#math-and-meta
1 messages Β· Page 611 of 1
yeah the value of turbines goes up based on the traffic it's true
@fringe pawn Re: Instant Scrap step size - it definitely is NOT a 1 step reduction
@oblique hollow I meant vs sloppy+electrode.
well you still have alu solution refinery
doesnt matter if normal or sloppy
i see at least 4 refineries for electrode + sloppy vs 1 refinery and 1 blender for instant
You can halve the middle option's solution/refinery just about with electrode so it becomes about 0.55 Refineries vs 0.4 blender/ref on the bottom.
the middle one already is electrode
sorry, I meant sloppy solution
that yes.
though measuring stuff in "0.4 blender / refineries" and "0.55 refineries" is ultimately weird, youd have to do it with a full ratio
and then compare m2 of space taken up
... not really? Assuming you change the middle to sloppy you get 60 scrap per 0.55 refinery.
It's a unit. It's a very specific unit sure...
Niche might be a better word
and m^2 or m^3 have different values depending what you're going for
i prefer a slightly weirder way of comparing: weighted building volume per recipe speed and efficiency
I feel volume is a bit iffy. Depending on what you're doing you might prefer height being taken up or width.
i know volume is iffy but you cant ignore verticality
Sure but using more verticality might have zero value or lots of value right?
if you want to factor out volume, you divide the end result by the building height again
But that goes into design which is both subjective and terrain based
i did an example for iron on paper once
1 is normal, 2 is pure, 3 is iron alloy
with respective building volumes
Oh I 100% believe it but all volumes not, in practice, equal value.
Ah real example- the middle two options you gave above kinda trades 0.35 refinery for 0.2 blenders. I'd take the refineries every time because they work a lot better with my building designs.
fair, i prefer instant because less piping and also, i dont use turbo, so i have sulfur on hand
and compactness really goes well with my building style
Are you using all bauxite available? Because I still think there's a lot of spots that the increase in infrastructure/logistics cancel's out the buildings saved
More than cancels it if you're using trains
no im not using it all.
but also in electrode's case, you gotta do some oil transport
Ah yeah fair. I think even if you try to localize bauxite as much as you can you'd be looking at a lot more buildings moving coal/sulfur around.
As for oil transport.. 2 pipes in a bus under my train line. I love it. I was giving Electrode the eye a bit at first and then realised it was much easier than moving coal.
But yeah, if you target the bauxite where both coal and sulfur aren't a pain... SURE... I'll give you Instant Scrap being ok π
This goes back to what I mentioned about location being a factor. For Gold Coast where you have oil and bauxite next to each other, it's great.
(playing board games, will check back later}
Guys whats the point of mk3 miner being fully overclocked if there is no conveyor belts that can support that flow?
to make people think about it and clock it to proper speed for 780 π
I thought there was a way to split the flow right at the beginning to not waste it, but i guess there is not π¦
It's also good to have pure nodes before mk5 belts just to get as much as you can out of them and for less power
there's no waste, resources are infinite. And there's tons of nodes around the world
I understand that, but when (numbers are not exact) your fully overclocked miner producing a 100 more resources than maxed out belt can take i consider it a waste π
You don't fully overclock it then
It was the case that excess overclocking in this way wasted power, but it sounds like U6 will change that
Regarding sloppy+electrode (S+E) and instant scrap. Because bauxite has no other uses besides becoming scrap, I'm working off the assumption of maximizing 3120 ores (4 pure nodes). Under these conditions, I see 71 buildings for S+E and 62 for instant scrap. Not a dramatic difference, though I'm not accounting for the byproduct resin, as arguably that's part of plastic production. I am counting water extractors.
Overclocking water extractors, production buildings, and using nodes of varying purities doesn't seem to favor either approach much. At a glance I maintain instant scrap isn't much simpler, and resource proximity is a good deciding factor.
water scarcity is a good consideration, as instant takes roughly 1/3 of sloppy + electrode
also, coal of course
you pay roughly 10 sulfur / min for 60 scrap per min (which is either 40 or 30 ingots/min)
soooo droning sulfur in seems a valid choice
especially since you can then straight up make batteries for the drones
instant + default battery recipe is a compact but also sulfur heavy choice
but eh, its not that bad all in all, with the sulfur
no matter what you do, unless you use turbo, you can do all the shit you want and not run out of sulfur
Thinking about it more broadly, the building numbers we're talking about in either case aren't much. Building count for aluminum is dwarfed by things like wire, quickwire, and so forth. I think the only truly complex thing in either case is the water byproduct, and if you don't understand that, neither will be easy.
oh instant is definitely easy
its 1 to 1
you can feed it directly to the acid refinery
in an ideal world where the loading bug doesnt exist, this is very simple
You can clock S+E the same way.
yeah but i mean, no matter how you adjust instant scrap, its always 1 to 1
no weird numbers any time
1 blender and one refinery, percentage always the same
That's fair. Looking at my 4 pure node example, I'd probably clock it for 10 machines each step.
@oblique hollow - whenever you're around - this is what I was talking about for how I tend to deal with bottom feeding. @boreal shuttle if you were curious how I tend to the issue.
that doesn't prevent the issue of "stuff not working because pipes not full" though, right?
These two edited pipes include some of the changes I sometimes have to do when the 2 basic systems don't work
Between the styles the pipes DONT get 'not full'.
fluid loss on load bug?
oh fluid loss sure but as long as I flood the system that's not an issue. This is mostly to stop sloshing and backflow from underfeeding
well it's an issue if you don't have overproduction π€·ββοΈ
but yeah, if you flood the system first, it should be fine in most cases
Ah no overproduction solves that yeah, but with underfeeding I've found that even overproduction doesn't help because of the intense sloshing from underfed systems
I'm also not 100% why the top system works.
For example I've got a cat refining station with 3 separate manifolds.
2 of them use the unmodified top form.
For some reason no matter what I did the third one could never balance out no matter how I flooded it ect ect
I had to use the modifications on the 2 later pictures to get it to continually produce. and I have no idea
I think the main form of it helps because it has the manifold loop that is always helpful AND the machines are fed by the lower pipe in the manifold as it gets priority flow from the top pipe. I think.
I suppose I should add that with this set up I seem to also manage to get 600 flow on mk2 pipes even with the bottom feeding.
Maybe I should have led with that XD
Is there a chart or anything that shows the efficiency of oil use with making plastic and rubber then power or vice versa?
what kind of efficiency are we talking about?
Off hand none I know but you can eyeball it pretty well. If youre just looking at the recycled recipes with the diluted fuel chain itβs 4x the output of the basic recipes
if oil to power, then diluted fuel wins
if oil to plastic/rubber, then diluted fuel (+ recycled recipes) also win π
Yeah, basically if youβre looking the maximise oil the first steps are always turn it to HOR, then blended diluted fuel
or packaged, if you're earlier and don't have blenders π€·ββοΈ
I see yes. Blender was what I wasn't factoring in thanks!
I find packaged diluted annoying enough that waiting on blended is just easier but it is an option.
I like that 1:1:1 setup so much and was sad that they invalidated it with blended
1 1 1 with no clock changes?
yeah
Oh that's kinda neat
Why are you packaging and unpacking?
I see, that turns hor into fuel 1:1
1:2
I found a chart on the wiki, fuel page
so you need to unpackage it and then package water for the diluted packaged fuel
omg, I have 2 water tanks with a total of about 1 tank worth of water between them. They are only connected to each other and no longer to any water input. The water is swapping from one to the other and back again
one tank empties into the other, then it swaps and the other back into the first
I wonder how I never had sloshing issues... O.o
fixed with a valve facing away from each tank
You're weird π
Using water tanks where they aren't needed can cause a lot of troubles. Careful with them.
Buffers be weird like that
Should be complete fill/flow provided the buffer is full enough.
if buffer is 60% full, it fills pipes up to 60%
buffer is just a large pipe essentially
afaik that's what @oblique hollow told me
i was thinking how to put buffer before priority junction
hmm
oh new knowledge
thats what makes equalizers work
i had priority junction like this, but it somehow tended to fill the buffer
I knew something Greeny didn't π
depends, how much did it fill
dont forget, any empty pipe is effectively a "sink"
right side connects to nitric acid, it should eat ~320 water and then ~288 is returned back to buffer after uranium
why even do vip with that setup
also, vip is a bit iffy at times, thats why i recommend a pump detectly on its inputs
Or put a pump right after the buffer. The effect should be the same
i kinda want it to be able to stop and resume, thus the buffer
i guess i could put limit on the filling pipe, but then it will break on load wont it
since it wont be able to catch up the missing water if it runs at 100%
vip not needed, if you do base non-fissile, its one to one anyway
and yes i know i know, 5 mΒ³ loss stuff
just made my first flawless iron miner β
thats dope π i luv color coded pictures explaining im still learning π ty for sharing that π
you might wanna check the pins in this channel then
there is an entire booklet full of funny pictures of pipes
proof that adhered is best plate
@oblique hollow thank you muchly i will π !
Adhere is the slowest and most energy expensive version a cording to wiki
wiki is dumdum
yes, it is slow
but has great efficiency
if power is your concern here, your priority is kinda off
power and speed is usually irrelevant in lategame, resources are what's important
Fair enough. Also wiki has two different sections, one says it has the highest energy cost and another the lowest. So not sure what the 240 MJ number means
MJ are worthless imo
its a supposed way to measure the amount of power spent per item made
MJ = megajoule
its a direct consequence of a slow recipe
1 MJ is providing 1 MW over 1 s
since slow recipes still have a constant power demand, you "burn more fuel per item"
in essence, it says "how much fuel do you need to burn to make this item"
But the second table says adhere is the cheapest energy.
I wonder if the 240 is based just in the final recipe, not whole process
it's assemblers power consumption (15 mw) * time per item in seconds. pretty useless number
not useless but it doesn't include previous steps
once you include entire chain, then adhered seems to be cheapest but wiki is quite biased towards resource efficiency, so you shouldn't trust it blindly
Wiki may still have some of the old "don't use oil; oil is limited" mindset.
personally, I really like steel coated + adhered, because it's easy to do at a large scale.
Coke steel ingot goes nicely with the above, as well.
So 3600 MJ is a MWh?
Love me some Coke.
Steel
So useful. I typically burn through 5-8 pounds when I use it for my hobby.
Imagine doing Coke Steel in pounds instead of kilos...
(It was between that, or "Pound of Coke Steel vs. a pound of feathers.)
For reference, most blacksmiths use coke instead of coal for heating metal
The ones that aren't using gas forges I'm assuming?
So the Forged in Fire forges that have 3 gas-hooked flames in them are for casting and not forging?
Gas is for noobs. Coke is fun, because you have to deal with Clinkers!
uhmmmm ok I'm blanking on math....
use a calc 
if you need say 28.83 refineries
and you want to power shard all of them...
that means 28.83/2.5
yes
gets you 11.532
so you need 11 refineries.....but what is the clock speed of the last one?
sorry 12 refineries
11 at 250%
0.532 * 2.5
GAH thank you
which gets you 1.33 which is 133%
ty ty ty, i forgot algebra for a sec
technically the last one is 133.3333%
you can put formulas into overclockers can't you?
yes
well thats funny date formatting lol
0.532 * 2.5 * 100
apparently that's what you get when you remove the space and using asterisks
wheres the 1.875 come from?
1/0.53333333333 = 1.875
alternative way:
1/(2.5*0.5333333333)=0.75
so 100/0.75 works too
its a handy trick. reciprocals of decimals usually yield a nicer fraction
MWh is is 1 MW over one hour so 3600 MJ, yeah
<@&387163995947270144> (thanks, post was deleted)
i think it's more like 1MWh = 3600 MJ
1 MW = 1 MJ/s
1 MW * 1 h = (1 MJ / s) *3600 s
1 MWh = 3600 MJ
checks out
1 MWh = 1 MJh / s 
uh, I shouldn't do math when I wake up
yeah you're right
already got answered (deleted image)
uh, I just wanted to answer as well, no need to delete
maybe this would be better tho
Yeah I try to go off the more basic looking designs. and make it look more flashy
it works fine just more signals to put down
Might want to get rid of the straight bits between the front and back of stations in case a train decides the shortest path is through a blocked station
His version looks cooler though π
Normally I would agree, but apparently the point of the "we made stations +100m longer" is to forgive people who build this way in the pathfinding calculations.
Did they actually add an increased distance value to train stations for this?? XD
They did, but it is what broke things with signals as far as I can tell.
So it isn't fully working properly yet.
I don't think the change was needed at all. But it does enable more designs, so I can say it's a good change in that respect.
wild
I mean I guess it's more designs.
They probably exist but I haven't seen a rail layout where the physically shortest distance to travel was shortest through a station that I liked or thought was useful
The one above basically does that.
I may be biased because the ones I have seen have been actively bad.
Yessss... but it's not a design that requires it to avoid a station that might be shorter if you get my drift?
It would be an absolutely normal 'station by the side' design if it didn't have the middle connecting bits
The main thing I dislike it is enables people who build stations on the main line and bypass around them, instead of leaving the main line clear and stations off to the side.
Other than that it's a fine change.
Enabling people who build like that is in fact an act of immorality.
Agreed <insert Captain Barbosa gif>
Note: that's missing the bypass rail
bypass rail is weird, I'd just put stations off the main rail anyway
are there any issues with having a signal at a train junction? Can a train go left if the other path is blocked?
Train will always take the shortest path.
If that path is blocked, it will simply wait for it to be unblocked.
No, I mean if a signal is at the junction, will having a train in the next chunk block a train going the other way give it is 1 signal instead of 2 past the junction
Terrible sketch, but this is how I set up my stations. I Branch them all off the main track entirely.
May I ask why the 3 stations?
This is a sketch of a computer factory that brings in Caterium, rubber, and plastic.
Itβs a Separate station to unload each resource
Are they coming from 3 separate places too.
(Justing thinking 1 longer train could be simpler π€·ββοΈ)
what's the point of passing track though
Yeah. Caterium forming from northern forest, oil products from oil islands.
Player Parking
Could probably make that into 1 oil-based train and 1 ct train if you ever redesign in the future π€·ββοΈ
Less trains than are longer = higher throughput potential.
I have the train drive to one of the stations then pull it off to the side manually. It was useful during construction but probably not needed now.
Probably. I do find that the stations are a useful place to sort the rubber and plastic though. Iβm making 1800 rubber and 1800 plastic right now which is way more than I need. The computer factory makes 45 computer/min and uses 450 plastic and 560 rubber.
45 is a decent start. Also I won't try to sway you on using Crystal Comp, but it is an incredible recipe.
A big Crystal oscillator factory is next on the list.
Figuring out the balance between how much caterium/ quartz/ oil products hurts my brain
How many you need of final.
What you need it for.
Then look at how many of each part you need to make final.
Everything simplifies if you start at the end and solve backwards.
Do you ever use a production tool? They take some getting used to but can be worth it
Oh yeah, all the time.
Iβm done the space elevator and have a decent nuclear setup, so itβs more a βwhat is the next project and how do I startβ rather than a question of whatβs most mathematically optimal
oh right did you mean balance caterium quartz and oil by 'over all the different parts to make' ?
Yeah, like βis it a better use of my quartz to make X or Y alt given what nodes I have tapped right now.β
There really are only 2 primary things to use Quartz for. Couple of secondaries.
right well if you're interested I created a spread sheet set up by zone with all the resources per minute on it to help locate where to place factories based on recipe. Happy to share if if you think it'd help
if that sheet doesnt include instant scrap why even bother
Oscillators and bumping Aluminium production if applicable 'should' be the bulk of your Quartz usage.
Main secondary use for me is Silicon HSC.
Silicon CB lol
it's resource based, you may apply whatever terrible recipes you wish for it π
oil free CBs are good
Silicon HSC because ADA bless that recipe.
better idea: silica from alumina solution for Silicon CB 
Do you seriously use that recipe or are you trolling me?
Yeah Sil CB for me too, was the most convenient option
and Sil HSC
Sure, this would be rad!
copper > sheets
quartz > silica
One sec
works well with silicon HSC
CtCB all day every day.
And also because I don't have enough Qtz to run both. So between CB and HSC, I chose HSC.
Plastic isn't exactly limited and I'm positively swimming in extra Caterium.
i swim in silica
i throttled my oil to CB in order to maximize it for funny recipes like steel coated +adhered plate and insulated cable
Adhered and Insulated aren't funny though? They are good.
i know?
Are you using CtComp or Crystal?
That's why you have extra Silica.
Mass-producing Crystal Comp is 100% worth imo, but it does chew through Qtz like nothing else.
i did try ct + ct one one save, but that will be one time only
as i didnt like how much oil it chugged
CtCB + CrystalComp = De Wae
eh, ill try base comp
Base Supers for me.
The ultimate in Aluminium-saving solutions.
It's odd... Crystal Comp is the only complex electronic alt I use. Lol.
Base RCU and Base Supers.
If they add a baux node to Spire at some point I will revisit the chain.
cat comp + silicon CB seems like an interesting combo
Time for greeny to make comparison screenshots π
bonus of silicon CB: speedy boi
and its reaource usage isnt that terrible either
slightly more oil but way less quartz than Crystal comp
True.
But Crystal Comp is just so good into Base RCU that I won't use anything else.
It does mean I can't use Rigour Motor though π₯
Because that recipe slaps, but you can't do both it and Crystal on the same map with the way I build.
So I use Electric π€·ββοΈ
SilCB + Catputer for life!
Dont you dare tell me to not crush 5500 quartz into silica π
It'll be a nightmare to build but I'll enjoy the pain
Comps into RCUs are 1:2 in Base.
1 Comp = 2 RCU
Oscillators are also 1:2 into RCUs.
Oscillators are 1:1 into Crystal Comps (3=3)
Meaning setup an Oscillator line. Split it in half. Perfect proportions to make Crystal Comps that also perfectly go into your RCU line.
Take it from Aluminium byproduct π
People get hung up on what the recipes ppms are.
Oscillators with Crystal Comp doesn't care. If you want 10 RCUs, make 10 Oscillators and split it to make 5 Comps.
If you want 50, make 50 and 25.
It's such a perfect simplicity that I can't ignore it.
You want extras for storage? Split PCs in half and the second Osc line in half.
Remainder is still perfectly ratiod for RCUs.
Honestly the ppm didn't even come into it. It was managing logistics so I'd have to move as few things as I could. Also I think Sil CB uses a tiny bit less copper
Basically no machine of mine is ever clocked at 100% so eh
You're talking to someone who uses Copper to make Iron at certain outposts. π So using less Copper isn't really my concern. π
Sinful.
nah, global vs local availability is a thing
Optimization of local resources. π€·ββοΈ
That's why I do both π
2 of the main Steel substation spots have more Coal than Iron, supplement by using Iron Alloy to maximize production.
Targeted for max copper efficiency.
Copper has never been a limiting factor for me π€·ββοΈ
I know. I like pasta though
Baux and Quartz are my top 2.
Interested to see CtComp with Silicon CB now though, given it uses over 3x the amount of CBs that Crystal does.
inb4 U6 introduces new nodes which makes all weighted calculations outdated
Look I'm open to looking back and swapping recipes over and over but spent like 2 weeks juggling things to maximise copper savings.
It's possible I'm wrong.
@wind spade if you're inclined:
Resource comparison-
CtComp with Silicon CB vs. Crystal Comp with CtCB
Recycled Rubber/Plastic Loops ofc.
Steamed Sheets.
Fused QW.
Cheap Silica.
Insulated Oscillator.
45/min should be a decent comparison number unless people want to go higher π€·ββοΈ
My main base has 6 iron and one copper and I only use 80% of my copper right now
Feel free to critique if you're curious. https://www.satisfactorytools.com/production?share=dwDzAXOPljXI1BWiqVCl
I will say some that this isn't explicitly my plan because I've broken it down into smaller parts where different or a mix of recipes are used AND some of the recipe choices meant I didn't have to drag a billion things across the map.
It's been a few months but I'm pretty sure Crystal computers weren't an option for a few reasons
I'm on mobile with government internet... screenshots better than making me try to load a website π
another time then. It would be incomprehensible as a picture
I would say "Imagine having a main base", but then you'd interpret that as me saying there is only 1 way to play the game π
COME ON.
:gun to head:
π
I was literally agreeing with you there!
He's a shit stirrer
Copper in my experience only becomes limiting when people automate Project Parts. π€·ββοΈ
Yeah copper is only really an issue if you're making Pasta
Or need a shitton of Stators for some reason..
all iron and coal for those π
Nuclear Pasta item
!wikisearch nuclear pasta
Sev is right though, unless you want a few of those copper isn't an issue
QW Stator π
Worse than mods
I think normal circuit board better than silicon for resources
? How so?
Also CtCB > Normal
Electrode π
and suddenly the crowd turned and tore them apart
I think crude vs quartz, lemme check
yes, CtCB is best
yeah was about to say, if you wante dto go along THOSE lines you'd want cat boards
Another reason I went Sil over Cat though was limited oil
Yes, 45 ct computer from normal cb @ = 0.086 vs 0.088 from silicon, where number is number of raw resource / max extract rate for each added together
i do all caterium, simple logistics
If that gets you the numbers you need yeah it's a solid move
Unless nodes change this is what I'm aiming for
why default supercomputers?
The other 2 recipes used more bauxite and copper I believe
Yeah actually Bauxite was the killer on that one
Ok so I did the maths on what I mentioned earlier:
Was this at me? Cause I heading straight for bed
but isn't this model gonna mine out the map anyway, so why not spend some bauxite?
Needed for Fused Modular Frames
I linked the overall general plan further above if you're curious
The idea was to limit both copper and bauxite to only what they absolutely needed to make most use out of them to specific elevator part pm
But sleep takes me now! Goodbye!
Aluminium saving.
great, i feel like a complete noob now with my 48 pasta plan
tbf i'd need a new cpu to mine out the whole map anyway
Crystal Comp + CtCB vs. CtComp + Silicon CB @ 45/min
Quartz 578.57 vs 297
Oil 165.95 vs 180
Copper 291.42 vs 487.2
Caterium 241.42 vs 210
Limestone 0 vs 494.21
Crystal method costs 281.57 more Qtz and 31.42 more Ct, but saves 14.05 Oil and 195.78 Copper
(Limestone being irrelevant to most people)
That is a big qtz savings
Question being: what else are you using Quartz for?
And for the global people, pretty sure 200 Copper is worth more than 300 Quartz in their "weighted points" sheets π€·ββοΈ
why make batteries with such plan?
i'm looking at the whole plan amd it's batteries and casings
What plan?
Cobalt's plan
thr whole plan that he linked
The one I in no way have seen given the constraints I mentioned after he posted π
maybe this helps
Yeesh. Imagine automating Project Parts.
why not automate them? it's good points. except magnetic field generators
Because they are finite in need.
And I'm sinking stacks per minute of items that are actually useful, so points isn't an issue.
give example of a part that is infinitely needed
All 33 items on the non-consumable storage list.
Because you use them to build things. And what you're building can change or expand at any time.
Space Elevator gets completed and then is done. You will never need more Project Parts unless they update the game.
of coursr they are never gonna update it
? That isn't known.
but if they do, you are gonna start handcrafting from smart plating?
Not in the way you're thinking.
If they do, I'll do what I do every major update-- Hub0 restart.
why not sink project parts? they give most points
Because points takes care of itself.
Building something that has no practical use is without purpose to me.
And I don't do things without purpose.
Sevrahn is assuming infinite time. I think he plays with one iron vein too and just waits for the ore to smelt and distribute where needed
Again, with incorrect assumptions about me π
Sec, let me pull up how many actual points I am continually generating so we can compare.
it's more efficient to have project parts automated, in case game gets updated, yoy have new tech and tiers unlocked almoat onstantly
you are definetly not making more points than cobalt is planning for
oooor you dont automate them and just start over for fun anyway
imagine not automating product in automation game π€·ββοΈ
Can I get the name of the site you used to make this?
Satisfactorytools
Ty
Just non-consumable storage is sinking 23,760,858 points per minute...
Yeah I don't need Project Parts "for the points."
<@&387163995947270144> so this got spammed in every channel...
It wasn't spammed in the meme channel. It is a correct posting there π
Fair.
Not u5.
My bad...
Np, just wondering where you got that url π€
Do you guys have any tips on doing away with waste water that tools generates? In my nuclear setup to recycle the waste it looks like it is putting out 300 extra waste water a minute. It isn't practical to use that for my pure copper ingots all the way across the map. I guess easiest way to dispose of this water could be to loop it back to the reactors?
Recycle it.
Package and Sink it.
Wet Concrete.
Coal Power.
Many options.
Is there a way with valves to ensure that this 300 water got used up before water coming from reactor specific water extractors to make sure it didn't back up and then pause production?
ah, wet concrete is a good idea
VIP junctions
How can I learn more about a VIP junction?
Pins in this channel. Piping manual.
oh great thanks
Getting my nuclear power generation is going to be tough since I wanted to do that before I even hooked up most of my new "large" factory buildings to the grid, but I do have to still make the base materials for the rods
question.... why again do people like coke steel?
.... @median heath
no i mean... efficiency wise
Explain the shittiness of it and I will attempt to counterpoint.
solid steel
That's a completely separate, non-oil comparison. π€·ββοΈ
exactly
That doesn't make Coke shitty.
It just makes Coke an oil alternate.
i never said it was shitty
You questioned why people like it.
I said it's fine.
You said no.
I asked you to explain how it is not fine.
You said it uses oil.
I'm failing to see your point?
there is none
Why start a conversation with no point?
im simply poking around
It's a perfectly fine recipe.
im doing comparisons again and wanted to see your reaction since i think (?) you use coke steel
I do when it is applicable.
I'm not exclusive with it.
Coke and Solid are the main 2 I use.
also why compacted steel bad again?
just cuz sulfur?
I don't think it is tbh.
People just think it is because Sulfur.
But if you aren't doing a max-Sulfur build, Compacted is great.
Coke vs. Solid is like -40 Coal in trade for +24 Iron and +11 Oil per 60 ingots.
Iron being abundant AF, 40 Coal vs. 11 Oil is pretty even π€·ββοΈ
hm...
on that note:
Why is the whole thing green?
Why color it at all then?
to make em stand out. makes it easier to find em
i hate tables with monochrome colors cuz i get lost in them
the weight bar nicely divides the input side from the math side
No like I get the colors on the top
And I get the 3 bolded color lines
But just the default sheet color being green in every cell... why?
i hate looking at pure white sheets, its too much of a contrast for me
i could just as well have painted it all slightly yellow or gray or blue
Remind me to never link you any of my sheets π
its also a reason why i by default have my monitor color set to a warm tone
so that even if i have pure white, its never really 255Β³
blue light filter ftw
@median heath
So "requested feature" that not necessarily everyone will use?
it has been actually requested a lot, yeah
but I feel like this way it gives you a lot of freedom in how you use it and doesn't limit people that don't want to use it
Pretty much what I said π
based on a poll from like a year back, it was third most requested thing
Seems an odd ask given the original build told you total % and figuring out how you wanted to clock to that was A) Super easy and B) allowed all the during-build flexibility to change I mentioned in #satisfactory
π€·ββοΈ
not every player is so used to calculating like you are
and actually a thing that's very relevant to some is power usage
which is even harder to calculate than just "how much machines at 250%"
I have a point and laugh emote I am not allowed to use in response to that second line.
Because SevQuote#2: If power is a factor in your decision-making, you're building power wrong.
I'm not one of them but I don't feel like I should limit my tool's features to just those that are relevant to veteran players π€·ββοΈ
on the contrary - the tool should be most helpful to new players, as with more skill comes less need to use some of the tool's features
I didn't say you should not have added it.
yeah just saying π€·ββοΈ
well... if they keep all the algorithms or at least data points in the data file, and just make the power exponent = 1, the tool should work without too much change (maybe even without any change)
if they remove the exponent completely (which sounds like more work, removing larger parts of calculations), then I'll need to change the tool
Wasn't entirely referencing you having to make changes.
Just... in line with "adding features for casuals"
yeah not a fan of that change either
If they make it linear I entirely understand why they did.
Just sincerely hope they balance it by removing slugs from doggo loot tables.
Speculation, they have not confirmed.
Highly likely though given Mark's "we may just change it because we can always change it back".
But if the change is about getting more people to interact with the overclock mechanic, and they change it, more people will interact, which means change back is extremely unlikely.
I think for more interaction it would need a different effect than changing machine speed
?
I think making it linear instantly makes it more appealing to the masses of all play levels without changing anything else.
interact in a way that wouldn't be "always better"
because linear power means "there's no reason to not to do it"
What is the best turbofuel recipe?
define best
Player engagement is binary.
It either happens or it does not.
Determining "better" is a whole other thing.
Oh I wouldn't say most per oil is getting the most out of it either, but...
Base recipe delivers the most MW per oil.
currently I got a 20GW fuel plant planned out, but I just found out my friend unlocked turbofuel, but the fuel+compacted coal version
im debating wether I should replan it
is there a train guide handy? haven't touched them since update 5 and it looks like a lot has changed
Also destroys your sulfur budget, but hey, if your only concern is oil to fuel -- then use base.
also turbofuel is weird, go nuclear
Signals - check top pin in #old-questions-and-help
thanks
ahh okay, thank you @median heath and @wind spade!
That looks really cool!
Wait, does that ping both of you? How does that work?
you can test it and give feedback if you go to
discord and get tester role π
no I think it just pinged me
lays trap for Sevrahn anyway
I will limit myself for the time being, I've got a busy couple of weeks. I've been thinking about starting up a fresh world for U6 though, so that might be a good time. I took a nice big break to make the game somewhat fresh again, and I think I'm about at the right point. I'm never going to forget where the uranium nodes are and stuff like that, but otherwise it'll be good to dive back in.
Can't abandon my map. It's too big to fail.
Hub0 resets are fun.
I am going to change the pacing of the game by using Smart or some other mod that allows rectangular foundations and lines of constructors. But otherwise I look forward to experiencing everything from the beginning again.
I don't always reset a Satisfactory map, but when I do, it's to Hub0
MODS π€’
I won't mind abandoning my current factories because they were built without all the fancy U5 additions, and even without nice design considerations that existed in U4. First time, and all that.
Maybe at some point once I've 'completed' the file I'll find a way to save-edit my points from my previous file into the new one and call it good.
Boys I need help
How do I setup an overflow system here
I really didn't think ahead
Looks like you could fit a smart splitter between the lift and containers. Then a lift hanging off the side to take the overflow up/down
The lift clips into the next belt
Unless there is some finnicky trick I am not aware of
Ah ok, i think you can make this work
You can force the lifts to take up less space
Hard to explain in words - but assuming you will have a merger at the top of lift, you can build the merger closer to the smart splitter. Then if you build the lift attached to the merger first, you can get a smug fit
You can do the same thing with conveyor floor holes - place the holes close to the splitter and build the lift by attaching to the floor hole first. It makes a very snug fit
That is much tighter than I had in mind but yeh similar idea
Yeah that's what I have there in the second picture
Floor holes basically right above
I mean this works, but damn does it look ugly
you coulld try making your input lifts stop higher, and have some space above your storage for splitters that push things down
The thing is, the lifts and the storage inputs are lined up
Scoot the merger across a few metres
I need some drones flying around
Which direction?
Back over the splitter. You might only be able to move it 1m across, by the look of things, but should fit in next to the belt and won't clip into the splitter as much
Were you the person extolling the virtues of Bolted Iron Plates to me to reduce machinery used @frosty owl ?
Could be, yes.
Why?
Someone was showing me a drop of like 500 machines not toooo long ago and I think it was you and bolted plates? Does that sound familiar?
Referring to this?
That's 500+ machines saved on constructors alone
The ~400 assemblers saved are just as much welcome imo
Yeah strangely enough I did the swap to my whole plan and it only reduces constructors by about 150. I guess, by hapenstance, I chose a lot of recipes that avoided reinforced plate
It's not all that strange. Different production goals and recipe selections yekd much different optimization results
True but this is using a ton of the world resources. Just kinda surprised you could avoid Rplates so much and that I did so by accident XD
I think you'd have a clearer idea if you compare the two plans, focusing on breaking down the production chain around the Modular Frame (either in "visualization" or "power")
I don't really know what clearer suggestions to give... I just look at the graph and numbers until things click
Did that. Less than 1GW saving from bolted
and that's how I got the total number of world machines used
oh and 40 less assemblers. But that isn't much
If you'd like me to look into why the two plans behave so differently due to the recipe change feel free to share the plan...
Yeah sure one sec
I just had a pretty funny idea for the programmable splitter....
im definitely gonna turn this into a QA post, but heres the short cap:
New Settings: "Apply Factory Code to Items" and "Read Factory Code"
Basically Apply code means you set a code number, and all items passing through an output with this setting will receive a type of "Barcode"
"Read Code" makes the programmable splitter only move items to an output if the code matches with what you set
this basicall allows you to do sushi on an even bigger scale, and could also be useful for transport.
example: 2 factories making motors. you can split the motor amount in any way you want and then apply codes to them.
that way you effectively can lock those motors item/min rate
as when you read the code anywhere along the transport, only those specific motors will get shuffled around
Item/min splitter = bad.
you do item/min splitting manually with belts still
the new setting doesnt affect this
it just applies and reads codes
and it definitely is a good trade off vs item/min splitters. you have to manually set it up twice or so, but once you did it, you can sort coded items anywhere you want
could integrate the barcodes with train stations as well, that would allow different approaches to logistics
hmm... could work with truck stations too
Except I'm the only player who even uses trucks...
wouldnt you love being able to barcode and then split barcoded items?
No. I just want smart loading like trains have.
Tell a truck to deal in 1 type of item and I'm happy.
barcode your items in the truck
If I'm allowed to ask for me, it would be that people stop hating trucks without any fucking reason.
But that's too much to ask 3 updates later...
I would love a form of barcoding and 'tagging' for items
I can imagine the massive logistics hubs that would facilitate
yeah, you could do factories in a completely different way and it would make sense
Another thing I really want is dynamic routing for trains/trucks, so you can set activation triggers to take items from dock A to dock B, or if some other trigger is there it takes items from dock A to dock C
And utilizing barcodes like that for those activation triggers would lead to some insane logistics
But that's a bit complex for vanilla tbh
Probably better suited for a mod
Like, recently I built essentially a container yard that handles mass storage for, well, every item in my world
Every single factory and miner outputs its items to this yard where there's 48 trains shuffling things around, and I've had to use wild arrays of smart splitters hidden under the ground to make things function how I want
Whereas with dynamic routing and tagging I could have it functioning perfectly, just like real life even
How would barcoding items differ from smart splitters? I mean if you just want to have a certain amount of items being gated there are many ways to go about with some clever beltwork.
So I'm not sure what EyeBon intended, but I look at it like you can set up a log of where an item has gone through
Think of it like a little metadata tag for everything that lets you know it came from Miner A, to refinery D, to constructor B
Or just to append transport logs, ie loaded onto train 7 at station 44, passed through checkpoint BD and BG
Again, too complicated for vanilla, definitely
smart loading and filtered outputs is literally all i want for trucks
But it might make a cool mod
give em some love :C
^ Kinda like we have for trains
Yes... don't remind me of the rage.
The one primary thing trucks needed... and they gave it to fucking trains....
I think it should definitely be on trucks, without a doubt
I think it was an oversight, not intentional
you can have items come from anywhere and essentially transport them directly where you want them to go, even if mixed with items of the same type
I actually think it was intentional.
Test it on trains to see the flaws before adding to trucks.
i would probably choose 9 color bar codes
I think trucks also shouldnt move from the loading station if they're empty still
You can converge lines to massive arterial networks without any issues
Cwatches
That could be it as well. I can't imagine it would be too difficult to implement the code for it, I think the base for truck stations and train stations is mostly the same?
Probably just a lot of Ctrl+C Ctrl+V and change some names
But I don't know how the code works, so that could be wrong
Trains were mostly done so better to test there given they still had pathfinding, station noding, and other updates to still do to trucks.
Really, trucks should just have the functionality of trains, but the rails are paths
bar codes could be interresting for machines that have fewer inputs than their recipe calls for (if any such thing would ever get added in the future.)
Trains as they are is fine. Just need some minor tweaking to make sure they work as intended. But honestly they are 1.0 ready as far as mechanics and features imo
imagine the manufacturer had only 2 input slots π₯΄
thats called the assembler 
Yeah, trains work wonders, the only complaint I have is that their pathfinding could use a little work
Trust me, when you're operating dozens of them on one network, you find every issue there is very fast
afaik gustav is working on trains and trucks still (i THINK at least its gustav)
Pathfinding is fine.
lets say you have a giant factory that just makes iron plates. you can load balance and run those plates through barcoders, then put them all on a train and tell the train to ship the plates to other factories that need them. in each stop the train would only unload specific barcode plates, meaning that you only get what you need in each factory and last stops don't run out.
Buffing trains in any way at this point breaks them.
They need limitations to make trucks/drones competitive.
I mostly just mean the way signals work, especially when you have rails that cross but don't meet, path signals are a bit, uh, funky, and block signals can act up if rails are too close, even though there's no collision
Nothing about features, just some bugs
path signals do have a bug with verticality
See previous on "making things work as intended" and know we are in agreement.
there is no denying that
Very much so, it's hell
i think drones have a very specific niche that will never be contested by trains. trucks can do some unique things too, but they are a lower tier tech. wouldn't mind buffs of course
I've also had issues with a train ending up taking a really long path, that works, but now if you dismantle a track piece that it should be able to route around, it'll still keep going onto it and get stuck
They just pick a fate and never leave it, sometimes ignoring changes from the last time they went through that same path signal
This being said, if they BUFF trains then they become uncontested best method.
Compared to now where it is sort of balanced between the 3.
Yeah, trains shouldn't be buffed, they're fine as is
also manifolds with no startup lag. Just a row of programmable splitters where you can tell it when to for which barcode off the line!
Dismantling a track piece is supposed to make them repath, so if they don't that's a bug.
sounds like good qol to me
honestly, i like trucks. Trying to use them along the others trasportation methods with success in this run
Using all 3 methods in concert is currently best practice (and imo it should remain that way)
Yeah, I know it is, I've submitted it to the site
Trucks do vertical better than trains though thanks to the magic of jump pads.
You use jump pads for truck routes?
Although idk if the physics update will render jump pads completely obsolete...
not trying that... yet
Have to do it in a very specific way to make it work, but yes.
I personally use drones and trains, trucks don't serve much use in my factories other than some low throughput transport into areas I don't have the time or care to develop
has anyone ever managed to get sulphuric acid getting made from only the water output from nuclear waste processing blenders? (same water output as needed for acid)
Mostly just crystal oscillators being made in the southeast of the map
i'm building roads as i did with rails before, trucks for little task are easier to setup imho (in term of space used too)
Anything 1560 or less is technically better to ship by truck (and by that I mean Explorer).
Above 1560 is where trains take over.
If you're asking what I think you're asking, you can't use purely the water from the blenders, I have a valve limiting input from pumps to balance it with the output from blenders
So if the acid production is using 600 m^3 of water, and the blenders are giving 200 m^3 of water as a byproduct, I have a valve limiting the water pumps to adding 400 m^3 of water to the system and loop the rest in
VIP junctions also work wonders.
Are you asking because the waste water is the same pm as needed for the acid to be made?
This too ^
kinda does
They're great for balancing reuse of excess, like with aluminium production
as long as you are far away
We don't know because we haven't seen it yet?
i have
What you have super secret access?????
I expect truck physics to get reworked, iirc they're basically way lighter than they should be
Imagine weight changes based on how many items are loaded 
Hypertubes initially rendered Pads obsolete until I figured out they work with trucks still.
If truck physics update makes them not work with Pads anymore, then question of why Pads remain in the game arises.
Fun
?
Zero purpose because hypertube better in all respects.
Things without purpose = Delete.
Hybertube cannons still means they have some use though, no?
Cannons don't require jump pads...
Oh right. Pads I was thinking the landing thingies
Factory carts are the best factory transport, change my mind
Cybertruck.
If your factory isn't powered by thousands of carts roaming, are you even a satisfactory player?
They don't even use fuel, it's perfect
I want to build a factory with completely modular processing, hundreds of truck stations, and a shit ton of factory carts, just to prove I can
I want to see a superhighway 8 lanes wide packed with a river of factory carts
I think a saw a video once about carts as logistics π€
There's probably multiple, after all, they are the superior form of item transport
They do, but itβs not necessary
That makes these even better
Basically a sink for petrol coke
Coke goes to steel production in my factory
And aluminum production for that matter
Hold up
I use a lot of coke
Are these alt recipes?
Iron ore + petroleum coke = steel ingot
Foundry alt
I use solid steel ingots
Also works for circuit board production, rubber and coke rolls together
That's how I have circuit boards coming out of a petrol refinery loop
Electrode circuit board seems meh
I just like it for convenience of resources
I have so many petrol products it's unreal
The only real advantage of it is that you donβt have to move resources around
I've utilized every single node on the left side of the map and the spire coast, it's not a big deal for me to go and use some of that for easy circuit boards
Which alt do you use?
I am currently looking for heavy oil residue recipe
No, like, for circuit boards
Caterium ones
Ew
I mean, I see the appeal
Most of my quickwire goes to computers, fuel cells, high speed connectors, stators, etc etc.
I also have default recipe somewhere in my spaghetti that Iβm afraid to touch
you mean like trains? 
Pure caterium ingots & Fused quickwire recipes, still have very little excess all things considered
Remind me later today when I'm not in class to show you my trainyard hub
This is just the export loading onto the 12 car trains
There's another one for the 4 car trains
This isn't even the actual functional part like the warehouse or 'port'
Imagine weight based on type of item π
Now imagine it impacts train acceleration
kinda is already. stack size
it does already
It what
Eh. You know what I mean.
Please don't tell me it does
Welcome to U5
Items have weights and they impact train acceleration
Dynamic train weight.
That would actually be fun, like, having to make a powerhouse of a train just to move certain super late game items
That's great but terrible, how have I never noticed that
That explains so much though
if you have too many items, you cant move a train that was previously able to move up a ramp, up that ramp anymore
!wikisearch freight car
Can't say I've ever actually read the wiki pages for it
do it
Does that apply to liquids as well
yes
the table below shows how long your train can be to still move up a ramp
based on weight
At least it doesn't impact my container yard but damn that fucks up my plans for something else I wanted to do
another factor that balances trains vs trucks
Itβs great to know that flower petal weighs as much as concrete π As both stack at 500 and one stack weighs 1.75t
a coffee cup weighs 1.75 t
Trains really do have all the features trucks need
Lol, why didnβt I think of that π
for aesthetics reasons I stick with 4 wagons per train, so they don't have much problem even climbing spirals
spirals depend on pitch too
if your spiral is too steep, its actually worse than the 2 m ramp
and approaches the mythical 4 m ramp
Yes but... imagine Wire weighs 1.2t, Iron Ingots weigh 1.8t, etc.
The chaos π
I always stick to 2m ramps for train
they should make weight more visible
i wanna see giant scale displays on freight platforms
If I need something up an extremely high incline I don't even use a ramp.
I just have an upper train and a lower train with conveyor lifts doing all the work.
why not build a spiral?
Throughput value at the end is the same.
And simplicity.
And looks cool.
Spiral looks glorious though
because less throughput
My nuclear plant train is 23 cars long (+ locomotives). Donβt think Iβd like to build any more train stations than is necessary as they become pretty long π
and I'd rather realistic things than train spirals
i think climbing a spiral takes less time than loading and unloading a freight platform
Beauty is in the eye of the beerholder.
throughput != time to travel
omg, spirals are real too if you build some supports for them
Depends on height of spiral π€·ββοΈ
spirals make trains slow down so you need more trains to transport same amount of resources
train spirals? that go more than 720 degrees? not really
Eh....longer route times actually lead to higher potential throughput.
How does the efficiency meter work in Satisfactory? Like right now I am overfeeding my copper production (Producing 180/min - Smelting 180/min - Constructors add up to 130/min, but all of my machines are showing at 100% efficiency?
Like is it only the fact that they are working without breaks?
Less trains with more cars and longer routes times = Max Potential Throughput
-Train +Car +Time = Max
If you change any of the + or - you have less potential.
Your miner is not working at 100%
Yes.
But all machines are, as they are constantly working
Your miner won't be 100% because it is taking breaks.
Ah, I see
Eff = Continual Runtime
For some strange reason one out of the 6 smelters is at a 100%, the rest are around 30%
they are literally connected. of course if you are lifting product from one station to other then we are now talking about 1 vs 2 trains to do the same work, so that comparison is not fair
So if I match my miner with my constructor usage, and underclock my smelters it would be more optimal, right?
This is why I said it depends on the height of the spiral.
throughput is reduced when you introduce longer path for a train π€·ββοΈ
If it takes you only 10s to climb it = spiral beats lifts.
If it takes you more than 27s to climb it = lifts beat spiral.
and transfer stations make the path longer as well
This is somewhat incorrect.
transfer stations increase throughput because you naturally need two trains instead of one π€·ββοΈ
Now I'm confused as to what he even means..
that's what i'm saying. you compare 2 train setuo with 1 train setup
Spirals are fine. I just like transfer stations on extreme height differences π€·ββοΈ
Like anything going from the Oil Islands up to Red Jungle is going to be transferred because that's straight up a cliff face.
And building a conveyor lift elevator up the side of that cliff looks better to me than a 50-loop spiral π€·ββοΈ
i'm actually expanding that way right now and 100% gonna build a spiral there π
You do you.
i found a way of building really smooth spirals that don't make the train wobble so just can't wait to tryy out new technique
Can double check it easily using Tools.
Fair
YES
YES
YES
YES
YES
YES
YES
YES 
The only point you raised I wouldn't completely agree with is limiting the codes to 9 colours or somethig, if possible I think endless would be ideal
I'm not gonna bore you with how convenient I would find such a feature, but I think it's really a great thought that could possibly fill nicely the current lack of feature that programmable splitters have
9 is an interesting limit as you now have to be careful from where you mix and match what
if you have a small network somewhere and another somewhere else, 1 red code will suffice for both
That's way too little. 2/3 per item type would be more reasonable Imo
i think though that like.... 255 codes should be enough. at best
Because you like it so much, in going to say it has to be a mod. 
watch out before i suggest it to the modding cord
I think it would fit in vanilla nicely. Poggers need a buff
most efficient factory
miner mk1 on normal iron node, goes to 1 smelter(if its 30 then 2)
boom, storage
Miner connected to Sink.
Job done.
To give an example of how I could already simplify beltwork with it @oblique hollow
In my nuclear factory I have a "refining hall" connected to 2 different 'assembly areas". There are multiple recipes involved, but I'd like to focus on the Pure Copper and Caterium refineries and the Quickwire assblers fed by those refineries. 2 Quickwire setups are in one assembly area, one is in the other, but since each setup has different clocks and is fed single-input style I had to connect the refineries to the QW through 3 belts rather than 1.
Having codes would allow me to code the ingots for each of the QW setups before conveniently merging them all together
and then sorting the code items to each machine that needs it :)
effectively a long distance throughput or item managing system
"We've done away with beacons"....
Interested to see how that affects recipes.
Not really much of a distance for me, but the inplications on long-range transport are interesing too
no more uranium fuel unit 
the marker limit thing reminds me of BOTW
Stamping system is dope.
ok stamp placing is literally botw markers, love it
OH HE MENTIONED IT
"...if you played BOTW or Elden Ring..."
Resource reveal is nice.
Being able to have it ping specifically for the slugs/drives/berries would be nice but I can understand them wanting people to still use the object scanner.
Object scanner won't reach full potential until we can remove drop pods though so you don't re-find them.
If the beacons are done away with, does that mean they will rename them as part of the rifle ammo pack recipe or get shot of them there to?
From what he said they haven't removed them from the game.
They just aren't needed because you can pin the map.
So they are still used in production unless they decide to remove them entirely.
At which point they will have to redo the affected recipes.
I'll hold off on rebuilding my ammunition factory for the time being, I have a few industrial cans full of bullets so I can afford to wait π
Ammunition & spaghetti factory that is because it was a disorganised mess π€£
Going to fuck a lot of nuclear lines when/if they remove them entirely.
Ahh yeah the classic fuel cells. if nothing else was added it wouldn't be a massive issue, I see your point though.
I didn't think of that personally because my setup uses the blender method.
Fuel Unit is the alt?
Whoops, I'm conflating other recipes, sorry, yes the fuel unit.
people are gonna highlight markers as factory decoration
Sounds like they should change the classic recipe to an alt, and make a new classic recipe, until they remove the recipe.
If classic = base, there is nothing wrong with it.
The alt recipe is the one that will change with beacon remove.
The formerly classic recipe is now the alt when nuclear got messed with, the blender version is the default.
Unit.
Has less letters than classic so why type more when you don't have to πππ
radar tower changes seem really nice
makes me feel less bad about using satisfactory calculator
My goal and hope for 1.0 is they have the map in a state I never have to open that website again.
Especially when devs have fat fingers π
Yeah we all know how you don't like external tools xD
as someone who has only been playing about a month, doesn't have the entire map memorized, the calculators are awesome for figuring out what can be done with the resources around me. I still need to figure out all the logistics of getting it working properly, but the calculator is a wonderful tool for people that aren't experts in the game.
Check the vid on radio tower updates and understand why I'm hoping to never use that site again.
Also understand it's half a meme. People can do what they want to.
And partially has to do with save editing, which is almost on the level of modding π€’
Oh, I fully understand your point as it regards the video. It seems they are making great strides with the in-game map so that you would never have to touch the interactive maps again.
Caterium wire, thoughts? I am really thinking about Using it to cut down on copper use. My 10/10/10/10 phase 4 build only uses 2800 caterium a minute right now
I like caterium wire. It takes more smelters or refineries to process caterium ingots, somewhat offsetting the super low building count of the wire constructors.
It's the Steel Screw of Wire recipes.
Eh, arguable. It's not as speed-efficient: as Red Maw mentioned one ends up requiring more total machines than with fused quickwire
Look on the thread of this channel for wires
specifically to the document which compares all the variants https://docs.google.com/spreadsheets/d/14pQwDTsijRlK9W3grgUrAbpiASJxQDBalTuICEZol_E/edit#gid=0
Data
Resources for 600 cable,Cable recipe >,Cable,Quickwire Cable,Insulated Cable,Coated Cable
Iron,Caterium,Wire recipe
Copper,Crude oil,Wire / Quickwire,0,0,0,65,0,0,0,0
Water,machines,240,60,0,36,54,60,67,100
Efficiency,Power,160,76,0,37,236,30,44,30
946.20,720.00 MW,636.01,623.70 MW,492.61,...
(in second sheet there's table you can sort as you want)
Document is about Cable, so is the thread.
Initial query was specific to Wire, no?
yea but this one became wire + cable
in essence, if you want least machines, use fused wire + coated cable
But that's to reach a certain amount of CABLE.
Reaching just a certain amount of WIRE would be different.
I believe cable would only be relevant for automated wiring? Potentially a fairly significant use case, even if it's the only one.
depends on recipes you use π€·ββοΈ
That was the basis of why the sheet was made.
I got quickwire cable unlocked in that same group of hard drives as well
It is making me second guess the use of any of them or not. I wasnβt originally planning it but wondering if I should use them to better utilize the caterium some. I am not doing a max resources build but I am using 30% ish of most
Caterium wire would get it a little more in line of percentage used with the copper and iron if I wanted to double up the size of my build later
I know I ask dumb questions in the week I have been here. I appreciate the help though
quickwire cable is technically quite good too
if iron wire isnt your thing, fused wire and quickwire cable is 3rd most efficient, according to the table above
What are the differences between the top half and bottom half of the table? All headings seem to be the same
water?
Ah, would those be using like pure ingot recipes in the background I assume?
yeah all other recipes are enabled and the tool picked the most efficient ones
one half of the table had water disabled just to see how that changes things
So this is showing that including water (I was already planning on doing all pure recipes anyways), that the fused quickwire is the most efficient from a materials standpoint? The table is really for making cable but assume you could also infer it should show efficiency for making the wire as well
the table is mostly for cable, yeah. If you're looking just for wire, it's probably better to analyse it yourself from scratch π€·ββοΈ
(or just chuck it into a tool and see what it outputs)
I have to make 3500 cable/m so itβs definitely something to look into. Itβs 65% of my wire usage
Does Turbo Blend fuel recipe convert heavy oil residue into turbofuel with 1:1 ratio if the diluted fuel is used to make normal fuel for it? Am I doing math (or meth) right?
Is this a good channel to ask If I'm building too much pillars and walkways/laugh at my power grid makeup/transport logistics count?
I'm weirded out that my power cabling length is equal to my total belts length within 1% accuracy. And has been for quite a while.
(the 5k unknown buildings are probably Structural Solutions concrete blocks - count them as foundations)
It makes sense, just as every building needs a power connection they need at least one conveyor connection (with some exceptions)
I'm wondering if this is a global rule, or just specifics of my building 'style'. Anyone can drop their summary for comparison?
How do you get it?
if you load your map into SCIM it shows you
Aha thanks
mine looks like that
Dang Iβm really lacking
Perhaps I'm not connecting the dots.. but how am I doing this?
something to do with underclocking something before connecting it
it got introduced with lower than normal consumption and it can't update when you overclock it
I am beginning to regret making a pure iron factory taking everything the rocky desert has especially considering this is only half the refineries I need.
Look, there is SO much iron in that desert, You can make 300 heavy modular frames per minute comfortably there with the smelter ingot recipe
This will be more iron than you will likely ever have a use for
But it will look cool at least
hahaha yeah I did not think this through but thanks, hopefully it will look cool
especially since I am now 50% comitted to load balancing everything
It's basically the only way you can assert your dominance over a landscape
hahaha
Why didn't you just say you hated yourself
you see I could say that but why say it when I can show it in a few years time
Just an image of you dehydrated and entirely wrinkles and dark eyes, pointing to your 40,000 iron ingots a minute
you know what's really sad is my calculation onyl put me at 5000 p/m
Wrist and fingers arthritically forming a claw you can't unbend
well they already do that because of my graphic design
oooohhh the rocky desert. I'm sorry, misread and thought dune. That's not as bad
Youll be fine
this image begs to differ
you don't have to have them all in one line you know π
yep but I think there was an image in my head and I'm committed now haha
Thoughts and Prayers
I told myself this would be more fun than automating super computers
i might have been wrong
I will for once do the smart thing and not comment.
hahaha
I just finished the last piece of coursework for uni yesterday and now I am starting a project that will be just as tedious as uni work
Just finished an aweful 2200 word case study. Looking forward to two days of work and then having to look at the next assignment >.>
I haven't been able to meaningfully do anything in game in weeks
yep I know that feeling. Although you would think having all the time in the world is good until you have it and don't know what to do with it
I have zero issues with this. When this semester is done I'm going to relax for at least 2 weeks and build a large portion of my uranium factory that's been languishing
hahaha, good luck with the uranium, fingers crossed the 2 weeks are enough for you to make some good progress with that
I should be able to get the guts of it running, just not any of the aesthetics. But give it time π
The guts are what count. Only reason I keep loosing interest in projects is i keep trying to beautify them while placing down machines
Yeah that'll probably cause more problems that way. Do a layout with foundations and the machines/logistics with a basic shape you want to design it with with some room for detail and depth of walls then do all the guts. I find that way simpler for me
fingers crossed I keep to doing the machines and logistics with this build first
and just looking at that makes me realise how much I have overcomplicated this
The screenshot looks cool though π