Optimising the oil residue-creating part of my turbofuel factory. This isnt super advanced math but still.

    • general_kitten@sopuli.xyz
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      9 days ago

      I blame factorio pyanodon’s mods for my life choice to become a chemical engineer. And no, i have not finished it, at some point i just realized that i need a degree in chemical engineering to fish that mod

  • xmunk@sh.itjust.works
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    11 days ago

    One nice thing compared to Factorio is that the ratios in this are pretty approachable - I know some people go fucking crazy trying to be hyper optimized about power usage but, tbh, there’s a fuckton of power available unless you start power-slugging production buildings so the math has always felt manageable to me.

  • Captain Aggravated@sh.itjust.works
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    8 days ago

    I keep a journal in a text file and do what I call “watneying” after Mark Watney of The Martian. Looks a bit like this:

    80 rubber plants (4 gangs of 20) will produce 1600 HOR/min. The turbo blend fuel recipe takes HOR, Fuel and Coke, plus sulfur. 15 fuel, 30 HOR and 22.5 coke/min. Need to figure up the fuel and coke in terms of HOR/min

    Diluted fuel takes 50 HOR/min and makes 100 fuel/min.

    Petrol coke takes 40 HOR/min and makes 120 coke/min.

    So we’re talking about 30 raw HOR, 7.5 fuel HOR and 7.5 coke HOR/min. So 45 HOR/min plus some sulfur becomes 45 turbofuel/min.

    My play time counter in this game is wildly inaccurate because I spend about as much time looking at the map, wiki and planning in my text document as I do in-engine building factories and shooting piggies.

  • edinbruh@feddit.it
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    11 days ago

    Why don’t you just use a solver instead of doing linear programming with pencil and paper?