#math-and-meta
1 messages · Page 606 of 1
you can always disable it 😛
exactly.
It's nice when building in an area that has a random oil node you're not using for anything else 🤷♂️
or random rubber/fuel lying around
True.
Sometimes to get the desired recipe on the screen, it's quicker to enable all alts. and see what gets used, and how much. then go through and tweak it how you'd like.
..or based on what's left on your world.
yeah there's no way to "guarantee" a recipe
Iron Alloy can never be guaranteed 😭
There is something I need to check using the tool though..
New to trains and wondering if anyone has a quick answer to this. I have a 780 input of ore to a freight station with an overflow for when the input stops so the conveyor doesn’t stop, but it only shows about 750 per minute on the freight station
so by this, I'm using about ~8k of that number.. so I shouldn't have to worry about running out of oil at least.
ideally you want to put it into industrial container and from the container use both belts to put into train platform. That way you can guarantee 780
no residual rubber?
Yeah, if you're not double-belting the input 780 is impossible.
Thanks I’ll give that a shot
it's a personal preference, it adds ~3900 rubber/min to it.
sure, it's just free extra rubber from a material you'd otherwise sink 🤷♂️
what about heat fused frames?
what about aluminum?
It depends on all the other rubbers being used, or sunk for a steady output. I don't like byproducts.
That's why you make them useful?
So they aren't really "byproducts" anymore at that point.
Especially Rubber/Plastic.
It does add 12% to total output.
After all the oils gone, and you need that extra 3900 rubber or plastic, surely it's not too difficult to route it to a refinery and not a sink.
it's also good for kickstarting the recycled loop
high speed w/ silicone hsc or automated wiring? the tools says I need 900/min D:
i feel you #screenshots message
thing is im guessing youre making those for ADS to sink and if youre not using 100% resource efficient recipes its not worth to go ADS
so my suggestion is make TPRs instead cause they dont have stupid stuff like that xD
I am doing TPR's.. I've got very little aluminum and nitrogen left after 20 pasta, 20 TPR. I figure the last hoorah for my save will be 60 ADS
aaah i see
ye then speed wiring for sure the build count save is insane
60 isn't a hard set goal. I might drop to 30 for sanity, and to try to keep the save playable.
double down, no sleep until 120
more like no fps until 120
I have doubts my save will make it to see 60 completed.. I haven't even started on that beast and I'm barely getting 30 fps lol
Speaking of, how's your fps?
This is true. I might just scrap the whole project, or do it on a different save, or just do it on a much "smaller" scale and hope to hold on to some amount of playability.
I'm seemingly having an overproduction issue. Where my oil/fuel/plastic/rubber production seems to over produce it's output per minute in Heavy Oil Residue as well as over producing Empty Containers for some reason. I've got 2 plastic refiners and 2 rubber refiners feeding 1 Residual fuel Refiner, which should all be 60/minute total in/out, however I often come back to find my fluid buffer full and my system stopped because it's got to much Heavy Oil Residue. Ideas? Or is there something I'm missing?
the full system is 3 Packagers doing fuel 2 producers making empty canisters, 1 residual fuel refiners, 2 fuel refiners, 2 plastic refiners, 1 residual plastic refiner, and 2 rubber refiners.
it should all even out
or be 100% efficient
did you do the math right? rubber produces 2x the hor than plastic.
yea
spreadsheeted that mf'r lol
2 plastic + 2 rubber = 60/m output of Heavy Oil Residue
1 Residual Fuel uses 60/m
should even out, yet I'm over producing Heavy Oil Residue
do you have good steel production and steel screws?
yeah
adhered iron plate + steel coated is the best way to make RIP. but bolted isn't bad if you don't mind overclocking/underclocking
I can use adhered, too
Stitched.
99% Stitched, 1% Adhered.
hm should work math checks out
are you sure you have enough oil? or maybe the polymer resin is stuttering sometimes?
maybe post a picture of the setup?
Thanks, I couldn't really figure out what they had from the spreadsheet.. ig I can't spreadsheet.
ye took me a while aswell xD
so used to sftools nowadays
what's your reason for not using bolted RIP?
He hates screws.
Not that.
(steel screws)
Yea, I've got 3 oil extractors feeding the system
it's very compact though
- Stitched is just better.
- Base is the same production rate as Bolted, and is cheaper. Just takes 2 more buildings worth of space.
Even just from Iron. Bolted is more expensive in trade for space.
Base takes more space for the same production rate and is cheaper.
this image is pretty much the setup
Stitched is better than both Base and Bolted.
Even if you run it off Iron Wire, Stitched is cheaper than both.
That's why I'm wondering if maybe there is a bug creating more fluid than is suppose to be?
bolted is lowest amount of buildings
Did you not see me say "saves space" multiple times?
hey now, it's chill and happy day lol.
yes this is just me providing proof instead of just claiming it
People repeating to me what I have already said when someone else asked my opinion is irksom.
Like... I know. That's why I said it.
You telling me what I already know is redundant.
Redundancy bothers me.
huh? where
I looked at bolted, and in the end I ended up going with adhered. even sevrahn agrees with me 1% of the time. so I'd go stitched + iron wire.
sec, just unlucked jetpacks and should be able to get a good image
Prehaps you can add a pipe overflow to the system, and dump the extra hor into a petcoke refinery.
Stitched is the cheapest way to produce them.
Adhered is nice for mass-production later because you'll usually have excess Rubber or Poly Resin somewhere you can divert.
unless you missed something in your piping, I've got no idea why it's backing up.
I agree
Depends on the value of rubber -- which adjusts as the game progresses.
So later on, yes, it shifts to Adhered being cheaper overall.
Bolted Frames - yes.
Bolted Plates - no.
Unless you're building something big in late game, stitched is better.
stitched can be overclocked too.. although iron wire gives me nightmares.
if you like building the least amount of buildings (which some people just do idk i wont tell them how to play their game) then bolted is best
Bolted Frames has a higher production rate compared to the base recipe.
Bolted Plate does not.
what do you mean with production rate
cause bolted plates is 15/min while default is 5/min
it makes more for a given input
Sec. I'm double-checking myself.
thats like 3x as much
kinda hard to tell what's going on here, but the 4 in the distance are the 2 rubber and 2 plastic
3x as much for 3x the cost.
So resource in to product out ratio they are both 1:1 for plates.
Yes.
yes thats the point less buildings at the cost of more resources
but the speed tradeoff for that recipe is worth it.
eh thats subjective
in my opinion hell no xD
for bolted frame vs regular frame?
oh i thought you meant plates
but yes even for frames
Just checked my Heavy Oil Residue buffer is full again, and I just emptied it not that long ago
Frames I make the exception for because there are so few options (had to look it up to refresh why I held the opinion I had).
Plates has options like Stitched and Adhered that make Bolted irrelevant to me.
Bolted > Steeled so it wins.
Adhered and Stitched > Bolted so no.
actually, bolted frame could be the most resource efficient IF you go this route
nope default is better
sorry i dont see anything thats wrong
that's why I'm wondering if there may be a bug with the game
15 less steel
Doesn't matter how you slice it.
Base Frame takes 48 Screws worth of Rods, Bolted requires 56.
Base will always be cheaper.
It's just that Bolted can do what 2.5 buildings of Base can do, so it's worth in large-scale setups.
yes and bolted plates with 3x doesnt do that?
Stitched better 🤷♂️
2.6666x of stiched
I mean...
There's a block in my brain that just spits out "Stitched Better" so unless they alter RIP recipes and I have a reason to revisit said neural pathway, we have to agree to disagree on this one.
well i would never use bolted myself cause adhered is just better in my opinion xD
im just saying for people that ONLY care about building count
Bolted saves space. Stitched is overally better because iron is easier to find than copper.
adhered does both xd
Yes, but OC the Bolted and you're saving even more machines 🙂
it's bolted OC'd to the max.. I needed alot of frames lol
And when you're making 135 HMFs/min... you save a lot of space using Bolted Frames.
^ this.. or even just 60.
sits at 44/min 🙃
my save dies if i make more D:
ok what about bolted plate -> steeled frame 
Bolted Plate into Bolted Frame actually has some perfect ratios with Screw production tbh.
3 assemblers outputting into 20 assemblers isn't great to build
you build 3 assemblers -> 1 belt -> 20 assemblers in a manifold
i would be more worried about 3180 screws for double bolted xD
Bolted Plate > Bolted Frame needs 530 Screws/min
Steel Screw x2 is 520.
So if you scale that up, every 4th Bolted Frame Assembler you just need +1 Base Screw line. (or every 5th you just need +1 Casted)
" perfect ratios"
Why does this analysis say Steamed Copper Sheet saves 7% copper?https://www.reddit.com/r/SatisfactoryGame/comments/mnwugx/update_4_alternate_recipe_indepth_analysis/
Copper Sheet: 2 copper > 1 sheet
Steamed: 3 copper (3 water) > 3 sheets
That's 50% less copper... per copper!
26 lines is 130 Frames/min
Which is a number I need multiple times over 🙂
Especially for all those Versatile Frameworks I am totally automating. 😛
Idk, People who try to do indepth alt analysis are usually wrong because they never can admit "alternates are subjective".
The author of that analysis hates screws
still, alternates are subjective 🤷♂️
Alts are honestly amazing. They let you play the game in many different ways, and layouts are completely based around which ones you have. Very neat.
"Alts are honestly amazing. They let you play the game in many different ways"
cough HOR needs a nerf cough
it gives us stuff to disagree about too. lol
wright516's analysis places Iron Wire in F tier as the 3rd worst recipe in the game
Crixomix's analysis places it in B tier
"in-depth analysis" is someone who wants to looks like they know everything about the game, and says stuff like this sucks don't use it, or writes a single sentence on how it's so great or so bad.
perfect
correct analysis would say "useful if you want to reduce copper usage, but at the cost of more machines"
52 lines, but yes. 🙂
Other than biocoal.. and maybe bolted plates :p Almost every alt has a niche use case where you'd want to use it.
HOR still needs a fucking nerf.
7% Copper OVEREALL
so because copper goes to other places aswell the total save is lower than 50%
for example.. heat fused frames.. it trades nitrogen for aluminum.
Oh, ok
Heat Fused is de wae.
silicone hsc, trades quartz for caterium
Because you have way more nitrogen on the map than we currently use for... anything.
imagine needing hsc xD
<-- It me. I need HSC.
eeeh depends on how many turbomotors you make
and aluminum dissappears so fast when you start using it.
45/min?
speaking of, alloy casing, adds copper usage (and alot of it) to save aluminum for casings.
Imagine automating Project Parts. 😏
and thats why you dont have issues with nitrogen
(I'm a bot, you had to know that reply was coming)
scim seems to think I'm producing and using more nitrogen than what's in the game x:
Mods 🤢
Multiplayer Broken. Plz Fix.
If power is a factor in your decision-making, you're building power wrong.
Imagine automating Project Parts.
You all know exactly when I am going to say these things.
😂
apparently packing, and unpacking nitrogen throws off the numbers some how.
Damn... why are fuel generators so tedious
the underclocking doesnt have the same value of fuel per MW
so 12 fuel is 150 MW
but 5.15 is 50MW?
Screenshot, you're looking at the wrong part of the UI.
Ive got 160 fuel per min going in... which means ive got 16 generators on 100% and one should be on 33%
True. UI could be laid out better.
But power is not linear with clock speed on any machine.
People seem to think that magically changes for generators.
Nah, i knew power isnt linear with overclocking. i just assumed it was the same as other machines... less input = less output
Both of those are true.
Power is not linear with clock speed.
And underclocked generators use less fuel to make less MW. (less input for less output)
Ahhh right!
Thanks for that... me being OCD... i wanted to change one refinery from residual fuel into coke, to then bin
gone from 193.333 pm down to 160
oh jesus. whats that
When clocking everything after the 4th decimal doesn't exist, so you can't do 1 and 1/3 of something - right?
Ahhh, i get ya
If you try to do things in even 100's or even 60's, you're run into many instances of xx.33333333 or xx.88888888 etc.
If you set your final product as a multiple of 45, everything in the chain will work out to fall within the bounds of xx.xxxx automatically without you needing to think about it. (Extremely few exceptions to this)
Plastic and Rubber are special, and they follow the same rule but in multiples of 81 (once you have the Recycled Loop available).
Ahhh i get ya, in this instance, i was just using residual oil from my computer factory and turning it into fuel instead of coke. but that gave me the odd number... so instead i used a majority for fuel and the small remaineer for coke
Your miners will not fit within 45, but them backing up every thousandth or millionth cycle is not an issue most people care about.
I’ve seen that on a relatively flat track 3-4 train cars per locomotive, can I put like 5 or 6 locomotives and have like 20 freight cars?
It's the "fun" math of the game.
Miners work in 60's, Products work in 45's, and Belts again work in 60's....
Use 1 locomotive until you need to add another one.
That's how simple it is.
The 1 loco per 4 car thing no longer exists in U5.
Thank you I’m just now starting to learn trains
Keep using truck routes in tandem with trains for optimal results.
Do the freight cars weigh more when full still or was that also an old update
Switching solely to trains is a bad idea imo and is the choice of either someone obsessed with trains or someone switching to this game from... another game.
They weigh more when full.
||One-machine-one-station challenge!!||
But how does one convey items across a long distance in the early game 🤔
Truck stations exist....
And save you a fuckton more infrastructure space...
oh god no. i hate those... you have to deal with fuel.
Fueling trucks is not difficult...
400 hours in and somehow just starting trains because I can’t lay another 2000 meter conveyor chain without wanting to die
God I hate generators... you have to deal with fuel.
Did you never build a truck station? Ever?
I mean, early game yes, they are good. But I was using coal, and then I needed the coal else where... And it was to annoying to build a secondary line to feed trucks... I just preferred trains and they were easier to set up ... And cooler
How are trains "easier" to set up?
Building lines of track 2 clicks at a time vs. drive once and hey look it's automated.
I figure once they're set up you don't have to worry about them, cause automated cars tend to crash and not always easy to get a straight path to where you want to go
Yup... Because you have to drive the route, then if you mess up, re do it. Etc
Return to my stance that "most people hate trucks because they suck at driving routes".
User error.
Nothing to do with trucks themselves being bad.
I just prefer trains haha. Especially as a majority of my routes are quite far. Plus with trains, it saves me having to place power cables
Routes-making need improvement ù.ù
Preferring trains is fine.
Hating trucks is a different thing.
Copy/Paste splitter settings has infinitely higher prio than truck routing imo.
Also no.
Trucks have the area where they excel.
Trains have the area where they excel.
Drones have the area where they excel.
Best practice is using all 3 in concert.
Now, if drones could be powered with nuclear rods... 
Why must you hurt me like this
Truth hurts.
I like it. 😈
No they are not. In order to use them you must tap sulfur which is needed for production of other things. They are the fastest over long range yes, but a truck can go faster if the distance is under a kilometer. Trains best both by mass used.
Oh yeah drones are bad for short distances
Drones excel at remote areas where you don't want to spend time on infrastructure (literally just drop the port down and you're good to go)
No rails, no driving.
Build the port and you're done.
Screws are sooo demanding
Phase them out.
Depends on the scale. For a small RIP factory they are fine. For a 60 item/min HMF factory with default recipes, it's a nightmare.
Eyyyyy... 😉
hell I'm struggling with a 2/m HMF while supporting my other manufacturing with screws
1: Steel screw is a nightmare.
2: just you wait... Late game is gonna hit you like a truck.
Oh I'm sure of it, I'm struggling just figuring out a layout
You define nightmare differently than most.
I like entertaining dreams. Nightmares usually do it for me.
Totally wasn't a Freudian Slipm
There's a really simple generator power plant you can build. I built two and I get like 3000 mw or something
and it can be made better
You're missing the context for why I said that.
I know one exists that gets like 20k or something insane
Im the last person to talk to about simplifying setups. All my power setups are efficiently built but very complex
I said it in response to a similar statement about trucks.
Oh I still hate trucks just because maybe long time bias
True. Im kinda stubborn in this game. Most stuff is belted even across the map
I’ll toss smth in screenshots
Belt busses are fine.
The point I was making is you have to do fuel logistics either way.
For trains you have to get fuel to generators.
For trucks you have to get fuel to trucks.
Either way you have to get fuel from A to B.
For trains that’s easier because they are electric. I hate moving fluids besides by pipe so most fluid stuff is built near the source as possible
And check #screenshots for a example of my primary bus
Fueling trucks isn't difficult at all. People just hate them because they hate them.
Nah it isn’t. Just throw a coal node at trucks
Batteries 🙂
Those too
Once I get drones I run both them and trucks on the same fuel source. Keeps things simple.
Yea I want drones just have been lazy in automating my batteries. Plan to do 800 a min using the classic battery alt
Have you considered instead of figuring out all the screw logistic, figure out the rod or ingot logistics to screw machines directly under what you're feeding?
So, I am working on a a project to make 44.8 radio control units.
I actually have a stock of unused crystal osscilators so considering the radio control system alt. Any downsides?
Also have rubber, plastic, and copper ingots lying around so thinking it maybe the best option
I don't like that alt because it uses lots of aluminum in exchange for no computers.
Im making 12000+ alu ingots and only consuming 600 so far. This would use 1200 w the casing alt
if you have the extra rubber and plastic, I would go with the default to save the aluminum.
Yes got heaps of both
I’ll have to do the math. I have appx 18 crystal osscilators available without expanding that factory
default is definitely better, I know you've got a lot of aluminum, but I'd hate to see you blow 1300 of it on rcu's
My uranium rod plant over supply
or 1200 of it if you use alclad casing
really alclad casing only saves 100 aluminum for that much copper... wow
Yea alt seems to be a must. Without making more osscilators anyway which will be a big headache
Short appx 5 for default
Copper is a non issue. Pure copper is amazing
well, I've shared my thoughts on it. you're not going to miss that aluminum for a long while, if ever.
Yea for this case the osscilators is my limiting factor. Would be too much work to get another factory built. But eh.
go for it, the only time you'll use all your aluminum is if you build a factory for >20M points\min in the sink
True
Wait till u get to >32M / ticket = it's a pain in the ass waiting for tickets !!!
You're not supposed to wait for the tickets, the tickets should come while you do stuff like... Making your factory better, or expanding production, or making your factory better, or adding decorations, or making your factory better... 
That's what I do = I only check my tickets once every 2 weeks or so
just make a > 10 million point/minute factory.. no more waiting.
I'm concentrating on my - Assembly Director System, Mag Field Generator, Nuclear Pasta and Thermal Propulsion Rocket plants
ADS, pasta, and rockets are are >500k points per item. a couple of those a miunte and you'll have your nut in no time.
yeah + my Plutonium rods currently being sinked
hey Wolfgrim - where r u loated US, UK,??? I'm in Oz
us.
What is the best turbo fuel recipe?
none since nuclear is just way better
turbofuel isn't worth unless you really hate nuclear
it will be my power source to get to nuclear
Have you tried diluted fuel?
for that fuel (diluted fuel) is enough
alright
300 oil = 10GW diluted fuel
alright back to the excel sheet
For the turbofuel argument, I one of those with a max nuclear setup and don’t think I would disassemble my 80GW TF setup unless I really need the 1200 sulfur it uses back
it's something else if you already have it built 🤷♂️
Yup exactly! At least its using turbo blend fuel so lowest use of sulfur possible.
I was mostly talking about a situation where you don't have any TF built yet - usually doing diluted fuel is enough and then you do nuclear
Currently building up the pressure cubes I need for plutonium fuel rods. This nuclear expansion project has become quite big
Oddly specific number...
Yes. Requirement to make 22.4 pressure cubes. Which is exact need for my plutonium fuel rods
Would have just made 45 and dealt with the extra 0.2, personally.
Probably gonna happen 🙂
Should. Because rule of 45 makes this much easier for you 🙃
Also Crystal Computers makes this much easier for you too.
Well, thing is already have a unused flow of 18 crystal oscillators conveniently.
Im more of a caterium computer fan 😄
Which is fine, but for RCUs, Crystal just works so perfectly...
RCUs is why I converted to being a Crystal fan.
Eh im the use quartz as little as possible type. Thats why my alu factory omits it entirely.
So you just have a bunch of resource on the map you don't use?
I wouldn’t say not a bunch…I do use appx 8k silica for example for a wide variety of products
Im just wary of both quartz and sulfur usage is all
Yea I have maxed out aluminum for the entire map
Quartz goes to Oscillators almost exclusively for me.
Well using pure alu ingot
It's like a 80/20 split between crystal and silica.
Majority of mine goes to silica over quartz, because of heavy use of silica using alts in my uranium and plutonium rod making processes
"Heavy use" of silica for me is just HSCs.
HSC’s, non fissle, encased uranium cells, are mine so far
Ooh for sure caterium boards is king
I did a comparative analysis while back let me find it again
Dunno why I chose 420 as the production target tbh
And im at the point the only real silica need for future is anything for HSC’s down the road.
ActuLly May have chose 420 due to the clean numbers for caterium CB’s
You chose 420 because blazin.
Lol
Caterium CBDs 😜
With fused quickwire 😉
Not sure what the wink is about?
Fused QW is the only QW recipe I use.
Fused quickwire is divine. It is holy and it is sacred
I think I misread your comment... I thought you were saying it baffles you about people using Ct CB. Fused it the key I think.
No no. It baffles me that people use Silica for CBs.
Ct and Electrode are the only 2 CB recipes I'll ever use.
I'd say it has a place. It uses a lot more copper, but if you don't have oil it does it without plastic.
Imagine not having oil...
Errr electrode is quite horrible. I wouldn’t use it
Even with recycled rubber in mind
I rarely do.
It isn't horrible, it's niche.
The quantity of resources it needs is just too high imo
The fact it needs only 1 resource gives it value in specific scenarios.
True can’t argue against that
Caterium > standard > electrode > silicon
My pref order
Anyone who thinks oil is limited hasn't been to the Spire Coast.
Oh I have only tapped three oil zones
- blue crater makes me tremendous amounts of rubber and plastic
- Gold Coast is my turbofuel plant
- highland lakes middle map feed my aluminum plant
Sulfur and Baux are my top 2 limiters.
Then Qtz.
Sulfur just because... batteries.
But that is self-inflicted.
And about to tap the oil well in the swamplands for fuel. Will be used for fused frames
The pressurized node?
Turned that into a CB plant because it matches almost perfectly with the nearby Ct node if you're willing to OC the pressurizer.
Yea the pressure well. Yes it will be OC’s I always OC extractors
I don’t need more circuit boards. I do need fuel so thats priority 1. Whatever goes unused will be for other future projects tho
Plan to use the fused frame alt
Heat Fused is de wae.
Then to smash em into pressure cubes, then smash plut cells into the cubes and out pops plut rods
Taken a long while to build up plutonium facility. Non fissle alone was not fun to setup
Yeah... You're telling me.
||Yeah... You're telling me
||
||No one tells me anything||
||I know nothing ||
||'cause you can't even be invited to a factory tour because "laptop bad 😢" ù.ù||
||your still working on finishing your nuclear arent you
||
Moreso because Multiplayer Broken. Plz Fix.
||I raised the bar in decor a tad too high...
The factory been running for a few hundred hours already, at least 😅 😆||
I never mentioned multiplayer
"Invited to a factory tour"
I guess you forgot our DMs 
||so basically eta on complete date somewhere after 1.0 release
||
Wanna take a tour to judge how finished it is...? 
yeah sure, i wasnt going to really complete my designs until 1.0 myself, mainly because more decors, etc could be releases and i want to make my designs as complete as possible and looking fantastic, though its still going through varies forms of current complete with existing decors, but you know more decors are likely to be released later and then thats more redesign work
More decor......
Happy/unhappy feeling 
We all know they are coming
Except you won’t be too happy when half your factory is covered in terrain
But if you only use the Spire Coast for extraction, then it’s completely fine because extra resources and no need for E X P A N S I O N
@wind spade is the wiki wrong?
https://satisfactory.fandom.com/wiki/Radiation#Examples
im getting different values for the meter numbers
i think the table is for 0.1 intensity but its 0.2 to not take damage
Radiation refers to the effects of radioactive items and objects in the game, which cause damage to the pioneer unless a Hazmat Suit is worn. While Radiation is in effect, the screen will become slightly distorted, Geiger Counter noises will be heard and a radiation level bar will appear in the upper part of the screen.
no idea, I'd have to check
for the first row I got 0.18 intensity
for 22 meters/100 uranium
hm im getting 0.125 xD
https://www.wolframalpha.com/input?i=100+*+10%2F(4+pi+22^2)*exp(-0.0125*(22))
uranium is 15 intensity
oh ye ok
but still not 0.2
anyway it seems like having a storage in the middle of the map and covering everything in radiation is just straight up not happening xD (like 5 billion years at max plutonium)
sure but for example the last line is giving me 0.997
xD
I don't get this image result if I Google are you high.

yep exponential scaling is nice
(this is at max plutonium 22.4)
so yeah put it in top left corner (and also top of the map) and you won't ever feel any radiation
since it's calculated in 3D space, you can easily get 1500+ meters for free by building it at height limit
ye that aswell
but also 😭

1000h save, ~3M waste, still does not touch the border.
The border is delimited by the diagonal power pole line.
Oh, and the small radiation blip is just me having great idea of storing a 24 slot container of uranium rods in front section of my power plant, instead of the back.
Im thinking of using the southeast void as my waste dump. Nothing around there anyway to worry about
its way closer to land than north west though
so the calculations for irradiating whole world with plutonium waste (may be error somewhere because it's late and I can't math):
you need container every ~46.2 meters (in all three directions)
you need ~267,129,000 plutonium waste
which is 607 days (1.66 years) of nonstop running of most possible plutonium production
so yeah, no way anyone with normal waste placement will get affected 😄
nice!
there is at least one person saying challenge accepted
I think one may run into object limit with this
isn't object limit like... 2 million ish
and that's not including the production of the plutonium waste, lol
The machines would take up a decent chunk
thats only 11k ISCs right?
right, right
so depending if container counts as just one item, it may be possible
if it counts as more for object limit, then you'll most likely run into that
I did nothing...
the north sea goes really far before you take damage so id definitely use it for waste storage
You just hate us because we have more sushi 
I just hate sushi in general (||except my fiancee, sushi is her nickname||)
Yeah I don't like sushi either lmao
it looks so cool though
what about dropping single plutonium barrels in hexagonal grid for optimal irradiation with no overkill?
now THIS is pod racing
yeah, as I mentioned in the original post (https://www.reddit.com/r/SatisfactoryGame/comments/m96kuy/how_to_irradiate_the_whole_world/), hexes would be slightly more efficient, but also hell to calculate and I can't be bothered, feel free to do the math instead 😛
95 votes and 21 comments so far on Reddit
wait, what about the 3rd dimension? We actually need a rhombic dodecahedron (honeycomb) fill pattern to ensure no safe spots!
also optimal radiation isn't one barrel
unless I've made a mistake, it's really the "container every 46.1 meters"
whoa
(sorry for off topic)
See the honycomb for optimal 3d packing https://en.wikipedia.org/wiki/Rhombic_dodecahedral_honeycomb
for train throughput.. The charts on carriage throughput were based on stack size, and travel time.
Did you read the wiki page on train logistics?
Whole formula laid out.
These are old, and I think you added 50 seconds the time it took the choo to go between stations
That came from the wiki. lol
it's old, pre U4, but the few times I've used it, it was accurate for me.
I never added 50s?
Converted the lockout animation into minutes because everything else was in minutes, so it was like 0.45something.
And I am fairly sure one of the pages shows the old shit, and another one shows everything I did for U5. 😂
what page is that from?
Iono why the chart was removed and replaced with formula, Maybe the formula is less confusing? I liked the chart because I could ride it one way, timing it, x2 it and add 50 seconds. if it was less than the chart it was good.
Formula covers all scenarios. Just plug and play. 🤷♂️
that's from my old trains post and doesn't include load time 😦
and now it's mine to use... forever..
I mean I tried pumping the water back to my base but didn't have enough power for the pumps so I ended up snaking a power line all the way back
Try belting or trucking the coal to the water instead?
Soo for my entire plutonium fuel rod build ID be consuming a total of 3k alu ingots!
- 600 for encased plutonium cells
- 1200 for fused frames
- 1200 for radio control units
Definitely adds up fast
That's what I ended up doing. I just didn't know if there was a better way to do it. Thank you
is it possible to reuse the water from aluminium scrap for the alumina solution? i do have pumps atm if i use the by product water instead of a pump or two will that mess things up?
Check out the VIP junction in the piping manual (
) 😉
Yes it is possible, but you need to be cautious on the build
what i have done is reduce my pumps by 600 water and add a bufffer supplying 600 to the alumina solution
This is my aluminum scrap system
I split a mk2 water pipe into three mk1’s and then use a valve to reduce it more.
Can I recommend something that simplifies it and reduces the chance for back flow? Clock the Scrap refineries to take the amount of solution made and just stick them in front of one another. Saves space as well
I've got all 9780 baux set up so they just feed directly like that
Ooh the alu setup has been built now for 6 months
Someone here suggested that to me awhile back.. I think my setup can still backup but
to prevent backups and allow the setup to turn on and off with demand, I think it was mcgallon.. or someone else.. maybe it was my idea lol. put pumps on the waste water, and route them above the refineries and down into the fresh water inputs of the sloppy alumina.
I do this too, works wonderfully
The al solution should never back up unless you’ve got water waste issues
i do this too. i directly pipe into each scrap refinery.
.... at least when i dont use instant scrap 
there i just pipe directly into each sulfuric acid refinery 
the simple general solution is not to have the extracted water and recycled water go into a shared pipe at all.
have X alumina refineries running exclusively off extracted water, and Y alumina refineries running exclusively off of recycled scrap water.
ta-dah
you can also feed every scrap's recycled water into the next bauxite refinery
I guess somebody is slowly running out of water for sulphuric acid 
(Goddamit, 5m loss...)
You eventually need to dump the waste somewhere
generators, wet concrete, etc.
Yeah at some point there will be waste water you can’t feed into the next
not really, you just build more refineries than you need
the last one will not run at 100%, because it needs extra capacity to process water from itself
Ah well the point then is that you have to recycle it at the end anyway
What if you underfeed the sloppy alumina with water but made it so the waste water plus the input water is exactly what they need?
anyone know the minimum foundation area required for a 90' turn on a train track?
If you're making it so input and waste water is exactly what is needed you're not 'underfeeding' and yeah that's how I do it
When dealing with this sort of thing though you do have to be careful about keeping your piping simple and not get backflow and sloshing.
And if you want to get fancy you can use a VIP junction like they show in the pinned pipe manual to really do it well
Right.
Should still be 3 out and 3 over.
If you're double-tracking (like most people), that's the inside curve. Outside track will obviously be larger.
If you have double tracks laid side by side on 1 foundation each, The outside curve can be 3.5 out and 3.5 over. This keeps the “gap” between the tracks the same as it is during straight sections and looks really clean.
only need to create an overflow sink for if your solids get backed up. do that, and the fluids will literally never back up
I mean at some point with sending the waste water to new refineries using less and less each repetition, you’ll end up either needing to dispose the last waste water in a machine or feed it back into itself
that's not what I do
some of the alumina refineries (X amount) use extracted water, the rest (Y amount) use recycled water. they are all clocked for the amount of water available to them.
all the alumina produced goes into a shared pipe network, and is distributed evenly to the scrap refineries. the water produced by all the scrap refineries is ONLY sent back to the Y refineries
so it's not an infinitely dwindling system. it just needs some startup time, and eventually functions at 100% with no deadlocking.
I like to set up my (perfectly horizontal) recycled water pipe, then have new water piped in the top of a vertical cross added into the pipe.
I just use the reverse U for smaller sections to limit the extracted water and prioritise the recycled water
is it just me or is everyone most excited about linear clocking
I hate it and am 100% against it, so that is a form of excitement I guess?
you're against making the game simpler to play?
You say that like it is currently complicated?
It is currently complicated yes.
you literally need 3rd party tools to figure most things out
i want to know that i will need half the total machines by overclocking them to 200%
Alt recipes display this by using more of A and less of B, or bringing in C to remove A entirely - etc.
Certain recipes cost more of the same but reduce machine count needed.
Everything in the game is a this-for-that trade.
understanding the polynomial is complicated, i think it can be softened to a linear equation, but not 1 for 1...
y=x1.5 still gets the same 200% clockspeed to what is now just over 300% power usage, but without the reverse being so OP... so anything underneath that would be an improvement, that said y=x1.5 is relatively easy to see
Currently, the trade of overclocking is MW vs. Space Required.
Make that linear and it isn't a trade anymore, Overclocking simply becomes ALWAYS BETTER.
the amount of planning required to build a factory made things less fun for me
you can have a linear equation without it being x=y you know? i vote for there still to be a tradeoff but less of one
Planning to build a factory in a game about planning and building factories made building the factory less fun...
This may not be the title for you?
i dont think the game ever implied you had to plan anything
that's just a side effect
if it had planning, it would include planning tools within the game itself
Doesn't really change the amount of planning unless you're trying to aim to be as close to the edge of power supply as you can. Which in general is not a great idea
Oh you're one of those people...
there are plenty people who play SF without planning anything
Yes, and they are fine with building at the scale they build at.
If you want to do anything larger or more complex, you need to plan it out.
the point is you can choose to play in different ways, and that's a good sign for a game
that they make something simpler is just helping a broader audience of players
🙄
Making something unbalanced to help "the broader audience" is not a good sign.
Because where does that end?
a game that more people buy
Again though - changing clocking power consumption doesn't really simplify things things it makes it easier. Not less complex.
wherever the studio decide buddy...
i'm not sure i follow what you mean
Making it linear makes it best-in-slot.
You should always overclock everything all the time without exception.
That's not decision-based gameplay (like everything else in the game is). That's just boring.
hmm, i agree, you have a point there, but the game has exploration as well, i would argue it's a well rounded game that isn't focused only on one thing
Well you generally don't have to pay too much attention to what your power draw is.
If you are you're probably early middish and it's a 'oh I shouldn't overclock all these manufacturers'
If you're late, you easily have access to far more power than you'll ever need so it's just a choice of 'do I have enough power shards'
Which currently shards are infinite.
are they infinite? i didn't know slugs respawned
So either A: don't change overclocking, or B: make it linear but take shards off the doggo loot table.
Not effectively infinite. He's talking about doggos sometimes dropping shards
ohhhh
Which would take forever
Which makes them effectively infinite.
but not practically infinite
only effectively if you can easily spend all that time trying to farm them. Which I doubt many people can
this is my key point... if you make it 1 for 1 linear line then i agree with you entirely. theres no consideration, just overclock everything to belt limit and power limit...
BUT make the linear equation steeper, and there is a consideration, BUT it makes it much simpler than it was
but also there's like 1400 shards available on the map, unless you're going massive and overclocking everything you're not going to run out
the curved polynomial is both hard to understand and causes a real ovepowered reverse when underclocking
it would take hours to find and collect them all, and you'd need some equipment unlocked to get to certain areas that you can't otherwise, you need to progress in the game before you can even come close to that many shards, by which point you'd have needed to build part way of your factory already
it's not unbalanced or unreasonable how many shards there are on the map, because simply you can't get that many in a short time after starting a fresh game
It's a lot of work even doubling the amount of machines you want and it's not overpowered because you can have more power in the game to process all the resources overclockign everything. Power is not a bottleneck
yeah but if you've gotten to the point where you need 1000 power shards.. you're at the point you can get all of them
i would however be interested to find out as a personal challenge, how many shards could be collected as soon as you spawn into the world, and how long it would take to collect all the slugs
but a linear line of x*1.5 is simple... for every extra % point you add on, you are going to need 1.5 times the additional power
I mean I don't suggest exploring until probably mid game just cause it's dangerous w/o good equipment. Waste a lot of time
in real life CPU overclocking, does the power increase linear to the clock speed percentage increase?
so how much do you overclock right now? because me i will build an extra 2 or three machines and underclock
right, but that is part of my original point of power shards not being too simple to collect early on
in real life do doggos bring you nuclear waste?
Oh I overclock everything I can.
depends where you live
It's so much better to build a big power station and then not care about power
So trivialize and make boring the later stages of the game so the earlier ones can be more forgiving?
it could be said that a prospective player would have a better impression on the game if it's less challenging early on
it could also be argued that they should know what the game is like before buying it, but sadly that is not always the case
The only "challenge" early on is biomass.
Everything else is metered to you in stages so you learn.
Each stage builds on the previous and introduces you to concepts for the next.
if you're not worried about power then why is clockspeed even an issue, surely them changing it won't affect you
Learning curve in the game is very well done.
overclocking isn't even part of the early game is it
it gets unlocked later at some tier
can be unlocked immediately through mam
ohhh
Because it's not a trade off like Sev said.
When looking at game mechanics if something is a No Brainer. Like something people would just choose because it's obviously the optimal choice it's bad game design. At that point either the mechanic should just be there for everyone on all the time OR shouldn't be included in the game.
i was thinking about that also, what would happen if clock speeds were scrapped altogether
and they focused on recipe upgrades
you'd have a nightmare balancing some of the production lines and have to deal with overflow
but thats a challenge anyway
everyone would quit cause most factories would stop working
Recipe upgrades?
interesting 🤔
like if there's a recipe tier 1, a recipe tier 2 of the same kind, it would be so many times more efficient at the same clock speed
at which point you could have levels of recipes instead of needing to deal with clocks at all
most alt recipes aren't 'more efficient', they generally just give you choices.
They're exchanges
yeah, that's how it is currently
but imagine that the recipes could be upgraded somehow
And it's how it should be.
Again - if something is a no brainer mechanic and thus not a choice, it's probably bad game design
This sounds boring because you're not making choices, you're just upgrading and always doing the better thing....
Current recipes system is interesting because it involves trade-offs and choices.
ahh, yeah it would become like other games which have huge tech trees/upgradables
totally with you, but... i still think it's a fair consideration to simplify the calculation.
Original in blue,
linear x=y in green
linear y=x*1.5 in red
You got tired trying to plan a factory out and you're wanting a massive tech tree to have to read through?
You've somehow found a topic both @median heath and I are agreeing with. This should tell you something
insert flexed arms meme here<
🤣 yeah that's counterintuitive on my part, but it was just an idea of how it could be possible to rid of clocks entirely, but i can see it wouldn't be much better
I mean sure, but the people who are going to care about actually calculating it rather than eyeballing it and just building more power will like that right?
Like I do massive and complicated factories.
And I still just eyeball the power and just make sure to build more
It's a fair trade off
yeah which is why a linear multiplier would be easy to eyeball it
It's easy now. The trade off is I have to build more power.
the total power usage graph is very helpful, because you know that if all your machines are working at the same time, you're gonna have or not have enough power
far more than that S*(y/100)^1.6 stuff
Underclock - linear
Overclock - unchanged
Redo Generator UI to be more clear on what happens when you OC those.
^ Best solution imo.
as snutt mentioned, with the linear overclocks, it would let you build bigger
Nah it lets you build the same while building less power infrastructure. A bit different
^
anyway, i've said my piece and satisfied my math urges, not sure everyone will be happy whatever they choose...
I'm totally agreeing that making it a no-brainer kinda ruins clockspeeds a bit... and i believe there should be some trade off to overclocking, but i'm understanding the desire to simplify it so... will just wait and see what happens
If you make it linear there is never a reason to not overclock everything.
Which is boring and completely goes against the decision-based gameplay that exists everywhere else in Satisfactory.
I think it could be argued that the current overclocking curve is too harsh, but i wouldn't want to see it flattened without another way to make the tradeoff interesting
It is but again the argument is - there should not be no brainer choices in games.
Like if you just want free power you can set your game to not need power using SCIM.
no no brainer choices, interesting
for example if I ever ran a 5e DnD game I would ban the Lucky talent. It's a no brainer. It's good for everyone and everything.
i can't relate but i understand what you're trying to tell me
Either everyone gets that talent from the start or it shouldn't exist
Hi, i have 7,778 Machines with 100% (~466,68 items/min)
How many % do I need, when I want to build 20 machines with same items/min?
Im to dumb to calculate it
for example, the update might help a problem such as this ^
lol I'm not sure that's a proper question XD
No. Every race has its own benefits. Some are better than others, but that's the price you pay.
This update would not help him word that properly, sorry.
I think there's also interesting things they could do with other ways to overclock. what if there was a late-game building with a large number of shard slots that could overclock a (limited) grid?
You would need more than 20.
yeah but the Lucky talent, specifically, is just good for everything.
Heheheh
why?
Fair.
sorry miss reply
7k machines to 20?
oh... I use , instead of . for comma
Ah.
Yeah but I'm talking about the Lucky talent. It's just good for everything and everyone. It's a no brainer choice to have
You mean the feat? You only get 3 uses per long rest, and it's fairly balanced unless your GM is an idiot
3 rerolls per long rest? That's amazing. It also gives you essentially a Super Advantage roll.
If you roll at disadvantage the Lucky Feat allows you to roll 1 extra d20 and then pick from any that you've rolled. So disadvantage turns into roll 3d20 and pick the best
777.8%/20= clock speed
Let's take this to DMs
ahh thx <3
basically you're all saying that linear overclocking is OP
Yes.
okay
Unless they remove shards from the doggo loot table.
No op, just a bad game mechanic because it kinda removes choice.
does that happen often enough for it to be an issue
Doesn't matter. The fact that shards are effectively infinite is what makes linear power OP.
I'm heading to bed as it's 2 am but send a reply and I can get to it tomorrow
No, literally. It's just a factor of time.
ahh
unlimited if you have unlimited time.
mortally limited of course
but maybe the devs are considering whether that should be one of the choices that needs to be there at all
but that doesnt change the fact that their existance diminishes the rewards that is finding slugs while exploring
Make linear and remove shards from loot table
or
Keep as it is, just tweak generator UI and nerf underclocking
Those are the 2 "balanced" options.
and shards SHOULD be rewards. so overclocking should be a reward too
just because something can be a choice doesn't mean it needs to be for the game to be playable/more fun
it diminishes it but since only very few people make doggo farms it doesnt diminish it at a meaningfull factor
Yes, that's why HOR remains unnerfed.
honestly doggo slug farms are too niche. i dont care one bit about people who would be affected by doggos no longer making shards
for example, is it a no-brainer that Nuclear Power is the most efficient power production building in the game
oh if only people would think that
Yet here are the Turbofuel fanboys and girls
or diluted fuel
It's MW-efficient, but doing a large Diluted Fuel setup is more than enough power and much, much simpler.
So even in that regard, player choice remains.
hmm 
You're trading MW-efficiency for Setup Complexity.
oh i see
This is why I hate the idea of linear power.
i think turbofuel should cost more sulfur 
so you pay with sulfur to not have to use nuclear
Because everything in the game is a tradeoff.
fuel to nuclear is like coal to fuel
more complicated but better
i went from coal to nuclear
good. no fuel
#BiomassTillNuclear
lmao
And I don't mean biogens 😏
OwO
T1-2: Biogens
T3-4: Coal Gens fed by Biocoal
T5-6: Fuel Gens fed by Liquid BF
#BiomassTillNuclear
😉
i dont know how i managed, but i never needed fuel generators even once
BioNuclearRods when?
[TARGET ACQUIRED]
because nuclear is too complex for them
a
Because they are good.
And not everyone does nuclear-sized coal setups.
people are insane and like building 500 fuel gens
Or they haven't unlocked it yet
indeed, i needed two train lines to get nuclear working
ah right, dont want to anger the lunatics
And it was 532.
FOUND ANOTHER ONE
lomao
Because I made enough Turbo for 534 and you always overproduce liquids. 😛
you will now go in my book of insane people. and not the good type of insane
I like my TF blend and Diluted fuel facility thank you very much. I need SOMETHING to jumpstart my 252 reactor plant
I learned a lot doing that setup though, and it made me better at simpler ones.
honestly, nuclear power seems like the end-all-be-all power solution until you actually build it
My nuclear is all housed in a cave 🙂
because then you realize that if you dont have backup power, your nukes can go down due to bad planning or some supply chain mistake, and then you have no way to kickstart everything
thats fine, but in my books you still are insane 
It's actually incredibly simple and cheap compared to nuclear. However it only yields about 5 reactors worth
thats why im a nuclear advocate
reason why most people fail nuclear: no stable steel production or something
its fine if nuclear is too complex for you
its even fine if fuel is too complex and you stay at coal
hell most people find biomass burners complicated
Running nuke setups off Geothermal so it never runs out is de wae.
so in effect, you actually need an alternative power generation service to power the machines that are needed to build fuel rods for your nukes.. the nukes can't even run themselves which means that they are actually like credit cards.. you can expand your upper spending limit.. but if you dont have enough money in the bank to cover your debt, you can't keep it up
Though desynced Geothermal was such a bad change...
and so do refineries. you pay for power with power
and thats why we have power storages 🙂
i had to jumpstart a grid with diluted fuel refineries once. fun times
it's very risky tho, because as soon as you add more machines than your backup power generation source, it means that your grid will go down terminally until you unplug stuff
power in a nutshell
😭
"Woops you failed to keep an eye on it, have fun :)"
but the machines only work until their internal buffer is full which isnt much energy consumed
Remember when gens didn't always produce their full amounts 😉
i had initially believed i could destroy my coal plant in favor of nuclear power, as a logical next-step.. only to realize i needed both running at all times 🤣 it just doesn't seem right
"Power outages are hilarious as long as they don't happen to me"
^ me, shortly before my power failed
i still have my 30 biomass burners connected to my grid eventhough i have 100 nukes xD
i dont think ive had a power outage (not biomass) in 300 in game hours 
i had two power outages unexpectedly while i was in nuclear.. i couldn't go near the area because nuclear waste backed up
i had waste back up aswell but my power storages alarmed me at 20% and i fixed it intime
the problem the first time was an accident with removing a pipe support without realizing that the two pipes being supported were actually not connected anymore
the other time it happened was i deleted one (1) power cable somewhere in the middle of nowhere
only to realize i had accidentally disconnected an entire aluminium mini factory
Best plan is to plan for the fact you screwed something up
i realized after that, there should always be two different power pole paths to the same place so that if you disconnect one side, it will still be connected to the other
Step one: Accept your failure
I have walkways, iodine filter production leading to an ISC outside radiation zone, hazmat suit part production, power cables for hoverpack and train lines for pioneer trains only
Me if they make power linear.
F
Step one: Accept your failure 
🤣
It would be accepting THEIR failure. 
ameno
I don't want them to fail though.
Step two: accept that CSS is inevitable and likes to meme on us
I want them to keep the decision-based, tradeoff-driven gameplay consistent.
"remove doggo slug farms AND make OC linear to make the game easier and exploration more rewarding? Aw hell yea"
- Director Mark, probably
After which he redoes poggers into ratio splitters 😛
ime the most important thing with nuclear is that the nuclear plant gets exclusive/primary access to all the nodes it uses. first dibs on every unit of ore. nothing else in the factory is allowed to take a bite out of the nuke's supplies
Wait you share nodes?
He is uneducated or has odd use cases
my computers and ai limiters both take quickwire before my nuclear rods 
I have a central smeltery/foundry that rounds up ore from all over and makes allllll the ingots for most purposes. except nuclear. nuclear plant has its own nodes
all my nodes share one map anyway
Outposts are de wae.
they are already communists
Outposts vs Central factories is basically Socialists vs Capitalists
its OUR factory
SatisfactOURy
in my previous factory, i decided it might be a good idea to collect every resource from every node and bring them to a central location to be "processed" ... i then realized this was horribly ineffective because of the distance to far away nodes from the collection facility
im not yet sure which political ideology is analogous to Nuclear vs Fuel power
I like building a central space where I spend most of my time and which is pleasant to run around in. Anything I build as an outpost isn't gonna get visited much, and that's a sad thing
i run around between my outposts all the time
i dont mind it and like finding fun new ways to get to them
recent innovation: Cyberwagon Airlines
i hate running to far outposts
yeet yourself to outposts
because i forgot 100 wire or something
I would 100% do more outpost-style building if I had networked storage for when i run out of some item, haha
i guess once you're swimming in tickets you can use the awesome shop for that, but buying customizations/architecture is first priority
My setup is basically always:
-Central smeltery (built on top of iron/copper, bring coal in for steel)
-Oil hub
-Nuke plant
and those are the three places I spend most of my time and build production off of.
Caterium I do smelting outposts because it transports better as ingots. Aluminum is kinda a wildcard depending on the map region my save is using.
Produce on-site what is needed on-site.
Ship final product where needed and excess to storage.
@oblique hollow did you see the beautiful IFB stacks in #screenshots?

There's no fluid overflow that doesn't rely on height, correct?
Correct.
Damnit. I need to re-design, or do this mess:
Yeah... that looks like you didn't plan beforehand tbh.
This part clearly wasn't 🙃
The fluid buffer on loading issue is something I'm fixing retro-actively. But one of my pipes goes up another floor
So I can't just overflow it at source with the rest
ok i am thoroughly sick of refineries already
fully overclocked btw and this is just for max nuclear chain
Later game does entirely get taken over by refineries. 😭
yeah wish there was a dedicated ore washing machine or something that was smaller
for the pure recipes
and like thats about 100 assemblers just for cheap silica for aluminium and a couple of other bits and pieces.
dont use pure 
ah yes i love wasting resources :^)
Use Pure Aluminium.
No Refineries 😉
I mean unless you have a miner on every ore node, you're already wasting all those resources
waste resources or waste power and water and space to get pure 
pick your poison
Diluted Water is not wasted.
ok so just made this, does the math look ok?
Yeah don’t have a miner on every resource node yet but I plan to eventually
Future proofing yknow
But yeah refineries definitely are very space consuming, it’s gonna make my life hell when I have to do everything else. Good to mindlessly grind away on I guess but so often I forget the numbers and need to recalculate
@oblique hollow @burnt wraith @maiden marsh
lets do some actual math
https://en.wikipedia.org/wiki/Diophantine_equation
"The simplest linear Diophantine equation takes the form ax + by = c, where a, b and c are given integers."
in our case 50 * x+37.5 * b=300 but 37.5 isnt a whole number so lets do 100 * x+75 * b=600.
"This Diophantine equation has a solution (where x and y are integers) if and only if c is a multiple of the greatest common divisor of a and b"
gcd(100,75)=25 is a multiple of 600 so checks out
"Moreover, if (x, y) is a solution, then the other solutions have the form (x + kv, y − ku), where k is an arbitrary integer, and u and v are the quotients of a and b (respectively) by the greatest common divisor of a and b."
so we need one particular solution first which we can guess as 100 * 6+0 so x=6, y=0
u is the quotient of a by the gcd so 100/25 = 4 and v=75/25=3
now the other solutions have the form (6+kv, 0-ku) we want positive solutions (6-kv,0+ku)
plug in our u and v for (6-3k, 4k)
lets plug in 0,1 and 2 for (6,0), (3,4), (0,8)
and just to confirm 6 * 50=300, 3 * 50+4 * 37.5=150+150=300, 8 * 37.5=300
working my way through that lol, hang tight
thank you archimedes, now lets get you back to the old people home
ok, you lost me a couple times in that, but i was able to eventually make it to the bottom
honestly dont need to understand it thats just what wolframalpha does for you when you ask it to calculate it for you xD
so now that ive seen how the math works, using the calc should be as easy as understanding the first equation yeah?
yep you just ask it to solve a * 37.5+b * 50=300 for you and it spits out answers
gonna get real complicated here in a bit when i do this for the coal + Iron = Steel. May need help figuring out the equation for that one but i'll let ya know. Thank you for helping me with this one 🙂
Iron + Coal = Steel is either:
Base: 1+1=1
or
Solid: 1+1=1.5
well its gonna be 980 coal per minute vs whatever iron ingots per minute + conveyer capacity so 2x belts for the 2x miners, and then the hard part, where i figure out how many foundry / constructors i need to set up to make the various types of steel.
i haven't gone to look at the math for that yet, so don't know the base numbers.
It's going to be "whichever you have less of" per minute.
So if you have 980 of both you're good. Otherwise it will be whichever number is lower.
then id assume you would split the leftover of the higher of the two into an awesome sink?
or would it be better to split the overflow of the higher one into a constructor to make a product that then spits into awesomesink?
i personally just let the belts fill up
How I like my belts nice and full 🙂
Am I missing something? How would linear underclocking work? How is a machine underclocked to 25% any different than a normally clocked machine running 25% of the time?
so problem. 2 smelters go into 3 copper sheet constructors, 1:1, that works. But then the whole thing messes up. Because then i still have 2 smelters left = 150 ingots per minute. but the remaining 1 copper sheet (50) and 3 copper wire (37.5*3) does not = 150
its 3 copper sheet and 4 wire
2 smelters -> 3 copper sheet
2 smelters -> 4 wire constructors
shit ok, so 1 smelter per 2 wire
cool i had that backwards, math works now
im so grateful you exist and are breathing and typing. thank you lol
Any ideas? About to make 1200 fuel but only need 200 of it for the project that spurred its production. Will probably just burn it tbh or maybe make a small recycled loop with the rest unsure
you dont have the power spikes and the machine doesnt idles. and the idle is actually important as that slows down your machine a lot
a single idle can transform a production time of 5 at 100% to one of 10 seconds.
well for power you have power storages
for idle it doesnt matter since it will just consume the build up stuff
reducing your throughput for all your machines, even though they would work if you clocked them down
yeah, I can definitely see the the benefits with regards to power spikes. Also helps with manifolds as they wouldn't take as long to backup.
But didn't realize there was a penalty for idling
i just see it as underclocking has no benefit other than power so i just dont spend time on it
power wise, there would be no difference technically, but the idle penalty is definitely something to consider
Is that an implementation artifact? Like they only check for idle every 2 seconds or something?
what do you mean with idle penalty
it produces the same amount of items/min
no they actively have a variable that tells each machine how much idle time they have. so thats intended
they actively dont want to work for x seconds after you fail to either feed them enough or dont empty them fast enough
idle time only means 10s sleep 10s production 10s sleep 10s production instead of 0.1 production 0.1 sleep etc.
end result is the same 5/s
rather 0.1 production 5 sleep
if you have a recipe that takes 0.1 seconds per cycle, but the machine has a idle time of five, you now have 5.1 seconds production time total, technically
if you dont feed it parts fast enough
and no, idle time is not scaled with clock speed
its fixed
this seems like strange and unintuitive behavior
so there is a big penalty for having machines at high clock speed idle
its really not and is really not an issue at all
i assume its meant for them so they can catch up with the items
but also doubles as a penalty for being inefficient
but its not a penalty....
it is. it increases your production time compared to if you clocked it correctly
im talking about idling machines. i did tests with this
if you feed a machine that needs 50/min only 25/min, you do NOT get 50% efficiency
Yeah, I don't really understand how penalty comes in when amortized over longer periods
When idling, it is accumulating more resources such that it idles less in the future
it depends on production time a bit.
a very short production time can be devastating for production. let me see if i can set up an easy test
So maybe it can do 10 batches, then long idle
possibly
no always since machines have buffers
my whole factory is at 100% speed
also thats how it works in every other factory game
lemme make a test...
I could see there being weird corner cases based on implementation details. I've noticed machines don't always realize they have enough ingredients immediately. So perhaps with specific timings things could be worse. But I'd be surprised if it could cause a huge difference
And if it does, I would definitely call that unintuitive. Idle time isn't listed anywhere in game, right?
xd
refinery has 5 seconds idle time
i forgot that my condition only applies if the idle is for some reason applied to every cycle.
rather than losing productivity, your output is now irregular enough to cause other machines to possibly idle
well no cause machines have buffers
and the idle is 5s not 5min
in 5s you make <5 items
also even if machines didnt have buffers then the belts would be enough of a buffer
dont forget machines work with seconds per cycle
and this is possibly an idle time applied every cycle
Does the game still have that bug with mk 2 pipes, where you cant input 600 per min constantly?
Sure seems that way
Yes.
Ah, that's good to know... dont want a repeat of last time where i built a mega fuel factory and only switching on the power, to find the bug...
I always cap it at 500 I/min for my mk II pipes
I could just tell you these times if you asked lol
500 l / min is so little, I assume you mean 500 m3?
i have 20 manifolds reliably carrying 588 fuel/min. one of these days i'll play with clock speeds on the last generator to see just how close to 600 I can get
actually just checked and one of them has been carrying 597.12 Fuel/min for hours with no issues yet
Question, has anyone done the calculation for raw inputs in a full 252 reactor nuclear setup?
I've done them for the actual rods and full recycling w/ plutonium, but just wondering if anyone has the actual node numbers besides the 2100 uranium
Your mileage may vary depending on which alt recipes you use
that includes processing uranium waste into plutonium rods
ah, i forgot to include those alt recipes; is this with no alts? or is it using the better encased recipe etc etc
lookin like quartz is quite low, but that could be from cheap silica
you need some alt recipes in order to get enough uranium fuel rods for 252 reactors
quartz is used for cheap silica and pure quartz crystal
thats also true, my calcs are quite messy since the calc im using doesn't really do a good job of quantifying everything. im guessing for a max setup, the default uranium rod is the best, because of the uranium cell consumption? ofc using the Infused Uranium Cell alt recipe if possible
you must use infused uranium cell and uranium fuel unit recipes if you want to get 50.4 Uranium Fuel rods/min
gotcha, im assuming thats what the screenshot you sent details
thanks for your help 😄
hey
so im making a rotor set up
and im struggling to figure out the ratio of iron rod contrusters to screw constructers
nothing confusing about 6:5
i have 1 mk1 miner making 120 ore a min
4 smelters
8 constructers
idk how to divide with that ratio into 8 buildings
Unless you're serious about trying to setup 8 buildings instead of one, for that limited number of machines, you would have to do have 8 smelters , 16 constructors, and all underclocked by 50%, provided I even understood your question/query properly.
im just trying to make rotors at the max effiency
Wouldn’t it be 4.5? 3 at 100% produces 45 rods pm and screws at 100% needs 10 rods pm
Oh wait you’re talking about making rotors aren’t you
Yes
Reasonably up to 512 is stable due to how binary works, but past that is when it gets iffy (if I understand the bugs origins correctly)
i wanna uninstall
just spent 15 hours building a massive 24 assembler factory to turn sulfer and coal into compacted coal, to get more efficiency when making steel. Only to finish the factory, and find out that you can't use compacted coal to make steel.
F in chat for my first major non spaghetti build
I will just say that he can if he finds the alternate receipe « Compacted Steel Ingot » 😉
Hello, i'm preparing my nuclear setup and found numbers that are itching me a bit.
I'm trying to have a fair amount of power while getting a max output of plutonium rod. That leaves me with the alt recipies (both rods units, fertile uranium, infused uranium cells).
It makes those setup:
- (1) 300K kW / 24 U-Rods / 1200 wastes / 18 P-Rods / 76% Uranium consumption
- (2) 400K kW / 32 U-Rods / 1600 wastes / 24 P-Rods / 101% Uranium consumption
(1) has fairly good numbers but (2) would have been perfect if it didn't consumed just over the limit. Is there a easy way around that ?
The setup: https://www.satisfactorytools.com/production?share=ugpCl9ItP3H3eLnKD2pr
It's not related to binary
go find some hard drives