#math-and-meta
1 messages · Page 618 of 1
even the uranium ones have different values now, so it's not accurate 🤔
plan is to bring both tools to new site eventually
but these CSS developers keep releasing new updates
The competition grows fiercer
Who will be able to update their stuff first?!
Taking all bets 
what the hell are those crackhead ratios
that is.. awful
what is the point of designing a recipe that gives you a stroke at 100% speed
as long as it's satisfactory
ooh and if anyone is curious (not a single soul is) I did manage to fit it all nicely after removing the foundries and refineries from the rectangle
It looks like that machine is not clocked 100%
it is clocked 100
you can check it on the wiki
its because the recipe takes 64 seconds, not 60
though it could still be more convenient i suppose but then itd be too easy

HEALTH REGEN INFO:
- Still impossible to die from a fall when at max hp.
- Takes a combined 20s to regen all 3 of the critical health boxes.
- Takes 40s each to regen any health box above critical.
normal ratios 🤷♂️
Who cares about ratios?
You're not actually making just 2.8125 HMFs.
Pick how many you are actually going to make and then look at how much of the ingredients you need.
i care because it makes every other ratio shit itself
and I end up with silly numbers like 290.91 iron per minute
Why are you doing ratios instead of just amounts?
I am doing amounts but because of the ratio i end up wasting resources
It's nigh impossible to do everything perfect because of the way the game is setup. So I would pick your threshold of where you care and where you don't.
For me it is primarily ore. If I have like +1-3 extra ore per minute from a miner I can live with that.
Secondary threshold for when I have to cross oil products with ore products because of how the 45-81 rule works.
why do you need that tho
just build X machines and underclock the last to whatever your required amount is
It is 2.8125 though...
I don’t
Ya, I meant 3/2.8125 = 106.666%
You can make everything even tighter
By shortening belts feeding assemblers, constructors and so on
And using conveyor lifts for second input instead of regular conveyor
I find it also very useful to build buildings on different floors to save horizontal space
Just did a 32/min Heavy modular frame factory using separate logistics floors, that does work out really nice actually.
Also took the pipes up 2m, or even 4m on a revised doctrine, for the refineries, using downpipes to feed from a ring manifold
i know, but I didn't plan anything out so I just got less and less compact as I saw how much space I have left
also it's fucking awful because someone bragged how a single conveyor and smart splitters is good so I gave it a go
and this shit just keeps on clogging
You’ve got to have perfect balance or overflow controls if you are single belting multiple items.
What are the settings on the last splitter on the line?
(Person who bragged was me. Because sushi manifolds are amazing and are incapable of clogging or failure. Which means you did something incorrectly if it is clogging.)
what is the 45-81 rule mate?
most things yield nice machine numbers if you produce 45 or 81 per minute of somethinf
maybe
45 for non-oil
81 for Plastic/Rubber when using Recycled.
And those are just the whole numbers.
Doing non-oil in terms of 45, 22.5, 10.25, 5.125
10.25 is the safest low number, some things work fine with 5.125's.
Oil in terms of 81, 40.5, 20.25, 10.125
Again, 10.125 is fine, so if you wanted say 100 of Plastic, I would instead do 101.25 (81+20.25) because it automatically eliminates any repeating decimals from all machines in the production chain by staying within the 45-81 rule.
It makes machines cleaner, but you'll end up with +1-3 extra product when crossing oil with non-oil in later recipes. So either bleed to storage or sink excess /shrug
Um...
Go to Tools.
Enable all alts, do Rubber in any amount you like and look at the weird numbers.
Then do it in a multiple of 81 and see for yourself.
just thought you might have a tab in tools already that you could share
i'll fiddle about with it 😄 thx
I'm busy with U6 and fielding multiple conversations atm, sorry 😭
when clocked to produce 4, it actual gives really nice numbers tbh
Except those aren't the actual numbers.
Considering I'm feeding in exactly 80 rubber/min and it has 0 downtime, I do believe those are the actual numbers :)
How long has it been running?
For multiple hours at this point
Yeah it's going to take longer but it will stop eventually.
Because it doesn't need 80 Rubber/min
It needs 80.000025 Rubber/min.
Eventually that lack of 0.000025 will cause it to skip.
Considering it'll be off by .25 (what's actually been fed in vs what it technically needs) after almost 7 days of continous running
I think I can live with it :)
I think other things that happen due to lag or save/loading or whatever else is going on cause more of a problem than being off by 0.000025/min
^^
If I cared enough, I'd be much more worried about the mod I'm using to limit throughput on belts instead of that .000025/min deficit
Is the recipe for the new ammo on any sites yet?
okay. so i'm going for the "3 assemblers making reinforced plates at default recipe" setup that splits 135 ingots into plate production and 45 ingots into screw production. i know the default iron plate recipe is 30/m input, so would i need 5 constructors with one underclocked?
you need 450%, and 5 constructors with one underclocked is one way to do it
good. and screws take 10/min input on default recipe. how should i handle inputting 45 rods/min?
another 5 with one halved?
it's just 3 constructors
are you talking about the rod constructors or the screw constructors
screw constructors
it's the same as the plate constructors
and then pile their outputs into manifolds(accounting for belt limitations)
and then divide them up amongst the assemblers
this is a nice design for 2 assemblers #screenshots message
said image doesn't tell you what's producing what...
just scroll down
though that DOES give me the idea to rework what i'm doing to have four assemblers. since the area i'm working in has eight impure nodes
and the system inputs 120 ingots?
yeah
how many plates/min and rods/min does the basic Modular frame recipe use?
i don't have the rotors to check
3/12
you can also check the wiki
Or just chart in on tools..
is there a splitter that can divide up an input of items in a gives ratio?
it takes some trial and error to figure out the recipe on satisfactory tools but you can do it there too
no, they just divide evenly (or at least try to)
the programable one doesn't?
fuck man. that'd be so useful
That why we have math... to create out own balancers..
I thought the game rounded down at those decimal places?
ok, but this two assembler setup says it'll produce 10 plates per minute. there's no good way to divert 3, 6, or 9 plates per minute into modular frames without making multiple setups, which i don't have the iron nodes for at this location.
Why not change the clock speeds? make the assembler make 9 pm
it's two of them, and that would require re-balancing the whole setup so it doesn't get backed up and cause idling.
Wait... are you doing a step by step balance? Like you don't have a final X number of Y product in mind, you're just ... getting new items and doing balances every time?
i'm using #screenshots message this setup
Yes, but you didn't design the PREVIOUS machines to make the balance you wanted now?
you're better off just making a certain amount then moving on instead of rebalancing your entire setup every time you want to make another part
just let it make extra and store some of the extra and let it go idle
or sink the extra
Yeah, balancing looks pretty but unless you're doing it with a final product in mind where your belts and needs won't change you'll spend 95% of your time deleting and rebuilding belt systems
if your idea of fun is completely redesigning things on minute scale with every tech upgrade then go for it. But that sounds like actual hell to me
i had the idea that, since this setup area could make 20/minute, i could split one of the outputs and divert it to the other one to make a stream of 15/min and 5/min.
Yeah but it sounds like you're designing the balancer at each step rather than looking at the whole thing and planning it out that way
then split the 15 and... oh my god it's brilliant. since that'd make the ratio 15/60. and rods are made 15/minute, i could bring over a line of iron rods from somewhere else that perfectly works!
i WILL say that, for my first set of production for items, i did adjust clock speed to work with the limited input i had.
this area is going to be dedicated to these products, though.
I mean if you want to balance a multistep factory you'll almost certainly have to tweak all the clock rates for ease of splitting
I kinda get why people might want to do load balancing at the end game point, but it baffles me why people do it at the start
guys 9*40=360
360/12=30
360 is less than 600
so why my oil generators are not getting enough fuels?
Almost certainly a pipe flow issue
Did you loop your manifold ? Did you flood the system with fuel before turning them all on?
yeah
Like, put the generators on standby, let all their storages fill completely, then turned it all on?
You should only maybe need a pump right before you start splitting things in the manifold
@burnt wraithit looks like, from the rods to the screws, the middle constructor is getting 15/min to start, then the whole thing eventually balances out. is that accurate?
if it's flow not headlift
no it got worse whatever i need to go work
So uh
I built a pretty big battery bank
2 GWh
But I did the math on that and it can (assuming the numbers correspond to IRL watts) power NYC for about 4 hours
Not too surprising. Industrial power needs are greater than residential by a long shot
There aren't really many metal smelters in nyc 😛
Dubai used 5.754 gigawatts constantly across 2021
Well, it used 50401 gigawatt hours in 2021
divided by one year gets 5.754 gigawatts on average
divide that by number of hours in year
right
Oh my god
When the battery bank is fully charged I will be able to power North Korea for abour 1 hour and 23 minutes
Or I could power Cuba for 1 hour, 4 minutes, and 20 seconds
Or Chad for almost 3.5 days
found my probem its the raw oil input
there you have it lol
hate when im middle of a problem and have to go work :notlikethis
main tip for pipe troubleshooting: literally check everything but the pipe flow first
check for shitty connections, check for pumps, check for machine numbers, etc
flow is the LAST thing you wanna check
i made excel for machine numbahs
oh and of course check machine inputs and outputs
those are more valuable than pipes flowing
i have to go around the check the liter of raw input
im on that coast where there is a lot of oil but all just all over the place
again, you only need to check the refineries first
how much item getting consumed in a 100% atomic generator?
0.2 rods / min
items/min
and 300 water / min
How did you get to nuclear power without calculating these
last one overflows steel pipes, because they are made the fastest
it is clogging because it takes a while for others parts to get made
so essentially I would need to use balancers instead of manifolders everywhere else
or wait hours until both manufacturers fill up
You're not shown those numbers until you burn your first nuclear rod
Define "clogging" please 
steel pipes fill the machines and the belt
blocking the access for the rest
I've made an overflow for those, but now other parts can clog
and that I cannot overflow
because last time I tried, it overflowed other items
So, you... "can't use overflow because you can't control what will overflow"....?
Am I understanding right?
pretty much
I told it to lets say put frames on the right, unassigned to the center, and overflow to the left
and it went and overflowed stuff that should go to the center
i havent got to nuclear power plant since a week im setting up a train system to bring everything to 1 place but im out of power
need weeks in this game to progress to atomic power if you cant play 12h a day
Was center full?
no
Then you found yourself a nice bug to report 🥳
For the sake of clarity: if you're sending "item X" to the left, "any undefined" through the middle and "overflow" to the right, if items that aren't "item X" make it to the overflow while the splitter hasn't backed up on any "any undefined" item, that is indeed a bug to be looked into (one that I never encountered in thousands of hours of testing though, so I'd be curious to see that in action as well)
This isn't how sushi manifolds work.
If you need Frames right, other items center, then the settings should be Frames right, OVERFLOW center.
The operate by taking the correct item off the line and sending everything else forward to the next splitter. Which in turn will take its item off the line and send everything to the next splitter.
And so on all the way to the last one in the line which will take what it needs off and send everything else onward to wherever you want the collective total overflow to be sent.
The only 2 settings on any sushi manifold splitter should be Overflow and <Insert Specific Item Here>.
but then all the other manufacturers will be dry until the first one fills up
That's how even normal manifolds work...
By each machine progressively filling...
no, in a normal manifold, first one does get filled first, but it doesn't suck all the items
only half of them
If you use a smart in a normal manifold it will suck all items per machine and it has the exact same fill time as if you used normal splitters.
why would I use smart in a normal manifold
So the spooling process is different, but the end result is the same.
I'm using it as an example of don't worry about how the first machine is sucking all items during spooling.
Because the final result is identical.
Yes, everything else is dry until they sequentially fill, but what you care about is what is happening after they are all done filling, no?
this is what I didn't know and prolly it caused all the problems, thanks
No worries. Sorry I didn't clarify it when I first introduced them to you
So... What about that bug...?
You can have that too if you use programmable splitters
idk is that even a bug, it just seems counterintuitive that it prefers overflow over all unassigned
oh yeah, mam exists
Was my explanation not clear?
If "any undefined" is not backing up with items, NONE of the "any undefined" items can go to overflow (assuming belts of the same MK of course). If they do, that's an important bug to report
Waiting for poggers rework to break all of your best-laid plans 😈
Waiting for you to check out such plans...
Fair.
I don't get this, the steel pipes are clocked perfectly so there is no extra
yet they keep overflowing
During spooling you will have overflow until every machine is full.
Because things come in at different rates.
So if pipes fill faster than something else, you'll have excess pipes until the other things catch up
Possibilities:
- Something that isn't pipes is lacking, causing less pipes than expected to be consumed
- Pipes have already filled up all buffers, so every now and then an excess one still "trickles through" the system
If it is 2) -- this is part of why the failsafe Sink is there. To catch game fuckups. Because you did the math right but sometimes the game just says "nope"
yeah I have sinks practically everywhere
In a perfect world the failsafe never activates.
In reality it catches like 2-5 items per hour that blip the system so you can have entire outposts all running to the same failsafe because the "mistakes" won't be higher than a mk5.
In a perfect world you never load your game
In other words: things can work "perfectly" as long as saving/loading isn't involved
This is how greeny plays.
By never loading the game 😉
wasnt there an already known bug with the splitters where they overflow incorrectly if any output is backed up
If smarts overflowed incorrectly when an output backed up literally nothing I build would function.
I believe there's a notable issue with what many consider "incorrect" in regards to smart splitters and overflow
so i'm deciding to use the over/underclocking mechanic to make the 10/minute rate work out for making modular frames.
i thought i remembered someone mentioning something like that where it doesnt check for every possibility
but i cant remember the details rn
@limber cradle example of when I would use smart splitters in a normal manifold:
I needed a 25/5 split from a Smelter outputting 30. But due to how rounding works the machine that is supposed to get 5 will actually burn like 5.01
Smart allows me to send everything to the 25 first meaning only the remaining 5 will get sent to the other one. So the 5.01 burn wouldn't eventually fuck things up because it receives only 5.
makes sense
I also just end up having smarts hotbarred from the amount of mixed manifolds I do that I end up building dozens without thinking about it in normal manifolds and I'm too lazy to delete and remake them all at that point 😂
I have splitter oh hotbar and cycle through all versions of splitters and merger using R
I do to (slot 5), but like I said I eventually just change it to smarts being default because it's faster for the way I build.
And sometimes I forget I'm using smarts when building a single-item line.
Btw, didn't copy-paste for machines' recipes got improved...?
hit ctrl v while machine is highlighted
press ctrl v on another highlighted machine
boom copied
only thing that sucks is you need to be in range
Hoverpack range extender means I may actually use Hoverpack now... hmmm...
huh range extender?
You know how you can build further and interact further while wearing the hoverpack compared to when not wearing it?
Range Extender
So you want to become a ranger?
i didnt notice actually.... huh
It was one of the most praised parts of the equipment 😭
never noticed never cared
its pretty nice
Airbuoy go brrrrrrr
only works when you're actually flying though
Neither had I XD
Maybe im dumb or something but i cant figure out the math for how many constructors i need for a certain build. I have 270 Iron on Mk. 3 and want maximum efficiency for refined plates. Can someone explain to me how they figure out exactly how many constructors they need? I've tried using the satisfactory calculator but dont really understand it
what kind of efficiency?
what do you not understand?
you are planning from the wrong side
i dont know how many i would need at the end i just know how many resources i have and also it shows it to me using Mk 3 miner im using a 2
dont try to figure out how much you can make from 270
figure out how much you NEED for X reinforced plates /min
then you can adjust that for 270
what i do is set the iron input and then choose maximize to see how many i can make
without alt recipes its 22.5 per min from 270 iron
my favourite is steel coated plate amd adhered
should i do this using the planner on satisfactory calculator
whats that
5 plastic + 15 rubber + 7,5 Steel = 15 reinforced iron plates / min
its the better and less cluttered production calculator
let me check it out
go to input, set iron to 270, and in production choose reinforced plates and maximize
if you check alt recipes in the recipes tab itll choose the most efficient one for your input
OMG
wow this is so much easier...
thank you
when it says 4.5 or 6.75 im guessing you run one of them at 50% or 75%?
4.5 means 4 with one overclocked to 150% or 5 with one underclocked to 50%
better to underclock for energy consumption right or doesnt matter?
but also symmetry lol
well for a constructor its not a big difference either way
thank you so much this website really is much better
i love it
Unless you’re quite early on overclocking a few machines generally isn’t an issue and you should just do which ever fits best.
In that example you could also have 4 machines at 1.125
Or 5 at 0.9
yeah i think im just gonna try to go for symmetry when possible so it looks cleaner and just under/over depending. Im still pretty early only have a coal power plant producing 600 MW
That’s a decent chunk at the start , get it to 4000-6000 soonish though. Refineries will suck you dry
yeah, you can also hover over it and it will tell you
does it make sense? Or should I change anything?
if you have pure copper and steamed sheets, copper rotor is a no-brainer
I feel like every copper node I need is way too far away
The union rep for Drones wants to extend an invitation that his people will handle that issue for you.
Plan factories for what the resources are, or change recipes to suit
It appears I have more copper than I thought, gonna go this route
why are you doing turbo electric motor?
Didn't even catch that.
Turbo Pressure ftw.
ye
Not like we have other uses for Nitrogen 🤷♂️
i guess this is another example of weighted resources being a not perfect metric
because it doesn't require that cooling bs
Is this a app? If yes what's the name of it?
Pins in this channel.
Literal first link.
Thanks
If you want symmetry then run 4 at 112.5% each. Also easier to load balance if you're into that.
The only reason why I don’t use turbo pressure motors is that it requires fused frames that are basically the successors of heavy modular frames and I’m allergic to cubes
good old complex squares
#screenshots to add stuff to discussion in #satisfactory
hey so like: i am confusion
I have a train going back and forth from two stations. Now, Station 1 is inputting 598, split between two carriages (300 and 298 respectively). Station 2 then unloads them to two lines that require 300 and 298 respectively. Why are my machines running out of resources if everything's a 1:1?
Are your stations buffered and double-belted?
yes
Picture of setup?
hm
Or just.. are all belts mk5?
It's a bit large. I don't think I can fit it into single pic
All belts are mk4. Don't have mk 5
Take a picture of the dropoff station where things unload.
I will once the train comes back around
Do the destination platforms show in their info page their throughput as 300 and 298 respectively?
That would matter if that info page was accurate..
How long is the route?
What item are you moving?
None of the math I wrote for throughput has an answer done in terms of carriages 😂
Do your trains not use carriages?
?
The math is for calculating throughput of a carriage. So the answers are in terms of items/min.
also
@waxen moss are you not getting anywhere close to 300 at dropoff or is it just barely not staying at 100% eff?
Anyone mind explaining to me why the 298 pm platform is filling up quicker than the 300 pm platform
Barely not staying at 100%
Small chance the one you think is 298 is actually the 300 one then.
But if you can guarantee it is 298 then the other one isn't actually getting 300 because that's the only way it would fill slower.
So check the production machines because it may not be a train issue.
But rather a production one.
Easy way to check - split the input belt into three - 1x Mk 1 and 2x Mk 2 (and then merge them) - those belts should be always completely full
ah
I see, I think. I think I may have forgotten a splitter
does this make sense?
(this is after adding the missing splitter)
As for my production. It is at 100%
Now the platforms are filling up at the correct rate (300 was filling at 295, and 298 was filling at 303). Let's see if that fixed it
Looking like that didn't fix it
Could it be the manifolds at the output station haven't been saturated?
Quite possible.
If you're sending exact amounts you need to prefeed them a bit so you're not filling, but instead refilling
get to the breaker!
It is interesting seeing people actively participating in their torture with load balancing
I joined the server to ask almost this exact question, since I've not touched trains yet. I was planning to produce compacted coal at two remote sites, then deposit it at a third. The combined output of those two sites is 360, but is getting 360 to always be available via rail just a matter of pre-loading enough to start or do I need to make more than that to compensate for travel time somehow?
Honestly that sounds like you're using a train to do a truck's job.
Just have a container full of resources before you start whatever is using it, you should be fine
It might be... but I also hadn't touched trucks yet so I had the same question there too hahaha
Travel time doesn't matter because after 2 trips it becomes consistent throughput.
Trucks are the devil. Don't listen to Sev and his lies.
Getting to trains without touching trucks is... odd.
Cobalt stop trolling 😭
You can 10000% never touch trucks. Don't do it
This isn't U2 anymore trucks work fine.
They are clunky and can still collide and interfere in paaaathing.
By trucks I do mean Explorers btw.
and take up huge turning spaces. Bleh. Death to trucks
I just sorta stayed in the same starting location, I suppose? Mostly just unlocked a handful of the things by crafting some stuff by hand when I realized that upscaling my mess of a factory was gonna be harder than scorched earth rebuilding it
So now I'm doing that
That's usually the way
Also, trains look cool
patch jobs to kinda keep up with new tech just makes it messier and messier
Explorers don't take up huge turning spaces. Also today I learned that if you do the parking node right they will fully execute a Y turn to get back on the path with zero issues.
Or, and here me out, you use a train. On a rail.
That are pretty.
I saw it happen and was like WAAAAAAA. They are smart enough to do that?
If aesthetics is all that matters then you do you.
Optimal logistics is using trucks, trains, and drones in concert and that is intended design 🤷♂️
Lies! Just run belt buses under your train lines and forget the trucks
God I hate trucks
I was hoping to make a train work mostly because I could then use the same train to also load up ores and such to take to a main production factory further down the line
Certain things trains shine at, others they suck at.
Certain things trucks are king at.
Certain things drones are uncontested for.
Having a truck handle bringing the compacted coal from the more remote site and then deposit it where the first is, but then use the train to pick it up there and carry on?
This feels like so many moving parts
That is a million times the effort I would put in for anything involving compacted coal. What are you doing with it?
I also dislike compacted coal recipes XD
Nonsense Turbofuel
Ah right. I just wait for the turbo blend fuel and ignore the coal
I haven't even played that far yet. Same first save mostly blind until I realized just how lost I was.
And here we are
Ahhh ok are you doing packaged diluted fuel?
I was going to use turbo heavy fuel
I don't even have the packager yet, come to think of it
ok, so between Compacted Coal and Trucks, Turbo Heavy fuel is the real devil.
If you don't want to wait until blenders for fuel power I very much recommend getting to packagers and finding the packaged dilute fuel recipe. Much simpler.
Heavy fuel is the worst of the 3 TF recipes.
I kind of figured. Does making dilute packaged fuel then unpackaging lead to more fuel than just making it straight into fuel?
Much
Especially if you first get the HOR alt
Just looked it up and good lord I see what you mean
Yes, was planning on using that (originally I guess) to make petroleum coke for the alt for steel and just making the rest straight into tfuel
Depending on your location coke steel might be convenient? I've never found a time where it wasn't simpler to just find a place with iron and coal and make it there
My preferred steel recipe
Oh it would definitely be simpler. Can't argue that
I've never actually done the Packaged Dilute fuel myself mind you, in my games I've usually just made about 6,000mw of coal power and waiting until blenders came into play for fuel
My current disaster of a setup is at ~1,300mw on coal
You could just find yourself 4 nodes of coal near water and make a monster power station? I really don't like having to worry about going over my power production so I like making a big station and then forget about it for ages
Using this right now. It's a beautiful recipe
A tiny increase of power usage and a simple extra step. If you need more than standard recipe coal in a spot it's basically a no brainer
The blenders for turbofuel are that effective?
It's more that blended turbo fuel only uses sulfur and oil, no coal, so logistics is easier
But if you just want to do diluted fuel packaged diluted fuel is pretty solid. I think it's only a bit less power efficient
So, it looks like my throughput issue is not fixed
And there IS an argument that Turbofuel is unnecessary .
However, I am observing a diminishing delta with each trip
Was this with your self torturing balancer?
So maybe, it will balance out
The balancer is part of the equation, but I do not believe it is a problem anymore
I mean, balancers are custom jobs for the situation you have presented to them to Balance.
So you've probably not made it to balance what you are throwing at it
Might want to wait for some of the balancing wizards to be around :\ The closest I do is mixed belts.
How dumb would it be to make just steel ingots, then everythig iron can do from the alts?
I won't even lie, that's how the whole rabbit hole started
Is it more efficient ultimately to skip the step of making iron, does it end up taking more? I guess I have more research to do.
That's an interesting concept tbh? It sounds completely feasible.
You're on your first play through right?
That was the start of it. Use petroleum coke to make a mountain of steel as quick as possible, then bypass making iron entirely. Since you'd have to make a lot of heavy oil, turn the rest into turbofuel for power from the same resource.
Yes, first time playing through. Steam says 214 hours but the number of times I've fallen asleep with the game running is more than once
Ok so I want to ask you a question. Of these thigns which do you think interests you?
Learning deep logistics and planning
Making aesthetic and well planned bases
Developing a huge production chain
Weird and interesting builds
They don't have to be a 'I want to do them right now' but in the future is fine too
It would bother me if I knew what I had made could be more efficient in some way, but not if it was done in an interesting way. I like making things look nice but it's not a priority and I'm no artist or architect. I like trying to take a weird concept and make it work.
Equally the first and last, as an actual answer
So setting yourself a challenge or concept based on your goals is what's interesting you quite a bit then? And you'll probably want to be at this game for a while?
I'm fine with working on it a little bit at a time, but I'd like to also know it works at all before I take that time to do it y'know?
Being able to self pace the challenges in this game is I think what's sucked me in the most so far
Oh that's fair, and almost any idea you come up with will work
as long as the recipes exist it might just involve more convoluted logistics to do it
But like you said you don't care if its not he most efficient
I want to try to do the unorthodox, but still as efficiently as possible. Signing myself up for my own headaches, I'm sure, but I enjoy it.
Someone after my own heart.
May I make a recommendation then?
By all means
So this is my experience and I think it's helped me do things similar to what you may want
Do a few run through of the tiers up to 7 and restart maps.
I've found starting from scratch really helps you get techniques on space and logistics down pat
There are concepts and methods of building and moving that are.. .hard to explain the fine points and most easily acquired through trial and error. Looking back on an old base for example and going 'my god what I built is trash, I can do this better now that I know my mistakes'
Spacing out areas for belting and piping is really only learned by hands on experience
I'm honesty already about 30 minutes away from tearing down everything I've already got and starting it from the ground up
"Wow, what was I thinking" in spades lol
look, go as far as you can. If you're not happy with a thing, just use it to hop to the next tier and fiddle with that
From the sounds of it you've only just stepped onto the nightmare of pipes XD
A bit, other than piping water over to coal gens that's about it
It gets bad and you'll want to master it if you want to do convoluted ideas 🙂
Can't wait to see the absolute horror of what I've made for fuel when I actually understand it later
And you don't HAVE to start with a clean save but I've found having to tech up really reinforces stuff
The thing that really took the longest to sink in for me so far is the scale you'd be expected to work in, and how it's always juuuust a bit larger than whatever you'd just made. If I did it again, I think I'd put a lot more into making whatever I'd laid out easier to expand on
That's an excellent lesson 🙂
Would building things vertically be an interesting challenge to you do you think?
I'm not sure how much I'd do it. Currently I have a few things built with two floors maximum. Actually, a production line that has resources start at the top and fall down gradually would probably look really cool.
split things off and use a floor for making just that, then that gets added on and continues down
Something like that
Well if you do want a restart a game, if you choose the Northern Forest location and go west there's a valley and cliff spot that has a ton of pure nodes VERY close to each other
In fact you could have every resource you need within 500m until like tier 6 or 7
The challenge is you've got cliff faces and very little flat space, so towers are your friends
I find that that start is very good for learning how to properly belt and pipe your factories and not have to worry about long logistics
The grassy fields is excellent for the basics as it's moderately flat, it's fairly calm and you can just spread and do things and learn.
That's where I currently am. Actually, I ended up on the very corner of the map and just kind of stuck myself there up until now.
It's a good basics spot 😄
But yeah - what I recommended is just based on my experience, everyone learns differently. I think it's just a good idea to really master the basics before setting up for convoluted challenges. For example I made a giant factory that made something like 20k plastic/rubber/alum ingots per minute.
And it was hideous. Spacing for logistics just made it a nightmare. It was a mess.
tore it down
Learned a lot though.
I do really like your idea about making it all steel though. Sounds fun 🙂
At some point in the distant future I kinda want to make a giant production line but basically only use drones to move things. So hyper localised.
I can't even really wrap my head around the trains thing, couldn't imagine doing it with just drones.
It sounds really cool though and I'd love to see it
Drones are... kinda simpler? They are just low volume
and require alluminium infrastructure to exist
Ah, I guess it would be just "Go here, go back"
Just about? There's details on how you set up other drones to refuel their batteries but it's pretty straight forward
What would you make, then? A floating fortress that flies all the supplies in from across the world?
Nah, central processing hubs are NIGHTMARES.
Probably just pick a LARGE amount of 1 or 2 high tier end products and make hubs that make things on location as high up as possible based on nearby resources
then fly drones back and forth between them
What I'm currently doing for example includes a plan to make 300 heavy modular frames and I have to import very little coal into the dune desert for it
I'm already doing a very localised build but I'm including trains
I was thinking of what a hassle a new save would be but then I remembered I played through most of my time forgetting entirely to use the MAM
So I never had anything to make getting around faster
No wonder I huddled myself in the corner
That's.... a lot of heavy modular frames
It is XD Hey, mind if I DM you a link to a page that has some good tips to keep in mind?
Sure! By all means
Me... over here making 135/min...
I'm making 0/min at the moment
On my current run for U6 same, because Hub0 reset.
But previous runs I make between 118-135. We shall see what it is this time when I get to them.
Oh that's true, update 6 is soon
Hey, my factory is still in the design stage, you're still beating me
Would be a great time to make a fresh start!
so radar towers no longer need to be really high up to reveal their max radius, right? It's a fixed area now?
i just want to make sure this change is intended before i go peppering the map with them
would suck if i had to go back and put all of them on a skybox pillar
wiki hasn't been updated yet, but i think it is just a set radius now
would you guys overclock one of them to 102% or build a third one
I hate overclocking regular machines
but its so stupid to have one running at 2%
for such a small percentage i usually overclock
Yes. (Sorry for late reply)
For symmetry: 4 machines running at 50.425%
NP, thanks for clarifying it
overclock to 250%
yellow light gang
^ eyo
I don't think I have a single overclocked machine in my world that isn't a miner/oil pump/fracking thingy
What is your guys avg input/min using trucks? Ik it's dependent on distance, but on a short/med distance avg?
for short/medium distance you probably cap out the truck stop's one input/output
so its equal to whatever belt you're using
It also depends on stack size
Truck station input/output will equal exactly what the belt input/output is.
If it isn't add +1 vehicle because the route is too long.
You'll run into more problems by having too many trucks on the same route though, so always start by just putting 1 vehicle per route and adjust as necessary.
what about you make a full mk3 belt, and you add a half mk1 belt, so 270+30=300
idk like this ?
Is there a program you use to make these schemes?
What's the smart splitter set to? Overflow to the 114?
or you just build two manifolds 🤷♂️
Manifold won't work here. It would never saturate because the nature of trains
Looks like draw.io to me
wdym? what's the goal of this weird balancer anyway?
Establish a 1:1 ratio. There are two lines feeding from two separate platforms, 300 and 298 respectively
(also manifold will work in any condition, same as balancer)
yeah, but... why do you need that 1:1 ratio if you can build two manifolds that each uses exactly the amount that's on the belt?
You're talking at the output?
yeah
I believe I originally had that, actually
basically there's never need to adjust amount on a belt to "nice" number, since you can always build with the original number in mind
(ofc you can do whatever you want, I'm just offering an easier alternative)
Oh, right, I remember what was going on. For some reason, the manifold was backing up the production line.
that means you have more production than consumption
To an empty container?
no I mean... if a manifold is backed up completely, then the production in the manifold is not enough
if the red belt is backed up, then the blue machines are not fast enough to consume all from the red belt
That's impossible.
- Producing 598, consuming 598.
- The manifold in question was for input. It was feeding into a container buffer, but it was clogging the output on the refineries behind it
well it may be possible because of a wrong mk of belt or something 🤷♂️
also idk what you mean by "manifold for input" 🤔
Guess "load balancer" would be more appropriate.
Essentially it combined the the two belts to fill a mk4 then overflow was sent to a mk3
Switching from a manifold to balancer or vice versa is never going to alleviate an underlying production problem.
Assuming both are built correctly
The manifold was taking all of the output of a set of refineries and feeding into a container and the refineries were getting backed up?
it's diagramme.net , and the smart is set to overflow so the mk3 belt limit the troughput
what about a classical 1:1 ratio balencer ?
That was my solution
The side going to the mk3 is set to overflow?
yep and there is a probleme ?
because this is a bit overengineered
Overengineered? Pff. I have no idea what you mean. None at all. Zero clue.
and from that it's just one step to not using balancers at all 😛
I typically am a manifold type of pioneer. Everything is manifolds. My dog is a manifold
then why bothering with balancers 😛
Specialized problem and decided to mix it up a bit
i'm myself a manifold engeneer but i trie to use more and more balancer, it's less messy in my sandwich layer
Sandwich layer? Like a logistical floor?
kinda
(just wait 2h the time that my laptop start the game and I will show you)
i think we need to rename this so the pionner that want help about alternated recipe come here and not in #screenshots
also draw.io and diagrams.net are the same thing
if you're sure all your numbers are fine, and you hvaen't forgotten a belt, and there isn't a lower tier belt hidden somewhere, AND that the items after being consumed aren't backing up I don't know whta to tell you
this part here
and if i need more space, i just do more layer
Why not make lines of refineries and clock it so you have a section making 298 and another 300?
Because I didn't plan that far ahead
Well well well. If it isn't the consequences of my own actions
changing clocks now is pretty straight forward and if you want to load balance things you have to plan very far ahead
You choose load balancing when you feel like you deserve pain
It's also not reasonable to load balance pre train. You want a buffer because unless it's the ONLY train on the line train deliveries won't be exactly the same
load balancing isnt ideal for scalability or human error
It's in fact the exact worse thing for scalability and human error
other than setting fire to yourself
i was trying to not discourage the person from playing how they wanted but you did it for me
And why can't you just have one line of 598 ingots?
Too many people drive themselves mad with load balancing.
I wonder how many burn out because of it
if that's the way they wanna play and they find enjoyment, not my place to tell them not to
but yes i can see that happening
I mean sure, but the number of people I see deeply unhappy about what they are doing to themselves
"load balancing burnout"
they have to come to terms with 1. deleting what they built or 2. seeing their project through 🙂
Oh, please do not misunderstand me. I am a masochist having a blast
Or exploding.
imagine if they had your circular builds AND doing load balancing @vapid gorge
i shudder at the thought
Load balancing is necessary if you want to use trains as efficiently as possible
not true
Why
that is a storage container solution
why would you need to use load balancing for trains? just put X/min into the platform and get X/min on the other side when you unload. It's no different than a belt
You balance the input into station in a way that all carts receive equal amount of same item per minute, then set the train to leave the station as soon as one of the carts is full. This makes train leave with all carts full and not carry half-empty carts all the way to destination
Plus it will ride less frequently which is good for your railway network and power consumption
or you just let the train run without waiting and you have pretty much guaranteed X/min and don't have to balance
or put storage containers near each freight to collect and satisfy those conditions
and I'm gonna quote Sev here - if power is a factor in your decision making, you're doing power wrong
With manifold train will leave with first cart being full, second half-full, 3rd 25% full and so on
you're not manifolding the platforms...
you're putting one belt into each platform
and getting the same X/min on the other end
As long as the 1 cart throughout allows you to do this
which it should, in most cases
wait are you using 1 mine to fill out 3 freight?
(and you can always get more trains if it doesn't)
1 longer train is more efficient though
or i guess you are doing this to have 1 mine have 3 freight to empty at different places
no, it has the same efficiency 🤷♂️
unless you mean power efficiency, then yes, but that's coming back to Sev quote
also thinking about it now - I'm not actually sure about what you said... extra platforms eat extra power and longer train needs more engines
Shhh you give him power by doing that
But yes, I have never come across any mechanical condition that requires load balancing. Only self imposed restrictions
Power = oil/coal/sulfur that could’ve been used for something else
Unless your entire factory runs on geothermal generators
There is more power on the map than you will ever use if you really want to process every resource on the map
This stupid?
Thanks, I hate it.
with nuclear you use like very minimal amount of resources to generate more power than you realistically can use
I did the math and you can make 46920 iron plates a minute if you use every single iron node and the default recipe
sounds about right
so close yet so far
If you want to process every resource on the map in the most efficient way, you’ll end up converting all oil into either 3x plastic/rubber or coke to refine bauxite
with diluted fuel you generate tons of power and oil isn't really a blocker for anything
oh i manually did the math
... sure? And use nuclear to power it
you're gonna be in excess anyways and your factories arent going to be at 100% if the long train is delayed due to waiting until full
Why won’t it be going at 100%?
well there's just one tiny detail... you can't realistically use 100% of the map 😛
But why do literally everyone here care about efficiency in this game more than everything else?
samtisfactormy
I'm not arguing for it. You're the one going 'but it uses more power!'. When that doesn't really matter
But you could have used less
depends on how long it takes train to travel, load, return, and unload. if train travels too long or has to wait too long, your factories will consume the resources needed before it returns
I do care about resource efficiency, as that's the only real blocker in satisfactory (well, that and fps)
So why are YOU caring about efficiency XD
Because I want to
Energy is resource
But it isn't a bottle neck.
nuclear uses like 0 resources you need for most productions
that's max nuclear (without waste processing)
pretty freakoing cheap
since I'm not realistically able to use these resources in other productions because I'll run out of fps by that point, I don't care if they are being used
16% of all caterium on the map
recipes can be changed 🤷♂️
11% of all raw quartz limit
Yeah but if you're at a point where you're using ALL the caterium or all of something else you're going to need every gigawatt you can make ... with nuclear power
1/3 of all sulfur
well that depends on what power source you are relying on
If you're going for huge power doing full TF isn't the way though
huge power + most resources on map anyway
heh 1.7k hrs and havent done nuclear 🙂
Is there a better way to do this?
you're not able to use the extra resources anyway
I'm only a bit through the uranium rod factory now myself XD
What are you trying to split?
High throughput belting using Belt Compressor Units or as i like to say manifolds of manifolds 1 What is a Belt Compressing Unit A Belt Compressing Unit (BCU) is made up of multiple Belt Compressors. (see also https://satisfactory.fandom.com/wiki/Balancer#Belt_compressor) They take two inputs and...
These are resource belts into rows of refineries
Bruh, It doesn’t really matter how you split resources going to refineries, they’ll eventually fill up and work 100% efficiently
only limited by belt throughput
Yes
problem is he has more throughput than belt limit
double decker storage output each moves 780
4 manifolds
I know, i was just wondering if there was a less messy way of doing this
Make 2 belts and connect them with 2:2 balancer
balancers yikes
see my answer - 4 manifolds 😛
overflow will be your friend
problem with balancers is that they dont scale (its n²)
where the belt compressor setup scales with n
and since wee do havee smart splitters there is no reason not to use them
what belt limit do you have? 480 or 780?
480
you are moving 1346 mats if i read your numbers right correct?
1196
oof read that 3 as a 5
just do this 🤷♂️ and build enough machines in each manifold to handle the amount you have on a belt
Thank you! I ended up doing it the ugly way because it wasn't that bad actually. However, I will implement the BCUs in my larger designs
if youve played factorio, its just a splitter with output priority
I've not played factorio--or rather I only have like 20 hours in factorio
I'd still consider building separate belts 🤷♂️
I mean, I have them. The issue was just allocating the correct amount of resources to each manifold while limited by belt throughput
in my suggestion you just use as many resources as you have on the belt
so if you have e.g. 116/min belt, you build enough buildings to consume 116/min
That's how I've been planning my newer factories. However, this one was already up and I did not want to rerun pipe
yeah that's fair
also relay conveyor floor holes
Misplaced floor hole almost ruined my nuke
My save has 2,000 floor holes atm
Do we have any gossip if U6 (spire coast) adds any new bauxite nodes? Currently expanding my alu factory and would love to know that.
I think they will be adding nodes in spire coast in a future patch, but haven’t specified what exactly
but no word on what kind of nodes?
Heyo, for these BCUs, do they just all use your highest mk belt
yep
I'm planning to make a computer factory and I'm curious what alternate recipes everyone uses in theirs
silicon circuit + caterium computer
I'm starting to wonder if cyan belt highway should have been a train instead.
6 belts now, maybe 7th later. There is quite a height difference (red forest plateau)
Okay these things are rad af
Patch notes from half hour ago say "Recalculated sink values". Does that apply only to the new parts, or something could have changed in old parts as well?
unknown
I finished the calculations for my next factory, it will be 690,956.94 square feet
That's 900 foundations!!
That’s it? Only 30x30?
Not that that isn’t a big factory, I just never thought to convert to square feet
Well its actually...not a cube
It's 43 long in one place, 35 in another, 50 meters tall on one end, 29 on the other
I´m now rebuilding my steel factory, so that it (hopefully) makes about 9 Heavy frames a minute. Its not much but its something
ahh this might not even work
well actually it will
i thankfully have a lot of limestone nearby
great, I cant support that much steel production, I´m like 210 Steel/m short
so i think about the max i can supply is 4.5 heavy frames a minute. I need some overflow on the beams, pipes and encased beams for builing etc, so this should work
time for more calculations....

why would you calculate with square feet though 🤔
i could push it up to like 5.1 frames a minute but that would use like all my steel, 479.4 and i have 480 available
so 4.5 a minute it is, with all the overflow i need

so how do y´all even manage large factories then?
would you (for example) just deliver more coal by train to a central steel place?
I could do that here too, but that would take way too long because the only rail network i have is a dumb little rollercoaster at my hub lmao
hell yes it works
and I still have 30 steel to spare, gonna use that for beams
to explain size to someone who does not play vibeo gaem
and american
I did all math in meters, just converted at the end
but, you posted your findings in a server filled with people who play the video game
Some like modular frame, fireworks, then mostly ammo related stuff
modular frames got their points adjusted?
aha.... from - to?
32908 ==> 19600
wow theyve been weakened
Hey all, I've typed out a colloasus of an Essay to give to CSS about the state of the pwoer formula they're using. TYhis is the bottom line. How dfo you folks feel aboutt his?:
Underclocking and overclocking would look like this for a constructor:
25% = 1MW (as opposed to current .44MW)
50% = 2MW (as opposed to current 1.32MW)
75% = 3MW (as opposed to current 2.52MW)
100% = 4MW
150% = 7.5MW (as opposed to current 7.65MW)
200% = 12.64MW (as opposed to current 12.13MW)
250% = 20.8MW (as opposed to current 17.33 MW)* In addition to the Side note being applied.
In the late game, on a Manufacturer, this is represented like this:
25% = 13.75MW (as opposed to current 5.99W)
50% = 27.5MW (as opposed to current 18.14MW)
75% = 41.25MW (as opposed to current 34.71MW)
100% = 55MW
150% = 103.125MW (as opposed to current 105.22MW)
200% = 173.8MW (as opposed to current 166.73MW)
250% = 286MW (as opposed to current 238.27MW)* In addition to the Side note being applied.
?
Are you just saying you want linear power scaling for underclocking and even more aggressive exponential growth for overclocking?
Having different formulas based on what machine is overclocked is terrible from an end-user perspective
They are also considering rebalancing overclocking to be linear for all production machines
For production buildings, yes. For power generators, linear all the way
Same formula for every machine. The difference comes from HOW OVERCLOCKED it is. Like, 101->150 is different to 151-200 is different to 201-250
🤔
So you want to make it pointlessly difficult for new players to understand
The reason they're looking to change it right now is because not having a linear scale is to make it easier for new players to figure out and for experienced players to have an easier time using it.
Any change in formula based off oc level is counterproductive to any idea of "good user experience"
why are we expecting new players to understand the overclocking formula
We have a HUD. You drag the bar to a location, and it tells you outright how much power it uses.
Because it's a game about doing math
The hud is pretty much enough, even if you had to do 6-dimensional matrix multiplication to calculate the power consumption without the HUD.
Anyone doing it ingame will look at the hud. Anyone putting it in a calc just has to write the formula down once.
At first glance you're going to expect 150% increase in production to lead to a 150% increase in power requirement. The actual formula doesn't do that. You have extra considerations when determining if your power production can meet demand of the factory you're building.
i sure don't think "alright i need to overclock this machine to 175%. Lemme just solve for c"
The proposal above is linear below 100% and exponential above 100%
i use a calculator, because even if i understand the formula just fine i can't be assed to work with anything that uses 2^-13/3
Congrats on using a calculator
bigger number equals more power 😎
yes, and the suggestion the person is making doesn't change that. It just removes "underclocking uses exponentially less power" aspect, which is a negative gameplay aspect - it encourages making absurdly large factories for minimum power consumption, a very tedious task
"it encourages wasting your time for minimal gain" is a garbage argument
"it encourages wasting your time for minimal gain" is a garbage argument is a garbage argument.
Something completely optional is not a negative gameplay aspect in the grand scheme of things; you're not required to optimize for power efficiency. Doing so is entirely your own choice.
The problem with the proposal is it takes something that's reasonable enough to figure out and adds an extra, pointless layer of complexity on top of it that has realistically zero benefit.
I wish people actually think this way about gain and time investment and don't actually just overclock everything just to build less stuff because boo hoo computer can't handle things that doesn't actually effect performance that much when they finally decided to linear power without moving infinite slug generation
you can't dismiss it as completely optional - after the last elevator milestone, the game has no set objectives. The objective of "maximize awesome sink points" is as valid as any other goal, and it (and other goals) are substantially hurt by the fact that doing so requires you to push a factory to absurd scales that no computer can handle.
And the devs see some merit in overclocking taking exponentially more power, since that's the current state and they are debating a change to it (as opposed to "immediately changing it because they think it's obviously better"). Keeping the exponential scaling but removing the harmful underclocking gameplay incentives is, by some viewpoints, the best of both worlds.
Maximizing awesome sink points is an optional objective; not something the player is required to do. Your argument there just added on another layer of optionality.
playing the game is a optional objective
and arguably, every goal in the game is optional. There's a order of progression in the game, but nothing says you can't just run off and explore instead of ever building a factory
congratulations; you just figured out the concept of a sandbox
I like to go around shooting cause i cant understand math lol
Update 6 must have you hyped then
great, glad we've clarified that the game is a sandbox game. Now please stop justifying a highly negative gameplay incentive on the basis of "it's a sandbox game so you don't have to use it"
Or, if you want to look at it another way: It's not enough for a aspect of gameplay to merely exist. Any part of the game must justify it's existence. It must positively contribute to the game. If it doesn't, it's, at best, meaningless bloat.
It does positively contribute to the game; it allows the player the option to go and optimize for power efficiency if that's what they desire
it gives ✨ options ✨
no. That comes at a cost of tedium, extreme tedium. If a player seriously attempts that, it's only because they didn't realize the consequences of building so many more buildings
the lack of blueprint, area copy-paste, etc is this games biggest flaw, and it's only barely justified by the relatively limited scope, and the satisfaction (pun) of the effort required to place so many machines by hand
god forbid the player optimizing for power efficiency enjoys building a factory in a factory-building game
Sure, you might find it a tedious annoying mess to optimize for power efficiency just as I find it a tedious annoying mess grinding literally anything in Runescape but my roommate loves that shit
there is a vast difference between building a factory and hand-placing 3,000 belts. Design is the interesting part. Monotonous repetition is what you get when you scale up so much.
making it just linear under 100% or linear entirely removes the option to optimize for power efficiency
your argument boils down to "i don't like this therefore it shouldn't exist"
if players really want to do so, then they're free to just make a larger factory (since the limit set by resource availability is quite large and probably approaches the limit of what most pcs can comfortably handle)
But the game should not encourage it. At all. Not discouraging it, fine. But there should be exactly zero incentive to literally build 100x more machines than the game is balanced around.
if you're building 100x more constructors than you'd typically need for anything may god have mercy on your soul
actually, manufacturers would be worse lmao
well, that's what 1% overclocking does...
and you don't need to go to that extreme
well that's what the game is telling me to do
because that's the best power savings right there.
the further down you go the less return you get in power savings
yeah the curve gets way steeper the lower you go
yeah, my brain went full dumb there
it's 6 AM lmao
meant power savings:space taken
the game is pretty ample with space, though. You're unlikely to be able to run out if you're building 3 dimensionally
but, as I said you're not required to do that.
It's also power saving vs effort put in.
it's a sandbox game. The entire premise of what you do in a sandbox game is not requirements, it's incentives. Areas of the game that are meant to be explored, encourage the user to explore them by rewarding the player.
encouragement exists for underclocking, so players are meant to explore it. Maximum encouragement occurs at the point where underclocking is massively unfun and detrimental to game performance
Who here is for linear power and who here is against linear power? xD can't tell
@remote ice @hazy saffron
you don't have to go full 100x as many machines; if you think the game is telling you to do so then you're misreading something somewhere.
You're not required to maintain speed at 800 RPM going down the highway to save fuel, if you really want to you can sit there at 4000 RPM wasting as much gas as possible. You simply have the option to reduce fuel burn.
that function has a maximum at 32/(5*5^2/3) ~ 2.18 buildings)
woah
I'm against the proposal above that has overclocking power consumption be linear below 100% and not linear above 100%
One is for a MORE complicated than current system I think and one is neutral?
i'm indifferent for anything above 100%, and strongly against reduced power consumption per item below 100% because it forces any attempt at "maximum sink income" factories to be arbitrarily massive. It becomes a contest of "who has the largest PC and the most time to waste/most willingness to use blueprint mods".
it removes an optional gameplay element and adds additional complexity to a system that new players might find confusing to begin with
.... no one is going to care about this.
i'm also against people dismissing suggestions because its "too complicated" when the current formula is already so complicated that players are obligated to use a calculator. It changes nothing if the formula still requires a calculator afterwards.
i dont think its additional complexity btw
i feeel like its eeasier to understand
if you're doing massive set ups you want to overclock everything anyway
find me one person who actually tries to multiply something to the power of 1.6 in their head.
What if going below 100% does not reduce speed? But increase resources spent?
Ok this subject is too complex for me newbie,im just on phase 3
It's also semi pointless. Don't worry about it XD
you'll get there eventually
you just put 1.6 in the machine
you jest, but using the UI to find power consumption like that? That's exactly how you're intended to do it. Newbies don't need to know the formula, they just gotta look at the numbers the game calculates for thme.
also why would you ever have the challenge of requiring a machine to use an exact amount of power
like hm i only have 7 MW that means i can overclock my constructor to 141%
thats not how the game is played
I think the argument for 'linear below 100%' is pretty silly, it's not going to be some battle between 'biggest computer to spam a billion machines at 0.00000001%'
it's less that and more "I can place twice the buildings to consume less power than I would if I placed the normal amount of buildings"
And that CAN be a useful thing to do, give some benefit of spreading it among more machines
just because you dont do it doesnt mean that its bad for the game
i just hate not being optimal for example
also some people might feel forced into doing something they dont like because its better
Not optimal in what way? You mean in this case 'better because it saves power' ?
from the wiki: The theoretical maximum if additionally allowing for underclocking of unlimited buildings (Water Extractors and all processing buildings) down to 1% clock speed is 189,873,115.77 points per minute. In this configuration, fewer Plutonium Fuel Rods are sunk, instead some Concrete and raw Uranium are sunk as well. Even under these generous power conditions, the map's Limestone and Nitrogen Gas resources aren't fully utilized in the optimal configuration. Note this configuration is practically infeasible since it requires building around 3,274,000 buildings.
i am not the first person to consider it
of course
3 million. Two hundred. And seventy four. thousand. buildings.
You've forced me to do it. You utter bastard.
'if you're building to power you're doing power wrong'
How dare you make me quote @median heath
it is absurd that i even have to consider that in the process of trying to make a on-par factory
i feel like you just shouldnt have the option because of "Given the opportunity, players will optimize the fun out of a game."
exactly
I feel like that statement was sarcasm
"If power is a factor in your decision-making, you're building power wrong."
its not though
If given the chance to slightly misrepresent you I will 😛
If players want to optimize the fun out of the game that's solely their choice
Optimizing the fun out of a game based on optimization though..
Yeah let people spam a billion machines and burn their computers out.
idk its 9.63% more points #math-and-meta message
thats not nothing
If thats what turns your crank shrug
removing an element that others enjoy because you don't like it is unfair to those that enjoy optimizing the hell out of everything
problem is the people that enjoy it are 0.1% of the playerbase
except i'm not saying remove it because i dislike it, i'm saying remove it because it directly encourages negative gameplay aspects, and anyone who enjoys repetitive tasks still has things to do in the form of making a normal-clock factory which is large.
you don't need to use that element, you can straight up just ignore it if you want to.
I do agree the formula needs re-worked; there's should be diminishing returns on both ends of the scale
- its actually bad for fps
the other not 0.1% don't have to do it though?
yes, and open air factories are bad for FPS as well, or putting all your factories in one area, or a billion of other things
Playing satisfactory in general is bad for your FPS
it's pretty much saying "hey, you want to optimize this thing? Alright, if you want to do it best, you have to break you computer and completely violate the careful balance of gameplay we've made."
well that was their reasoning against blueprints
Satis is a difficult game fps wise on its own, why complain about it
I had to upgrade my computer because of this bastard game. Every other game was fine on max quality. Except this monster.
No one forces u to OC stuff or whatever, its a sandbox, you do you
True
have you guys every played any arpg or mmo or any other game?
people chose optimal characters/strategies over fun ones
thats just how games work in 2022
Im only at T4 rn but man my 5.625 reinforced plates are funny
the meta is op
lets hope they keep going with optimization
Altho i wish you could use splitters to split in fractions
gameplay incentives in sandbox games exist to encourage players to do things even if they're not immediately inclined to. A gameplay incentive should not exist that deliberately points players towards self-destructive paths.
seems better every update?
this is an excellent argument against microtransactions
about half of all mobile games should be illegal.
Nah, that's another thing. You're never forced to load balance. Manifold everything. Want to load balance? Learn it
it's literally drugs.
glad we agree on something lmao
I'm not even exaggerating for emphasis at all, game designers go in to it thinking "how do we hook players as much as possible and make them spend fucktons of money" and they've had years to optimize on that. Literally. Drugs.
awesome sink encourages players to dump excess material that could be used for further production of space elevator parts for pretty decorations
i'd say that's fairly self-destructive
but muh statues
the psychological hooks they've invented for mobile games are astonishing
arguably yes, but there's not much use for that stuff anyway because the space elevator phases take so little stuff to complete. When i finished hooking up my factory for each stage, it usually takes, like, 15 minutes to fill.
Yeah tell me that when i need to use 1/17 of my production 😩
only the last stage is even slightly a challenge
... manifold.
Or even better, smth like 7/13
wait are you saying 4000 assembly director systems etc. is "little stuff"
so you optimize for time to meet requirements whereas I optimize for "how little effort can I put into meeting requirements"
the last stage is a bit better
what kinds of factories do you build o.O
Manifold with overflow all 13 of your 13ths....
Dunno if im a noob but it took longer than 15 min for me to fill
not even last one
2500 frameworks in 15min?
dayum
but it's also a objectively small amount of time compared to other tasks you do in the game while your factory is producing. Finding all the power slugs on the map is a 50-100h task. Building large factory buildings, clearing large forests, etc can take a dozen hours.
If you have a reasonable factory filling the elevator, the elevator will finish before you finish doing other stuff.
whats the discussion about again?
🤷
If you want a game youve likely replayed dozens of times to be hard, youre looking at the worst genre for that
idk i feel like that depends alot on the player
imo it takees alot of time to finish the last SE phases
but maybe im just faster at building
I think this game is good like it is :)
i mean, not so much a challenge as just progression that isn't so abrupt. Factorio is a lot better about it. Unlocking stuff like nukes takes a while.
i have yet to automate any of the tier 8 and 7 parts mostly.
i have made cooling systems and turbo motors, but thats it
colling systems are really ez pz
I have made rotors 😎
Factorio also requires a lot more factory expansion
Like not too fast but i left it on overnight and now i have "too many"
I haven't automated any of the last tier parts myself; I kinda just got burnt out on games tho
currently at 438/500 modular engines to unlock tier 7 in my 21h U6 playthrough
happens
Satisfactory is in a decent spot where it generally requires much smaller factory, don't get me wrong. I'm not necessarily saying make all the space elevator stages harder...
But the awesome sink basically must exist as-is. If you build a substantial factory, you won't be able to run it otherwise. You'd breeze through every resource requirement in the game before you finished.
I destroyed all my automation and did a lot of calculations to automate every T4 thing
A lot i mean 3 minutes worth
i actually do agree with that
sink meta is awesome ♥️
the sink is needed insofar as we care only about items/min, not actual items unlike factorio
and keeping item / min alive means some form of item disposal
i do wish the awesome sink was replaced by the space elevator. It's kinda lame how we have this awesome gigantic building specifically for shipping stuff out, and instead we mostly use "lol just toss it in the macerator"
True, gotta get rid of junk
i mean milestones get rid of items
you'll breeze through them though
Why? How many billions of tons of materials are thrown away now?
what i can see beeing a possibility is restricting what items can be sunk
Damn realistic
maybe they should just increaser their cost by alot 
I have 50h on my save and im T4
so like... "uh uh buddy no ores allowed"
Eh, they barely give points and I can see SOME universe where people are doing silly balance things and might need an overflow.
How will i get rid of my 3 containers filled with coal then 😭
drag into trash with ctrl
that's intresting. Maybe as you go through the tiers lowers tiers item can't be sunk anymore
Ok fair
live with the sin of someone who stores coal?
idk imo the exponential increase is enoughjjustification
Just u wait for my iron
like 1 supercomputer is 50000 iron ores
As a newbie i stored a lot of coal
"FICSIT has gathered enough data of these materials and has restricted them from being allowed in the AWESOME Sink"
items/min (or sometimes, /second since factorio has different item rate balancing) is important in factorio. A late game factory tends to measure effectiveness in science/minute (getting up to the thousands).
And one thing it gets very right: those resources have uses. Improving logistics capacity, reducing how often you have to set up new resource nodes, increasing the effectiveness of the tower defense aspect of the game... infinite research really breathes a lot of life into late-game
It's SO pointless hoarding raw materials XD
No
I just got through phase 2 and haven set up a factory for any of the resource nor do im smart enough
Theres one super important reason, do you have like 50000 iron ore? No? Sad...
there is exactly 1 resource worth hording: plutonium waste
... also collectibles i guess
the fact that you cant sink fluids is a big benefit right now
if you like forced complexity
fluids HAVE to be dealt with
they could resolve this with some modifiers at the start of the game. Some sort of "difficulty" slider
yeah but you can't do crazy balance things with fluids
yea dealing with fluids is always a local issue
so casuals gonna have their game same as hardcore
The biggest change I would make is probably moving coal power to tier 2.
eh tier 2 is survivable with biomass
And I think everything to coal power is a great tutorial
mostly if you get biomass from aliens

Like, it's probably one of the best 'learn the basics' tutorials I've seen and elegantly merged into gameplay
the worst game tutorial move irk i have is the fact that as soon as you get oil processing, you have access to the useless fuel recipe
fuel shouldnt be unlocked with basic oil
i think i've stored something like 4 industrial container of solid biomass before coal, just out of aliens 😄