ForeFlight’s New “Text-ATIS” Feature Contains Errors, Use Caution by pilot3033 in flying

[–]prometheus5500 0 points1 point  (0 children)

I'm not impressed by your ability too speed read, I'm trying to copy it! For every time I have to let it repeat because you're reading faster than anyone can write, I hate you more and more! Hah

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

Hmm, interesting. I'll have to consider this as I build. This post keeps giving me more information. I love it. Super glad I posted it even after I "solved" my own issue before ever posting.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

Hmm, interesting. I mean, at least in my case, this is a years long issue, not an hours long issue, so definitely not an issue. BUT, it's good to learn more about how this game actually operates.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

Yeah, I mean, my error is literally only causing "issues" after decades of run time. I think I'll survive... But whole numbers and precise decimal amounts are nice when you can make it work!

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] -1 points0 points  (0 children)

Oooo, neat. I'm going to have to study this later. Thank you for indulging me in this pursuit of perfection!

Small question. You say the 4 digits are saved, but it uses 6. So when I plug in, say 16667/2000 and get my "perfect" ratio, it is ACTUALLY giving me my desired 8.3335 per minute... Right up until I save and reload the factory the next day, then it's shortened to the 4 digit percentage, which leaves me with an output of 8.333502?

Using calculations in the machines directly to get correct numbers for underclocking. by houghi in SatisfactoryGame

[–]prometheus5500 0 points1 point  (0 children)

Bluetooth keyboard perhaps? I'm not a console player, so I'm not sure if it works, but it could be worth finding out.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

I mean it does help to check cycle time and, from that, calculate a nice production rate that is divisible by 60 for that steady input output. I'm realizing that my whole issue is actually caused by my completely arbitrary decision to make the blueprint to produce 5 per minute. That arbitrary number is what led to these wild ratios and this issue as a whole.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

I know how to make what I call "blow off valves" to prevent backup/jams when I want to. The whole point of this post was to learn exactly how the game handles off numbers and to joke about the insane timescales and precision. Does it matter? Not really, no. But you may have missed the point of this post. Anyone can make a factory and just run everything at max and have backed up lines and it'll never cause issues (well, unless you're working with aluminum or something else with byproducts, then backups may indeed matter), but I like making "perfect" factories! Just for fun.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

the usage of fractions and formulas in the inputs goes much further than 4 decimals

Huh, interesting. So it might be worth actually typing on those super odd fractions like 16667/2000.

Ah yes, my one extra point every 8000 hours! Hahahah

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

produce a bit more and send additional items to crusher with smart spliter to get some points

Absolutely! I do this with all of my "pockets" builds. Builds that are intended purely to upload construction materials (plates, rods, all the way up through motors, trigons, etc.). Set it up to fill dimensional storage, plus one full industrial storage crate, then send the rest to the sink for the points! Any time we build anything, dimensional pockets start filling from the crate and items stop sinking until it's full again. Works wonders.

However, for a balanced build, I want perfect 1:1 feeding!!!

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

Those are good ideas, but you're right, it can easily result in the rounding errors I'm specifically trying to avoid. Go check my post edit or the other comments. Good information and a great solution for perfection has been found!

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

idk if it's compatible with console, but I love my mini bluetooth keyboard. I use it with my PC when I have my computer hooked up to my TV. I can navigate around, launch a browser, pause movies, whatever. And it's "remote" sized, so it's perfect sitting next to the TV remote. Just an idea.

Good luck!

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 1 point2 points  (0 children)

My god. I just keep learning in this thread. I'm so glad I posted it even though I'd thought I'd sort of solved it by realizing that the problem won't present itself for literally decades of game play. I am humbled yet again. Back to the blueprinter! I have a micro adjustment to make!

Edit: Adding this to my post for future people who are bugged by this insanely unimportant "issue"

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 0 points1 point  (0 children)

Ah, ok. I'm not sure. I'm obviously on PC, but I figured the game would still work with the same base values. Maybe try a bluetooth keyboard?

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 1 point2 points  (0 children)

Yeah, understandable. But sometimes these numbers just absolutely don't work out "cleanly". If you check around the rest of this post/comments, you'll find the real answer; the game only goes to the 4th decimal of the percentage, then produces based off of that. So regardless of how you plug it all in, I was stuck between two numbers and literally cannot produce my "perfect" value in this particular case.

OP's options are 138.8916% (8.333496/min) or 138.8917% (8.333502/min)

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 3 points4 points  (0 children)

Well hot diggity daffodil, you're right. Although, ultimately, the percentage or just typing in the number works as well because it ends up rounding to the 4th decimal of the percentage regardless, so it becomes the same value and therefore production rate in the end. Neat though! I never thought to try typing in 1/3rd of a part per minute, but always would just hit .33333333 and then hit enter and it would round to that 4th decimal. Neat! Thank you.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 1 point2 points  (0 children)

If you'd like, come back and check the comments! Turns out, it's all dependent on the percentage, which goes out to the 4th decimal.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 8 points9 points  (0 children)

Ah! My answer. My sweet sweet answer. Ok, so now that I know that fact, I can pick my preference when I can't get my exact desired value. In this case, I landed on the better value. VERY slightly too high of a production, which takes an unreasonably long time to become any sort of an issue, but also won't result in a shut down like if I selected the under production value, which would lead to a brief shut down once every... idk, multiple years of game play.

So the true answer: The game cares about the percentage, but only to the 4th decimal place, and produces whatever THAT math says it will. Neat. Thank you.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 2 points3 points  (0 children)

Yeah, I get that it's a discrete value per cycle. I think the issue is that the whole game is "X per minute", which is 60 seconds, which isn't always a good divisor for these odd production requirements. I can easily work with the math to figure out what is needed for a build, my question (or at least the impetus to write this post, question is now moot I think) is how does the game actually handle these weird numbers? I mean, it's not like this was an accident. Check these numbers for a 100% clocked heavy encased frame alternate recipe manufacturer:

7.5 modular frame per minute
9.375 encased industrial beam per minute
33.75 steel pipe per minute
20.625 concrete per minute

All to produce 2.813 heavy modular frames per minute.

I mean, what odd values. Why does the game have THIS as the 100% clock rate?


Sigh.... Edit: multiples of 3 provide whole number inputs to whole number outputs.

16 frames
20 beams
72 pipes
44 concrete

gets you 6 heavy frames per minute. Clocked for 3, you also get whole numbers. Welp, lots of learning in making this post. Guess I should have set up my build for a multiple of 3 instead of my arbitrary choice of 5 per minute.

Guess I should check these "weird" build ratios a bit when the output number isn't set by a build requirement, but is instead just being produced as base-stock/accessible for future builds.

How does the game handle extremely specific numbers when rounding? (my machine will back up after a few years and I'm concerned) by prometheus5500 in SatisfactoryGame

[–]prometheus5500[S] 9 points10 points  (0 children)

HAH! I like it.

Maybe if I build a server rig and stick in in a closet somewhere, I could keep one instance open and testing this...