no extra fuel go into it?
thats what i thought but this same problem happened to me
ok thx\
no problem
Yes, that's what happens. Fluids'flow balances itself when the pipes are full, though there are factors that can complicate this... @fierce ruin (better just say so, if you're Uncertain of how something work rather than risking spreading wrong assumptions ๐
Don't do that
It's rude, it's against the #rules and will more likely get you more dislike then answers
Never use role tags and such without reading the rules in big servers 
not to mention it doesn't work
and I'd change it to "never use here/everyone tags ever"
I don't know so many servers to make such assumptions
pretty much any bigger server has it disabled
bigger = larger than 10 people, unless private community
I've seen it used in 30+ people servers...
I guess the world is large ^^
and also unless you have a really good reason to do it, it's most likely not appropriate
really good reason isn't "please read my message, I need help"
I mean as long as it works ๐คทโโ๏ธ but any public server will eventually get a guy that gets in and starts abusing those ๐คทโโ๏ธ
Assumptions ๐คทโโ๏ธ
And how the servers may deal with that is too ^^
Can you put a BEAM on it?
if someone is on this server and needs help making turbo motors, and can understand a mess of a chart
i have made this
How many are you making?
What recipe are you using?
the standard turbo motor recipe
Oof
ping me if you want the link, though be mind full, it isnt finalised
its ok
Turbo Pressure Motor all day though.
ill look into it, and try to make charts player friendly to everyone
I mean, I'm also making 45/min so...
dayum, ok
2 per min is fine for like... starting.
๐
yeah
What is the difference between simple and realistic at satisfactory-calculator.com? I use same settings, alt-recipes, input and output, but the number of machines and and the amount of power required is not the same. In the realistic one, there are a lot of machines that run at 19% speed, which seems odd, as they have the same recipes.
Realistic: https://satisfactory-calculator.com/en/production-planner/index/index/json/{"Desc_LiquidTurboFuel_C"%3A"2400"%2C"input"%3A{"Desc_LiquidOil_C"%3A"1800"}%2C"altRecipes"%3A["Recipe_Alternate_TurboBlendFuel_C"%2C"Recipe_ResidualPlastic_C"%2C"Recipe_ResidualRubber_C"%2C"Recipe_Alternate_HeavyOilResidue_C"%2C"Recipe_Alternate_RecycledRubber_C"%2C"Recipe_Alternate_DilutedFuel_C"%2C"Recipe_Alternate_Plastic_1_C"]}
Simple: https://satisfactory-calculator.com/en/production-planner/index/index/json/{"Desc_LiquidTurboFuel_C"%3A"2400"%2C"input"%3A{"Desc_LiquidOil_C"%3A"1800"}%2C"view"%3A"SIMPLE"%2C"altRecipes"%3A["Recipe_Alternate_TurboBlendFuel_C"%2C"Recipe_ResidualPlastic_C"%2C"Recipe_ResidualRubber_C"%2C"Recipe_Alternate_HeavyOilResidue_C"%2C"Recipe_Alternate_RecycledRubber_C"%2C"Recipe_Alternate_DilutedFuel_C"%2C"Recipe_Alternate_Plastic_1_C"]}
As a proud member of the Church of Tools, I have no idea what you're talking about.
i dont think any calc works right for power production and consumption due to simplisic assumptions regarding overclocking
19% could mean 119% or one at 100% + one at 19%
funny thing about turbo pressure motor, it has negative sink value ratio
my tool calculates power correctly ๐ค
does it now
I havve no idea either, I only used it for the christmas stuff and didn't really notice any differences. It also doesn't display things as clearly as SF Tools does.
Aside from the fact that it doesn't use the more advanced options (SF calculator that is)
18.6 machines are currently counted as 18x100% machine + 1x60% machine, with proper power calculations
in the future there will be more modes (like all equal underclock)
All equal overclock too? I prefer doing that.
yeah, it's planned ๐
(technically it's already implemented, just doesn't have UI for it)
Though in the few instances of tiny decimals like .0001, I've just overclocked one machine slightly to 101%
Click on both link, and then go to Building tab. There are a difference in the amount of buildings and power consumption, but the difference is that one of them is viewed in realistic mode, and the other in simple mode.
As a proud member of the Church of Tools, I will not click links to heretical texts.
There is a discord of the websiteโs developer. You could ask there
@wind spade I love the Maximize option, as that was the way I found out how much I could make with given resources. Everything there is great, especially the UI, but I just wanted so see how it should be set up, so that's why I also use Satisfactory-calculator.
you can set it up in any way you want. sfcalc just gives you one random way to do so ๐คทโโ๏ธ
need a bit of help breaking down, what would the input be in order to achieve a 1200/m of turbo fuel?
1200/45*[original input]
so 600 petrolium coke
600 sulfur
800 residue
400 fuel
how much power can 1200 powerfuel/m sustain?
266.666667
hey im trying to make a full efficient factory, but the thing is im not good at math and im confused.
so should I check how much iron im getting from miners and move on from there? or should I check how much iron recipes the manufacturers need in order to know how much iron i need to get?
For builds where you know you want X of an item, its easier to work backwards from the machine that makes the item, IMO. If you just want to consume all of a resource you can start from the miner.
start with end products and work back
from product to input is ALWAYS easier
since thats less open-ended
Early game I found I was working from miner forward since you are constrained by belts anyway.
it converges to an end point: raw resources
thanks
In DSP, sometimes itโs easier to work backwards, Iโm not sure when or where Iโd be able to do that here. I usually do things in chunks, so, itโs more like working it laterally.
Maybe itโs just differences in how production lines are set up between the two games.
So... meta question. Is there enough Iron in the world that I can run my entire iron production off of max solid steel, make all my wire from iron wire, and use Copper Alloy Ingots to produce the Copper Plates I'll need?
XD ๐ Okay, cool. I knew there was an excess, but assuming it to be an X-factor without checking and then basing everything else on it felt like it might be a bad idea.
Unless you want to maximize HMFs or similar, you'll never run out of iron ^^
Nah... big goal this playthrough is getting to max uranium nuclear, but... we'll see. Never even gotten to the tier before.
In other words: nearly every combination of maximized productions that is not centered on iron-only products leads to finishing up every other resource before iron (the leftovers are usually iron and limestone)
Good to know.
Nuclear can need more caterium than iron 
XD Yeah, I saw that.
Just didn't feel like messing around with pure alts. The fewer liquids in the system, the less likely I'd get some kind of weirdness.
is fully aware that an entire water collection facility is required for nuclear
True, but at the same time water is the easiest to deal with (at least when it's not byproduct
)
That is fair.
Pure recipes are kind of a must for efficiency on large progects :/
Much water, much refining 
Well... guess I'll see where I end up. Max solid steel I did the calcs for at some point and thankfully I didn't need all the iron that was produced by pure iron recipes.
You could get away with iron alloy too, maybe ^^
Maybe... did they add more copper nodes?
Nope
Mkay... might shy away from that, then. Besides, I like my smelter setup.
Kinda want to use it for something.
Would a gas train work? Moving nitrogen from a corner of the map to my non-fissle plant?
Or still better to pipeline gasses
Yes is the answer to both questions.
Nitrogen packages really well too
If you're going to train fluids of any kind, packaging is always the way to do it.
Well it must be full throughput as this will be a never ending process
So old rules for fluid trains still apply ๐
I'm sad that is the case
They never stopped applying.
Well with update 5 train changes... took a hiatus for a few months
Fluid cars work correctly now, you can just still fit more per-car by packaging.
A long time ago circa 6 ish months ago I decided to just do long distance conveying ๐
is it possible for a aluminum production be self suficient?
it... depends what you mean
it requires Bauxite, water, alumina solution, aluminium scraps and silica to produce aluminium ingots and apart from bauxite everything else if either a product or byproduct of anotehr item in the aluminium production
so based on the rates can the aluminium production not require any external inputs from other areas of the factory? (apart from bauxite ofc)
you need at least coal or petroleum coke
oh, right
you can use an alt to get rid of the need for silica
really?
mhm
another alt gets rid of it as a biproduct as well
it should also be noted that, if you are using the traditional recipe, you will either need to supplement the silica biproduct with some an outside source, or sink 2/3 of your produced aluminum scrap
instead of the latter, better sink that silica byproduct
well yeah, there should not be a circumstance where you are sinking scrap
but the point is the byproduct is not sufficient to use later in the process on it's own and reach full productivity (using the original recipe)
Sloppy alumina, electrode scrap, and pure ingot is probably the simplest combination. Instant scrap+pure ingot is a close second.
Local resources would be a factor in simplicity, though.
You can get very close to closed loop aluminum ingots but no solution will get you there perfectly.
So I have two constructors making a total of 520 screws/min, and I need these screws going to 3 places
One line of at least 130 screws
One line of at least 180 screws
One line of at least 200 screws
For the life of me I can't figure out how to balance this, plz help
Looks like each constructor is making 260/minute.
Split one in half to get two lines of 130. Done, easy.
The rest can be merged to one line, then split into two lines of 190. Don't look at me like that, when one side fills up it'll go to the other side no problem and you'll get exactly 200 to one and 180 to the other, and until then the efficiency will be pretty decent.
Way simpler than what I was trying to do, thx
Np!
I'm no master of this game, but if you ever have a load balancing question I can usually come up with a pretty decent solution. Or an exact solution if you need it.
In this case, the exact version would be a 1:19 splitter setup, merging 9 lines into 1 and the other 10 into the second.
But that's just disgusting.
@signal nimbus Is it smart to send the polymer resin into the sink for tickets?
9/10 scenarios you need to balance just a basic overflow balancer gets the job done with soo much less hastle
Yes if you have nothing to use resin with.
If you have the polymer fabric alt resin befomes kinda useful, or you want to use residual rubber/plastic recipes
You must use it for something as resin is a byproduct
Either sinking I mean
I would use an overflow if one of the lines didn't need to travel for a LONG distance
Yeah but I have like seven oil spots so I don't need the byproduct
Than sink ๐
I've also got an overflow of residual heavy but that I have running into another packager into a refinery to be turned back into fuel and packaged to make fuel for mesa jetpack ๐
dont balance it. Just stick em on a manifold and split. After time the lines will "back up" (fill) and the other lines will catch up.
@halcyon delta "Smart" is a matter of perspective.
If you're trying to simplify a production chain, then yes. That's exactly the right move so you don't have to also process that into Residual Rubber, Residual Plastic, or Polyester Fabric.
If you're going for maximum efficiency, and I'm assuming this is coming from a Fuel plant as part of a power plant setup, I'd grab some Water and go for Plastic to go right into making Empty Canisters, then use a smart splitter to split the overflow into a Polyester Fabric plant for the same reason. Repeat for the sink.
If long-range transportation is feasible with your setup, you can train it out of there and process it in a Recycled Plastic/Rubber setup.
@upbeat tide I don't disagree. I use overflow all the time. But just because I use that method doesn't mean I'm not good at the other one. It's the most useless niche talent to have in the game, but dang it, it's my best one.
If for absolutely no other reason than whenever someone asks about load balancing the answer is "just overflow".
if I have 2 oil extractors doing 300/m and a line that requires 600/m do I merge the 2 inputs or leave them independent?
Top of my head? Maybe run them through a flow stabilizer each and then merge them.
if you need a full 600m/3 and you are going any amount of distance or have a lot of pipe junctions, dont merge them. keep them apart. it reduces the wonkyness
id recomend not going above 580m/3 on any given line
Oh, a cultured pioneer, I see 
Lete test your knowledge then and ask you about the risks of backfeed balancing ^^ (when you merge part of the output back with the input, eg: split a full MK1 from a full MK4 and merge it back onto the MK4 to obtain 420/min)
Another option is to instead build 3 screw constructors and underclock them so that they make the exact needed amount of screws
Which is the favorite approach for load-balanced sushi too. Cultured greeny 
For me it's just "1:1 where possible, if not do manifold, if not... then it's some weird issue ans should be solved in a different way so that I can do 1:1 or manifold".
This is my current piece of crazy. Max possible non-filmssle material from what 94.5 uranium rods make in waste
Burning through a stockpile of uranium waste? ^^
More like total waste production. From consuming all uranium rods in the world
Uranium rods cap at 50.4 though? ๐ค
The lowest you can get is 41.666... Uranium ore per Uranium Fuel Rods
Thus 2100 uranium/min makes 50.4 uranium fuel rods/min
So where does the 94.5 fit it? 
Memory lapse
Old uranium total. Realized after typed
Update 3 before uranium changes
Gotcha ๐
And ultimately will make 24.4 ish plutonium rods
Ah, made the merging-issue-thingy video, @thorn bane
https://youtu.be/v4j8pw7L5b8
This video shows the differences in using different belt speeds for merging when balancing.
The left side input is a MK3 belt. The smart splitter splits towards the merger first (MK2 belt) and sends overflow towards the right. The overflow is balanced to only send 150 through, the smart splitter there sends any overflow in the container.
The ba...
Details in the description
๐
is there a way to build a sqrt(2) splitter 
don't think so (if we don't assume manifolds)
How many power storage buildings for a Normal Geyser / Geothermal Generator?
like.... 2 probably?
the normal node does 100 to 300 MW
and they can charge at a rate of 100 each
average is 200 MW.... hocus pocus
maybe 3 is needed, not sure
So my 7200 is a couple too many ? ๐
Total variance of the entire system is only like 400 MW since they desynced them.
So I don't even bother with storages in U5.
Oh cool thanks. I think I have spent my time unwisely
Eh. If you had fun then it wasn't wasted time.
unless you need all the power, you don't really need any power storages
and you should have some extra power anyway
Mostly batteries connected to the grid just mean you've built that much more over your capacity before the world cries out in anguish and you have to go build more power capacity.
oooor you have fluctuating power sources and want to use them effectively
Or your like me and puta grid of 20x20 batteries on the roof of a factory for โastheticsโ
As a rule of thumb - look what the dif between low and high power one has, and as many batteries as 100Mw diff it has. Eg normal node 100mw-300mw = two batteries.
Cool thanks ๐
I wouldn't even do this though because they are not synced.
@balmy valley them being desynced means some are high while others are low and they cover each other. So your best bet if you want to actually use storage is just to watch your power grid for like 2 mins. Check the highest the total grid gets to vs. the lowest the total grid gets to and build that many.
It is not guaranteed they are desynced in a same way on every save load I think?
The 'safest' method is to put down as many batteries as the difference between high and low in 100 of MW. This works for setup with single geo gen, two geo gens, up to whole map. Do not assume everyone has tapped all the geo spots on the map.
See second reply as I cover how I would determine battery amount ๐
See the first line of my last reply. The phase shift between geo generators may or may not be constant between saves or per game map. The safest and least headache option is to just put down batteries per generator, especially if someone decided to cut them out for separate grid later (like powering section of nuclear for example)
Not sure how watching a power strip for a minute is a headache... but ok.
Pretty sure they tend to sorta average out?
I think Tom is saying the difference you're looking at might be less than the max possible due to the synchrony thing, Sev
?
The difference on the power graph will be your max possible, which is less than what the max would be if they were sync'd.
His position is in favor of more Power Storages, mine is in favor of less.
Question on nukes: What is the best way to do a clean nuclear setup? I know Taromani has said that the best way to do it is to use base recipes only, but the other day Greeny was like 'need?', so, I'm wondering what are the opinions here? I'm thinking of doing a small setup of maybe 15 so that if things go wrong, they don't go catastrophically wrong, plus it's still in range of where I can support with current power infrastructure without building new power stuff. Also, I'm planning on having the plutonium rod production be slightly more than the actual waste by 1 or 2 ppm so that it can absorb doggo waste if I ever get to doggo farming (yes, I know what some peoples opinions are). Things are in no way finalized yet, so, I don't have a plan I can give, also, I'm thinking of doing it via outposting with a rail sytemm. Though Taromanis experience with it could mean that I just do drones for the uranium itself, or belts.
(let me know if it needs to be clearer, got kinda rambly, lol)
I would say you'll want more waste reduction capacity in case you have a problem and you have waste back up at some point. If you accidentally let the setup run for hours and hours and several stacks back up, 2ppm is going to take a long time to get rid of that.
Fair then and good point, what about the main question regarding using alts or not?
All right... challenge accepted. If I'm answering the wrong question, lemme know. (I'm also expecting to get this wrong and learn something :) )
If I'm understanding the situation correctly, you're intentionally slowing down the output rate of a belt.
Lowest hanging fruit I can see is that it'll back up the line before it, causing those machines to back up, which could have ripple effects that kinda wreck the purpose of load balancing like this. When load balancers turn into over flows, there's an issue. Granted, if it's coming from a miner, it should be fine.
Slightly more nuanced description from my understanding, and you probably understand this better than me, is that the merger on the 480 will try to take every other item from the 60 belt, as opposed to the 480. It cant, the next item isn't there, so it'll take the 60 at basically full speed (not quite but close enough for Fixit) but then stagger the 480 every 8 items or so.
Never done that, tbh, so... what'd I miss?
You nailed the mechanics, though not quite the usecase, so... Test passed
๐
The device I was referring to is in fact one that (ideally) should slow down an input to 420/min exactly. But, as you have pointed out, the MK1 belt could actually back up every so often, meaning such a balancer isn't complete with only this ^^ (video example of the device and how to make it output reliably: https://youtu.be/v4j8pw7L5b8 )
This video shows the differences in using different belt speeds for merging when balancing.
The left side input is a MK3 belt. The smart splitter splits towards the merger first (MK2 belt) and sends overflow towards the right. The overflow is balanced to only send 150 through, the smart splitter there sends any overflow in the container.
The ba...
Not a simple question. For producing uranium rods, the alt recipes get you more rods per unit of uranium. If this is the difference between using a single node or using 2 nodes based on how much power you want to produce, that's a big deal.
Interesting... all right, what's the use case?
I also looked and eabling all alts makes it use more than twice, almost three times actually, the amount of power than base radioactives only.
I use it to limit the inflow of uranium in my nuclear factory (coming from a drone), to minimize radiation.
I also use similar balancers sometimes around unloading stations
@wintry aurora You're planning on all altrs for uranium processingthough, right?
I'm asking what's better, it's my first nuke setup, so, I don't know what's the best way to go about it.
Looked into that recently. If you go with the simplest chain (10x@240% Infused Uranium Cell > 10@240% Uranium Fuel Rod > 48 Reactors > 4x@240% Fertile Uranium > 4x@240% Plutonium Pellet > 12x@240% Encased Plutonium Cell > 12x@160% Plutonium Fuel Rod), it'll come out to 48 reactors for 840 Uranium total with most of the lines matching up perfectly.
Best? No, but it's got the fewest crazy inputs.
I'm starting it out at a more modest 15 reactors though, at least that's the plan.
I dont know of a good factory design for those numbers... I can cut it to 12 pretty easily, just not 15.
I was assuming you were only questioning the plutonium alts
I don't know much about your preferences in this regard, but I would suggest alts for uranium processing steps. For the cells because it gets rid of fluids shenanigans (less failure points), for the rods because then they line up 1:1 with the cells at 100%
I don't have preferences as I don't know what I need or should do. And I'll look into the uranium alts. The plutonium ones might be the ones blowing up the power usage.
Assuming using the alt for the uranium rods, you can hook up 3 generators to each rod manufacturer
3 for the alt, 2 for the normal.
Maybe Taromani meant no plutonium alts?
Plutonium is actually the easiest for power imo ๐
By the time you need to process waste, you should already be producing a lot of power 
I'm inclined to think so ^^
I rather sink the plutonium instead of using
Personally I prefer the OG Uranium Fuel Rod recipe, needs less craziness than the units, but Uranium Fuel Unit does produce 50% more.
Yea, I'd rather not need to store the plutonium waste.
But since I just unlock tiers 7 and 8, I need to setup some drone ports and other stuff
I forgot, what's the recipe for it
Alt or base?
Base
OG: 20 Encased Uranium Cell + 1.2 Encased Industrial Beam + 2 Electromagnetic Control Rod = 0.4 Uranium Fuel Rod
If using 15 reactors, would assuming a waste production of 200 be enough of a backup, as redmaw recommended?
Wew.....
@wintry aurora on the other hand, recipes for plutonium processing... It really comes down to preference ๐
Each route offers advantages, I think you can just choose the one that looks the nicest or most convenient to you, given the scale ^^
Using all alts triples power usage though....
I'd even assume 155 or 160, but I'm also known for not shying away from small margins of error :P
Just build batteries and store charge if needed, the nuclear plants will help a lot.
Yes, but they recommened I have more backup than what I originally planned. #math-and-meta message
By the time you're processing waste, all your nuclear power is running already
Would you still not have enough power then?! O.o
I'm considering startup power for the whole thing.
I wonder how long it takes for a full setup is started
Do what you're comfortable with.
Since I want it to start proccessing right away, or ASAP anyhow.
Never a bad thing to have more waste processing than less.
You cannot process plutonium with your nuclear reactors offline. The rest of the processing should account for half or less of the power (waste-involving steps all require the most power-hungry machines: manifacturers, blenders and particle accelerators)
I think worrying about power consumption when dealing with nuclear is quite nonsensical, tbh ๐ ๐
Well, first time setting it up, ok?
Fair. But really, by the time your plutonium facility starts going in full swing, your reactors will be making power from a while already. The factory will most likely be just stalling and waiting for waste in the meanwhile
Even in the best case scenario, it takes >15 minutes to go from uranium ore to the first waste barrel. Meanwhile the whole plutonium facility is just waiting
It's the instant plutonium cell that's really blowing up power usage looks like.
That's in PAs, right?
Didn't check, but would make sense.
Just check the machines involved in the different production steps and it should be clear how the facility won't require much power before the waste starts coming (and by then, you have power)
Or heck, swap that recipe if you want.
All plutonium recipes require PAs, though I dunno which one wants the least PAs for the same waste...
I think Taromanis point was more that you'd really only be using the pltonium alts if you wanted to use it for power and maximize the amount of plutonium rods.
150 waste, eh? One moment...
Are you going Fertile Uranium or Non-fissile Uranium?
Haven't decided on that one.
K... gimme a few, gotta drive home. I'll ping you.
Haven't decided what other alts I'll use yet.
and 'k
Uranium fuel units require beacons? What's up with that?
If I knew any of your preferences in building I could do more than just agreeing with his point ๐
Some routes may lead to less machinery than others, some make more rods, other save some resources... Plenty of preferences to fulfill, unless one is fine with just "make the fewest rods possible" ^^
Funfact: The ratios are quite nice. Normal beacons at 96% feed 6 fuel unit manifacturers
Normal is handmade, IMO.
Do I smell heresyinefficiency?! 
But yeah, good chance to finally automate those suckers~
I just mean terminology....
It flew over my head ๐
Btw is there a website to track the amount of items use for say nuclear power plant?
You could take the chance to sushi-load-balance a beacons production 
That's actually very easy and safe to do if you do them all-iron ^^ (providing a constant feed of iron ingots is quite easy... Right? ๐
)
Production chain or the building itself?
SFTools is the one you're probably looking for (
)
https://www.satisfactorytools.com/production is a commonly used one, SCIM has it's own as well.
Anyways, beacons is still a weird thing to add to the rods.
Btw, are you planning ore-to-rods or have aviable production to pull from?
Planning ore to rods, though I can pull from the steel smeltery (over 2k steel ingots over there) I already set up, and I have a place to pull nitrogen from if needed, everything else needs to be made since I'm thinking of doing it with outposting with railroads. Though given taromanis experience with radioactive trains, I'll probably just use drones instead, or belt it, not sure.
@frosty owl
Thank u
is there any trick to make bioburners charge power storage?
Just need at least one idle machine on there, though they'll just throttle low I guess, haven't used them to charge power storage.
Try connecting a single geyser to the same network? Or any other power production building.
connected an empty coal generator, but bioburner does not want to kick into full power
Try a constructor or something, it just needs a tiny bit to actually activate. Had that issue when I attempted to use biofuel burners to power the hoverpack for a thing.
Already attached a constructor, it does power hoverpak when I have one on, but does not charge the power store ๐
Probably because it throttles to match power needs.
Bio burners specifically try to not charge power storage.
seems so.
It would be nice if there was a trick to make them to. Though of making backup battery that recharges itself when not used, but doesn't waste fuel when full.
It seems I missed a whole nuclear discussion while I was out haha.
Can someone help me solve this 2/3 (x ^ 2 + 4) ^ (1/2) (x ^ 29) ^ ((2) / 3) x (x ^ 29) ^ (1/3) (x ^ 2 + 4) ( (1) / 2)) / (x ^ 2 + 4)
What is the x value?
Theres something wrong with the equation, one thing I tried said the expression is incomplete, another said I'm missing one or more parenthesises, and one asks me what the value of x is. I'd link it, but it's probably not whitelisted.
@wintry aurora Mkay... 150 waste, minimum particle accelerators. So...
Option 1: Non-fissile Uranium > Plutonium Pellets > Encased Plutonium Cell
Assume a module of 2x Non-fissile Uranium Blenders to 1 Plutonium Pellet Particle Accelerator requiring 100 waste in total. Your ratio is 1 PA : 100 waste, so 150 waste = 1.5 PA.
Option 2: Fertile Uranium > Plutonium Pellets > Encased Plutonium Cell
Assume a module of 1 Fertile Uranium Blender to 1 Plutonium Pellet PA requiring 50 waste in total. Your ratio is 1 PA : 50 waste, so 150 waste = 3 PA.
Option 3: Non-fissile Uranium > Instant Plutonium Cell
Assume a module of 3 Non-fissile Uranium Blenders to 2 Instant Plutonium Cell PAs requiring 112.5 waste in total. Your ratio is 4 PA : 250 waste, so 150 waste = 2.4 PA.
Option 4: Fertile Uranium > Instant Plutonium Cell
Assume a module of 3 Fertile Uranium Blenders to 4 Instant Plutonium Cell PAs requiring 75 waste in total. Your ratio is 4 PA : 75 waste, so 150 waste = 8 PA.
Conclusion: If you want to avoid building a lot of Particle Accelerators, stick with Non-fissile Uranium. The difference between the options after that is negligible, given you can underclock the PAs in Option 3 since you're already building three of them anyway. Might as well run them at 80%. Option 2 isn't bad either.
Mkay... back to factory building.
^^
For the above im doing max possible option 3. Will let you know my sanity after 80+ particle accelerators ๐
400 nuclear plants?
I see, thanks. I thought it was the instant plutonium blowing up the power cost, didnโt really look at it in full. I was gonna do 200 for the excess (though MAYBE I could dial that down a little), but the numbers will still be equivalent.
Well maybe once done. Its 252 just for the uranium rods and yea OCโd
A million megawatts?
My factory is at tier 8 and isnโt even at 50k
What are you building? Manhattan?
...I can't speak for Verios44, but...
Well, one of my factories makes max possible aluminum ingots, using sloppy alu + electrode scrap + pure alu ingot
Wouldn't max be using the base recipe for the last step?
But yeah once you start making large hubs 50gw doesn't stretch that far. At least if you're overclocking some key buildings to not have monster structures everywhere
My 150gw power station takes almost 14gw on it's own to maintain XD
Yes but then your using an obsene amount of silica. Soo much its almost 80% of the entire possible silica production for the whole map.
And the difference isnt that great. It from 9780 with pure alu to around 13k with base
Thats my alu factlry. The smelters are on two floors
Soo I just did a rough estimate of the pipelines carrying nitrogen to my non-fissle factory. In total im looking at north of 70km of pipline
I do need to redo the nuclear reactors. They arent stable. 250% OC issues
How many reactors is that
Like damm
And also is that one overclocked water extractor per reactor?
Cause I do remember if u overclock a water extractor it's enough for just one reactor
63 in that image. Yes with two 250% water pumps each
I can see one in that image
May give a better idea
Ohhh it's two u using correct?
Yup 2:1 ratio
Thats fairly easy, just hold alt while placing and they snap
You mean the grid snap? That doesnโt always work though.
@frosty owl thoughts about using default encased uranium cells instead of infused to reduce building count?
(also another fun reason to build my VIP design
)
How do I conveyer belt math my way from 60 to 18.
I can go 60 -> 30 -> 15. Then I need 3 more.
Or I can go 60 -> 30 -> 10. Then I need 8 more.
๐ค
Easy: dont
:sadge:
manifold ftw
huh?
imagine not having a program that does that automatically
--S--S--S
| | |
X X X
S = splitter
X = machine
Dang, did you write that?
Overflow takes care of those odd numbers
Thanks, its a monstrosity
๐
It's beautiful ๐
Just change the clock number so it doesnt need 18
and pointless
omg guys relax
you know whats also beautiful?
1 splitter that outputs 18/42 because the 18 belt is full
Aka manifold 
I know about manifolds. Which is suprising, because I only just installed this 1,100 hours ago ๐
then use them ๐
Great, now try reducing 60 to 8.5714285714285714.....
ZyRa wheres the magic prime balancer
No. I'm building a part factory that drones exactly the amount needed to each client factory. At certain factories the excess will be sunk, so I don't want to be droning more than needed if possible.
make set of machines that produce 18 and hook that to the drone
Sigh. Forget I asked.
then make a set of machines that produce 42 and hook that elsewhere
Sorry to bother you.
? we gave you your solution, we gave you alternative solutions, what's the matter?
I mean...... It would be precise and also work better than the funny balancer
It definitely would! But I wanted to try this strategy.
ez
You just told me not to do what I asked about.... ZyRaNex answered me.
haha amazing
Verios, what's up with your numbers these days? ๐
๐
Maybe I'm splitting the hair here, but maxing out aluminium production uses less than 50% the total amount of quartz in the world, leaving more than enough to maximize nuclear and still make a decent amount of electronics (no maximized productions there, ofc, but still plenty of production aviable) ^^
I told you alternate solutions after your main question was answered by zyranex. I see no need to repeat their solution, but I figured I may mention other ways to reach the same goal.
meanwhile me making silica from alumina solution because it uses less buildings than default silica 
Alumina Superiority
I appreciate that, it's just a bit aggressive to call ZyRaNex's helpful answer "pointless" ๐
i mean i agree its pointless because you should do manifolds xD
I call balancers pointless because honestly they are. Pretty much only use for them is if the player wants to try balancers ๐คทโโ๏ธ
I mean, its nice but im definitely too lazy to ever use that
Manifold wins cause heck nah im too lazy to balance
Yeah my entire factory is manifold, and overflow from the drones goes to a sink. I hate load balance with a passion :). I just wanted to try this strat here.
"If you can't do it with right angles, it shouldn't exist" ๐
I'm going to trademark that xD
45ยฐ is half of a right angle and thats fair to me 
๐คฃ
Sure, here it is 
||But sure, whatever gets you less machines is better for lag, so why not? ^^||
https://media.discordapp.net/attachments /456117300446232578/840230672713908334/Nuclear_Guru.jpg
hahaha
I'm replacing this factory my friend built because it made me want to delete my entire hard drive after looking at it.
I've never considered that, but I doubtthe cuts in alu production that would cause would be worth it in my plan :/
it means i actually dont need any extra silica its insane
Nah wait i see bauxite, thats alu
I'm not hoping for mixed pipes anymore, so I just mix packaged fluids 
He made a 20/m battery + who-knows-how-many/m packaged nitric acid thing
oh im also planning to do default rubber -> coke steel 
I replaced it with a separate 200/m battery plant and converted this into a packaged nitrogen + packaged nitric acid plant.
I think I'll have to yeld and re-route some ores coming in the factory to better manage belts throughput. The good thing is that it's relatively easy to do (cleanly) despite the small space, just add a pogger or even just edit some rules 
||Reference to #screenshots message ||
What's with the spoiler tags?
Just adding non-necessary details to my message
While the beltwork area is the one in that video, unfortunately that doesn't show the specific couple of belts I'm referring to
i wonder if sushi belts are actually better for fps
its less belts but i feel like its the number of items that matters not belts
also smart splitters might be more fps expensive 
Ben already confirmed the number of items on belt makes no difference, while it's unknown if smort and poggers are heavier on CPU than normal splitters (and if they do, if the difference is noticeable or not). So my assumption atm is that yes, it helps with FPS if you can reduce beltwork needed with it
hm for rendering sure but the items still have to be simulated by the cpu right?
The whole belt and items is represented by a shader, so the number of items just means different values on a "texture", the number of them doesn't affect calculations (other than showing imprecision when close to belts limits ofc
)
The only point I could think of in favor of lower item/min belts is that they might require less CPU power when splitting or merging due to their low item count
(assuming that splitting a "fuller" belt is more CPU-intensive than splitting one with less items)
i was kinda thinking about adhered vs bolted plated and was wondering if adhered might actually be better beecause less items
I think the best one is just the one that uses less machines (and almost by extension, also less belts), in this perspective
god i really wish we had more information on what is actually using cpu power, like this in factorio
Keep the F word for #off-topic-general 
If you cut out normal alumnia solution and max aluminum ingots your looking at 9780 quartz usage. The map has a tad over 10k raw quartz. Yes its alot less if you dont use sloppy solution for quartz usage.
https://www.satisfactorytools.com/production?share=TymORdDQ7kAWgzuZrGC3
@frosty owl
Swap out sloppy alu your only ising 5705 quartz but than making 10866 max alu ingots. Making all of 1086 more ingots for the cost of 5k quartz just doesnt seem like a good trade imo.
Because pure alu would get you 9780.
Instant Scrap should be instant ingots 
So you can use it to dunk on sloppy + electrode users
I think the first step in reducing quartz usage would be using cheap silica instead of normal silica ๐
THEN it might be convenient to cut further cut down the usage by making use of pure ingots ^^
Obviously the best usage for silica is fine concrete 
Cheap silica + fine concrete for no benefit whatsoever
That'd actually be interesting, I don't feel much appeal in that recipe atm othe than offering different production chains for the same result (but still very similar number of machines and same bauxite efficiency iirc)
Same efficiency as sloppy + electrode, yea
Ugh
Cheap silica was supposed to be activated for that ๐คฆโโ๏ธ
Ok so without normal alumnia its 6985 silica via cheap silica. Still only leaves you appx 3k
It IS active, the plan just doesn't use it to... Save in limestone ๐
~2/3 of total silica
More than the ~1/2 I recalled but less than the "nearly 80%" you mentioned ^^
Yes. And with normal alu it goes to 4k which isnt too bad. But that still doesnt solve the question is it worth it for the total ingot made difference?
Yea not disputing that ๐
Eh, only if one wants to maximize alu completely, I guess. One has enough leftover for just nuclear and ~60 ADS/min iirc
Yea and that is why I chose the silica-less road
My main silica uses so far
- Uranium fuel rods via the HSC and encased cell alts
- Non-fissle uranium
#Solica
My personal main use for it is HSCs.
Over half my Qtz budget is Oscillators.
Yea I use thebalt for oscillators. Its glorious.
silicon circuit board uses some ๐
I use caterium circuit boards. But also silicon boards is good option too.
well if you do default alumina solution youre swimming in silica ๐คท
Sloppy is better-per-baux though isn't it?
yes
but since it makes alu and silica you save like 2x the buildings which is quite nice
Yes
Fair.
My bottom-line is usually per-resource.
There are a few things I do based on building simplicity though.
Well for alu its more a game of how much quartz do you want to commit?
*or get out of it xD
Yup
Baux is my limiting resource so ๐คทโโ๏ธ
I use a mod called micro manage that I can use to get full 1200 ore out of a pure node.
Perhaps, but he has his stance on mods.
Mods ๐คข
All good. This one Is as close to what vanilla should be. All I use it for is to create a connection from the miner to a splitter.
"Should be" ๐คฌ
@ moderator Sevrahn is not happy with you
mwoderator owo
Lol
Lol greeny.
I also hate maxing mk5 belts, and having almost all production lines fed with 600 belts is just soo much nicer.
So you mod in a different kind of belt too.
๐คข
No
Then what is a 600 belt?
A not full capacity mk5
belt that has 600m3 on it?
๐คฆโโ๏ธI mean a single belt moving 600/min instead of 780
I'm confused as to why you clarified you hate making mk5s then?
Now im confused ๐
Maxing... not making..
I'm outside so there is glare. My bad.
Ooh
I was trying to say since maxed mk5 belts can be buggy and just behave better at 750 a min or less
Making things move in 600s is nice, but when you mix belts like I do, you will be maxing them out pretty often.
Thatโs understandable.
Yea I almost never mix belts.
I started mixing belts for low throughput applications, simplified some of my more complicated crap by far.
Sushi Manifolds are so nice though.
Save so much space.
not like space is limited ๐คทโโ๏ธ
practically isn't tho
you can't even cover 1/10th of the map with foundations before you reach object limit
Uum sure there are boundaries but the m3 of available area is beyond insane
even m2 is impossible to fill
even if you'd assume no foundations and builidng on the ground
Ok, but this doesn't mean some people don't care about saving space..
There is an object limit?
Yea, and even counting for variations in the 2km sky border vs the ground, youโve got a kilometer and a half worth of sky height to build in.
Techniclly yes. Engine limit
more compact factory = easier to traverse, make pretty etc
So I'm happy the map is large, but I enjoy mixing belts A) because almost no one else does and B) because it saves space
I know, I hit it hard during an aborted emergency power project ๐ฆ
To be fair, you already had a ton of stuff.
You CAN increase the limit via .ini files but its into your own risk then
Its one reason for my mass demolitions.
and that also doesn't mean that some people can't argue against saving space ๐คทโโ๏ธ
exact reason i used sushi for my mall and base spelevator parts, didn't need to be above mk5 so all good
well its not like saving space is a bad thing
Is it hard/easy to hit that limit?
I may have breached obj limit 3 times now
but it doesn't mater - that's the great thing about satisfactory! do it your way
yeah, I'm fine with having a setup smaller, but if that means extra configuration of splitters, I just don't like it ๐คทโโ๏ธ
If you are a mad builder
So I take that as hard
very hard
pretty hard. With normal playthrough you most likely won't hit it. If you start maxing out resources, you're very likely to hit it late in the game
For ME its very easy and common
I have no idea how much I will build at the end of my game
If you build big, yea, I can see that happening.
The main reason I hit the limit is due to changing my power, I had a huge turbo fuel power station, then swapped to 100 nukes + infrastructure, the turbo fuel plant has since been taken down.
and as someone already said you can just increase it in a config file
Though as taromani found, that can still cause the engine/game to freak out.
That was me. Yes you can but the obj limit is based on the engine. So your taking it into your own hands
So, itโs a โat your own riskโ thing.
Yup
I hit it properly once on a train spam game. Back in U3
Havent hit it yet in my U4/5 world
I learned having a ton of stuff hanging out in storage has an impact on obj limit.
Didnโt they up the object count limit at some point between U3 and U5? Thought I heard something about it.
I upped the object limit but I'm not going to build too mad, just too crashy.
Because its best to buffer train inputs and outputs.
Think so
There may have also been an UE upgrade somewhere.
there were 4 version upgrades between U3 and U5
Yup
U3 was on UE 4.22, U5 uses 4.26.1
U6 for UE5? ๐
ben would have some sharp words about that
Tldr?
Computationally expensive, okay. Canโt they just not use the nanite part?
I would be for games that require SSD but have much better LOD
Ooh raytracing bs
Or Iโm not quite understanding.
(but Ray Tracing can wait)
SF wont even benefit much from raytracing imo. ๐คทโโ๏ธ
They could just improve the current LOD models. Particularily distant ones.
Not that we need god rays and stuff.
current lod models are absolutely horrendous, its not an engine problem
Don't compute it.
Problem solved.

<@&387163995947270144>
When did this become off topic chat?
God bless moderators ๐
Yea, went weird for a minute there.
Sorry...
ADA bless moderators ๐
FICSIT Security has entered chat
Hitting trolls with hammers the way I hit lizards with bashers.
Is there a point where using trains to move fluids is better than pipes? For context, I'm in the dune desert, just got oil. I know I can use that little patch for a while no problem, bring it over with pipes. But when I need more than that, is there a rule of thumb for the distance?
Pipelines are de wae.
Thats also why i prefer processing fluid on site
Itโd be more efficient to use packaged if youโre transporting it by train.
May also depend on throughput, dunno.
Aye, two freight cars can handle all the packaged stuff.
Full canisters in one, empty ones in the other
Or two stations in a row.
In terms of trains, yes packaging is better.
But then compare the amount of stuff spend for training, packaging, and unpackaging compared to either A) pipeline or B) process on-site then ship
๐คทโโ๏ธ
It depends largely on what youโre doing.
I mean... I'm looking at a trans-continental pipeline or railroad. I'll keep the packaging option in mind, definitely dont use those as often as I'd like.
well a fluid train is 600/min a packaged fluid train is 780/min so arent they the same
No?
If you're using a train, always package.
1560 packaged, at best, but usually less than that
Well... every drop of oil eventually needs to be processed into Heavy Oil Residue. So... bring to one place, do it once.
That recipe needs a nerf.
Booo
well if you bring back the canisters its half
or 2 oil stations
2 fluid trains is 3200mยฒ
1 packaged train is 3200 items
dont really see how they are different
Wait. Do neither.
Truck the whole thing ๐
XD
I see what youโre getting at.
megapipe!
They canโt because engine limitations.
Doable. But... I dont feel like troubleshooting a monster like thay.
F a c t o r y C a r t
the only trouble with fluid trains is that you cant balance them so you might get issues with "wait untill full"
Wdym cant balance
Just pipe manifold?
Using "Wait until full" ๐๐๐
The lockup with it was fixed though.
Oh wait, youโre referring to the sloshing?
if you have 2 stations outputting 600/min you cant balance that so they both unload at the same speed
Nope
Limit them with a valve lul
Valves? Though I get that you canโt really balance pipes.
Don't you just output them into 2 IFBs?
do you even need to balance them? why not just connect each platform to set of buildings consuming 600?
because if for some reason one of them doesnt consume as much you get a train that has 1 empty wagon and 1 that still has stuff in it
Then connect the two?
I guess (tho overflow sinks should make it so that nothing ever stops), but even if so... does it matter? the train loads to full anyway
if one setup doesn't consume 600 but less, it means you need less than the train is providing, so there will be overflow somewhere, and imo it doesn't matter where
...got it, package your fluids.
uh? why?
Less hassle I guess.
except for packaging fuel for vehicles/jetpack, I don't really see a need for packaged fluids
I may still attempt fluid train.
Do you happen to know if trucks fed with rods make any waste? 
... I might abandon my plans for a packaged liquid biofuel factory and just feed them rods instead of sinking them ๐ ๐
Wdym?
well I assume you wanted to burn rods instead of sinking them ๐คทโโ๏ธ
I'd still have to sink excess ofc
ah I see
cause they last ~6h each xD
I think they do radiate tho
BRUUUH?!
FOR REAL?!

Can you get trucks to consume an exact amount of fuel along a route?
So, long distance fluid transport. Trains vs Pipeline. Trains seem like the more practical option, as per above. And between the fluid cars and freight cars filled with packaged goods, the freight cars sound better.
id do a pipeline (actually id just process it on site)
Eg: make it so you can keep either the stations or the trucks with minimum amounts of fuel
for fluids it's heavily recommended to not transport them at all
and thats coming from me, a megabaser 
@median heath maybe?
hm if you guys do trains supplying multiple stations do you do 2 trains A->B and A->C or 2 trains A->B->C?
first option
I'd do the second
with wait until full?
my rule of thumb is that no train has more than two stations
could also do A->X and then X->A and X->B (transfer station), if that's viable
Why?
Iโve done multiple stations for testing purposes.
what's that for? transfer stations?
Havenโt used them in practice yet.
Yeah, why go that far rather than having a train serve more than 2 stations?
I don't get the question?
Can you edit a route so that a truck consumes a specific amount of fuel each time it travels it?
No, when you record the route it will tell you the exact amount you need.
- looks cool
- separate train networks (less traffic)
- more throughput by default (since all trains have shorter routes)
Yeah, but how exact is the resulting amount?
I never planned a route with the new UI (or in years, really), I wonder if it's feasable to fine-tune a route so that the fuel consumption is an exact amount
Pretty damn accurate tbh.
I feel like thereโs a bit of a fudge factor though.
Like I have short ones taking 10 coal and I can feed them only that much and they still make it.
Mainly just rounding up.
How hard do you think it would be to set up a route so that it consumes (for instance) exactly 1 plutonium fuel rod every X laps? ^^
If you did the math on how far that rod can take you and drove a path exactly that long, very possible.
Youโd have to time it yourself though.
Wouldn't there be a risk of the truck running out of fuel or piling up rods though? 
This is one of those "do it and find out" things ๐
The point is that it could take quite long to test for that, thus my questions
For instance, do the trucks you mentioned tend to pile up any coal?
Nope. As they take what they need due to new system.
That's exactly the kind of info I'm looking for, so I can be fairly sure my efforts won't end against a wall 
Plutonium trucks and rods load-balancers, here we gooooo 
Having long flat roads between the stops should make it fairly easy to get some rough consumption numbers to work with, using the data on fuel consumption in the wiki 
Sushi Trucks ๐
wait does fluid wagon unload "wait until fully unloaded" still just not work at all?
I've been eyeing the trucks' throughput for long-range sushi for a while... Having access to such a "renewable" fuel source actually makes it worth to me trying them out, even with the addition of the route fine-tuning (hoping it's not maddening)
More like fill completely rather than just take only whatโs needed.
The lockup should be fixed, doesnโt mean other issues canโt happen that make it wait.
Unless they reverted the change when I wasn't looking... no.
Does "wait till fully unloaded" mean when the platform is empty?
It means when the car is full. Still not sure why you would use it though.
Unloaded*
just build a small test setup
seems like they wait until they can unload 1600 so until the station has <800
shouldnt this be RTD/(RTD+0.4513)*1560 instead?
@median heath
Explain?
Throughput being "time belts are moving * belt speed"
So time belts are moving = how long the train isn't in the docking animation
Which is "Round trip duration - Docking Animation"
throughput is items/time
items is 1560
time is (RTD+0.4513)/RTD
Time is (RTD-Docking)/RTD because you need % of UPTIME.
also i just did a test with water
Belts are not moving during docking so you need to take docking out, which is -, not +
docking increases the total time and thus decreases throughput, so its + and goes on the bottom
Round Trip Time includes Docking Time though...
So RTD + Docking would be saying Travel Time + Docking + Docking.
something/(roundtrip+ docking)
You're double-adding it though.
whats that damn 0.45something then
use an irl calc to verify
What is the 1600?
i sitll dont trust the ingame one with correct order of operation
but also: the normal formula doesnt come close
the normal formula indeed spits out 793.8
thex fixed it
i did
and theres paranthesis ๐
which is trash and thus the normal formula is too
So what's the 1600?
fluid train size
Where in the formula you're questioning do you see "size of train" coming into the equation?
Trip Time
Docking Time
Belt Speed
"size of train" is irrelevant.
throughput is affected by stack size
It really isn't... because it has to be put on a belt.
And belts don't care about stack size.
(Or in this case, pipe)
anyway the original point i wanted to make is that this means the throughput gets affected like a 65 stacksize solid
which is pretty bad 
Oof
i dont get it
He's saying fluid cars transport as if you packaged them and the packaged stacks only went to 65 per stack if I'm reading correctly.
ye cause docking is like 25% of the time for fluids
fluid train bad, who knew
simply put the game consumes too much fluid for its own good
well you still get 900/min ๐คท
so best case you only ever get like 900/min?
per 1 freight platform ye
lul weak
packaging it gives 1230/min if you add a empty canister train
but you also need to build a ton of packagers
transport packaged gas and ignore the other fluids
wait no hold on
god i hate physics
if 1 station is 900/min 2 is 1800/min
and 1 packaged water is 1230/min cause the other one is empty canisters
you have to build alot more trains but isnt it more throughput per freight platfrom?
Not per outgoing freight platform
You could build a separate adjacent station to handle loading the empty canisters presumably
but then you could also just build an adjacent second water station
I mean yeah infinite resources lol
but ye you need 2x the trains on the track
Inb4 the universe crushes you with a gravity vortex for saying this ๐ฌ
