#math-and-meta
1 messages · Page 615 of 1
power gen buildings can't really have a recipe set though
Except nukes
changing recipes on machines is just not really useful in any way I can think of
i mean i gave you a build case
Ohhh
a programmable factory is a genuinely interesting idea that people would attempt
no it might not be as efficient as a single-output factory in terms of entity count or raw speed, but people do challenge runs so...
Hmm the issue is it would need to be highly modular because machinery required to build a recipe is not static
You'd simply have "constructor farms" and such
it would be just pain to build with no real advantage. Adding things just because they are cool is not always the way to go
They wouldn't be in any specific configuration of buildings and it would take longer for things to travel between building farms
if we had circuits people would build giant tv screens and entire processor blocks and memory just to play tetris just because they can
and i know this because this is exactly what people do in factorio
and that's not even getting in to potential usage for actual factories
devs not wanting to add circuits because it would take a lot of effort is reasonable, but that doesn't mean that circuits are pointless
this right here is my problem with the suggestion. In factorio there's tons of places where you can use the logistic network and it even kinda makes sense for the game. In Satisfactory, we have unlimited nodes, 100% return on used materials, we don't really need any fancy stuff like Factorio has. I don't see a valid usage for such a feature, at least compared to Factorio
that's fair, Satisfactory is designed to work well without circuits, whereas for something like Koravex Enrichment circuits are arguably the easier option.
still, people would use them if they were available, no doubt.
also apparently we're still getting another tier, so maybe that could take advantage of them as a sort of final challenge
people would definitely use them, it's just the matter of "adding things because they are cool" vs "adding things because they are useful"
you need a bit of both for the addition to be worth dev time
do you want a list of things that have been added that are cool but not useful?
because there's a lot.
f.e.?
I'd call "seeing where stuff is" useful
cyberwagon is easter egg
its not a community suggestion for that matter
factory cart is a transportation vehicle for smaller tight places and factories
you can see everything in the game perfectly without factory lights, except maybe for that brief 30 seconds once every hour where both suns are down
hence - lights are useful, just not 24/7
it's called running - sprinting is nearly as fast as the cart and much much more manuverable
i think sprinting with bladerunners is actually faster
I mean at some point you can call everything "not needed". You don't need machines if you can handcraft
yep, and that's what you're doing with circuits.
circuits would be twice as useful as lights even if you didn't go really in-depth with them
how do you measure usefulness 🤔
if you can't figure out how to even measure it, maybe don't reject circuits on the basis of not being useful
I don't measure it, because it's not a scale. It's a yes(/situational)/no question.
Are lights useful? Yes, because there's some time where you can't see. Without lights, you can't see no matter what you do.
Are circuits useful? No, because pretty much anything I can think of you can do without them.
rendering lights unnecessary with a single setting
... that's not how it works
also, again, all decorations. There's a huge number of decorative items. You don't need to recolor machines, you don't need to change foundation textures, etc
to quote, "pretty much anything I can think of you can do without them."
you can't have a window without building a window 🤔
windows are not useful for factories
just remember that everything said here is invalidated when devs made their final decision when the time is right
use the energy on hating on visual glitches or something
you do not need a window at any point when building a factory
nor roofs, and walls are marginally useful only
I never said "it needs to be useful for a factory" though... I said "there is no other way to currently do that in the game"
you can already turn on/off machines with power networks, for changing recipes I've already expressed a problem that would need to be solved first
there is no other way to currently do circuit stuff in the game
what kind of stuff?
"do circuit stuff" is as generic as "playing the game". Give me a concrete example of what you want from circuit network
Well since my favourite game now contains programmable speakers.... this had to be done!
Speakers are controlled entirely by combinators, ALOT of them.
Enjoy!
Factorio Song Saves: https://www.dropbox.com/sh/r9pg7t64tjg0l9t/AAC52x5BePf_PurU-AA8HiFra?dl=0
we don't have speakers though
... that's a circuit object
so your suggestion isn't "add circuits", but "add speakers"
i'm not suggesting anything. i am trying. to get it. through your thick skull. that people would use circuits even if there was literally not a single goddamned use for them for controlling factories.
and there are uses for them for controlling factories, even if they're nonvital
I get that people would use them. But people would also use fly mode and cheats and setting that replaces every critter with Thomas the tank engine. But "people would use it" is still not a valid point for adding it
it needs to add something to the game, it needs to follow dev's vision of the game and it needs to fit in the game. Jace talked about this in the "6 things we're not adding to SF" video
"I don't see a valid usage for such a feature, at least compared to Factorio"
A valid usage. If painting foundations is valid, circuits would be
you still haven't said anything that I could do with the circuits other than playing a Portal song
you haven't said anything i could do with painting machines
organization? Signs. Or memory.
aesthetics? bah
.... you don't get it. I'm asking concrete examples. What do you imagine under circuit network. So that we can talk about concrete examples, not "circuit network". Painting as a feature is known what you can do with it. you can paint stuff, you can change colors and swatches, etc. We have concrete examples what you can do with it. "Add circuit network" is super generic and unless you answer me, I don't really know anything about what exactly would the network do
i've given you examples, a thousand examples exist in factorio. People use it for stuff that has not the slightest bearing on producing iron plates. They play the Still Alive theme song, they build microcontrollers, they play tetris, they create full-color screens that lag the game if you just use them, they make devices that print text onto belts
factorio is a completely different game though
in the hypothetical Satisfactory with circuits, we'd get all that stuff
so you're asking for "exact copy of circuits with everything they have in factorio"?
it's in the same vein where some people build giant blocky factories of foundations and never touch the 'customize' tab, and others make giant artistic buildings using painting and foundations and stuff.
if yes, then I don't like your suggestion
How about: change lighting colour of this building according to average (or minimum, or maximum )machine efficiency?
they would have to fix efficiency meter first 😄
I get that. I get that some people will use it and some won't. Doesn't change the fact that I'm asking what you can do with it, not if it will be used
sure, why not. And again, i am not suggesting anything. By all means, go never ever add circuits to Satisfactory ever. I am fine with the devs saying 'yeah nah it'd be a ton of work sorry'.
But do not pretend even for a second that it would not be used
ok fine, i've given examples that don't do with factories, so examples that do:
field programmable factories like that idea earlier
adjusting resource usage by changing beltss, so you can switch iron from say making rotors to making steel
monitoring your factory, knowing how much steel pipe is being used, how much is in buffers, etc from a nice central control room
controlling trains remotely maybe? depends on how the circuit network can interact with factory stuff
I never pretended. I said that I don't see a valid usage for circuit network in your factory lines because we have infinite resources and 100% return on invested resources.
Sure you can do anything with them and people will use them. I never said that isn't the case.
I just said that adding a feature so big that has so little gain in terms of main gameplay is not really something that devs would do (in my opinion)
i dispute that last point, because you can argue against the entire Customizables tab on the same basis.
But there are still uses in the factory lines for it in the same vein as Factorio, in the examples i gave for instance. There are a lot of parallels with Factorio and Satisfactory, and you can go the entire game without using circuits in Factorio as well. But they're still useful.
Alright, how about a really, really useful use for circuits? Let circuits count items passing through splits and belts and mergers, and control those to some degree. You could use this to easily make ratio-perfect, item-perfect splitters
look at how much work goes in to getting item distribution right. Circuits could become the dominant means of doing all of that if they work well for it.
you could synchronize different belt streams so you always get exactly enough items for each machine to process.
I don't think that's relevant feature given how the game is inaccurate in those fields
also, you can already do that, because we have infinite resources and fixed output
yes you can just manifold everything, but people still go for perfect ratios and balancers and stuff
and you could do if circuits could, say, do basic math and memory operations with belt and merger/splitter contents, and also could do stuff like pulse a splitter to let 1 item through on a specific belt
Hypothetical Recipe needs 3 iron plates and 1 rod, have circuits monitor the output, every time a item exits it pulses the inputs to let 3 iron plates and 1 rod in. Or a dozen other ways to do it
there's a whole tutorial page on the wiki for prime number splitter and how to turn that into perfect ratio splitting: https://satisfactory.fandom.com/wiki/Tutorial:Prime_splitter_arrays
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some light mathematics can allow for pla...
imagine if you could replace that all with circuits.
shame it doesn't really work 😄
it might with circuits. Depends on implementation, but done right it would be easy
but yeah maybe they'll fix the splitter bugs 🤔
but done right it would be easy
sure but doing it right is the hard part 🤷♂️
something as simple as "pulse this circuit line for this splitter to let 1 item out of the buffer along output B" would be sufficient, provided circuits also support operations and memory
I like how you use the word "simple" in combination with pulses, memory and operations
well we're talking about a wiki page with sections that look like
if some math and formal logic scare someone away, we're already walking through the land of cats
given that the formula is completely unnecessary for building a balancer, I don't see a problem with that
i didn't read a ton of the context but it seems to be a explanation for why one of the simpler equations, which is actually used, works
a similar analogy would be a premade circuit diagram that splits for you, and users who don't understand it just follow the instructions to "copy exactly as seen, and swap out the Beryl Nut filter for whatever item you need"
one of the simpler equations, which again, is unnecessary for building an actual balancer
unnecessary for building, more necessary for designing
for building and designing a balancer, you just follow a simple "splitter splits in ratio of 1:2 or 1:3"
yeah but understanding mathematical series and converging is certainly useful
which is a mechanic you already know from the game's tutorial
we're not just trying to make a splitter here, we're making a perfect ratio splitter which is a much more technical thing that legitimately uses this stuff
I've never needed any of those for designing nor building
nonetheless, there is a whole, in-depth tutorial page on the wiki for this.
this is exactly the sort of thing circuits would come in and do better
we are literally in the " #math-and-meta" channel for discussing involved technical solutions like this.
that's in depth tutorial for people that want to play with math, not for people to know how to build one
theory and practical application are two different things
you don't need to know how a circuit would work to build one, you could absolutely have a page of circuit diagrams or w/e that just say "copy exactly as shown here to get a perfect 5-way splitter"
I could write a tutorial for building such splitters that's like two or three sentences and you would get the same result as the linked wiki article
we have a balancers page which goes into graph theory or w/e that particular diagram form is called that i can't remember, and then further down on the page is "here's some prebuilt balancers just copy as shown"
exact same thing
again, the tutorial there is weird, I'm honestly not even sure why they go into such a deep theory if they could just write in two or three sentences how to build a balancer on top of that page.
why do we have math class if calculators exist
yes they can tell you how to build it, and nothing else. Doesn't exactly help the technical not-so-minority who want to understand it on a theoretical level and possibly make a better one
for the technical minority, the rest of the page will be useful
but you can't argument "you need to understand all of this to be able to build a balancer"
then it's a good thing i'm not arguing that
then how is talking about wiki page with math relevant to the discussion?
because you argued that people are going to be scared away by how technical circuits are, and so they're not viable for building perfect splitters and mergers and such
people who are scared away will just copy the design like what already happens with balancers and such. People who are not will design those things.
given how many people know and use balancers vs how many people know and use circuit network in factorio, I don't think that needs to be argued
factorio barely needs the circuit network for this stuff because it doesn't have stupid 1-3 and 3-1 splitters/mergers exclusively
and my point was about the "easy", imo it's definitely more complex to make a balancer using a circuit network, than it is by using splitters and mergers
large balancers still get extremely complicated and technical
now make that one with circuit network. Would be even more complex
except people don't make circuit balancers much because it's unnecessary. But satisfactory has less potent tools for that stuff, so circuits would be better for some things
we have the same tools as factorio has. ability to merge, ability to split, ability to filter and ability to prioritise output. Only thing we don't have is the ability to prioritise input
also the circuit balancers aren't that bad, here's a circuit 1-3 splitter:
http://i.imgur.com/eSgiEOZ.gif
and the same thing using only belts and splitters
it's actually smaller i think
size has nothing to do with complexity though
or rather it is part of it, but pretty small part
it's really comparable, i... think this is a 6-6 balancer using circuits
and no actual logic elements, just what belts can do internally
versus a 6-6 balancer with belts
that's comparable.
complexity = how hard is to understand it and build it
...
i get that
and here's some of what understanding a belt balancer looks like
at least classes for programming are more common than classes for... whatever fucking field of math this is, something to do with graph theory i guess
wait is this the satisfactory discord?

neither are simple, both are very technical.
circuit solutions involve more logic and programming, belt solutions involve more math. I would not say either are more complicated, just different fields
for splitters you just need to know how to multiply and divide. For circuit network you need to know much more. There's no debate on which one is easier to understand
after my bad joke i have a legitimate question about oil processing, i'm about to set it up for the first time since pipes are a thing and idk how to divide the crude oil, I have 360 crude oil/min at hand
and if you want to design a perfect ratio splitter for a weird number and you start getting into series and convergence?
(Yes i haven't played in a looong while)
no, you just design 1:[whatever is next non-prime number] and loop back excess
or 1:[whatever is next nice number to split to]
and i just design a "pulse line 1, next step, pulse line 2, next step, pulse line 3... next step, pulse line 37, next step, goto start"
yeah, but you actually need to understand how the pulses work and stuff. I just... split until I have enough
junctions work as mergers/splitters, so as long as you have headlift/capacity in pipe just connect machinery
look, we're in a highly technicaly factory building game where normal gameplay already involves a great deal of technical planning and at least some math. You can only do so much. Asking for basic programming skills for a optional thing that some especially technical users choose to do is not much.
if you just want everything to be fed, you're not going to use perfect ratio splitters at all. You're just going to manifold it
but clearly, some fraction of people want this stuff and use this stuff and design this stuff and understand this stuff, because there are entire in-depth pages on the community wiki dedicated to it.
you got it wrong again... I'm not saying it doesn't fit. I'm just saying it is harder to grasp and more complex to build a balancer with circuit network than it is to build just with splitters...
it's really not, it's basic programming and logic
yeah i didn't have any doubts with fluid physics but with what should be the best ratio of products out of 360 crude oil. What resources are more necessary to get early on
basic programming and logic is still more complex than basic multiplication
you're not designing a functional microcontroller here, the logic behind a ratio-perfect splitter is not that bad for likely implementations
and again, this is adding functionality that doesn't exist anywhere else. Your basic multiplication splitters are only perfect ratio as they approach infinity, and that's leaving aside issues with splitters. Some people want more than that and they can't get more than that as-is.
well, if not planning ahead you could do roughly same amount of plastic/rubber. Rubber is a thing in many alt-recipes, but all depends on what you want to build next, so is hard to choose which item needs priority
I'd just leave the oil until I know how much I need exactly
For the inital setup I'd say err on the side of plastic as it's needed for manufacturers. Other than that, adjust to what you have the most recipe need for.
plan backwards, not forwards
in a certain way i'm on same boat, but with all alt-recipes unlocked. So from 1200 oil i'm gonna do 1800/min of each and then connect a train to oil factory to deliver products where needed
i mean is a temporary setup until i have trains, once i do. I will move the production to the coast leading to the rocky desert, as right now im in the desert cannyons
So yeah thanks for the help! all the tips from all of you were very helpful :D
The coast? As in the spire coast? Maybe delay that project by a bit 🙂
no the other side
where the islands are
i know the spire coast is gonna get completely changed
Ah, Gold coast. All good then 🙂
yep
oh imagine
circuit network that disables freshwater pump for aluminum if the buffer is >50%
so the recycled water gets priority
no more stupid fluid dynamic bugs that just break your alu factory for no apparent reason
definitely seems easier to do than designing a VIP on your own 
or for anything else (pure recipes, generators) and don't even sink it
Yea true
Designing VIP junctions is difficult?
What is VIP junctions btw?
Bottom pipe has flow priority and top will add only if bottom pipe can fit more.
So if you're recycling the Aluminium water byproduct you use them to have Water Extractors adding more without backing the system up.
And if you do them without adjusting the Extractor, it automatically turns off when the top pipe is full. 🤷♂️
Answer to both: output them. User will have to deal with the "overflow"
due to how primitive the game is overall, i dont think factorio's circuit network would fit at all
there is nothing to control really, maybe only water input into alu production
the only thing i could potentially see as controllable is disabling nuclear powerplants when they idle
like biomass burners?
I think a lot of people prefer consistency over efficiency
not sure what that means tbh
for example sinking
some people use the sink to make sure the machines run 100% of the time
but when you sink items, you aren't using them for production
its a design problem that sole existence of sink produces
here i am.
concept of sink throws away large part of game and makes a lot of things trivial, imo
but its too late to fix design mistakes
well, it cope well with the infinite resources
imo, if getting rid of shit needs to be a core game mechanic, then it should be delegated and limited to space elevator
then it would actually make sense setting wise and offer for interesting factory designs
I think the sink should stay as is
Once you cap every node in the game, sink all the outputs. Satisfactory cookie clicker, watch the numbers soar and get doggo statue along the way
the alternative to sink is everthing people did before: store all the shit and then empty containers
you can let things back up, and when they are needed they start flowing again
i mean, a lot of people's solution to clogs isnt "let me reuse this somewhere "
its to drag it in the trash can
due to endless resources alone, there is simply no incentive to recycle things normally.
package and unpackage is a different story, as thats continuous
hmm. Well, i'm certainly finding some interesting things here
but not yet how to get the full 1200 items/s out of a miner
You can't without cheating.
you can with cheating? What is 'cheating' exactly?
take them out by hand of course
Mods or Save Editing.
ah, yeah i agree those feel like cheating
1200 was set before they knew that 780 would have issues.
ofc with mods i could just add a 400000 item/sec belt or something
So it will be addressed prior to 1.0
i think there's, possibly, a way to get the 1200 items out though. It's just tricky
Not without cheating.
base game (no editors, nothing) its not possible
well hear out my thought process here. If i can find a way to put a splitter directly onto the miner:
that might get you the full output. There's no belt in the way to limit throughput
what we are saying is that you can't
and i get that, but what i'm saying is i'm searching for glitches that will allow it, and i've found things that at least seem to be along the right track
I hear an idea for a mod
what we are saying is that aren't glitches that will allow it
Ask for mods over at the [official modding discord](#welcome message). - <3 @median heath
^ @frank mesa
you're sure? because i've found a way to stick a splitter at the beginning of a belt leading in to the miner
which results in very strange things like overlapping belts, but no max output yet
You should have pinged Buggy 😉
putting splitters on a belt is fundamentally different from putting splitters on a miner
Brain read it as "I have an idea". Mb
if there's a belt, and it must be somewhere, you're limited.
you need to connect the splitter DIRECTLY to the miner. which you cannot
@remote ice again, it is something they are going to address in a future update.
Adding an extra output on the Mk3 miner is one of the options being looked at
The other is rebalancing everything
at very least, there should be no reward for shredding stuff imho
i mean if it wasnt called the sink but the "Ficsit Item Exchange Booth" where you "trade" items for coupons, wouldn't it be the same?
where you fill up a meaningless "research" bar
nah
imo, it should be integrated with space elevator
then it adds a reason to have interbase network, it actually adds an use to elevator
and adds possibility to play the animation more than 3 times
and is consistent with game theme too
endless elevator parts or similar are still a possibility
Elevator parts for coupons
it would also add reason why waste cant be deleted, which is completely arbitrary in current design
what if space elevator worked like current sink and sink would just allow shredding items for no points
yeah, that also works
currently, game is somewhat designed around sink so you cant really do anything about it anymore
its too late to remove shredder
You could still have a overflow that way for powerplants, when the resin backs up it gets shredded
i don't think it's too late
sink is an interesting design decision.
what CAN be done however is restrict more items later on from getting sunk
like.... maybe exclude all elevator parts?
wrong, its just much harder because nobody ever wants to deal with polymer resin
everyone regards it as trash
unless they WANT the plastic or rubber
you literally cant do anything with polymer resign if you just want power
yeah. so use it for production elsewhere
you can convert it into plastic which gives you .. other thing to shred
I actually use the resin for rubber and plastic 😂
i mean....
"which gives you X which you can make into other parts you can then shredd" is still 90% of everything
since if your main factory stops working for some reason, your power will crash
But there's a smart splitter and sink involved
ye
a limit on the amount of sinks you can build would be.... interesting
sure, you would like to prioritize plastic from power plant, but .. there is no priority merger 😄
but thats not before 1.0
well played
90% of things can run by themselves even if everything else is backed up
wrong for 90% of stuff above tier 4
since there you enter byproduct land
buuut it does show that resin deserves more love
not if you build it a certain way
which will hopefully be fixed with that recipe overhaul/rebalance they plan
I wish you could turn resin into coke
alternative: just feed that plastic 1 to 1 to whatever needs it and DONT mix it with other plastic
argh! When/Where? I missed this one
Priority merger is the same kind of cheap-out solution that a sink is to overflow
imho, the root problem is, a lot of people., you included, only think about end result and never process of getting to it
if your end result is 100% efficient factory and you will build it in one go, then obviously, none of this matters
I actually find resin could use a bit more attention, it does yield a fair amount of rubber/plastic, especially when used to feed recycled rubber/plastic, it's also where one really needs to get the numbers right
but this is also how we got to the point that nuclear powerplants run at 100% efficiency always
which begs the question of do you REALLY want to force players into having to connect everything back to the space elevator from the get go.
Because i only see multiple elevator or structures that connect to it as a valid option
In a combined power and rubber plastic plant
and you are forced to build ahead
if we wanna talk about the inbetween steps, then yea
what are you gonna do about that poly resin if sinks arent a thing?
container sure works for.... however long
until you find a use for the resin
honestly, i would add more recipes that use it for something
its resin, so use it for some glued * recipes
that i agree, resin is underused
glued frame, glued plate, glued whatever
always has been
but that also means that you now start with the heavy interconnection again
now you need to to stuff with the glued whatevers
the other solution would be to have some basic oil processing that doesnt make resin
that exists
less efficient but still working
no. you will never take resin away from meeeeeeeeeeeeeeeeeeeeee
also tbh
heavy oil i can see being easy, because coke
resin seem like rather outlandish thing
its not that abstract
i dont recall oil processing in real world producing something like this
the basic oil -> plastic+HOR doesn't give resin
sulfur yeah, but resin?
there is petroleum resin
and that is a thing that gets left behind from distillation of fuels, afaik
not the same, buuut resin
@oblique hollow when you can check dms and tell me if I am an idiot or not it would be appreciated.
yes, ill get to that
If I am right it gives me a bunch of ideas..
here
i mean
well yeah
of course it leaves out all the details
but out of all things that could be produced, they went for some random stuff 😄
asphalt is a choice of course
but i guess they wanted a split between heavy fractions and light fractions
The Fuel Recipe correlates to the diesel fraction. which leaves (probably) light fractions like naphta and such
aaaaaand naphtha, with some more processing, yields polymers
so i guess resin is simply their "light oil fraction but solid" solution
and they ditched sulfur cuz sulfur nodes
and making sulfur only from oil would make oil even more of a pain than it needs to be
severs that interconnection some more
if they went with real numbers, 95% of oil would only be fuel power anyway
all things considered, making resin is no magic
its a complex process compressed down into one machine
because no we do not want to get into real refinery stuff
i mean, yeah, that might had been it
or, given that its a factorio clone, they probably tried to clone the oil processing from factorio, that used to produce stuff you had to store for time being (ie. what heavy oil is here)
but then factorio discovered that its a crap design and changed it, and we got left with old design
you do not have to store heavy oil. Did you forget coke exists?
they rather went with a different approach than factorio
they compressed the plastic production part, but gave us a more realistic bottoms distillation part
heavy oil to coke or fuel
and you can burn the coke in coal gens
which is, from what i can tell, the intended solution before you unlock fuel gens
Oil to Plastic Rubber, Heavy Oil to Coke, make Power
and that makes sense realistically too
or of course using coke for aluminum or steel
while factorio went with the simplified route of
) Gas Oil
) Naphtha
) LFG (or simply Refinery Gas in general)
Satis went with multiple choices
- Condensed light fractions (Plastic / Rubber) plus gas oil
-) Gas Oil then going into Coke or Diesel, we even have a Hydrocracking Recipe (Diluted Fuel) - Diesel plus condensed light fractions (Resin)
overall, having played both now, i vastly prefer Satis Oil.
Factorio Oil is rather monotonous. Yea it has Coal Liquefaction, which is cool, but its not necessary for us
which will make the feature pretty much unusable 🤷♂️ also what if the proper connection isn't connected? e.g. you want to output solid items but there's no outgoing belt?
Someone who has done the math, how much does 1 packaged liquid is worth; context: to create 10 fused frames you need like we 1250000 (give or take a 0) I have packaged nitrogen but how many tanks is 1250000
312,500 nitrogen tanks, assuming my math is right
Yeah exactly lol that's not it
I think I used around 100?
Honestly not sure, that's why I'm asking for someone who already may know
So you telling me that 1 tank has "240 nitrogen gas"when it comes to the to do list?
I thought 1 package was 1m^3
Yeah yeah
But in the to do list, if you add a fused frames
It will show this huge number
and I thought 1 fused frame was 25 nitrogen
Yes when you see it in the blender
all machines do math in Liters ( 1000 Liters is 1 m³)
so 10 would be 250 packages?
ah
God
instead of the usual 1 m³ its 4 m³
Liquids are dumb
fluids*
Lmao

right so my math was right as 80 tanks supply 320 a minute, so 1250000m3 of liquid nitrogen would be the number i stated, not that it matters as there isnt that much nitrogen on the map
though 10 requires the 320 or 80 tanks so idk where they got that number from hmmm
Anyone use paper and pen to make their own calculations or do most people use online tools? I prefer the idea of doing things myself. Making my own tables of items as and when I encounter them so I don't get overwhelmed
I think a 1 got dropped in by mistake
I did that in my first playthrough for space elevator parts
though it was handwriting on a tablet not strictly pen and paper
I'll be using Excel so it's more a figure of speech than a literal 🙂
I'm at beginning and now calculating how to create a small but efficient rotor factory now that I have thousands of screws and rods.
huh. So looking at the Cooling System recipes, isn't Cooling Device basically a straight downgrade?
costs more heatsinks, costs a motor per Cooling System instead of 2 rubber...
only upside is less nitrogen required and no water required
and nitrogen is kinda plentiful
not really
12000 m³/min max from what i remember.
and most recipes consume straight up 240/min or 120/min
hmm. I guess it does have lower WP on the wiki. Still seems like a lot of iron usage, though
prefer it, so I guess it is part of more resource efficient path 🤷♂️
far more iron in the world than nitrogen, nitrogen is a more valuable and rare resource than iron.
but iron is used for a lot of stuff. Nitrogen has three uses: This item, fused frames, and uranium reprocessing
I just like it because no water
yeah having to run 2x pipes is a bit of a headache
iron is super free cause of steel recipes
unless you use insane amounts of iron wire
but iron has ways to increase supply via the refinery recipes, so you can always get more, nitrogen has no way to increase the amounts beyond what is given in the world.
also look at thermal propulsion rocket, wont be able to get above a certain amount without cooling systems, thats one clear example in which the alt really shines
but like many recipes its a trade off, but in terms of other production lines the trade off can be worth it depending on end production goals
default is alot less buildings though
I don't see how that would render it unusable.
If no output is aviable, machine gives error and can't change recipe (kind of like it can't start a production cycle if output is full)
while true, in terms of overall production heat fused frames and cooling devices are better for making more thermal prolusion rockets, but yes you can consider additional building as part of the trade off
because you can get item on output that wouldn't normally be able to go there
So what?
For all you know, one could be merging the output with the overflow from the inputs already anyway... There's such people like that...
Still, it's something very easy to account for. Just a but if overflow going "through a machine" instead of a splitter (getting rid of the internal buffer)
wait is this about sushi belts and using one item inputs for multiple input machines, because there is many clear reasons now why not to do that, like item dupping
well also because those systems were never stable even before that little feature was know, because of the other obvious reasons, now its just even more un-stable hmmmm
it's about a system that could change recipe in a machine remotely (and how to deal with the excess items that are in the machine)
hmm so a theoretical scenario because that isnt possible anyways?
not to mention i can see absolutely no scenario why would want to do that
was a discussion after a suggestion to add "something like factorio's circuit network"
About a detail of that idea, really.
I don't like the idea in general, but I'm arguing why I think that detail wouldn't be as much of an issue as greeny says
To me, that one point seemed pretty straight forward and not conflicting current game's design
well if one was to code it would be as simple as dumping the items into the output belts, but i cant see the real use case so idk why to implement it
about the only thing you could do without majorly changing the games design anyways
alternatively they could add additional internal item buffer and supply keep the items inside them, that would be a option also
You'd need more context to know why we're even talking about a machine duping inputs through its output...
Try following the chain replys
wait dont items dupped on splitters stay on the belt they are attached to🤔
"duping" as in "throwing away on a belt"
dont follow, there is no mechanism for simply discarding items on a belt that im aware
beyond the obvious sink method etc
speaking of circuits, i had a interesting thought for a good usecase for them (that i can't do)
normally you build factories to make one thing or the other or some specific mix, right? Well, what if i wanted more flexibility. I want to be able to decide on-the-fly to make thermal propulsion rockets, or nuclear pasta, or 50/50 or 20/80 or etc
Well, if i want to do that switch with a set factory, i would have to rebuild half of the factory if i want optimal efficiency. I need to use different alt recipes everywhere to maximize production, because the products use different ratios of stuff.
Or, if circuits existed, I could get fancy and have all the alt-recipes already set up, and calculate and distribute resources to them on the fly...
☝️ this was what I was arguing about @proven prawn
if we're comparing Satisfactory and Factorio, Factorio pretty much lacks alt recipes entirely. There's one best way to produce a thing. Satisfactory doesn't, so if you want maximum production from fixed resource inputs you gotta go switch around all the alt recipes to get as close to the required ratio as you can.
Circuits could let you do that.
well to attempt to answer this theoretical scenario, my previous suggestions would apply, and also would apply for splitter inventory, with additional coding so the machine would still accept those items for inputs and then either keep them in internal buffer or put them output buffer, so that logic follow to deal with that also
Holding them in inventory until the recipe using them is selected again would lead to unbalanced storing capacity
In other words: OP storaging
why not just a "purge mode"
when you switch recipe, all items in the machine go out the output belts.
sorting them out of the output feed is up to the user
and if the hypothetical circuit network had a way to control programmable splitters, you could potentially get the inputs of the recipe from the machine and relay that to the splitter
It nothing new, really
so if you switch a smelter from copper to iron, you detect the copper ore input via the circuit (or just preset it), set the programmable splitter on the output belt to filter copper ore to the side, switch the machine, it dumps both copper ingots and copper ore out the front, and then switches to iron ingot production
the question is why EVER switch recipes
giving people tools.
for?
for building factories
Factory auto-reprogramming, if I got things right
tools for disaster it sounds like xd
let us not speak of what LetsGameItOut would do with tools this powerful
that way lies madness
the issue i have is this ignores all sense of ratios
probably wouldn't touch them
you just essentially overbuild factories and then logic-mangle them together
if you want to avoid doing math by doing 3x the work and a ton more math during the programming process, all the power to you
on a scale of 1-10, how niche is this
cuz there are general tools and then there is the PhD Redstone Engineer tool
(middle grounds dont exist xd)
hard to say, honestly. In general, circuits give you a general-use tool for doing stuff that's currently really hard. Namely, controlling parts of your factory intelligently based on other parts of the factory
There's general tools that allow some engineering
(PS)
like, as a really basic example, aluminium production. Circuits are a prime use case for controlling that water, and right now you gotta use this wonky thing based on really specific fluid physics to get it to work right.
right, but the question is how generally useful are dynamic factories when you have mostly static in and outputs
if logic-accessible machine recipes are the only feature of the circuit network, do not bother adding the circuit network
Why is it "wonky" if it works and follows the game's principles?
this is not the reason to add a circuit network, it's a reason. It's one feature that would help build up a comprehensive and useful game mechanic
because "pipe system bad, nobody understands why the VIP works. and how"
i dont get why the VIP works
it just works ™️
It's perfect
Though it needing to be almost always "picture perfect" can be a bit annoying
also it's kinda bad if the devs make a minor change to fluid physics and risk breaking all aluminium production in every player's world
fair
Game gotta better
aluminum has many tools for the water though
wanna know the easiest and most accessible one?
overflow coal gens
you got coal or coke RIGHT there
feed part back, overflow to coal gen
coal has very limited use after steel anyway
ive never heard of someone running out of coal
Have you ever heard of someone running out of steel?
also not
though aluminium's not the only place you could use circuits. Circuits are good for anywhere you want to say "I want X to happen, but only if Y."
"I want to disable iron alloy ingot if i get low on copper because i took too much copper sheet from construction storage."
"I want this train to pick up from the Fine Concrete factory only if we have a excess of quartz crystal, otherwise go to the normal concrete factory"
etc
it's not something absolutely needed, no. You could technically get around those scenarios in a less flexible way, or just wait. But it's a new tool in a sandbox game, a tool that lets you do things you can't really do well with anything else. That's a good reason for it's existence.
Tbh, if it came down to that or this (https://questions.satisfactorygame.com/post/627e8451ca608e080350fe07) I'd choose "this" by a big margin
I translate this page on Wiki now, and I have one question to everyone, since this channel called "math..."
what the heck is "exponent factor"?!
1.6 minus 1 is 0.6
so that's what it's. thanks
Me imaging they do something to fluid physics to break all existing VIP systems
and then everybody is like...so why is all of my production stopped and my water backing up, new feature time
it is kinda funny to me how Aluminium is a shining example of those recipes that exist to make you delve into more complex resource sorting/prioritization mechanics, like how Kovarex Enrichment pushes you to use splitter priority stuff or circuits in Factorio
and then we have nothing like that for fluids at all so use fluid mechanic jankyness instead
well technically we did back in u2 when you could still use belts for liquids, but then that was changed in u3 so....
Only locally. Steel is the resource that forces me to expand to new bases. Between my coal plant needs and steel I don’t have enough.
Anyone want to guess what flowrate distribution is?
Another fun one 🙂
Now THIS is interesting.
you know, that you missed the bottom pipe in pic 2/3?
That's on purpose. Simulates that line being "full" so you're going into overflow mechanics.
Which is what makes 3 so interesting.
If the input is bottom and the bottom line fills, it bumps up BOTH LEVELS.
If the input iis mid and the bottom fills it just goes 600 through mid.
and soon to all be deprecated once u6 hits, as none of that is going to be used in linear overclocking
have they revealed their final stance on it yet
last stream snutt said they were going forward with it
grr streams
just breath and live in the twitch streams
marv to the rescue
ok fine https://www.youtube.com/watch?v=GwXXV3e00eo happy now
Clips for the May 24th, 2022 Livestream originally streamed on https://www.twitch.tv/coffeestainstudiosdevs
Reminder: This is an unofficial channel, support requests should be directed to https://questions.satisfactorygame.com/
already looking through all of it 
You still can, it's just not the standard ^^
Going ahead with what?
Oh overclock? Darn
why darn, it wont effect production and for anybody, especially people that are overclocking already you'll see power savings
Pretty much everything in the game is a trade off, now there’s no reason to not.
casual players have it easier to understand, but meta is now to always overclock rather than it being a decision between less space and less power
well they did say that overclocking was being under utilized, so that issue is now fixed
so it went from "underutilised" to "you won't ever have extra shards"?
also I feel like it was in pretty good shape at that point
well u6 is about exploration, or in this case the new found quest to find all of the slugs for all of the power shards you now want
you guys say that its the new meta, but will you all actually overclock everything? i doubt it
not everything, but groups of machines that are >2.5 machines
overclocking is reappy now just a way to compress huge setups.
and that taking shards is fine imo
"i dont wanna build that much" so you overclock now
shards are still infinite though right?
but keep in mind that belt limits exist
yeah but at what rate do dogs generate those
no idea 🤷♂️
then its about darn time someone finds out
if its one shard for every x hours on average, and you have like 6 dogs, i dont consider that op
it just means you cant always overclock when you want to
because no way will you ever have all the shards you need right when you need them
thats about right, slugs from doggo's aren't that common, also why you want to tame a decent amount of doggo's to be able to get any amount of slugs per hour out of them.
meanwhile... https://www.youtube.com/watch?v=3GOt2sMT52o
REUPLOADED, this is the old unlisted one. Only difference is i fixed the beginning that VLC chopped off.
Give me the power slugs.
Uses 126 Lizard Doggos (out of 129 obtainable in Update 5).
Effectively fully automated - it won't refill your inhalers, but I could modify things a bit and have it auto pick up some of the beryl nuts you collect...
(funnily enough, i don't so much want it for building less. I'm overclocking everything for performance's sake - 2.5x less machines, 2.5x less belts (ish), etc)
i left it on while i slept last night and got about 1,400 of those
1400 shards for.... 6? 8? hours of continous game uptime
completely ignoring the tike it takes to find and gather all doggos of course
Wait, how did you get them from doggos without manually grabbing them
by 'manually' grabbing them with a big autohotkey script
I'd consider that "modded" tbh
ah yes, "automation"
Ah
i mean, if devs want to add a feature where the only automation method is external mouse and keyboard...
and yes scripts are external tools, so this isnt a true vanilla experience
eh, it's as close to automated in vanilla as possible then
how long did it take to set this up
Do I even want to know how you'd go about getting them there
I just added hundreds of them in SCIM. Cbf manually doggo farming
uhhh, hard to say honestly, lemme check my saves
also, you spend 8 hours of doing nothing for this. which is a pretty big investment just to later overclock 466 machines
so im. not sure anyone would do this
there's so many people that afk every night
yeah but setting up autoscripts
its your issue honestly if you prefer wasting irl power for funny game points
finding and retrieving all the lizard doggos on the map took approximately 31 hours of gameplay. Additionally, 3-4 days of coding and wrangling modding tools to create a map of all lizard doggos to actually find them.
Setting up the farm, coding the AHK script... probably not more than another 10 hours?
roughly 80 hours then
i am going to utilize every ore node on the map. With pure ore recipes. My PC literally could not run this if i went without overclocking.
doing this is cheaper than buying a $3,000 dollar gaming rig that could handle it
just to get 3 shards / min
the "map of all doggos" step is one-time though. Now it's available for people so it's not a cost
that was the intent
if we go by all this, a doggo roughly generates 0.02 shards / min
thats just assuming you get 1400 shards every 8 hours
which of course all depends on what Buggy's sleeping habits are 
I mean sure, if you're already afk'ing your 8 hours a night, it's better to do that
^
But I'd honestly rather just exit and close the game
yeah ill never bother with doggo farms
again, hard computational limits
tbh if you're at the point where you want to play SF as idle game, I'd rather just spawn the required resources in via a save editor or something
and neither will the common player
im never going to reach any kind of game limit either
this is not just to save building time, this is so i can actually physically build the factory i want to build. This was all a required step.
so for a majority of players, infinite shards dont exist and linear OC is nice, but shards are still exploration stuff
all in all this is neat for everyone and people with large saves will do anything to serve the machine and keep it working
soooo i actually see no nothing wrong with linear OC
If your time also is... 
When I had 13 I got a slug nearly everytime I checked. It's annoying to check that many every 15 min though, over 10 one should separate them i to different pens or it gets hard to manage
holy shit, I forgot about it😭
I do that too... when stuff needs testing 
Yes.
good luck with your 1 Slug per Hour doggo farm.
As long as you all are overclocking oil nodes, you will pass as normal. The sociopaths underclock them 👀
That's neutral
Chaotic neutral is under and over clocking all of them but it still has the same output total as if you didnt.
I'm probably more to the Chaotic evil...
yo thoughts about a setup like this for alu?
it limits the bauxite intake to 300/min and then smart splits it to a recycled water refinery and overflow to a freshwater refinery
this way if there is for some reason more water in the buffer, then the recycled water refinery will take all the bauxite, starving the freshwater refinery, resulting in a net negative water system
Seems familiar
Should work as detailed 👍
hm? ive never seen this setup with the smart splitter
i might start doing this instead of a VIP just incase they change something about it
I'm a bit familiar with that refining area
whats a VIP?
that setup on the right
its described here: https://drive.google.com/file/d/1MdZ8Xr8P_SF_FL7B6WDjCZGS-x9Cwt-x/view
are there performance reasons to use <MK5 belts? Do they tick less often or something like that?
I think it would make sense for low-tier belts to require a bit less CPU-power than high-tier ones (for the same items/min)...
||(Speculation) additionally, since items would spend less time in/out of splitters with high tier belts, using all MK5 might help against the duplication bug on load.||
Need to test that soon
I have a recycled rubber plant, and wanted to build a "priority merger" of sorts so that the plant output only feeds back into the input when there is a shortage of rubber coming from the polymer resin refineries. Otherwise the rubber output would 'overflow' and continue as output.
I have implemented this with a cascading series of splitters and mergers, a bit like we used to make for overflow splitters before we got Smart Splitters.
Is there another way to do this? This idea being that I want the max. fuel to be consumed, so that those blenders don't back up the HOR refineries and crimp my coke production
a container is a priority merger but you are bottlenecked to 2 belts
I like smart splitters but until you get them decrease or increase production in buildings to not have overflow
how is it a priority merger?
one input has priority over the other
Thank you. Two belts works for this size plant
Wouldnt just sticking a SS on each of the 2 feed lines solve this?
You still need to merge the lines, and they merge 50:50 from each belt.
Right, and when it backs up the SS will overflow regardless of source. Problem solved
Ah I'm with you now, have both overflow and not care which source the rubber originally came from (recycled or polymer resin)
Thanks!
no it isnt
container rules are absolutely inconsistent
Funny how spinning the problem around a bit easily offers new solutions 😆
the container won't work for your case, it doesn't have a fixed priority, it can change randomly at any point, so it shouldn't be relied upon
ISCs can actually be used to make reliable priority mergers (the on/off kind, no 99.99% priority shenanigans). Need at least 2 containers and a couple splitters + mergers for one contraption iirc
how? 🤔
I'm a bit lazy right now... Could you try looking it up on Reddit? 😅
Iirc the title included "priority merging" and either "ISC" or "CONTAINER"...
only "reliable" priority merger I know of is using vehicles/trains
just did, that relies on "ISC have priority output", which isn't true
It is, for both input and output. I had to take that into account when priority-merging ("traditionally") stuff back to ISCs for unloading stations
That just adds a few extra steps
well... it does have some priority, but the priority is semi-random and can change when loading/saving/lagging
basically it depends on load/save order, build order, belt mk and some other stuffs, at least based on tests that were done for that
I haven't noticed changes (I also never touched that beltwork after setting it)
Nor were they mentioned in the post
and given that you need a priority merger in places where not merging properly would break your factory, I wouldn't rely on a contraption that may break.
To give an example: some of my priotiy-merged lines needed an overflow to be added so that I priority-merged on both ISCs input (bottom had priority for me), others were fine with the single priority input (throughput reasons). If the priority changed, the latter I mentioned would risk backing up due to too little merging power "
from wiki
An Industrial Storage Container usually prefers the belt that is built first, but it can switch priority after a save-load. As it does not balance either the inputs or outputs, this can lead to strange behavior and unevenly dispensed items.
I like Zedisious' solution (smart splitters on input and output, works in this case as it's the same part). Also it handles overflow in case of the input backing up, and also helps start the system by priming all of the output back to the input until the input buffers are full. It's quite elegant
another way to do "priority input" is to just have the input go straight into buildings
so e.g. for residual rubber, you just put that rubber directly into X refineries making recycled plastic (X being the exact amount you need)
that way you have guaranteed that the rubber will be always processed (as long as you have fuel ofc)
The issues in my case are they I can't have the resin or fuel back up. By using the overflow above I can be sure that the rubber plant will consume both rubber and fuel at its maximum rate
well with my solution you could also prioritise fuel to the machines that need priority 🙂
yeah thats what i thought, thats why i never used isc's for priority merger and instead used the 99.999% stuff, sure that 0.001% will get through but its reliable and always works.
or you can use trains for 100% 😛
wait what, hows that work?🤔
three train stations. One loads items, two unload. Train loads everything it can in first station and overflow gets unloaded to second station. Priority merger works very similarly (two load, one unload station)
im not sure im 100% following but i think the idea is one train station is the priority and the unloading logic could be exploited so only one train ever can unload somehow, not exactly sure how I would set it up though, though it seems like it would useful for my usage cases in which the priority merge is always at full capacity anyways, aka always fun, and then i would just have to figure out how to properly setup the train logic for the unloading and loading and trains to get the proper behavior maybe hmmm
there's one train that loops through those three stations
or, maybe, just 1 smart splitter to do the job?
yeah, this was more for priority merge
which is the same thing just inversed
two loading stations, one unloading
I would setup it like low priority input station 1, high priority station two, unload station, the high priority would be a full unload and wait operation, the low priority would do a full unload or wait operation, the waiting conditions i think would be critical to getting it work properly, because it would make the low priority never be able to unload, aka the system is already in full saturation and the high priority can always as the and operation on the waiting condition forces it to always do so
i think in theory that would allow a 100% priority merger hmmm
I think just this with no specific conditions for trains would work as well 🤔
hmmm i dont think so, because if the low priority was set to full unload and wait, the low priority would go into the, lets call it priority output station, aka the items you dont to into the line if its already saturated, remember for priority mergers you want all of one line to be used before the other, so setting the proper waiting conditions with and/or waiting conditions would be key to getting proper behavior
there's just one output 🤔
aye but remember we would have to have two trains one for each station to get proper behavior and we cant have them having the same waiting conditions for unloading, otherwise we dont get the priority merging behavior we are looking for.
no, there's just one train
hmmm then i totally dont understand how that would work, as all of the items would be getting unloaded then
priority input (load) -> underflow input (load) -> output (unload)
the point is that if the train is full from first load, it doesn't load anything in the second station
so it only loads in second station if the first station fails to provide enough items
hmmm so there would be two setup options in this case that would both work🤔
yours does seem to be better overall though as it reduced complexity and only requires one train hmmmm
it works on manifold-like functionality, the train gets full, output station gets full and only the required amount is unloaded to output, hence only the required amount is loaded in the input
hmm yeah that would do it alright for a priority merger with trains at 100% it looks like, a simple and elegant design that does the job, though its main downside is of course its size because it requires trains, but for setups that need 100% priority mergers that would be a definite solution to the problem hmmm
you can also use vehicles instead of trains
Good idea. It would make good sense at the smaller scale of belt distribution. I could go through a bunch of dumb splitters and the last one in series goes to an overflow
I’m going to try this. I have a spot where I overproduce a few resources and wasn’t doing well balancing
Fluid Dynamics Testing
@oblique hollow Tell me if there is anything we didn't already know 🤷♂️
Going to do the same tests with mk1's then upload all of those.
you should really do a Youtube video with that
Eh. The summary basically comes to "mk1s behave better when doing variable output"
Mk2's are fully capable of pushing 600 though.
Could make a fun reddit post though...
Need to test some VIP stuff because this is all VOP setup.
Oh this is a fun interaction!!
First 2 images after VIP.
are you telling me... my Mk2 VIPs have never worked 😮
Depends on how you do them?
This is testing double-junction setup.
Not having 2 junctions changes how they work. (Will get to that in a bit)
@crude coyote found out why it happens. Photo uploaded.
please ping Slechtvalk with that statement
@proven prawn wasnt the name slechtvalk before?
right, that i knew. double junction behaves different to single.
and you also confirmed and tested that vertical and horizontal junction is different
wait.....
this all gave me an idea
something i should have tested before
?
in factorio it's at least needed. in satisfactory it usually isn't
priority merging is a luxury
its not 45 degrees, IT'S NOT 45 DEGREES
oh wait i flipped the angles
All better. Except for NOT BEING A RIGHT 45 DEGREE ANGLE MY BUILDS AAAAAA
seriously though, there goes my plan of nestling a wall up against those borders and building there. I guess the northern ocean is still all right angles and free real estate
You wouldn't be able anyway, because we're limited to 10deg rotations, so either 40 or 50 degrees.
[Joking, we can now do a 45 degree turn on foundations]
Good news though, the other one is basically 45 degrees
omg THIS SO MUCH
Is the thing on omniman's face a factorio thing?
it's the factorio splitter, a wonderful machine
you can set both priority inputs AND priority outputs
ez, compact and have alot of functions
the satisfactory splitter is pathetic in comparison
dont forget how long it took that the splitter in factorio have those options
dont forget satisfactory devs could have just followed the example but noooo
You gotta work for your priority output/inputs.
AAARRRGGHHH!!!!! WHY DID YOU SHOW THIS?!?!?!
More of a reply to the omni man one above XD
I can do something like this with smart splitter, no?
I think with an extremely complicated set up of splitters and belts? Depends what you want to do I think.
I've seen some set ups for something thats probably similar and I find it an interesting thought problem to solve but I think there are very few instances where it's not much simpler to avoid the situation entirely
I am debating on oc'ing to 200 % on a pure coal node to feed more than 8 gens. How much can I attach to it? 12?
although honestly, I have currently 8 gens being fed by 4 WE on a normal OC 200% node. Once I have the 8 filled up, can I not add a couple more?
You need so much power in the game that I don't see the point to NOT overclock coal miners to max out your highest belt speed
having 64 coal gens before hitting fuel is a pretty solid number I find
64 damn...
That's nothing tbh. It sounds like you haven't started using refineries yet?
not in this playthrough but it's been ages since I played i might as well be playing fresh. I'm setting up coal gens atm
steel is my next stop
Ah yeah fair. Well 1 coal generator can do 2.5 refineries. Which isn't much. So finding an area away from your main base and just spamming coal gens is a pretty good project.
Grassy fields?
Jungle but I expanded out into desert
... so ... northern forest start?
ah yeah the ones on a small lake with cliff sides?
that's the one
Hmmm that should be 3 pure 1 normal there. Must be thinking of a nother spot
What I don't understand is why my last two gens are struggling to fill
are your 3 water extractors using only 1 pipe?
water isn't the problem, it's coal
You might have a lower mk belt segment somewhere
or you might not have clocked your miner right
it's clocked at 120 ppm on a normal node
highlight every belt section. mk1 belt might be the trouble
it's very common
they're all mark 2, lift is mk 2 as well. The first three belt sections are full but somehow the last is slacking behind
how long has it been running?
about an hour now. maybe I need to manually fill them up?
Hmm even the most complex manifolds tend to not take much more than 30 minutes I think.
are the power generators shutting on and off?
like the 2 end ones?
yeah
ok well fill the last few manually, then come back and check if you're still having issues after it ran awhile
if they end up starving again then there's a deeper, probably really simple problem happening
If it's stlil a problem build an observation tower and take some arial shots. Easier to troubleshoot
yeah
10 coupons on a b2b issue
Oh.. nah I doubt it. It seems like a very small manifold. Doubt there are many b2bs to cause a significant enough issue
If they need 120 coal/min and the input is a MK2 belt and there's not water issues... That sounds quite definitive to me ^^
Hello everyone! I want to discuss overclocking math once and for all. It should result in a power consumption function F(clock speed).
First of all we should decide what we want. My opinion:
0. F(1) = 1
- Balanced setup should be optimal : F(1)+F(0.5) > 2*F(0.75), i.e. function should be convex.
- Underloaded machine is better to be underclocked. For example, if machine works only half of the time : 0.5*F(1)+0.5*F(0) > F(0.5)
- This means F(0) > 0. Stuck machine is not equal to turned off machine. It still uses some power.
- This means Underclocked machine spamming should be inefficient : F(1) < 2*F(0.5). It's an interesting conclusion.
- I suppose (4) should also be true for OC > 1. I.e. overclocked machines should be more efficient?
What do you think?
Accepting all of the above, EXP(OC-1) is a very good function:
0% 37%
10% 41%
50% 61%
100% 100%
150% 165%
200% 272%
250% 448%
Zero OC is a stuck machine. And also a Limit of underclocking. F(0.01) ~ F(0).
stuck machine != oc to 0
stuck machine can still be clocked to whatever clock speed you want, but it doesn't use the clock speed formula to calculate it's consumption
Zero OC = disabled machine, basically
Why not? We can define it this way. But I agree it's discussable. Your oppinion?
it's not discussable if in game code/data there's literally defined property for "consumption when machine is stuck" 😛
defined minimum is 0.1 MW
yeah but they didnt bother
what is different between every machine however is idle time
constructor has like 0 seconds, refinery has like 6 seconds
We are not talking how it is implemented right now. Devs asked for community opinion about OC math.
given that they already said they are going with linear, I'm not sure how these discussions help 🤷♂️
my opinion is that current state is fine 🤷♂️
Discussions always helps. And they only mentioned linear as an option. Until 1.0 it's not final.
Just like how we will only get 4 body slots for U6
head... body.... back.... legs..... and 6 hands 
If you don't want to discuss it, then what are you doing here? What you are saying is "shut up, no one cares".
Discussion here doesnt help as devs do not save this chat
I'm saying "these should be discussed a month back when devs were still gathering feedback"
discussion on the QA site would help
I was going post a suggestion on QA site after gathering some oppinions here.
hence my point about being a month late
then leave and let people who are interested to discuss it. You are literally preventing us from some constructive talking.
... what
I've given you constructive feedback, notified you about errors in your suggestion and said that the discussion is late for U6. I'm not deleting your messages or anything like that what would prevent you to discuss it
Instead of discussing math, we discuss why we shouldn't discuss it. Great.
First few posts were constructive. And after that two pages of some BS that totally prevented any futher discussion and involving of other people.
ok, math time.
im fine with linear oc because the infinite slug argument falls flat
at best you get 3 shards/min if you gather all dogs and use a script to auto harvest them
wasting your time
instead of building factories
so the next best alternative is hunting
I don't like linear and it's not because of slugs
which will hopefully improve with U6
"F(0) is invalid" - true. Lets define it as a limit of F(OC -> 0)
but... F(x) is defined only for 0.01 <= x <= 2.5
with this logic, F is descrete and defined only on limited set of OC values. How it will help?
Because 0% OC is useless anyway
and impossible
Let's assume F is at least continuous
thus it doesnt make sensen to include a 0% value
basically F(x) is defined for multiplies of 0.000001 between 0.01 and 2.5
so there indeed is a fixed set of values
due to how the game handles decimals
Standby (turned off) doesn't consume power. I think, we all can agree on this.
it does
0.1 MW
same as blocked machine
because real machines also consume power when in standby
standby and OFF are two different things
one is a digital halt with power saving , the other is complete removal of power
remember: machinds in standby have a yellow light. not red
wait-wait-wait. Turned off machine (red button) should not consume pawer at all.
Standby/Stuck (no input or backed up output) consumes power and is what I call F(0)
the standby doesnt turn them off. it simply stops production
so they consume their idle power, which is 0.1 MW
also I disagree with "what I call F(0)". Because F isn't defined for 0 (and it also doesn't make sense for idle power draw to be variable based on clock speed imo)
Okey, effect of red "turn off" button is another story. Let's get back to OC.
right. 0% is still useless to use.
it doesnt produce anything, and shouldnt be a valid speed
because no ratio in the game, when entered in the input or output, ever reaches 0
well lets put the fact that this discussion doesn't matter as production and power is going linear for u6, I still wouldn't want your suggestion as your is basically going to result in machines using even more power if im understanding your percentage math, aka 448% would result in over 4x power usage, meaning my manufacturer would be using even more power than the current model, so basically no as machines already use enough power even with the current model.
Do you agree with (1) - Function should be convex?
not really
if i take 0.2 and 0.1%, power shouldnt drop below mimimum idle power
it makes no sense to have that available. Especially since the game scale is MW.
You have basically no production for basically no power.
these tiny ranges should not exist at all if you ask me
Why not? I think it's a good thing to encourage player to balance production a little. Power difference is more or less insignificant, but still.
clocking to 1% is weird anyway
not sure what you mean by "balance production a little"
align all duplicated machines to the same OC in this case
more tuning -> more profit
its a solution in search of a problem, best case your only encouraging players to make machines for production at the moment, because now you have machines using far more power at idle than they currently do, so your basically forcing and encouraging a very specific type of play style by such decisions.
if that is advantageous, then it discourages players from doing things like direct input with exact clock speed, because that will have more power requirement
5x0.9 should be better than 4x1+1x0.5 . No?
no thats not how math operations work
I don't see a reason to make it better
should it be worse?
at any rate it doesn't matter because the dev's have decided u6 is going with linear overclocking, so its to late to discuss otherwise at any rate
though i know what this means in terms of gameplay, one major impact is plutonium power is going to be obsolete and service no function, which is unfortunate
wdym?
It serves no purpose even now. You can produce enough power to never run out of it with nuclear and oil.
you can definitely run out of power
I think my pc will at least run out of fps before running out of power once my maxed nuclear plant is up
for example a late game factory at 100% clock speed uses at most up to 605gw roughly, full uranium power provides 630gw, meaning with linear overclocking you'll never need extra power anymore
no matter how i do the math, the answer is the same, linear overclocking means plutonium power serves no function anymore
there's tons of non-production things that need power
also it assumes you use all of the resources, it's the classic local vs global resource cap
25gw's of power though, i seriously doubt it
you would have to be doing some serious non production stuff to possibly even begin to consume all of that extra power
global power scaling is a completelly another topic, let's not mix
for the purposes of end game factory and resource consumption the math doesn't lie, all production can easily be covered by uranium and still have plenty of power for lights, trains, etc and most likely still have extra power left over
one train is 110 MW, one station/platform is 50 MW. Assuming two 1-4 trains on each route with two stations, it's 770 MW per route. 33 routes and you're already over limit. Without any hypertubes, lights, jump pads, anything like that
If only we can channel the power into increasing the UObject limit
you can do that in some config file somewhere
for sure but if the player is smart and efficient your only look at 10.5gw of power roughly, and one would assume if a player ever gets to that scale they know how to do efficient setups, so i would go with the lower figure in this case, which means about 14.5gw of power left still
Humanity is doomed....
at any rate it looks like its the end of the story for plutonium powers applications, at least for now, not that i really used it but its sad to see it going into such a niche case that 99.9% of players will be like, so what on earth am i ever going to use this source of power for
you can't make train setups more efficient though 🙂
what I mean is that platforms and stations have fixed consumption, trains have variable but you still need to account for max
if a player uses just one uranium node, they may be short on power. Sure, if we talk about minmaxing the map, the plutonium power is not needed, but a lot of players use just part of the map and that means they have different available resources and requirements
what are you talking about i typically only use one 2 stations per route and one train already so i have no idea where you get your idea's from that you somehow need more than what i typically only use on all of my routes.
its like your picking the worst cases and im like, for the average user that basically isnt the case
infact im certain thats exactly what your doing hmmmm
I'm talking about the fact that if you have X trains/stations/platforms, you always use Y power. There's no way to make them use less than Y power
so depending on how many trains you run, you may as well use more than 25 GW just for trains
and again, it's a "global vs local" argument
i never said it was, 210 power is what i typically use and guess how much that is for 33 routes, 6.9gw, literally a fraction of the power you stated, again your picking worst cases here
210 power? that's two stations and one train, no platforms
where's your platforms' power consumption?
and im like, if your using even close to 25gw in your train network, im sorry you have done something seriously design wise very wrong
what if you have 200 trains? am I doing it wrong because I have 200 trains?
not but your saying that 33 routes is already at your limit, and im like, only if your design your system is some way thats very wrong at base design levels, because you should at most be using like half of that power at most, which would only be around 10gw
and thats assuming you use more than one train and station per route, which i normally dont do, but lets assume the player does, but then sure you can get that number up, but i normally dont design that way unless i have a very good reason to
1 route:
- 1 train - 110 MW
- 2 stations - 2x50 MW
- ? platforms - ?x2x50 MW
for a 1-4 train it's 110+2x50+4x2x50 = 610 MW. I assumed two trains so I calculated 720 MW (apparently I can't do math and it isn't 770 MW, my bad)
almost like there's no wrong way to play this game
please do NOT ignore the fact that not everyone will do max nuclear
its unfair to assume
yeah I said that several times already 🤷♂️
right and wrong ways? what?
that still wouldn't change my assessment im afraid, because linear overclocking will still never give the player the need for the extra power, regardless of much they do nuclear or not, that scenario is definitely not changing with linear.
and thats ok.
i do not want to inflate my dave with more power and that footprint if i want to safe space
after all what reason would the player have to use a power source that makes a byproduct they can never get rid of, especially when they don't actually need the extra power, none i can really see that makes any sense
if they do only 1/10th of nuclear and need more power because their production is big, they may as well do plutonium 🤷♂️
the assumption that overclocking needs some drawback is absurd because, again, shards are, by all mortal means, still limited
simply put the incentive that plutonium power once had in this setup, is basically gone
plutonium makes waste anyway and nobody wants that
you burn 1/3 of uranium power just to process plutonium if i remember right
especially now that underclocked accelerators dont save as much power
also nobody ever worries about neesing to use plutonium anyway to to the low power needes to "beat" the game .
these are nonexistent issues for a majority of players
and by all means, plutonium can suck it for all i care. into the sink it goes
there's tons of stuff in the game that you may never use but it's a option for players nevertheless. Everyone can make their own decisions what will they use
but again why make a byproduct when you can simply expand your existing setup and not make a byproduct that is permanently going to be part of your world, the incentive existed before because you needed the extra power because buildings used more power with overclocking, now buildings use the same amount of power regardless of there clock settings, so that incentive doesnt exist anymore
-
plutonium, even in setups that needed it, will in no way ever be an issue. put it in a corner and you are done
-
yes, nobody wants the waste.
can be tons of reasons... available local resources, not wanting to expand existing factory that's already built in nice building and decorated, personal challenge to try plutonium processing, ... just because it isn't the most "efficient" decision doesn't mean that everybody will ignore it
plutonium is only ever an issue for people who are about to crash their game with the object limit.
no normal player ever had or will have to worry about it
unless they wish to
LOG(2;OC+1) gives interesting results
is that base 2 log?
i dont get this notation
yes
not really did you know for example you can make about 305 plutonium waste per minute, thats about 78 minutes to full a entire isc, so not exactly put in a corner and your done deal
so yeah in just over a one hour enjoy another 24000 barrels of plutonium waste you can never rid of, oh what fun
did you know for example you can make just 5 plutonium waste per minute?
it's the same over and over again - assuming people do full setups
and did you know you can make 0 plutonium per minute just by doing a little pre planning? I know far out there concept.
yes, and all these possibilities are fine and anyone can do it. The fact that only one is "meta" by your standards doesn't mean others are not valid options
valid and making sense are two different things.
in a sandbox game everything makes sense as long as the player is having fun
just because you can go with a option, doesn't mean its something you should do
why are you forcing me (or other players) to do certain options? 🤔
im not forcing anything , im simply saying why it doesnt make sense, people are free of course to do down the non sense routes, but would i be telling anybody to do so, especially when there are better options, certainly not.
im not here to offer bad advise, though i cant speak for others
but you want to go on offering bad advise go right ahead, nobody is going to stop you
better is subjective
no its not, not when its based on math, which i have already provided, so hardly subjective
for someone it's better to do no waste build. for someone it's better to do build that uses local resources 🤷♂️
605gw<630gw, its not that hard to understand
and that is subjective because it assumes full nuclear
no because this shows clearly that extra power is not needed aka plutonium, so your one being subjective when i have already demonstrated clearly my point
and because you refute it your having to go off on this other tangent, so good luck with that
same to you, your like talking to a wall as well, so im certainly done
I'm not saying it's better to go plutonium. I'm saying it's situational, same as everything else in the game.
It's a choice for player, everyone will make their own choice based on their own preferences of how they want to play the game
yes, for minmax meta players plutonium isn't too much of a value, but not everyone is a minmax meta player
as i was saying, will plutonium power ever make sense again sometime in the future, maybe, but not as long as the need for power isn't present, though the dev's have mentioned they may or may not keep the linear change so we'll see
"make sense" is for the player to decide
605gw<630gw, hopefully normal players can see the simple logic, unlike some people....
not all players are minmaxers, some just want to have fun and build what they want 🤷♂️
btw sense when was this channel always so opinion based, aren't we supposed to discuss math and numbers and logic, im not really seeing much of that anymore
gone are the days of numbers and logic?🤔
well im sure the numbers and logic are hiding somewhere around here hmmmm
or I just don't assume that everyone is a minmaxer
I already said for minmaxers you're right, but that's hardly majority of playuers
i feel like the problem with plutonium is that the time consuming part of nuclear is making the plants and getting water not the actual production (if you do it on a big scale) and plutonium doesnt reduce that amount
so maybe if plutonium rods gave 5000 power instead of 2500 it would be a more appealing choice?
problem in this case isn't power though, because with linear oc you basically never need the extra power, good idea but really doesn't address the actual underlying issue
would have been a good idea if you hadn't gone the linear oc route, but well they did so that definitely changes things
I know I haven't read enough of the convo to say anything specific on it, but I think I have a decent example.
Trying to finish the last space elevator shipment I make one more factory and realize my power is not enough. Now I have 3 main choices:
1)Expand non-nuclear power generators: this one I'd find annoying unless I have extra oil close, as setting up diluted fuel generators can be quite quick.
2)Expand nuclear processing: this requires to either plan another factory or build another "module" of your nuclear factory... Still, lots of power, but also lots of planning.
3)Start burning the plutonium I'm sinking and set up a few ISCs. Considering my usual power usage when reaching endgame (up to 20 GW now), that would probably be <10 waste/min, an amount very easy to manage... Even more so if I plan on turning off factories after finishing the space elevator delivery.
So, I can appreciate (3) being there as it's a very convenient way to get extra power
OC the power generator 
Get twice the power for the same burn time of a UFR at 100% 
but what if you do both
10GW 
Btw, I strongly disagree with your statement about makijng the powerplant taking longer than making the processing machines. I feel like that opinion stems from being used to have most of the required items already being produced by other factories (that you made long ago so it hard to "sum" all the effort taken to build that production)
On the other hand, setting up the generators is the easiest part to plan, so many will do it in bulk, having it leave a relatively stronger "effort impression" as they spend quite some time bulding just that
My experience having built an ores->Rods factory: the generators take 25~40% of the building time and <30% of the planning
I mean, just think about it this way: a single UFR manufacturer can feed 3 generators, but requires >5 additional processing machines to run (EXCLUDING miners/extractors). The generator just needs a water extractor
Definitely, thats why I'm like, no matter how you slice it making the processing machines is either going to take the same amount of time or longer than making more power plants, so even on that aspect at best its dead even, in which case plutonium still losses because the waste you cant get rid of, or worse it takes longer to build and its still worse overall, because again the waste you cant get rid of, combined with the fact that linear oc is going to get rid of the incentive to need the extra power ontop of that, yeah plutonium power just doesn't have much going for it as route I can really see any player really having a need to take in almost any situation, maybe some really niche case but I'm really just not seeing it.
I gave you an example that I think isn't quite niche (point 3 of my previous message). And that's under my preferences: depending on situation, I'd much rather set up a few ISCs + powerplants than a new factory + powerplant
preference is to make waste you can never get rid of? well I guess to each their own I guess, though with the direction of linear oc and never having the actual need for extra power beyond what uranium can provide i can't see that making any sense for me atm.
some people want to experience all the content 🤷♂️
Are fluid buffers useful in 1:1 supply demand at all now? Since theres no more fluid loss they'll just act like a place that fluid can go to instead of the machines, and if there are some in there itll act like backpressure for the supplying machines
Their primary function is now flow stabilizers as outlined in the manual, in my opinion.
in this case guess i can do away with the end-of-manifold anti fluid loss array now
or ill just fill them and cut them off for aesthetics
Does putting a buffer at the end of a manifold do the same thing as looping or does it create the same (if not more) sloshing issues?
630 / 605 = 104.13 %
i do not give a flying snutt about an increase of
4.13 %
its nothing like looping, they are just there so they can cover for the suppliers in times of fluid loss
which isnt the case anymore
Aye.
Sideline buffers or ones used in an Equalizer configuration are perfectly fine
and are even helpful by smoothing flow
Aye. That's the primary function of buffers now imo. 🤷♂️
and thats perfectly fine
Still trying to think of when I would ever use a VOP now that I understand them.
fuel -> packaged fuel and if full -> generators to burn off
cascading fuel gens
full flow to the first line, once full fill the next line
Why not just send enough to get full flow to the whole system?
you know damn well it instantly spreads out