#math-and-meta

1 messages · Page 598 of 1

hushed badger
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everything in one place can get laggy

weak saddle
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so...

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no?

hushed badger
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maybe

weak plinth
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You can do that if you want.

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I'd keep oil and aluminium separate though when you get to that

peak echo
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layout of best 240 iron ore to cast screws anywhere?

weak saddle
weak saddle
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im planing on making a tube cannon to the north east part of the map to make a i

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reinforced plate factory*

weak plinth
weak saddle
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oh

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whats the best place for like a fuel factory?

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will probably do plastic and rubber there too

weak plinth
weak saddle
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well

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i kinda built over them

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rip
is there a copy and paste mod?

weak plinth
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dont worry there's plenty around there

grim radish
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Guys I have to split 1 conveyor belt to 5. How can I make this?

weak saddle
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i built over 2 pure nodes

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rip

weak plinth
weak plinth
weak saddle
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yeah

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do you recon they could handle fuel and plastic production? or should i just keep it fuel

weak plinth
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easily.

weak saddle
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thanks

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do you have any tips for building this?

weak plinth
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for oil? I'd say just try it out yourself.

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how far along the tiers are you anyway?

weak saddle
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ill check in just a moment, planning this factory

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tier 5

versed violet
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is there a console command or video setting to make game render inside of caves when looked at from afar? The aggresive culling makes them painfully obvious

weak saddle
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anyway i can make this look a little bit nicer? also you were right only 2 were needed, thanks

queen island
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dudes, can you place 19 coal generators for 1 mk2 miner with 3 power shards??

wind spade
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what's the purity of coal nodes and what's your max belt?

queen island
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pure and mk3, im trying to get mk4 rn

wind spade
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pure coal mine with mk2 miner can do up to 600/min, with mk3 belt you're limited to 270/min, which is 18 coal gens

queen island
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so it was close enough...

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ty very much

cloud minnow
frosty owl
frosty owl
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@echo pollen To make a 1:5 balancer (assuming your input belt is not full) you can simply make a 1:6 balancer and feed one output back before the first splitter. This outputs fifths but requires the input belt to be able to accept the "extra" items

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Additionally, the split you have made delivers 50-50 to each side, thus 50/3 on each of the three left outputs and 50/2 on the two right outputs

echo pollen
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ah ye makes sense

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thats awfully simple 😛

frosty owl
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On a sidenote, how did you set up the "throughput reducer" you made?
Those can actually hide some weird difficulties in design :/

echo pollen
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lower tier belts and a smart splitter to prioritize one side

frosty owl
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So you have (eg) 220 coming in, you smart-split a mk2 belt off and assume the remaining is 100/min?

echo pollen
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No I was assuming infinite input and just using t1 belts to snag whatever I need

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then work from that

frosty owl
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So, like... Smart split 60+ (60* 2/3) to get 100/min? thinking_helmet

echo pollen
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no not entirely

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but I realize I am making things needleslly complex

wind spade
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indeed you are, since you're doing a balancer 😛 😄

frosty owl
echo pollen
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Ha did spot my talks about sorting center earlier? XD

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I suppose this could work fine with about 400 less smart splitters too 😛

frosty owl
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But jokes aside, the point I wanted to make is this:
When trying to limit the input of a belt to a set amount/min, there are difficulties that aren't obvious. What I was referring to in this case is when you try to get an exact amount by "merging back" some on the input. Example: have 480/min, smart split 120/min and merge it back with the input belt to get 360/min. Simple enough right?

Wrong.
If the input belt is full, the MK2 belt trying to merge on it will (slightly) back up, meaning you'll ha e MORE than 360/min going down the line.
The more you know... ~

echo pollen
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I thought about that

frosty owl
echo pollen
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but assuming the merger takes in equal amounts from two sources, I figured It would easily take that 120 from one belt before backing up

frosty owl
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(I used to make the same assumption)

echo pollen
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We need priority mergers

frosty owl
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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...

▶ Play video
echo pollen
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But isnt that because of the lower tier belt here?

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this actually makes sense to me because the belt isn't fast enough to get its 'reserved spot' so its given to the other input

frosty owl
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The belt I modified in the video is (in our example) the 120 line trying to merge back with the input that "shouldn't back up"

frosty owl
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Ofc, that's assuming that all maxed out belts are just one segment long due to the max throughput bug jace_smile

echo pollen
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if two equal tier belts feed into one merger it will take equal amounts from both belts if they are both saturated right?

frosty owl
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Equal tier AND both full
These are the prerequisites

echo pollen
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and if one is only a third feeding back, it will obviously not be 50/50 because the one feeding back doesn't have enough for that, but I see no reason why if both are the same tier, the belt with less resources would be the one backing up. And frankly, your clip showed that didn't happen right?

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only when you lowered the tier stuff started to get weird

frosty owl
# echo pollen and if one is only a third feeding back, it will obviously not be 50/50 because ...

At the beginning of the video, the smart splitter outputted on a mk2 belt (full) that fed a MK3 belt (half full) that merged back with the input (with plenty of leeway if the items back up even for an instant)
After I modified it, the mk2 belt fed another mk2 belt into the merger. This means that ANY backing up that occurs during the merge has no way to be compensated and immediatly reflects in an item reaching the overflow container (none did when half the belt was MK3!)
Ofc, one can just replicate the setup to see :)

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||Imagine having 12 manufacturers making encased Uranium cells that keep on filling with uranium when they shouldn't thanks to the balancing and you can figure how annoying this can be 😆 ||

echo pollen
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so the higher tier belt functions as a buffer that makes sure each reserved item spot is being taken right?

frosty owl
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I wouldn't word it exactly like that, but yeah...

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Yeah, ignore my issue with semantics, you got the idea right I think 😆

maiden musk
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Would it theoretically be possible, with infinite nodes and power shards, to produce every item in the game at 780 per minute?

hazy saffron
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if you have enough input material there's nothing stopping you from doing that

maiden musk
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at 100% efficiency for every building?

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or is that impossible

hazy saffron
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yes? why wouldn't it be possible?

maiden musk
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no idea

echo pollen
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Because your computer will crash

maiden musk
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with the best computer that can be bought and at the lowest settings?

hazy saffron
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if we assume that the cow is spherical and in a vacuum; yes

frosty owl
maiden musk
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ok

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would the computer crash from too many manufacturers

hazy saffron
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the consideration of infinite nodes was given

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I assume that means you can pull as much resources as need out of the ground

frosty owl
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60/min is a feasable goal (and still very close to max on most items) for all but nuclear items

maiden musk
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or maybe it would need so many nodes it would reach the world borders

echo pollen
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no space is not going to limit you

frosty owl
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Imo, if one manages to keep logistics optimized and doesn't decorate, max ore usage (efficiently) should be achievable

echo pollen
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but as a wise man once said, you will run out of frames/s before you run out of anything else

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just imagine all the belts with raw resources that have to move for this to work

frosty owl
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Yeah, I'm saying a good enough PC should eb able to run such a save
I purposefully said nothing about how well it might run, FPS-wise, but I think the game simulation should still be good ||enough||

maiden musk
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what is the slowest you could make something

frosty owl
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||"Good enough" as in: the only practical issues would be a greater reduction in max throughputs, which can be accounted for||

maiden musk
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slowest per minute

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is it possible to make something at less than 1 per minute

frosty owl
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There's quite a few items that are made at less than 1/min
Then you could even underclock....

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The lowest I can recall on the fly is plutonium rods, at 0.25/min

frosty owl
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Standard recipe, right?

cold owl
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100% on the mfg

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Supplies 5 reactors at 100% efficiency

cold owl
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Lowest pm rate I’m aware of

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Although to be honest the plutonium (due to complexity) should have been set at a lower rate IMO.

frosty owl
# cold owl Uranium fuel:0.2

Uranium fuel is made at 0.4/min though 😆 (checked the wiki)
Apparently, plutonium rods (standard) actually ARE the slowest recipe there is, with a cycle of 240s for one rod. The second best place is held by the standard uranium rod recipe at 150s for one rod ^^

cold owl
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Ok fair b I didn’t consider the cycle time in the construction.

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Sleepy brain is sleepy

frosty owl
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If you want to push for plutonium, I think the humber of radiation-processing machines for plutonium may get higher than for uranium....

cold owl
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Probably. It just feels like the elimination of waste processing should be more time costly considering how complex the problem is in reality.

frosty owl
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"Reality" as in IRL?

cold owl
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Yar

frosty owl
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Meh. That's not a point I really care about when thinking about recipe balancing tbh 😅
I prefer to reference the already established game logic (though vague since the game isn't finished yet)

cold owl
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Maybe that’s what’s triggering my OCD. I can’t yet sense any game logic in that chain. I do realize it’s a very new endpoint so as a favorite fictional character would say I will see when “waiting is filled”

wintry aurora
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The longer term stuff at least.

cold owl
wintry aurora
cold owl
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We’re creating problems our descends will deal with for generations.

oblique hollow
cold owl
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Plus……. Accelerators go Wheeeeeee

oblique hollow
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its not that easy considering the investemt.
nitric acid, silica, concrete, more sulfuric acid, aluminum parts, steel...

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most processing in the game is roughly just 4 steps until you are at your product.

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bauxite to ingots is 3 steps.
uranium ore to rods is 2 steps
waste to plutonium is 3 steps

ebon crater
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after 3 hours on the original spreadsheet, and another 4 to redo it using difrent alternates, it is complete

versed violet
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@ebon crater This is my take
[blue and magenta not built yet, magenta is ip]

ebon crater
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did you use xcel for its true purpose?

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like did you use the functions and whatever

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so is that 18HMF/min?

versed violet
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My most awesome functions are divide screw machines by n and multiply by q, to figure out how many steel beams are needed.
Then round them up to nearest whole number 🤣

ebon crater
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ah lol

versed violet
ebon crater
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oh damn

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my 16 looks puny now

versed violet
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I just went and grabbed 3 pure coal + iron nodes.

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sitting on this couple weeks now.

ebon crater
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but thats probably on mk3 miner and mk5 belts right?

versed violet
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ofc

ebon crater
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thats my struggle

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im limited by my coal supply

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1680/min

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that gets me around 2520 steel

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and im utilizing 2514 out of the 2520

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there is literally no way for me to expand

versed violet
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grab more coal.

ebon crater
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the goal with this factory is to keep it centralized

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and to use trains for export

versed violet
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that will end in lagg

ebon crater
versed violet
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I ship steel by train. And prepared the buildings so I can just add another layer on top and double the production when needed

ebon crater
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but im keeping everything in one area, meaning no bringing in stuff with trains or conveyor belts

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nah its one megafactory

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42 foundries,

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over 100 constructors

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its gona be fun

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i've actually seperated the entire spreadsheet into two factories

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but both factories will basically be within each other.

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just difirentiating between what needs steel

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and what doesent

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so for example, rifle cartridges will be in the steel area since steel pipes

versed violet
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wait till you have separate sheet per factory

ebon crater
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but beacons required for the rifle cartidges will be cut off from steal because no steel

ebon crater
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crazy how it went from

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to this

ebon crater
versed violet
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so you are not actually using the calculation sheet for... calculating?

ebon crater
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and i also fked up the math it was actualy 25% on the HMF's so it made 0.5/min

ebon crater
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no thats just saying how many of each building and where it goes and what is produced at what rate and what is needed at what rate

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i did all the math in my head and on calculator

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and also what raw materials i need

versed violet
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uh, I don't know how to break it for you, but excell IS a calculator. You type equals and numbers, and it does the math. You can type cell adress and it uses that value.
Bah, it can even solve optimization questions like `I need this factory to use exactly 100 copper and 100 caterium to make x wire, find me the proportions for fused wire'

ebon crater
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but i enjoy doing the numbers myself

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and i know its inneficient

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but 1
im too lazy to learn how to excel
2
i enjoy making the spreadsheets myself

versed violet
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I use excel to do the math, so I can quickly see which recipe chain I like. Would take ages othwerwise ¯_(ツ)_/¯

ebon crater
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it does

hazy saffron
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there is nothing I hate more than excel

ebon crater
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like i said, 7 hours haha

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i just use the wiki and my head

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figure out what i want to make as end products

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try to future proof by seeing, for example, how to make fused frames

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then work backwards from there, and add more items/min if i want to, for example pipes

ebon crater
versed violet
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whats that thermometer up top? Oil?

ebon crater
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thats where the factory is gona be

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i was just messing wth trains last night

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i coulnt finish the highway due to lack of encased beams, rods, and concrete, but i didnt wana go back to my base

versed violet
ebon crater
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yeah i dont wana dabble into mods just yet

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my base was a 3 minute drive

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i just didnt want to at 11:48pm

versed violet
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I am too lazy to fly 2m to nearest hypertube transit point

ebon crater
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haha

soft flume
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i just looked on hear and iv got a head ache

vapid gorge
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Can you pull a train with 5 full cars up a 4m foundation incline with 2 locomotives?

north crest
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I don't think you can have two locomotives on one train facing the same direction

vapid gorge
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Oh I know you can do that. Just don’t have access to the formulas for a while and trying to plan

signal nimbus
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@vapid gorge I am almost certain you can do that, and I'm 100% certain you can have two locomotives on one train facing the same direction.

vapid gorge
signal nimbus
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I believe the ratio is either 1 locomotive to 4 full freight cars, or 1 to 6, but I can't remember which atm.

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But with two, you're almost certainly safe with only 6.

wind spade
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on flat ground it's even more

signal nimbus
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^^

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Think on flat ground there's technically no issue with using only one locomotive, except acceleration.

oblique hollow
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check the freight car wiki page for more exact ratios

vapid gorge
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At work and having to sneak discord as it is XD

versed violet
ebon crater
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nice

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did you build that pre-update 5?

versed violet
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Nope, recent build

ebon crater
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cry

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its not on the world grid

versed violet
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I will be coming for the coal nodes at your loc some time later, so don't use all of them up 😈

ebon crater
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uh oh

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what if i did

versed violet
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I don't think I have any building on the world grid.

versed violet
ebon crater
ebon crater
versed violet
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Will not be anytime soon, until then you probably make a nice big factory that maxes them out doggorino

ebon crater
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i hope

dense cave
ebon crater
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yup

wheat tundra
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I have over a half container filled with Non Fissile

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Normally, two machines would consume 20 U waste per minute. And those machines would have same clock setting, e.g. 40%

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I wanted to drain container over night, without stalling out power production after it runs down the container in maybe 3 hours

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I guess I need to set up ratio to consume it at maybe 1/4 the normal rate

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Target is 20 Uranium waste / hr

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I think at 100% 25 waste -> 100 Non fissile; and 100 NFU + 25 UWaste -> 30 Plutonium pellets

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I gave up, it was too much work for 11:30 at night after playing in a chess tournament. I think it can be done, but it's tricky to consume exactly 20 uranium waste, while consume more NFU than I produce

gritty saffron
umbral jacinth
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thats some big brain shit

rancid pecan
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should this work ?

wind spade
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most likely

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just 780 belts are a bit problematic when longer than 1 segment

rancid pecan
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problematic?

wind spade
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they lose max throughput

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so you can only get e.g. 750/min out of them if they are long

rancid pecan
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too late for changes now so it has to work

wind spade
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it won't 😄

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as long as the belt is longer than one segment it will lose some throughput

rancid pecan
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i just up round everything by one so it has to work

wind spade
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so you won't get full 1560 out of it

ornate shoal
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what is a fusionator?

fierce cypress
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merger

rancid pecan
rancid pecan
ornate shoal
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oh, ok

rancid pecan
tight roost
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Hey guys im struggling to get my steel beam production to 100%, can somebody help?

echo pollen
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@wind spade is that problem only with 780 belts? and does it degrade even furtur? and is it only belt to belt connections or also belt to splitter to belt?

wind spade
# echo pollen <@!242004363730616322> is that problem only with 780 belts? and does it degrade ...

it's with all belts, but since it's relative to belt speed, it isn't as visible in lower tiered belts. It does degrade with every segment (if you hover over belt with deconstruction tool, it'll show you what's one segment). It degrades on every connection iirc (but if you do one segment -> splitter -> two belts, you should get 780, problem is segment -> splitter -> one belt or belt -> belt).

I'm not sure if there's a cap on how much it degrades, since even pretty long belt (e.g. most of the map) can do ~730/min (idk the exact number, I just know someone tested it), so you won't run into situations where you will get less than 750/min, unless you do really long belts (use trains instead, they are cool 😛 )

echo pollen
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so basically never design around the theoretical max of belts

rancid pecan
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yeah i am fucked my complete smelter is build to work on 780

echo pollen
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and try to split up belts that come from any resource extraction point asap

frosty owl
wind spade
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yeah, at least not mk5/4s. For mk1s it can go down to e.g. 59 if it's a bit longer, but that usually doesn't hurt much

frosty owl
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Note: there are ways to "weld" belt segments together into one and workaround the issue, but it's not suggested for long belts

rancid pecan
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does it degrade with every added segment?

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or does it just stop at 750

frosty owl
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Theorically, there's no lower limit

wind spade
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practically noone tested it below like 720 iirc

rancid pecan
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[insert f*ck Mem]

echo pollen
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hmm if its relative to speed and t5 degrades from 780 to 750 you would expect t1 to drop to 58 instead of 59

wind spade
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so it's possible at some point it just stops

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but for most "normal" belt lengths you can assume it goes down forever

frosty owl
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Practically, I doubt anyone had the game run so bad they got lower than 700/min
Tgough,if one really wanted, maybe a belt sneaking around the entire world a few times could probably go below that, but that's quite the spefici example, ain't it? hehe

rancid pecan
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see ya guy i will be now reconsturcting my complete resouce destribution

echo pollen
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running around the world in the smallest possible segments

wind spade
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another reason why building at nodes is better 🤔

frosty owl
wind spade
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there was a screenshot/video explaining how you can make one segment out of two somewhere

rancid pecan
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how uch does it degrade if i say i have a ress node at north end of dessert and am transporting the ress to south dessert

wind spade
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it depends on pc, fps, what you built in the save and position of the moon

frosty owl
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Praying 3 times a day to LGIO helps reducing throughput losses

rancid pecan
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i really do NOT want to rebuild all of this

wind spade
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well you can just put overflow splitter at the start of each miner and merge all the overflows into one "overflow" belt

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so you'll have one extra belt going in

rancid pecan
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i will try that as soon as all the interior changes are done

obtuse elm
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Add a layer of belts and the first stretch of belt from the miner connects to a splitter halfing the line. Merge after the first half/dozen smelters to fill in the line? As isn't the connection points what slows down the throughput?

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Haven't tried this but theorized it from comments.

rare surge
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IRT mk5 belts throughput: the issue is moving items from one belt segment to the next.

The theory is that since belts don't have an input buffer you are at the mercy of timings where to get full throughput you need, on the same cycle that a belt frees up a slot, an item ready to be moved from the segment feeding it.

All belts are susceptible to a drop in throughput as a result. Its just the lower tier belts have more attempts(via game cycles) to grab a new item to fill the empty slot before they exhibit a loss in throughput.

Single-segment into splitter/merger/container into single-segment output does not exhibit the loss of throughput as items get buffered.

rare surge
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Its (again) theorized that one of the ways CSS could mitigate the issue is giving each belt segment a 2 item input and output buffer

cedar mica
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Its a simple way to test, which has been done before, "belt storages". Place storage - shortest belt - storage - shortest belt - storage and so on

rare surge
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Thats what this discussion was about. The tests that were performed and the results. The last line of the above is what was discovered through experimentation: Segment -> buffer -> segment does NOT show the same loss of throughput as using just segments.

cedar mica
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Did any of the buffers stock up items?

rare surge
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IDK, I wasn't the one performing the tests. I saw the results and discussion related to them.

cedar mica
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Because if the items didnt not pile up in a buffer, then the issue is not buffers but rather items getting lost in calculations between segments

rare surge
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If you mean items completely getting removed from the world, that was addressed in the discussion. you do not lose items when throughput of mk5 belts drops. Items are not being deleted.

cedar mica
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It can be the same issue as the perfect ration manafold, not sending items perfect to the last 1-2 in line

minor sluice
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I like to think CSS knows what the issue is, and that fixing it isn't as simple as giving conveyor belts buffers.

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either that or giving them buffers would completely break something major and so they have to try and find another way to fix it

rare surge
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Buffering doesn't solve the throughput issue, just mitigates it. That is buffered segments see less throughput drop than unbuffered. CSS has stated that its a complex issue related to threading and thread syncing aswell as some factors they have yet to pin-point.

radiant yoke
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how to evenly split one conveyor into 5 outputs?

wind spade
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either using a 1 to 5 balancer or just using a manifold and waiting a few minutes

oblique hollow
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1 to 5 balancer = split into 6 and feed one belt back to the main input

radiant yoke
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balancer?

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lmao only tier 6 rn

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ah wait I'm dumb didn't read

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thanks

rare surge
radiant yoke
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I never thought of merging back like that, damn

rare surge
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For non-full input belt, you'll see throughput reduced by 1/6th. For full input belts its a non-issue.

hazy saffron
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there won't be any throughput reduction

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that 1/6 being routed back is being put back into the splitter

rare surge
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non-full input = 1/6th of your possible outputs is getting put/cycled back into the system

hazy saffron
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that does not reduce throughput

rare surge
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You end up with 1/6th of your input looping between merger -> splitter -> splitter -> merger. assuming a constant (but not fully compacted) input

hazy saffron
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if you put 600 items/minute in; you'll get 120 items/minute out on each of the output belts

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there is no loss in throughput

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that 1/6 being routed back does not make material magically disappear

rare surge
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Thats true, and overlooked by me.

I guess my thinking is more so that the 1/6th delays peak throughput :/

hazy saffron
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there is a delay but it's negligible

flat loom
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so ive got a Caterium node that 800m away from where i need it to be. would it be more efficient to use trains or trucks?

radiant yoke
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I would say trucks, since you don't need to build a lot of infrastructure and stuff

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but trains could work too

vapid gorge
dense cave
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So Ive been thinking of doing my nuclear power plant in that middle area lake that is in the center of all 3 sources of water. Only thing is...I don't think its enough water. Is it best to just set up rail system and take it to the ocean and build ovethere?

rare surge
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Really depends. what are needing from the middle area, the uranium? If so, maybe drones instead of train if you got the infulstructure.

bitter tree
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Little late to the party with that 😄

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@radiant yoke See above

radiant yoke
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I already built the other one shown by sreject

bitter tree
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It will split to 1 and 5, from there, go to 2 and 4, then both go to 3

radiant yoke
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yea but that clearly doesn't split it evenly

bitter tree
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OK, maybe in the future for a different build : )

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It is an overflow bus (or whatever the terminology is), but has it feeding from both ends.

dense cave
rare surge
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Yea the above isn't a balancer. that thing splits in ratios of: 25 : 12.5 : 25 : 12.5 : 25

bitter tree
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It should still work though.

rare surge
#

It shouldn't be too hefty an ask to go from uranium to coast and back. Kibitz managed it which is why I gave you the suggestion 🙂

#

A Drone consumes a minimum of 4 Batteries per trip plus 1 Battery per km of flight distance.

This is for round trip

dense cave
#

interesting

#

thanks man

vapid gorge
dense cave
#

ok cool

#

normally if Im doing short distances I belt it. In this case though I am trying to figure out where to place my nuclear power

rare surge
vapid gorge
proven prawn
#

wrong actually you can do the math perfectly and balancers can still fail, because of inconsistency in item delivery on belts and burst inputs amounts, amounts, this can happen regardless even in cases when the balance is perfect and the math is correct, I have unfortunately came across this issue, only solution is having something a call a variable input manifold balancer, its kind of like a balancer and kind of like a manifold, odd things but do to the way items travel on belts, etc I have found such designs increasingly necessary to get predictable behavior.

dense cave
vapid gorge
dense cave
#

Just did all the math, its a long chain but for a single 600/min uranium extractor, I need 15 (10 primary+5sec) blenders, 22 manufacturers(12 primary+10 sec), 5 particle accelerators (secondary), 15 assemblers (secondary) and 24 nuclear power plants

#

only alt recipe I have right now for this is the Fertile Uranium

vapid gorge
dense cave
#

what other alt is suggested though?

vapid gorge
#

It really depends what you want long run? Like... do you think you'll need a bunch more power later?

dense cave
#

not really, dont plan to max out the world

#

its why im sinking the plutonium fuel rods

vapid gorge
#

Base Ur Rod is good if you're really not trying to squeeze more power. Simplifies thing

#

Fertile uranium is ... interesting. I'd go with the Base Non fissile. It consumes MORE waste for your buck.

Fertile is good if you're trying to get the most P rods I think

placid nymph
#

I wonder, what item is the least profitable to craft for the AWESOME sink?

#

Like which gives you the fewest points over materials

#

Or the opposite, which is the most profitable to craft?

rare surge
#

anyone have a link to a complete item list?

ebon crater
#

4:4:1 ratio splitter anyone?

rare surge
#

Thats for questions-and-help Restart Life (just joking)

ebon crater
#

haha almost got me i was super confused

#

also nvm my question i fked up the math gota make sure i got the right ratio

rare surge
#

input -> splitter -> 3 outputs into 3 splitters. Results in 9 outputs. Merge those outputs in sets of 4

fierce cypress
#

@ebon crater would this work?

rare surge
#

^ or even that

#

I overthought it

ebon crater
#

basically i have 480+240 in, 320, 320, and 80 out-

ebon crater
#

i dont have 720 unfortuntley

signal nimbus
#

@ebon crater Split the 480 into thirds (160 each). Two into one of the 320 outputs. Split the 240 into 2 lines (120 each). Split a 120 into three and merge two back together for 40 and 80. Merge the 40, 120, and the final 160 into a 320.

ebon crater
#

oh hold on i got it

signal nimbus
#

XD

ebon crater
#

figured it out at the same time lmao

signal nimbus
#

👍 I've in the past claimed that load balancing is actually one of the only skills I've semi-mastered in Satisfactory... feel free to ping me if you get another spicy one.

ebon crater
#

solid steek ingots be like 🤦
always doing funky things

#

i used to be able to load balance vertically in a way that made sense to me, but now i lost it oof

#

ima try to fix it up so the 80 is on the end

signal nimbus
#

Solid steel is the easiest, usually.

rare surge
#

I build solid steel in groups of 2. That is two belts in, which results in 3 belts out.

signal nimbus
#

120 belt feeds three of them, get 180 out on a Mk 3 belt.

ebon crater
signal nimbus
#

Mkay? That's just four sets of 3.

#

Every 2 gives off a 120 belt, merge four for a 480.

ebon crater
#

but i will try to figure it out by myself

signal nimbus
#

👍

ebon crater
#

actually coal might be easy

rare surge
#

I do 12 founderies a line, 2 lines facing each other. Thats 3 sets of 8

ebon crater
#

well i need exactly 42 foundries

#

its fine i've got it sorted

rare surge
#

ah, okie dokie

signal nimbus
#

K... inputs for a set of 3 are 120 each. For a pod of 2 of those sets, you get 3x 120 belts out. For two pods, that's 6x 120 belts, or 1.5 480 belts.

#

So I guess you need 4 pods for an even 3 480 belts out.

rare surge
#

I don't worry about balancing lower-tier items tbh. I match output to belts and let machines back up before hooking up to other factories. Internally I use simple manifolds. Once the inputs back up it self levels

signal nimbus
#

Oh, manifolds are a huge time saver, ngl. But... there's something nice about making sure your low-tier belts are full.

rare surge
#

For higher tier items I don't want sitting on belts I defo use balancing

ebon crater
signal nimbus
#

Mhm!

bitter tree
#

Want to make sure I have this math right before building..
Infused Uranium Cell (Alt recipe). It uses 25 Uranium/min. Max Uranium on the map is 2100/min. So I need to build 84 Manufacturers?

signal nimbus
#

Yes.

bitter tree
#

oof .. alrighty!

#

-laughs- This shouldn't take long at all ..

bitter tree
#

I had taken all the resources to make 42 blenders over .. but I was like, this doesn't have the alt recipe .. checks wiki doh!

#

So now I am having to take the hyper tube I had built back and forth getting all the mats for the 84 Manufacturers. The logistics of this should be a nightmare!

rare surge
#

So looking at #L-f-G. there's a claim of

Have a recipe to beat the Oil Trippling farm, currently with my ccalculations we can produce 88-200 more tan the current most efficient build in satisfactory. Currently requring help to build the basic design and then scale it up into tier 8 settings.

So my guesses amount to:

  • Turbo fuel, which does provide more power but comes at the cost of sulfur which is needed in t7&8
  • Since t8 is desired, maybe the person assumes people don't utilize the blender recipe. It has the same oil->fuel ratio but consumes less power.
  • Misinformed.
wind spade
rare surge
#

I tried, not on server

wind spade
#

@tropic yoke seems to be on server 🤔

rare surge
#

oh derp, i wasn't including the '

#

thanks

tropic yoke
#

I am using the blender recipe actually

rare surge
#

So your line of thinking is Diluted fuel in blender vs packaged diluted fuel from packager+refinery. Correct?

tropic yoke
#

I cant explain rigght now but i will bring details once the recipe is complete

rare surge
tropic yoke
#

i will pull out of 150 crude oil

#

just think i can give it a 12-34% increase

#

will share details once design is completeded

rare surge
#

For 150 crude, blender route uses roughly 33.3MW less power.

tropic yoke
#

Thats correct

rare surge
#

Blender route isn't unknown to the community.

People don't want to wait for blenders to do fuel gen setup so they do diluted packaged fuel, and once blenders are unlocked they don't want to tear down their current fuel setup for what is a power increase of less than 1%

#

Blenders result in a ~0.75% (that is ~0.0075) increase in power over refineries+packagers. (By way of less power being consumed, not more fuel produced)

frosty owl
# proven prawn wrong actually you can do the math perfectly and balancers can still fail, becau...

By now I have no idea what sort of situations you've been encountering to say that 😅 😆

Bursts in item delivery can cause issues for some kinds of balancers, but can be accounted for. But what about inconsistencies in item delivery? 🤔 Can you give an example to show what you mean?

Generally speaking, I'm still of the opinion that load-balancing doesn't work only when user errors are involved (I'm including not taking bugs into account as "user error" for simplicity)
Meaning one can create working load-balancers for any situation, given enough knowledge

rare surge
#

Am done tinkering with my spreadsheet:

oblique hollow
#

Fuel output is technically same, though net power is a different topic

dense cave
#

I need that recipe and the plastic/rubber as well :S

wind spade
#

you can go either with diluted packaged or just diluted

#

both result in same resource efficiency, diluted is just slightly more power efficient (but available later in the tech tree)

#

but tbh if power is your issue, then just go nuclear and you will have more than you need

dense cave
#

yeah, I am already at nuclear stage. Really what I need is the plastic/rubber recipe at this point I guess.

#

but my plan is to use power generators as an overflow

noble timber
dense cave
#

so I have gone all way to endgame without touching trains or nuclear power lol

echo pollen
#

could always sink the plastic overflow

hazy saffron
#

720 steel ingots/minute; what ratio for splitting that into beams and pipes would y'all reccommend?

noble agate
#

I would start by splitting them evenly (the input, not the output) and then adjusting when you realise what you need more.

wind spade
#

I would suggest not doing any guesses and only building what you need at the time

noble agate
#

If you’re just starting with steel, 720 is a lot more than I used to have. And if not, you probably know already what you need it for.

wind spade
#

there's no advantage in pre-building something, unless you need X, don't produce X

noble agate
#

There is advantage in prebuilding steel beams though, as you need them for mk3 belts

wind spade
#

so you build them because you need them 🙂

#

what I mean is "don't pre-build something unless you know you'll need that and you know in what quantities"

noble agate
#

Yeah, I agree with that 🙂

hazy saffron
#

that was actually my main consideration

#

beams don't seam to be used for a whole lot

#

belts aren't really a concern for me as I have aluminum production going and a lot of encased beams sitting in boxes

wind spade
#

I basically do it this way:

  • figure out what I need (need = for building or unlocking milestones only, not for other production lines)
  • build it in some small quantity (near nodes)
  • ship products to storage
  • repeat
hazy saffron
#

given the only milestones I have left don't unlock anything of use for me (they're basically all nuclear with the exception of the one that gives mk 3 miner) I'm not concerned about that

wind spade
#

yeah, then only stuff needed for building

#

and otherwise stuff you want to sink (if you want to produce some decent sink point amount)

hazy saffron
#

I already have everything of interest in the shop unlocked

#

only things left are the decals and statues

#

and i really don't care for either of those

wind spade
#

then it seems you might need to set up goals for yourself before deciding how much of something do you want to produce lol

hazy saffron
#

goal: have something to do

#

not opening new desktops every two minutes would also be an appreciable goal to achieve

ebon crater
#

is there an easier way to split 300 into 280-20?

wind spade
#

manifold

ebon crater
#

not for this one unfortunatly

wind spade
#

why not?

versed violet
#

260 + 20 is not 300?

ebon crater
#

i just cant type

#

my bad

wind spade
#

why not manifold tho?

ebon crater
#

so i need to add 20 to the 400 line not shown in teh image

wind spade
#

you said splitting 300

ebon crater
#

yes, split 300 into 20 and 380, then add the 20 to the 400 line

wind spade
#

yeah manifold would work for that as well

ebon crater
#

to make 420

wind spade
#

you could also use priority splitter to split primarly in 280 direction

ebon crater
#

yea, it could, but then the orders of thing would be screwed up

ebon crater
wind spade
#

smart splitter

ebon crater
#

overflow?

wind spade
#

yeah

#

that's pretty much priority 😛

ebon crater
#

terminology ¯_(ツ)_/¯

#

i found a simpler way

hazy saffron
#

I thought about using a chain of smart splitters and mergers to balance a chain of conveyors right but the size of the splitters makes it a but clunky

ebon crater
# ebon crater i found a simpler way

if i split using a mk1 belt, one side goes 60, nd the other takes all the rest, 240. splitting that 60 into 3 gives me that 20 i need, and then i recombine everything else back into a 280 line

hazy saffron
#

that's a lot of effort for almost no gain

sudden mulch
#

so... If I wanted to setup one water extractor (20mw) and two packagers (one package at the location, the other unpackage somewhere else) I would spend 40mw every 120m3 of water. This is 3:1 water per mw (ignoring transportation)

A waterwell with a resource well could take 720m3 without needing the packagers, being a 4,8:1 water per mw (ignoring pipeline pump)

Assuming everything goes at 100% and i don't split/underclock the water extractors or the packagers, my math is right in telling me this water well near the factory is better, as long as I don't overclock it (since power consumption is not linear), yes?

hushed badger
#

so

#

if i have one pure caterium node and only mk1 miners unlocked is 8 ai limiters/min and 40 quickwire/min a good idea

latent glacier
rare surge
#

Eh, Smart splitters are good to have early on

latent glacier
#

I agree, but 8 AI limiters a minute?

rare surge
#

Why not? If they have the motivation to do it now, it means they don't have to worry about it for that much longer later

latent glacier
#

Just my $0.02 ¯_(ツ)_/¯

proven bramble
#

If I need 14.4 beacons, 7.2 crystal oscillators, and 20 electromagnetic control rods / minute, to power 3 banks of 6 nuclear reactors, how would I go about calculating how far away the factories that produce those should be to meet that demand without going over via trains? I have 7 groups of 3 banks of reactors, so I'll be using 7 trains to feed my power plant.

#

I'll be producing all three in one location and feeding the rest of the world from that one location.

rare surge
#

Train movement is very inconsistent due to periodic fps lag. As such its not good to attempt to use distances as a throttle

proven bramble
#

So feed the power plant a bit more items and sink the extras would be my best bet then, I guess? Yay for inefficiency!

rare surge
#

just buffer the inputs and have your train set to wait until empty at the plant

proven bramble
#

Ouch... Gonna have to tear out three huge load balancers to do that.

rare surge
#

(Personal) general rule: When it comes to logistics in this game, assume throughput is inconsistent; belts, pipes, trucks, trains, drones.

proven bramble
#

I've learned that. 600 pipes don't push 600 fluid, 780 belts don't push 780 items.

#

I've managed to get a consistent 300ipm from drones though, which feels great

rare surge
#

The way I typically handle throttling is via limting end-product machines and then buffering the inputs. eventually input buffers back up and logistics to them stall which is fine.

#

so using your example, I'd have factories that over produce beacons, oscillators and control rods. This would get brought in and buffered. From there I'd limit the throughput by only having 12 manufactures making fuel rods.

Eventually: input buffers back up then freight platforms fill up, then trains wait at freight platform to unload, leaving the upstream factories outputs to be dispersed to other factories

#

Its alot of unused product sitting in buffers though, which sucks, but atleast you aren't throwing stuff away needlessly

#

Really wish there was a way to limit inventory(containers, Vehicles, platforms, fluid buffers, etc)

upbeat relic
#

WHERE DO I GO FOR GENARAL CHAT

#

sry caps

oblique hollow
cold owl
oblique hollow
#

hmmm depends, which general chat now xd

cold owl
#

Right?

proven prawn
# frosty owl By now I have no idea what sort of situations you've been encountering to say th...

Well perhaps my design and knowledge of some kinds of balancers are right, but we discussed one of them before. aka the one with nuclear waste, I used your balance that used a smart splitters, and a mergers and belt to turn 600+ lines into 600 lines, but because of the way items are delivered on belts and the inconsistency in average amount of items on belt on any specific instance, the main mistake I made that though the items per minute and and basic belt logic all were indeed logical and correct, balancers of these sorts are perhaps to complex for at least me to design correctly, now maybe somebody else has knowledge and can do such a system correctly, but I basically don't know how to do it at least. So while it seems generally speaking load balancers should work, in my experience through actual design and testing the issues are actually much more complex than that, not that I don't wish I could design load balancers correctly for such cases but I lack the knowledge presently to make a design that would work correctly. Well I did come up with a simple solution for thats a variable balancer/manifolder of sorts, but it doesn't exactly solve of the issue of how to send only 600 items a minute down this one line for this system, because it basically doesn't attempt to actually balance it at all, beyond a overflow for when the line itself is full, although it is a overall a solution for the entire system for usage and consumption, still it lacks the real finite and complex control I wish it could have.

runic anvil
#

Has anyone used the plutonium pellet recipe for nuclear waste removal..
If so what ratios of waste did you put into the blender and the particle accelerators... just that I need 4 x more non fissile than waste for 100% efficiency so wondering how much waste goes into the blender to make non fissile equal to 4 times the leftover waste amount

#

Sorry my brain is struggling with the math on this one 😅

thorn bane
#

3/4 into the blender 1/4 into the particle accelerator

#

non fissile uranium waste splitting 75:25

frosty owl
#

Just manifold it simon_smile

proven prawn
runic anvil
#

OMG I'm so stupid, THANK YOU @thorn bane

#

That makes so much sense, idk what I was tryna do the whole time lol

runic anvil
#

Yeah ive been meaning to use one of those but usually just settle for pen and paper lol, but now that you linked one.. yep imma use it thanks

thorn bane
proven prawn
#

me using pen and paper for my production now would be like god help wtf is this insanityhehe

rare surge
#

shuffles spreadsheets in the corner

frosty owl
# proven prawn Well perhaps my design and knowledge of some kinds of balancers are right, but w...

I wonder if a tour through some of my recent beltworks could help you get some ideas thinking_helmet I've made quite a number of interesting balancers lately, some noteable examples:

  • Balancers for unload stations (from full belt to X/min)
  • Balancers for production from "irregular" source (iron ingots from pure iron on a mixed belt with multiple 60/min exactly outputs, the ingots are in bursts of 12 iirc)
  • A balancer for a drone unload (limits the output to 300/min)
  • Sushi balancers for different items, most notably 1:4 for UFRs (shared with plutonium rods inputs) and 1:2 for uranium ore (shared with plut. inputs and rods)

They work all quite satisfactorily hehe

proven prawn
frosty owl
rare surge
#

specific to the 600 setup:

  • Input into Smart Splitter. Smart splitter setup with two outputs as any, the third as overflow.
  • From each of the 'any' outputs run a mk4+ belt into individual storage containers.
  • From one of the storage containers run an mk2 belt into a merger
  • From the other storage containers run an mk4 belt into the same merger.
  • Take output from merger for 600 line
  • Handle overflow output however.

This buffers the input for item bursts while maintaining 600 so long as over-all input can sustain it.

frosty owl
#

That's pointless unless you put some items in the containers or let them fill a bit though ^^

rare surge
#

no. 2x mk4 belts in to containers(960 items/minute), but max out is 600

frosty owl
#

Right, that was the point 😅 😆

Eh, still, one buffer is enough, just have the overflow before one buffer and split-merge for 600 on the output ^^

rare surge
#

Yea. Just need to buffer the input somewhere along the way. I perfer it after the split but it could def be put before

thorn bane
#

and thats why i dont balance things 🙂

proven prawn
frosty owl
proven prawn
#

sense it needs to work under any condition, etc

frosty owl
#

That's a condition that can be easy or extremely hard to achieve... depending on how you set things up AND the additional constrains you may have (eg: not wanting radiation or not sinking items...)

#

In the simplest scenarios, you just connect the machines directly to one another (just merging or splitting in 2/3 when necessary).
Any "extra step" in between adds layers of complexity ^^

proven prawn
rare surge
#

Just curious: Slechtvalk: Are you coming from factorio or Mindustry by chance?

proven prawn
#

my current way achieves all said goals, still i do wonder if there is any better way to do it?

#

naa i actually started at satisfactory and didnt learn about the other games until later on

rare surge
#

The reason I asked is because both of those games have logic-circuitry that allows for some very fine-grained control. Alot of people coming from those expect similar control in satisfactory which leads to conversations like the above where people want to account for most situations but the game is very limiting in that regard

proven prawn
#

aye that makes sense, guess i just naturally like very fine grained control, but im learning how to deal with what im given

rare surge
#

One of the things I wish CSS would implement if they don't want to go Logic-Control route, is a queue for items and liquids.

The idea being you set a specific amount of an item, and once that amount of an item has been input, they get moved to the output

proven prawn
#

hmmm unsure if that would offer any there solution to balance issues with some specific setups.

vapid gorge
radiant yoke
#

gotta love them floating point errors

runic anvil
#

Yeah lol, happens to me loads cobalt lol

rare surge
radiant yoke
#

oh must have just been my imagination

cloud swan
#

is this enough for an overflow output?

lament bluff
#

Oh wow I designed a 'standard' ironworks facility that turns 240 iron ore/m into all of the tier 1 iron products (plates, rods, reinforced plates, screws, rotors and modular frames)

It produces a total of 69 items per minute.

Nice.

rare surge
cloud swan
#

so would 1 up be enough?

rare surge
#

is the goal to overflow into the gennies?

cloud swan
#

yeah but only once the refinaries it goes to are full

rare surge
#

yea, 1 up should be enough

cloud swan
#

if a train line has too many trains going trough it, should I add more?

cold owl
#

Answer is Always add moar

cloud swan
#

how can I make an astheticly pleasent vertically stacked rails?

hazy saffron
#

Snap to foundations

echo pollen
echo pollen
#

kinda go for this look

oblique hollow
#

well, you heard it from Snutt in todays stream: Alumina Solution is a byproduct, Silica is the true stuff simon_smile

rugged fjord
#

aw yiss

bitter tree
#

For Nuclear setup. 84 Manufacturers to use Uranium. Each requires 75 Quickwire/min. So that is 6300/min total. Assembler can combine Cat and Copper ore to make Quickwire at 90/min. So I need 70 Assemblers for that.
I need to get several nodes combined for this. I think I might have Nuclear done by July :. (

short holly
#

For the electro rods?

bitter tree
#

I am still working on the belt network for the first set of 84 Manufacturers. Then I will work on the Quickwire, 48 Assmblers for Silica ..

#

Haven't thought that far ahead yet 😄

#

Like I said, maybe by July

short holly
#

Oh. i meant AI limiters (for the electro rods)

#

you'll bang em out in no time when you get going 🙂

supple belfry
#

Is there a generally-agreed upon ratio or other rule of thumb for getting nuclear set up? I'm not looking to maximize inputs anywhere; just want to consider dipping in and trying it out.

oblique hollow
#

hmmm.... not really?

#

for coal its easy enough but nuclear ist.... "build what you feel like"

supple belfry
#

So...tips on getting my head around the production line? I'm hoping to go "clean" and not generate waste.

hushed badger
#

make plenty of space

#

like far more than you expect to need

#

then you can always do 90 degree turns and not have clipping and stuff

supple belfry
#

OK, great advice. I'm struggling to get my head around it.

#

Should I be sinking...the pellets?

oblique hollow
#

cant

#

neither can you sink the cells

#

you need to make rods

supple belfry
#

OK, got that.

#

So I should plan backwards from that point, I guess, to get my head around the production involved.

bitter tree
#

My suggestions: look up the alt recipes for it, and decide which way you want to go. Build in a location that you don't need to go anywhere near. Make an easy cuttoff switch for the miner on the Uranium, so you can let everything get processed through the machines, and deplete all the radioactive material.

#

Oh. And before you turn on the Miner for the Uranium, save the game. If there is a clog in the system, or things aren't connected, or something else is wrong, you can load the saved game, do the fix, save the game again, and try turning on the miner again

#

Would be a lot easier then trying to do fixes with all the radioactive material around you @supple belfry

#

Should also keep a copy of the save file somewhere as a backup, so if you end up not liking the Nuclear setup, you can go back to that save, and rip it down before Uranium has even gone through the process.

hazy saffron
#

imagine not living with your mistakes /s

bitter tree
#

Well, it's a game, you can fix your mistakes and change your mind : )

hazy saffron
#

where's the fun in that lol

bitter tree
#

Just think how many times some people rip down and rebuild their entire base

hazy saffron
#

that's a bit different than reloading previous saves

bitter tree
#

A little different, but not far off.

#

When you are dealing with radioactive material, it's a little hard to just do small fixes in a design with all that stuff around you. Especially if you have to redo some belt work and now have the radioactive material on you, taking damage.

cedar ivy
#

i just finished my first nuclear plant yesterday after spending about 30 cumulative hours figuring it out, and took extra care to build awesome sinks around the plant with containers to drop materials into if i ever needed to accidentally pick any up

hazy saffron
#

hazmat suit can help there

cedar ivy
#

i'm too hooked on hoverpack for general work, but i did use hazmat and half a stack of filters just to break and dispose of uranium rocks around the area; having ladders all around was important too

hazy saffron
#

second body slot is needed

#

most people say for hoverpack + blade runners but in reality it's anything + gas mask or hazmat suit

cedar ivy
#

i was actually surprised how completely little radiation there was in my running plant, compared to just carrying stray uranium.

hazy saffron
#

for a long time I had a small unusable corner of my factory due to some uranium ore in a box

#

it wasn't a big enough deal to fix but it still existed

cedar ivy
#

only the plutonium rod manufacturer came close, once it had a stack of cells

wind spade
#

radiation greatly scales with distance

#

or rather the inverse

#

so carrying something is a lot of intensity compared to staying two meters away from something

bitter tree
#

I am still just scraping the surface on Nuclear build .. still belting up the first 84 Manufacturers.

cedar ivy
#

standing on belts and splitters with uranium products and fuel rods did nothing, compared to the huge field around a uranium rock which still was almost no damage compared to carring 6 uranium from a single pickup... which didn't seem to get worse carrying a whole stack from several rocks.

bitter tree
#

And still have to go get and build the other products needed.

cedar ivy
#

i get inverse square law but it's very unintuitive in practice in the game.

frosty owl
frosty owl
cedar ivy
#

the one that starts to hurt first as i cautiously approach it

bitter tree
#

You can just toss the Plutonium Rods in to a sink. That way, you don't have to deal with storing any waste.

rare surge
#

<@&387163995947270144>

torpid robin
#

😂

thorn bane
#

still think plutonium cells are bugged
the radiation is just stupid

ebon crater
#

cuz its too much?

#

never made it to plutonium

pulsar phoenix
#

Hey Guys,

So, I've started playing satisfactory a while ago and one thing that bothered me was me not knowing how many buildings I need to construct some more advanced resources, because of all the dependencies.

I then used the last days of my holiday to write a python script which could then recursively calculate all of that.

The script is available on my Github Repo: https://github.com/ImYuushi/Satisfactory-Calculator

The instructions on how to use this script are described in the README file, aswell as the prompts within the script

An example would be:

Recipe: "Reinforced Iron Plate"

Amount: 1

Output: [('Iron Plate', 3.0), ('Screw', 3.0), ('Iron Rod', 2.0), ('Iron Ingot', 4.0)]

Which means to produce one batch (in the case of RIP, that would be 5/min), we need:

4 Smelters Producing Iron
2 Constructors Producing Iron Rods
3 Constructors Producing Screws
3 Constructors Producing Iron Plates

GitHub

Python Script that calculates the amount of ingredients needed recursively - GitHub - ImYuushi/Satisfactory-Calculator: Python Script that calculates the amount of ingredients needed recursively

supple belfry
vapid gorge
supple belfry
#

I poked at it. The energy planner wasn't very helpful, and then I had no notion of what to shoot for in terms of items/min using the actual planner.

vapid gorge
supple belfry
vapid gorge
vapid gorge
wind spade
rare surge
#

Can I get someone to check my math:

Compacted Coal(alt) needs: 25 coal and 25 sulfur/minute to produce 25 compact coal/minute.
Thus 1 compacted equates to 1 sulfur per minute.

Fine Black Powder(alt) meeds: 7.5 Sulfur, 3.75 compacted coal/min.
Thus FBP needs 11.25 sulfur/min total

I have a mk4 belt worth of sulfur, which means I have enough sulfur for ~42.6666 FBP setups, correct?

thorn bane
rare surge
#

Look here with your fancy online calculators.... (thanks)

pulsar phoenix
rare surge
#

It takes water as an input, and returns 1/3 of the water as an output

thorn bane
#

rubber needs plastic
plastic needs rubber

pulsar phoenix
#

I kind of realized after writing this post that calculators already exist

#

Short answer: it doesnt handle loops

wind spade
pulsar phoenix
#

Since I didnt know if loops exist, but was aware of the possibility, I put in a counter that stops after a tree depth of 1000

wind spade
#

that's why I kinda gave up onto recursive tree resolving

#

and instead used linear optimisation in my tool

pulsar phoenix
#

Linear Optimizations monka

#

Im sure it's doable

rare surge
#

Q: Is there a machine-readable database currently for satisfactory. like a bunch of .json files listing info about stacksizes, recipes, how to unlock, etc?

pulsar phoenix
#

but after realizing other calculators already exist, I dont think theres a need to implement those changes

thorn bane
#

put stuff in matrix
give matrix to third party library
convert solved matrix back
ez

pulsar phoenix
#

I basically took the source code from the satisfactory wiki, formatted it and then put it into an sqlite database

rare surge
pulsar phoenix
#

There might be a smarter way tho probably

wind spade
#

it's in game install directory

#

communityResources/Docs.json

rare surge
#

oh, nice!

wind spade
#

tho you may also use my data.json from my tools' repository

#

which is slightly more user-friendly formatted

rare surge
#

42d worth of play time :<

frosty owl
#

||Pft, rookie numbers hehe||

frosty owl
vapid gorge
# rare surge OOF

yeaaaaaahhhhh....... some of this has just been having let the game run overnight or getting up doing chores or food... but ... yeah....

supple belfry
vapid gorge
#

This is a shared tab. What I've done is under 'inputs' I reduced the max uranium available to 600 pm. 1 normal node mk3 at 250%

#

in production I just put in 'maximise' for the resources available.

You can look under 'recipes' to change the recipes you want to use. For example on this one only the basic recipes are being used but you can manually swap what recipes you want by unchecking one of hte basics, then clicking an alt replacement

supple belfry
#

Right, but now I'm having an issue with calculating the waste.

vapid gorge
supple belfry
#

I appreciate you taking the time to surface this for me. I'm familiar enough with these tools to pull it off, but I am struggling with the waste processing.

vapid gorge
#

Oh that's a different issue we can work with 🙂 how many waste per minute are you doing?

vapid gorge
dense cave
supple belfry
#

Honestly, man, I'm mostly lost on the general arc of production. There are so many steps, that I'm not sure what goes into what. That said, I think I'm going to delay getting started until Elden Ring, and maybe even get my Assembly Director Systems going before that...

dense cave
#

Just take it one step at a time

#

which waste are you having problems with?

vapid gorge
# supple belfry Honestly, man, I'm mostly lost on the general arc of production. There are so ma...

Yeah it's probably the most involved process using a variety of product lines for the entire thing.

The main thing is having some bauxite processing already on hand, and looking at the map to put your nuclear plant somewhere that is convenient to the resources you need for waste processing

This is my set up for it, I've maximised it for my waste but you can alter that number. If you do give it a go try seperating it out into chunks or small hubs and having it come together. I don't do nuclear until I have absolutely everything unlocked and have a solid TF plant to boost it https://www.satisfactorytools.com/production?share=XzSKUYU3NVSKcEFGxOMv

#

compartmentalising it into smaller steps is really needed

#

Oh, and break down the steps on a spread sheet. It really helps

supple belfry
#

Is there any way to surface the waste generated by the uranium fuel rod production?

#

Like, once it's used by a powerplan?

vapid gorge
maiden solar
#

I'm working on a max nuclear setup, i can't decide between "fused Mod. Frames" and the alternative "Heat Fused Frames"

ornate shoal
#

1 uranium fuel rod makes 50 waste

vapid gorge
dense cave
#

what waste do you have? if you are using blenders, you can pipe the sulfuric acid to the same input

vapid gorge
#

heat fused*

maiden solar
#

sure, 1000 less

#

but with what alternate rec. are they build on

vapid gorge
#

those are the most efficient oil product recipes

vapid gorge
maiden solar
vapid gorge
vapid gorge
dense cave
maiden solar
#

nope FULL POWER :)

#

didnt thought of the water 0.0

dense cave
#

Actually I was tlaking to the other guy

maiden solar
#

oh

dense cave
vapid gorge
maiden solar
vapid gorge
#

Ah yeah as in a layout for building plans? I get that.

But yeah those 3 bauxite recipes and you're set. Anything else you were considering?

maiden solar
#

i cant decide what recipe i have to use, with the fused mod frames

vapid gorge
wind spade
#

waste is not a big deal anyway

maiden solar
wind spade
#

yeah

#

I'm not sure about plutonium waste, but for uranium waste you need ~20k years of max production for the radiation to cover the entire map

#

if you put it into a corner

maiden solar
#

only 20k years ohhnooo

maiden solar
#

with before

vapid gorge
maiden solar
#

yes

wind spade
vapid gorge
#

Ah well there's only the 1 recipes for Nitric Acid
Fuel should be HOR -> Blended Diluted Fuel
Al Ingot is that trio we talked about

ornate shoal
vapid gorge
vapid gorge
maiden solar
#

ok thx for the help, im going to use heat frames :)

wind spade
# ornate shoal wow just wow, how many containers you have to build though?

it's all in the post I've shared, if you really wanted most optimal solution (meaning least waste to cover whole world), you need 2*10^9 waste (produced in 2 years and 55 days), and put 61.8 waste into each container on a cube grid, 46.188 meters apart (total amount is ~43.2 million of containers)

vapid gorge
wind spade
#

and that's the most optimal solution, basically anything you do makes this even less likely to happen

vapid gorge
#

Basically need 1/2 power for the fuel one

maiden solar
#

ok thx again, i'll show the factory after its done

ornate shoal
#

wait, so people unironically build nuclear setups to cover the entire map with waste? i thought it was to make power

maiden solar
vapid gorge
frosty owl
# supple belfry Honestly, man, I'm mostly lost on the general arc of production. There are so ma...

I think you might have an easier time if you try following the production steps to process 100 waste/min ^^
This results in the first two steps being 3/4 of the waste to 2 blenders making Non-fissile to feed a plutonium pellets accelerator that also takes the remaining waste (all at 100%). The following steps all have nice ratios

Then you can just scale the setup to your needs. Eg: I processed 360 waste/min (12 manufacturers' worth of rods) so I made 3 "100 waste" setups clocked at 120% each

upbeat relic
#

Why do I have to do math

#

In a video game

rugged fjord
#

Cause some of us actually find that fun jace_smile

noble timber
#

You don’t have to

#

Only if you want max efficiency

still blade
#

if i try to calculate how many machines will be needed for a part, do i calculate the raw material arrival rate divided by PPM of the recipe?

#

for example, 60 raw quartz divided by 22.5 PPM of the quartz crystals = amount of machines to make efficient crystal production line?

noble timber
#

So in that case you would have 2 constructors at 100% and 1 at 67%

still blade
#

or i can underclock them all to make 20 PPM

#

thanks for info

noble timber
wind spade
flat stump
#

I’m having trouble load balancing a 105 line into 60 and 45 can any one help?

wind spade
#

easiest way is to do a manifold or just single splitter and let it balance itself

flat stump
#

Ok

wind spade
#

otherwise you can deal with balancers and come up with 4:3 balancer, but I wouldn't bother with it

upbeat relic
#

What’s the point of the game without efficiency

#

You get like 1 thing per minute

#

If only there was a way to calculate it

rugged fjord
#

There are plenty of calculator sites, you can always use those to make planning easier

bitter tree
#

@still blade Sorry for being late with the reply here, I just woke up. You can underclock using a specific percentage or you can specify how many parts per minute you want to make.

eager needle
#

how to transport <500 coal /min 2km to my base? is a train worth or should i do conveyor belts

bitter tree
#

If you do go the train route .. I would suggest finding other resource nodes in the area of the coal, and transport that to your base at the same time.

#

You could refine and build some smaller items next to those nodes and just transport those to be used for something else... Like if there is some copper near by, you could make copper sheets and transport those.

#

Would just need to add more storage cars to the train (and more platforms).

wind spade
#

the first question should indeed be if you need to move it at all

#

e.g. generators can be built near the node, steel factory too

still blade
#

how can i load balance 4 water extractors into 3 pipes

wheat bear
wind spade
wind spade
wheat bear
wheat bear
eager needle
wind spade
wheat bear
wind spade
#

it's up to you how you connect belts

wheat bear
wind spade
#

you can move the nodes around

wheat bear
#

I can do that in game too. I’m just wondering if a site has a tool that creates a map like that

wind spade
#

not really, would be super big and hardly useful for any larger setup

wheat bear
#

True. Once you utilize transportation, the map is less useful.

bitter tree
oblique hollow
#

I dont really know how consistent it is or when it happens

frosty owl
#

I'll just leave a note to that then 👍

rare surge
radiant yoke
rare surge
#

yup

#

@radiant yoke

radiant yoke
#

f*ck me uughhhhhhh

#

I've wasted so much time

rare surge
#

In your defense, its not super apparent. Hell, alot of people don't know you can input an exact clock speed either.

radiant yoke
#

ikr I used to try to use the slider to get the right percent it was so annoying

wind spade
#

just fyi: the target production rate will still get converted to clock speed % and rounded to 4 decimals, so you can't always get exact values that you want

#

but it will be "close enough"

rare surge
#

^

radiant yoke
#

yea I figured

#

it usually rounds off the production rate when I put in a repeated decimal tho, plus it's close enough that it doesn't really matter anyway

vapid gorge
radiant yoke
#

they really need to make that more obvious

rare surge
#

Even small pencil icon off the to side would be enough

radiant yoke
#

yea

#

or like a grey text box around them

rare surge
#

Changing the cursor icon when hovering to the 'edit' icon I looking thing it does.

radiant yoke
#

yea

#

yea I literally just went to check if it already does

bitter tree
#

@radiant yoke Glad I was able to help someone with that info : )

oblique hollow
#

somewhat unnecessary trivia: the motors you produce in satis seem to be in the range of 75 to 90 kW

#

based on their size

hazy saffron
#

given where they're used and how many of them are used that makes sense

radiant yoke
oblique hollow
#

Took a beam connector, took measurements, and compared em to IEC motor sizes

#

Motor is about 950 mm total length, roughly in the range of a 75 to 90 kW 2 Pole Asynchronous Motor

versed violet
#

Another question then - to build a motor in game you need 2 rotors and two stators. So its a double motor?

oblique hollow
#

I guess its so large it just needs 2 in series, connectes

vapid gorge
oblique hollow
#

Im not even sure if the rotor item is one rotor

#

It seems to be 2 rotors being stored between "rotors" - brake pads

#

Much like the stator item is two stators

versed violet
#

so its an... quad motor?

vapid gorge
#

1/3? might be 1/3

fierce ruin
#

9 + 10 = 21

fierce cypress
ruby hornet
#

I have a math problem if anyone can help me...

#

nevermind

#

nevermind again

#

Dividing 21 on belts of 9 and 12

stark bronze
#

thats 3/4 the only way is to make 8 and loop one back
you probably figured out to just use manifold in this hour

ruby hornet
#

manifold?

#

is there a way to do it when I unlock smart-splitters?

rotund tapir
#

manifold is just using basic splitters in a row, and don't bothering with balancing, also called bulkhead

#

if you search, you'll find videos explaining both things everywhere

vapid gorge
#

Something very satisfying... Just found out that 3 out of 4 parts to the beacon to a full Ur rod factory takes 778.4 iron ingots per min.. just under 1 node. Sooooo goood

wind spade
#

are you sure?

#

I count 2738.4 total

vapid gorge
#

ah that's the 4th part

#

I'm including the wire for cables , rods and plates

#

The base wire will be handled by other nodes

wind spade
#

then you didn't screenshot the 4th part 😄

vapid gorge
#

but 1 mk5 belt for 3 of the parts ending with a mixed belt

#

Oh... well the wire to cable is there. Prob could be made more obvious though yeah

#

But 1 belt of ingots turning into 1 belt of 3 of the parts. SO good.

fierce ruin
#

mk1 miner- mk2 belts- 4 smelters- 4 constructors

hazy saffron
#

this is gonna be fun

oblique hollow
#

heh

hazy saffron
#

Looks like the answer here is two caterium refineries delivering material to a factory via train

#

but that still requires me to decide on factory location and which nodes to use

hazy saffron
#

🤔 that's not even the worst part

#

2940 quickwire/minute

untold niche
#

for 1.5 supper cop per min all this is needed 😅

bitter tree
#

Remember, Mk 5 belts are limited to 780/min. So you need at least 3 nodes to get the 1764 cat ore/min that you were needing.

#

The other day, when starting work on a quickwire setup for my Nuclear plant.. I was like, Overclock a Pure node to 1200/min, and that is more than enough. Then I remembered the 780/min limit of the belts and facepalmed.

eager needle
#

Pretty sure there will be some kind of logistics mk6 or even higher in future updates. 780 just aint enough for bigger projects

rare surge
#

I doubt there will be an mk6 belt tbh, not until they can sort out the issue with mk5 all belts losing throughput.

wind spade
#

*all belts losing throughput

rare surge
#

True, its just most apparent with mk5 belts

#

I don't see them adding any belt over 780 item/minute with the current state of the game. I can see them adding alternatives though, such as mechanisms to group multiples of an item into a single entity for belt transportaion

small oasis
#

You're still limited by the 780/min supply. The easiest way to kludge it would be to add a MK4 miner that is slightly better than the MK3, but can also output 1024/min due to double outputs ... MK5 could pump that to 1256/min and MK6 to the full 1560/min of double MK5 belts.

rare surge
#

Devs have talked about the 780/min supply limit in regards to mk3 miners. Its more or less by design. Basically boils down to where do they draw the line on resource accumulation.

hazy saffron
#

my complaint here is the bad scaling of belt speeds

vapid gorge
hazy saffron
#

60 -> 120 -> 270 -> 480 -> 780 is just weird scaling

rare surge
#

So, to me, the only one I find weird is mk3's 270 limit. Should be a 240.

The 780 is essentially the happy medium CSS came up with between peak throughput and throughput loss due to frames.

vapid gorge
#

All moving up

hazy saffron
#

I'm still trying to figure out where I'm going to build the factory

hazy saffron
#

Nope

vapid gorge
#

Ah some sort of computer thing then?

hazy saffron
#

super computers

vapid gorge
#

I like between the swamp and the NE desert

hazy saffron
#

AI limiters and high-speed connectors too

vapid gorge
#

caterium oil copper iron for regular wire

#

And silica/crystal

hazy saffron
#

I'm already using that caterium deposit for something else

vapid gorge
hazy saffron
#

that pure node on the upper left side is in use

vapid gorge
#

Even if you have a smaller system there are 4 relatively close nodes

hazy saffron
#

and I don't really care for that location

vapid gorge
#

Ah, Well around the swamp works too. There's copper directly west for the Qwire or copper sheeting

#

Plus if you use coper/cat qwire yo uonly need 490 caterium ore

hazy saffron
#

i do not have that recipe unlocked

vapid gorge
#

Ah soz. It's one of the ones I consider pretty core critical to larger set ups. Significant to ease of logistics and manufacturing

hazy saffron
#

dealing with a lot of resources on multiple belts isn't a problem to me

#

thing is I'm already making most of the stuff needed in other parts of the map

#

the problem there is just the "other parts of the map" part

vapid gorge
#

Moving the computers somewhere?

hazy saffron
#

nah

#

more just "i want the end product but don't want to build the infrastructure"

#

despite the fact that the infrastructure is half done already

vapid gorge
#

Ah yeah, that probably is an unsolvable problem yes

small oasis
#

IDK, I'm just spitballing.

hazy saffron
#

240 is also divisible by 3

radiant yoke
rare surge
radiant yoke
#

yea ig

hazy saffron
#

They've discussed that and rejected it iirc

#

would be nice for stuff like screws though

radiant yoke
#

yesterday I had the random stupid idea of wide belts for large objects

#

that would be twice as wide as regular conveyors

radiant yoke
rare surge
#

My own thinking would be you would need end-to-end palletizers, similar to packaging->unpackaging fluids. Each palletizer would have a single input and output port aswell as a crafting time to de/palletize items. The machine would require power.

All combined that means you would need multiple palletizers to handle higher tier throughputs. Essentially trading power for throughput

radiant yoke
#

yea that's what I was thinking

#

lmao imaging the pallets would need to be carried around by forklifts

hazy saffron
#

you would need more than one input/output

radiant yoke
hazy saffron
#

otherwise you're still bottlenecked at 780/minute with them

rare surge
hazy saffron
#

or you can do the standard two inputes two outputs for mass item transit

rare surge
#

No different than using multiple machines to reach a specific throughput

hazy saffron
#

and one input and output makes it any different?

#

you're achieving basically the same thing as processing resources onsite then shipping the product

#

there's no real point to the system

#

theres already very highly scaleable transit present in-game

#

or with the forklifts carring pallets of items around; how does this differ from tractors and trucks

#

what makes it different in terms of gameplay and not just aesthetics

rare surge
#

It fills the desire for higher tier throughputs in regards to transit. For example, a freight platform will NEVER be able to reach an overall throughput of 2x mk5 belts. But with a palletizer, you could.

For example, lets say Iron Ingots palletize 10:1. that means you have 10x the throughput(at the cost of power) over your train network. palletize before loading onto train, depalletize after unloading

hazy saffron
#

a freight platform can easily reach that throughput

rare surge
#

No. freight platforms get locked for >25s when a train arrives.

#

thats 25s of nothing coming out/going into the platform.

hazy saffron
#

🤔

#

that 25 seconds does not matter

vapid gorge
rare surge
#

The entire idea behind it is essentially to give higher transit throughputs(be it belts, trucks, trains, drones) at the expense of power

hazy saffron
#

a 20 minute round trip of a single car with screws should come out to 800/minute if I didn't do my math wrong

#

if you narrow that to 10 minute round trip; you get 1600 screws/minute

vapid gorge
hazy saffron
#

Screws because it's what came to mind as something you ship in obscenely high quantities if you hate yourself

#

same applies to wires and any other 500-item stack

vapid gorge
#

Yeah I was goign to say it sounded like mental self harm

hazy saffron
#

it's also the stack size where filling the station would take the longest

#

any smaller stacks you have to cut down round trip time

#

but those items I hope to god you're not making at 1560/minute

vapid gorge
#

Though it has been fun playing with train numbers and moving 1200~ pm per platform with mixed materials.

hazy saffron
#

the only thing I see pallets working for w/ forklifts or something is intra-factory transit to cut down on conveyors

vapid gorge
#

I would have thought Inter rather than intra since you'd have to dedicate space for packaging and unpackaging and you probably don't want to do that for short trips.

hazy saffron
#

it depends on the size of the structure

vapid gorge
#

I guess. I think you have to specificy for things like mega factories or not at this point

rare surge
#

It does. you lose 25s of throughput.

Lets use a generic example. Round trip takes 10minutes, you have mk5 belts.

10 minutes = 600 seconds.
600 - 25 = 575 seconds of moving items

2x mk5 belts move 26 items/second (780 * 2 / 60)

That means in the 10min round trip, you max out at 14,950 items moved. (575*26)

The theoretical max for 2x mk5 belts is 15600 (26*600)

Meaning you are only utilizing ~95.833% of max throughput

vapid gorge
#

For me part of the fun is designing factories that will use high output items right next to it. Like 1800 al cases pm I'm making in one spot is getting used 2 foundations over instantly

hazy saffron
#

600-25 does not equal 525 first thing

rare surge
#

Longer trips = less throughput loss. But it is there

#

Oops. am dumbs, will redo

vapid gorge
#

isn't it 25 sec x 2 for loading and unloading?

hazy saffron
#

yes

#

but each station only performs one task

rare surge
#

You don't lose that per platform.

hazy saffron
#

theoretically they can do them simultaneously

rare surge
#

loading doesn't affect the throughput of unloading

hazy saffron
#

so only 25 seconds really matters

vapid gorge
#

Truuuueeeee....

#

So just real quick is the main bit of argument about efficiency over 1 platform vs 2 belts?

rare surge
#

Its more so peak throughput of a single Freight platform. What sparked it was my declaration of a platform never being able to reach peak 2x mk5 belt throughput

#

(Fixed maths post, its ~95.833% throughput)

hazy saffron
#

but again

vapid gorge
#

Ah yeah. True you'll never get it. UNLESS dun dun dun, you consider belt throttling reducing through put as well

#

Unless you put a lot of work into it your mk5 will not be doing 780 either

hazy saffron
#

if your train is perfectly timed you should be able to hit 1560 parts/minute on single platform

rare surge
#

Yea, sadly. Which is the lead in the the above declaration

vapid gorge
rare surge
vapid gorge
#

Yessss...... I ... can't think of a way to avoid the 25s downtime w/o a second platform