Thanks for watching! Ionized Fuel and Rocket Fuel can also both be used for Jetpacks and for fueling vehicles respectively. Both offer different results. However, this video specifically talks about what's used to make these fuels + is it logistically worth your time to make them as well as if they're good for using as a power source.
@@wasdered1034It isn't worth it neither IMAO, however I also expected it to be mentioned in the video. I will just make some packaged ionized fuel for my jetpack and a huge rocket fuel power plant
@@vanek_9397 Well , it uses less power , doesnt require quantum encoder , and you are alredy making dark matter crystalls. Its just about more aluminium
Well i would agree here as the % gain in efficiency, assuming that you can produce the same amounts of fuels in each step, from fuel to turbo is 62,5%, that one is great as at this point you wont have nuclear going so gaining +62,5% (on paper)* of power production is great. Going from turbo to rocket is 44,44% increase at that point you probably have some nuclear with sinking plutonium going so this 44,44% is more like a 5-10% gain in power. Going from rocket to ion is only 28,00576% more efficient and at that point you run fully nuclear so this ~28% is in the best case a 1% output. Thes stats do not include the power used to produce the stuff only the net increse in power you can produce by providing 1:1 ratio end product, taking into account the power you need to produce the fuels makes the power efficiency even worse. In the case of ion fuel it might even be a 0 sum calculation as adding this little additional power might not outweigh the production cost, especially if you overclock the production to save on buildings used. I am not even sure if the jump from turbo to rocket is worth as setting up a nuclear plant might be even more cost effective in terms of power in to power out and time spend building. I do not have the excect numbers but if i remember correctly the max output for oil to fuel is something around 360kMW so assuming a 1:1 ration for converting each fuel type to the next stage would lead to turbo = 585kMW, rocket = 844.74kMW, ion = ~1,090kMW. I know there are some tricks to with sommersloops but still, seeing not even a 3x increse in power output from fuel to ion makes me think that turbo is the only good upgrade to fuel generators and reserving rocket/ion for drone use. For rocket fuel there is the argument of the 66% increase of production output compared to the input, but in the same place you lose about 16% converting from fuel to turbo and as i said you should have nuclear running to some degree at that point. And if i have to decide between building 10 fuel generators or 1 nuclear plant i go nuclear as long as i can supply the uranium.
tbh i think this should also have a breakdown of how much the power per minute generated changes between 100 rocket fuel and 100 ionized fuel per minute and how much power is taken by the buildings added in order to produce the ionized version....
a made these calculations for 600 Crude Oil: Fuel: 20GW - 2GW consumed for producing it = 18GW pure output TurboFuel: 44.44 - 4.44 = 40GW RocketFuel: 144 - 12 = 132GW IonizedFuel: 200 - 85 = 115GW i have a theory that with some sloopy shenanigans around Superposition Oscillators and Dark Ion alt.recipe Ionized Fuel can became as efficient as Rocket Fuel, but it's unlikely that in can be better. so yes, it goes only for jetpack or as a personal challenge
@@GrayholeP yeah i think there should be a trick to making it better with effectively using the alternative recipes OR developers made it with the purpose of you using Somersloops in the final step where you are turning it into ionized fuel.... You know since you would be only quadrupling that final steps cost and doubling the ionized fuel production... Though comparison on the augmenters vs this as the use of the sloops for power on the other hand....
@Necrotechian There is a trick, it just hiding in plain site. You indeed need to use Sommersloops, but not for fuel. Each Alien power augmenter makes Ionised fuel better. At 4 it is already better then rocket fuel. Of course it is a question, if headache of producing it worth it, but if we using an alternative recipe instead, we can sink a lot of dark matter residue on it. And, if not for building complex systems, why are you even playing the game, lol. Maths: full -799 Full -10.000 Rocket Ionised A.P.A number 17,999/17.100 25.000/15.000 1.0 19,799/19.000 27,500/17.500 1.1 21,599/20.799 30,000/20.000 1.2 23,399/22.599 32,500/22.500 1.3 25,199/24,400 35,000/25.000 1.4 Because for each one Rocket grows at 1900 and Ionised at 2500. All counted at "300/minute" units. Real world number can vary.
I only see ionized fuel as reasonable as a packaged jetpack fuel. I built a large rocket fuel powerplant in the blue crater that has more than enough output for my needs, so I just built a small manual ionized fuel production facility for personal use as needed.
@@Nevir202 I'm on my second playthrough. This time i built a small city in my base with two machines each with the highest upgrades and containers as input and output. I basically use these setups for every unlock project. Since we can now go to the newly unlocked resources, set up a few machines and have it teleported to the inventory, it is so much faster than building a whole factory every time. I only automate the production once I see what I actually need constantly. I m at Tier 8 now, no long conveyors, no trains, no cars, no hypertube, just gliding along power-lines and grabing the few stacks of computers from the magic alien box.
@@Nevir202 Yep basically. You just need 1000 aluminum ingots and 62 power shards to make 1000 packaged ionized fuel. Set up next to your rocket fuel power plant, a constructor for aluminum into empty tank, a refinery for rocket fuel and power shards into ionized fuel and then a packager. Since the quantity is so low, you don't need to produce the shards you can just use the slugs.
Number-wise, using Ionized Fuel for Power isn't worth it. Ionized fuel in the Generator only provides ~38.8889% more power than Rocket Fuel. So, 80 rocket fuel per minute provides 4800MW, while 80 Ionized will give 6666.66MW, but the power cost for the 5 Power Shards will be about an average of 2200MW, before over/underclocking, resulting in a net loss unless you're Slooping the Ionized production. If you just want if for Jet Pack Fuel, I recommend using the Ionized alt recipe, less Rocket Fuel efficient at a 24 to 10 rate, but much simpler only requiring Dark Matter crystals instead of Synthetic Power Shards. Also, when using Rocket Fuel for Generators, overclock them to 120% or 240% for an even 5 or 10 Rocket Fuel per minute.
@@ruibarian5187 the more there are steps to making the parts you are then Ultimately using the sloops on the more efficient it becomes... Since it does effectively the same as if you copy pasted the entire system up to that point without the need to find new nodes and build the whole thing again... Also on a side note about using the sloops... One thing that I don't recall seeing anyone talk about more than as a side note at max is the fact that the machines that take more than one sloop can also take just 1 of them and only offer like 1.25* production instead of taking the whole 4 for a double production so you could potentially also very carefully use it to round up some production numbers here and there without mining that deep into how many you have for use...
Thanks for pointing this out! There are some weird things in 1.0 that make zero sense, like ionized fuel being so lackluster, the leached copper ingot alt recipe being less efficient with sulfuric acid than the one with water, the dark-ion fuel alt halving the amount of fuel you have and much more. Keep up the good work, hope you'll finish the turbofuel plant soon!
In the Leeched recipes’ defense, you need far fewer refineries than the Pure recipes. If we’re talking one max level (1200) iron node you need 24 vs 34 refineries, and for one max level copper node you need 26 vs a whopping *80*. And with the copper you’re only loosing out on 66 ⅔ ingots in the end. It’s not the most efficient use of sulfur, but it might be a trade off some players are willing to make for the sake of power, factory footprint, or even just building fatigue.
@@timtarbet4594 The iron one is not bad at all, 1 sulfuric acid per 10 ingots is pretty decent, plus it's more efficient than the pure recipe (and cleaner ratios). The copper one though, 22 ingots per 5 sulfur is just not worth it at all when simply water does better. You can use that sulfur to make more power to fuel those extra refineries and so much more.
@@4D0R That's all true, but again, there ARE places and times for it to be used. The level of efficiency you're talking about for the copper is probably necessary for a true megafactory, but when I was at the tail end of Tier 8, I just wanted to get it DONE. I eventually went with a combination of Copper Alloy ingots and Leeched Copper Ingots to get my Copper Powder production online, simply because I didn't want to build a factory of 80 machines JUST for copper ingots.
Leached recipes have some utility as a way to handle byproducts. If you *really* hate balancing fluids and just want pure input, this is a way to get rid of the excess acid.
I went for it anyway for a couple of reasons. 1. The difference between turbo fuel and ionised fuel in the jetpack is significant both in height and flight time. 2. Fixmas is coming so the post game still has something to offer. 3. The challenge! I'm at the point where I'm producing a tiny amount of it and the factory for just this is enormous. There's several nice feedback loops I'm not fully taking advantage of yet so there's still work to do. I initially used the packaged alt recipe but am slowly bringing online a trickle of power shards. I'm currently using the oil alt for diamonds too but have a lot of coal around I can bring in. The power use vs power gain probably isn't worth it on its own but it's fun!
Glad I'm not the only one that say the measly 1.167 improvement from rocket fuel to ionized fuel and determined it not worth it. I have a small plant that makes enough ionized fuel for jetpack use but stick with rocket fuel for power.
I'm going the diluted fuel blend into nitro rocket fuel route . . . In both my coop and solo save. A single pipe of oil will get you. . . A lot. Costs a lot of sulphur and coal, but if memory serves its over a quarter of a billion megawatts with 32 somersloops invested in the last blend step - more than you'd get from making 3 power augmenters.
It was a while back that I calculated my way through rocket fuel. I vaguely recall that you get the most power from your resources if you use base rocket fuel recipe fed by turbo blend fuel and recycling compacted coal through a could of refineries in base turbo fuel recipe. But the alternate recipe does offer a much easier process.
@@sneezyfidoIt's okay to produce just the turbo fuel on the side. Feed it to another set of fuel generators, vehicles or even diamond production (alternate recipe).
@@sneezyfido that's usually what happens, more complex, more time and resource-intensive to set up, but more efficient. it's the payoff of time invested VS what you get out of it. i'm one to make a "crude" setup and then make the finalized version at a later time using the complex route once i have the stuff i need
You are absolutely right about 8 blenders with sloops be better then 3 alien generators. 640 generators instead of 320 with 3 alien generators are better. I still used my sloops on the alien generators, because I find it funny that the passive powerboost is more then my max power consumption
if you make ionized fuel, make it in small quantities for the jetpack, but it really isn't that much better than biofuel. in practice for that purpose. Overall... it's mainly a red herring... The process of making the power shards consumes more power than it will return when burning in the generators (and that's not even counting the refineries to combine the rocket fuel into ionized), on top of that, you'll need massive amounts of coal ( 600m3 crude needs around 16K coal (most of it for diamonds) if you want to turn it all into ionized). And apart from making enough power shards... it's going to be a HUGE factory all of it's own (35 quantum encoders, 26 particle accellerators, 60 something converters and require items from all over the place meaning a lot of logistics as well.
also if I calulate correctly, to produce 100 m3/min ionized rocket fuel, you need roughly 18 GW, while burning it provides 8.3 GW. That's net loss, which will increase if you use loops!
There are alternatives. You can make ionised fuel from dark mater crystals, which can be made from the liquid dark matter, which can be made straight from SAM, or recycle from quantum industry. That means vastly less machine and no coal, which could be used as power source sonewhere else.
Except that recipe gives you literally less power than if you just burned the rocket fuel you used to make it. Packaged rocket fuel takes 2 fuel per container so you have a ratio of 24 rocket fuel for every 10 ionized fuel.
The more I look at quantum tech, the more I realize that while it may look daunting, a lot of it is self sustaining. While researching some of the end game products, it seems there's an abundance of dark matter being produced, it can almost be treated like water.
@@drftr58 indeed. it's very easy to overflow on the residue though, so one DEFINITELY has to plan out their factories start to end in advance and ratio that stuff out adequately, or else..
Having played the tar out of Satisfactory; and having my Dedicated Server started a few of my friends got rolling making all the new 1.0 things; the "West Coast Oil" got turned into most every petroleum product we needed; with aluminum coming into play from the nearest Bauxite nodes. So I took the time to wander North, taking two of the pure coal nodes an impure sulphur node, and setting up a train station to bring in Nitrogen Gas from the Red Desert north-east corner. And one iron ore belt from the North Forest Start Zone (it was just a hop skip and blip across the canyon) Took 300 Crude, 22,000 power ish, and setup a 600 Ionized Fuel / Minute production. My goal was to setup 1 'ugly getit done' power plant, feeding 200 even power generators, then make a more compact, more efficient version, and then double it, tearing out and rebuilding the initial plant with the organized blueprinted layout. Fun stuff. And so relaxing to sit and play it. Damn this game for making me love math again. The only real advantage I see out the gate is that Ionized Fuel is a gas. So it plays better than liquids for piping.
As a side note, it's great to use for the jetpack as it consumes very little unless you're operating it on full burn all the time. With you in 1.0 having double the shards from slugs due to somersloops, spending 100-200 shards on greatly boosted exploration potential is well worth it. If you're having trouble finding slugs, I recommend the tropical lagoons to the west of the sandy dunes. There's craploads of purple slugs in there.
@@Vincent_Beers As I said, slugs are more than enough for the small amounts of ionized fuel used for the personal jetpack. By the time you unlock it, as long as you've done even casual exploration in the north, you'll have literal hundreds of shards from slugs. In the video it clearly states that making synthetic shards is very expensive and probably not worth it if all you're going to do is burn them for fuel. And I add that even that even just for the jetpack it isn't worth it either, since slugs are too common.
I've spent the last 30 hours building a rocket fuel plant -2200pm. it powers 500 generators, so I've more headroom than I could ever need. Now, to convert that to ionized, I'd need to make 137.5 Shards pm. Not gonna happen.
As it makes the jetpack so nice, I found it advantageous to just speed through the fuel tech tree and then just buy the ionized fuel. A stack lasts quite a long time and is well worth the 8 coupons.
@@owenmullinger2264 I think this is one of a few things in 1.0 that could really use a revisit, along with the teleporters. I think the devs leaned a little too hard into things like power ramping.
My wife swears by ionised fuel for her rocket pack. I don't even use that thing, still zooming everywhere with my parachute. But we both love our rocket fuel power plant!
One thing about ionized fuel I've noticed is a recipe does not exist for ionized fuel that gives you more power than just burning the coal/oil used to make diamonds for the power shards. I do believe it's the best jetpack fuel though so worth making some of it, but you don't need a ton for the jetpack.
Just use 8 tickets in the AWESOME shop for a whole stack of fuel. It'll last you ages and no need to make it by hand or via factory. By the time you run out of fuel you should have enough tickets for another stack.
In my save i've made a factory that make 60 power shard per min for the fun of it and since you can't void them i needed to transform them into ionized fuel and then feed them to generator. Average factory consumption is between 35 and 40 GW with peak at 58 GW and energy production is 80 GW. It was a nice jump start for my next production of 14 ficsonium fuel rod per min wich yielded 183 GW of energy at a cost of 40 GW. Ionized fuel is an end game fuel for end game project (and a good excuse to make giga factory)
Heh, I turned all the crude in the blue crater into ionized fuel on my 1.0 save. Tuned it up 560,000 MW, but it takes 240,000~ MW to run the system. It's amazing to look all in one spot, but required 2 large train lines and almost every node near the blue crater. I -highly- recommend 2 sommers loops on the ion fuel refineries and 4 on the powershard quantum encoders, it boosts output to levels that are worthwhile. The only reason I recommend only 2 on the refineries for the ion fuel is because it won't drain fast enough because of the refineries internal capacity, at least until we get mk3 or maybe mk4 pipes.
you should take into consideration that ionized fuel speeds up travel time of your drones or trucks and your jetpack can go higher/further so yes it might be a bit too much effort to just burn it away for a bit more power but for transport and traversal its quite a difference
would you mind making a followup considering whether it's worth making for the sake of drones? they move the fastest with ionised fuel [same speed as plutonium rods], though idk what the consumption-rate is like.
It's important to analyze the impact of 'sloops in late game production. Since ionized fuel has one additional production step after rocket fuel, it allows for at least one doubling of output. Ionized fuel is 1.388x more efficient than rocket fuel, then double it to 2.77x. So 100 rocket fuel powers 24 generators, when 'sloopping the final process in ionized fuel its enough to power just over 66 generators. That can be pushed even further when 'slooping BOTH rocket and ionized fuel.
So what's the net power production after it's made? My turbofuel plant makes 43,000MW but needs 6,000MW to produce. Is ionized fuel better or worse than 43:6?
I'd recommend diluted fuel to nitro rocket fuel to dark ion fuel; all alternate recipes. You skip turbo fuel and nitric acid entirely. I'm just doing the rocket fuel portion for power generation, but it's fun to siphon off a little bit and make ionized fuel for my jet pack.
One thing abauth nitrogen gas. JUST PUMP IT!!!! As gas it doesnt care what kind of pipes mess you do to get it to your base. There is more than enogh nodes on map for it. 720 nitrogen gas (max that can pass is 600) gives you so much fuel you dont know wtf to do with it. With Nitro Rocket Fuel you can make 1200 rocket fuel per min (in 600 pipe) and 200 compact coal. That is 3,600 MJ x 1200 of energy + 630 MJ x 200 in total. You can run 13 coal power generators (normal power) and have extra still. However you can run fuel powered generators on max power and you still end up with a small extra at end (that you can turn into fuel for personal use).
Made a turbofuel plant middle game. Closed it down after going to uranium power. Got the nitro rocket fuel alternative and now packing it up and using it to fuel drones. Will I make Ionized fuel? Sure, have to make everything!
@@nostrum6410 Yeah thinking about that too, have to see how much power I need down the line. Plan is to use all uranium and plutonium waste and use those new ficsonium rods or whatever they're called aswell... Are all the drones radioactive when you use plutonium rods as fuel?
Just use the alt recipe that only needs the dark matter crystals, it eats aluminum canisters, but it is still easier as it only needs is SAM and canisters
Building one now, I think it’s fairly basic and easy to accomplish… just BIG. Using turbo blend alt. And some somers. My biggest issue is, I’m Not sure how to fail safe the excess dark matter? I haven’t touched on any nuclear stuff this time around.
Hey pickle! I have a question for you: Why do you use the dark matter trap recipe? I would say you should use the dark matter crystallisation recipe because when you’re using the quantum encoder you get A LOT of dark matter residue… Maybe I can’t understand why to use it but maybe you could explain it. Thank you (And great video as always)
Hey! I calculated this quite a while ago, but I believe it was because I wanted to save on SAM and power. If you use the Trap recipe, you consume more coal, but you only use 25% of the Dark Matter that the crystallisation recipe needs, and I didn’t have enough Dark Matter to make a sufficient amount of Crystals
Depends on how much dark matter crystals you are consuming. If it is suitable amount for you only from crystallisation - go only with it. Else you have to find efficient balance on using both.
This video does not take the alternate recipes into account; there are 5 alternate diamond recipes and two of them use either crude oil or petrocoke. There's also turbo diamonds which double your per minute production to 60 with a small amt of packaged turbofuel. However, the increase in gens isnt worth the extra effort/power needed to produce ionized fuel over rocket fuel for power. You can run 143 fuel gens on a mk2 pipe w/ rocket fuel versus 200 for ionized fuel, an increase of 14,250 MW. Considering the amount of resources required, additional power overhead as well as potential rebuilding on already established sites makes ionized fuel more of a pain in the butt than its worth. Also, I like using Nitro rocket fuel; skips nitric acid for direct nitrogen gas and adds coal/sulfur to make 150 rocket fuel /min. 4 blenders can fill a mk2 pipe and the diluted fuel recipe handles the 100 fuel/min requirement.
I had a tower of 80 turbo fuel generators which I have switched to 160 rocket fuel, probably have plenty of headspace to make more. But my next upgrade will be to build a nuke plant in the swamp.
I know that fuel power is really good but honestly I haven’t touched it much. I usually stack up 100 coal generators and try to get nuclear as soon as I can. So far I have 48 250% uranium plants, 4 250% plutonium plants, and 8 250% ficsonium plants, with 4 alien generators (each making ~110k each), and that how I made 850k mw world
I've been pretty happy with rocket fuel in generators and packaged. I was already building my nuclear setup (Uranium, Plutonium, and Ficsonium) by the time I thought about doing it. Just seemed too much hassle. Particularly after how easy it was to do rocket fuel. Ionized is too complicated if you already did or are about to do nuclear.
I have make it on a save , and without to compare : IMHO : it has his merit depending of Where you make your fuel, and can be pretty simple to fabricate, Honestly in the south east of the map, everything is enoughly close to be done by belt only. And In my case gave me a lot of power... And IMHO, this components can be a key if you are trying to Speedrun OR want to avoid Nuclear power and their own problem...
Did a similar rough head count on the power requirement to just upgrade from rocket fuel and it does not make sense, for power. But for drones or jetpack, it's better, though more for bragging rights than actual utility. Drones are faster with it but not crazy fast.
Tha treally sounds like it is not meant for mass production of power but for fuel for jetpack and trucks. Small amounts lasting longer may be worth a large input there.
I'm not even at Rocket Fuel (I figured I'd get Nitric Acid alongside Nitrogen but nope it's the hardest Tier of Phase 4) But I've been mulling over if I'd use Ionized for Power, I think the intention is a way to sink Synthetic Power Shards. Since they can't be sunk normally and at some point if your automating them you will have too many and need to get rid of em to keep producing em. Sort of how Ficsonium is sold to the players, it's not the goal of power production but a way to get rid of an exces with the benefit of a little power
for me rocket fuel was the best option, I try it at first to go with turbo fuel but fine it more complicated than rocket fuel and it burn slower so more power and don't have to get to tier 9
@@Neo-vz8nh the original recipe is ultimately more work but you are getting the benefit of increased efficiency. Doing slightly less work for half the efficiency does not make sense at a large scale. The alternate recipe is impractical for power generation but I would totally use it just to make jetpack fuel.
Burning Ionized fuel for power is purely an end game vanity project. Probably for multiplayer. That said, for those that want an end game vanity project, you should include power output/input comparisons. How energy positive is the set up when compared to turbo fuel.
Ok, I have built a 1000 Rocket Fuel Plant that Runs 240 Generators for 63GW. I have plans to upgrade it to 1000 Ionized Fuel, and according to Satisfactory Tools that will cost at peak 48GW to generate an additional 63 which nets only 15 at peak draw from the Power shard segment. I will divert a small portion to packaging to supply the rocket packs as well though, so there will be a small loss there. The major reason for me to actually put in that effort though it to have something to do with excess Dark Matter Residue from other projects. Ie, producing Super Position Oscillators. All this to say that while it may not be the most efficient thing in the world to produce Ionized fuel, but it is a net positive.
Since it is still 1.25x net worth it, I'd be automating power shards any way, so if I have one per minute spare, I'd still think it would be good idea to make some power shards, which over flow into packaged ionized fuel, which overflow into ionized fuel generators. I'm not sure I'd do a dedicated plant, but why not ya know? -sincerely Uel
Ionized fuel is the undisputed best fuel based on performance. The economics of making it though are the absolute worst. Mostly it's not worth comparing it to the others because you will have finished the main mission of the game before you can even make it. That said, once you reach that point in the game, you'll probably make some for completionist urges, so there's little reason to not make more, unless maybe your power grid is 'unsatisfactory'... (Yes, that pun was totally intended!) 😺
Ionized Fuel is high-end fuel for jetpack, vechicles, drones and Fuel-Pow. Gens (very poorly performing). If they are, and I doubt it, intending rebalance in some future patch Rocket Fuel and Ionized Fuel, a lot of players will be pissed off. I don't get it, why they didn't rebalance it in closed BETA. Or there is option B. They've been decided to make end-game more challanging. IMO, if some sort of rebalance comes, it will be nerf for Rocket Fuel (around 4,667 cubic meters per minute < appr. -11% > in Fuel-Pow. Gen).
I already went over the top with my rocket fuel, currently building 8 double rows of 24 fuel generators using rocket fuel, for 48 generators for every 2 blenders, have 2/8 rows finished so far, lol
Rocket fuel is op. For very few ingredients you come from 6 turbofuel to 10 rocket fuel with a higher fuel density. This is broken. Ionized fuze on the other hand cost A LOT for bot a big increase.
Ionized fuel is worth it for the jetpack if you use the alternate recipe and are going for the "Do you need that" achievement so are going to keep playing long after the space elevator is finished. It seems like you didn't know about the alternate Ionized fuel recipe though...
he obviously knows it, it's just that that recipe isn't really good, you use way more rocket fuel and it has to be packaged, it's definitely better for a small operation to just fuel your jetpack or sink but not for making power, which is what this video is focused on
@@_Ordinace_ Considering that he breaks down the cost/benefit for alternate recipes in every video and didn't even mention an alternate recipe existed this time I don't think it's obvious he knew about it, actually.
Surprising nobody, the answer is no. I came to the same conclusion. Ionized fuel in your jetpack is great, but as a power solution, stick with rocket fuel or nuclear. I mention nuclear because it doesn't use a lot of oil and oil is great for a lot of other processes like aluminum, steel, or diamonds. It is more complicated than ionized fuel though.
Rocket fuel is an easy win i agree but using the converter to make nitrogen hard NO nitrogen isn't that rare and isn't hard to transport as you don't need pumps on the pipes the numbers on Dark mater crystals work out nice if you throw loops in quantum converter making the shards and using the alternate DMC recipe that does not need time crystals
"its useless because its at the end of the game" why do satisfactory players act like you cant keep playing after you finish phase 5? its there to give you another thing to try doing AFTER you beat the game.
I am already making rocket fuel for 640 fuel generators, I dont think making the syntatic power crystals are worth it, I rather make another pure oil node into rocket fuel And I just use tickets to get the ionised fuel for my jetpack,
i run a rocket fuel plant with 15 blenders, 1500 rocket fuel p/m and it makes 150 compacted coal but i just burn that in coal power plants because if it backs up for any reason the whole system collapses, the turbo fuel refineries creating the input turbo fuel for the blenders need 900 compacted coal alone, and if they just slightly run low because of heavy oil residue being a liquid the compacted coal will block up on the bright side, dark matter crystals are basically a byproduct if you produce things in the quantum thingy, i sink about half of them anyways. and you can use some of the turbo fuel you produce anyways in the chain to make more diamonds per coal
Thanks for watching!
Ionized Fuel and Rocket Fuel can also both be used for Jetpacks and for fueling vehicles respectively. Both offer different results. However, this video specifically talks about what's used to make these fuels + is it logistically worth your time to make them as well as if they're good for using as a power source.
Where is Dark ion Fuel Alternative?
@@wasdered1034It isn't worth it neither IMAO, however I also expected it to be mentioned in the video. I will just make some packaged ionized fuel for my jetpack and a huge rocket fuel power plant
@@vanek_9397 Well , it uses less power , doesnt require quantum encoder , and you are alredy making dark matter crystalls. Its just about more aluminium
its worth producing like 1 ionized fule a min for jetpack only ther its quite manageble for power its not worth it.
Well i would agree here as the % gain in efficiency, assuming that you can produce the same amounts of fuels in each step, from fuel to turbo is 62,5%, that one is great as at this point you wont have nuclear going so gaining +62,5% (on paper)* of power production is great. Going from turbo to rocket is 44,44% increase at that point you probably have some nuclear with sinking plutonium going so this 44,44% is more like a 5-10% gain in power. Going from rocket to ion is only 28,00576% more efficient and at that point you run fully nuclear so this ~28% is in the best case a 1% output. Thes stats do not include the power used to produce the stuff only the net increse in power you can produce by providing 1:1 ratio end product, taking into account the power you need to produce the fuels makes the power efficiency even worse. In the case of ion fuel it might even be a 0 sum calculation as adding this little additional power might not outweigh the production cost, especially if you overclock the production to save on buildings used.
I am not even sure if the jump from turbo to rocket is worth as setting up a nuclear plant might be even more cost effective in terms of power in to power out and time spend building.
I do not have the excect numbers but if i remember correctly the max output for oil to fuel is something around 360kMW so assuming a 1:1 ration for converting each fuel type to the next stage would lead to turbo = 585kMW, rocket = 844.74kMW, ion = ~1,090kMW. I know there are some tricks to with sommersloops but still, seeing not even a 3x increse in power output from fuel to ion makes me think that turbo is the only good upgrade to fuel generators and reserving rocket/ion for drone use. For rocket fuel there is the argument of the 66% increase of production output compared to the input, but in the same place you lose about 16% converting from fuel to turbo and as i said you should have nuclear running to some degree at that point. And if i have to decide between building 10 fuel generators or 1 nuclear plant i go nuclear as long as i can supply the uranium.
tbh i think this should also have a breakdown of how much the power per minute generated changes between 100 rocket fuel and 100 ionized fuel per minute and how much power is taken by the buildings added in order to produce the ionized version....
a made these calculations for 600 Crude Oil:
Fuel: 20GW - 2GW consumed for producing it = 18GW pure output
TurboFuel: 44.44 - 4.44 = 40GW
RocketFuel: 144 - 12 = 132GW
IonizedFuel: 200 - 85 = 115GW
i have a theory that with some sloopy shenanigans around Superposition Oscillators and Dark Ion alt.recipe Ionized Fuel can became as efficient as Rocket Fuel, but it's unlikely that in can be better. so yes, it goes only for jetpack or as a personal challenge
This should have been the meat of the video, good job!
@@GrayholeP yeah i think there should be a trick to making it better with effectively using the alternative recipes OR developers made it with the purpose of you using Somersloops in the final step where you are turning it into ionized fuel.... You know since you would be only quadrupling that final steps cost and doubling the ionized fuel production... Though comparison on the augmenters vs this as the use of the sloops for power on the other hand....
5000 MJ bring 1 Ionized Fuel
3600 MJ bring 1 Rocket Fuel
Used the calculator
@Necrotechian There is a trick, it just hiding in plain site.
You indeed need to use Sommersloops, but not for fuel.
Each Alien power augmenter makes Ionised fuel better.
At 4 it is already better then rocket fuel. Of course it is a question, if headache of producing it worth it, but if we using an alternative recipe instead, we can sink a lot of dark matter residue on it.
And, if not for building complex systems, why are you even playing the game, lol.
Maths:
full -799 Full -10.000
Rocket Ionised A.P.A number
17,999/17.100 25.000/15.000 1.0
19,799/19.000 27,500/17.500 1.1
21,599/20.799 30,000/20.000 1.2
23,399/22.599 32,500/22.500 1.3
25,199/24,400 35,000/25.000 1.4
Because for each one Rocket grows at 1900 and Ionised at 2500.
All counted at "300/minute" units.
Real world number can vary.
I only see ionized fuel as reasonable as a packaged jetpack fuel. I built a large rocket fuel powerplant in the blue crater that has more than enough output for my needs, so I just built a small manual ionized fuel production facility for personal use as needed.
What doi you mean manual?
You literally loading items into it by hand?
@@Nevir202 I'm on my second playthrough. This time i built a small city in my base with two machines each with the highest upgrades and containers as input and output. I basically use these setups for every unlock project. Since we can now go to the newly unlocked resources, set up a few machines and have it teleported to the inventory, it is so much faster than building a whole factory every time. I only automate the production once I see what I actually need constantly. I m at Tier 8 now, no long conveyors, no trains, no cars, no hypertube, just gliding along power-lines and grabing the few stacks of computers from the magic alien box.
I build fuel reserves in case of total power outages. I would argue it greatly increases the storage capacity of the system
@@Nevir202 Yep basically. You just need 1000 aluminum ingots and 62 power shards to make 1000 packaged ionized fuel. Set up next to your rocket fuel power plant, a constructor for aluminum into empty tank, a refinery for rocket fuel and power shards into ionized fuel and then a packager. Since the quantity is so low, you don't need to produce the shards you can just use the slugs.
@@TheAllardPYou can unload it right into the dimensional depot since it's only for personal use.
The final nail in the coffin is that by the time you have ionised fuel avalable in tier 9. You will pretty much always already have rocket fuel.
Number-wise, using Ionized Fuel for Power isn't worth it. Ionized fuel in the Generator only provides ~38.8889% more power than Rocket Fuel. So, 80 rocket fuel per minute provides 4800MW, while 80 Ionized will give 6666.66MW, but the power cost for the 5 Power Shards will be about an average of 2200MW, before over/underclocking, resulting in a net loss unless you're Slooping the Ionized production.
If you just want if for Jet Pack Fuel, I recommend using the Ionized alt recipe, less Rocket Fuel efficient at a 24 to 10 rate, but much simpler only requiring Dark Matter crystals instead of Synthetic Power Shards.
Also, when using Rocket Fuel for Generators, overclock them to 120% or 240% for an even 5 or 10 Rocket Fuel per minute.
Slooping is probably more efficient in ionized, but I don't like to commit those to power production.
@@ruibarian5187 the more there are steps to making the parts you are then Ultimately using the sloops on the more efficient it becomes... Since it does effectively the same as if you copy pasted the entire system up to that point without the need to find new nodes and build the whole thing again...
Also on a side note about using the sloops... One thing that I don't recall seeing anyone talk about more than as a side note at max is the fact that the machines that take more than one sloop can also take just 1 of them and only offer like 1.25* production instead of taking the whole 4 for a double production so you could potentially also very carefully use it to round up some production numbers here and there without mining that deep into how many you have for use...
Thanks for pointing this out! There are some weird things in 1.0 that make zero sense, like ionized fuel being so lackluster, the leached copper ingot alt recipe being less efficient with sulfuric acid than the one with water, the dark-ion fuel alt halving the amount of fuel you have and much more. Keep up the good work, hope you'll finish the turbofuel plant soon!
And ficsonium being strictly worse than sinking plutonium too, for such a complex production line.
In the Leeched recipes’ defense, you need far fewer refineries than the Pure recipes.
If we’re talking one max level (1200) iron node you need 24 vs 34 refineries, and for one max level copper node you need 26 vs a whopping *80*. And with the copper you’re only loosing out on 66 ⅔ ingots in the end.
It’s not the most efficient use of sulfur, but it might be a trade off some players are willing to make for the sake of power, factory footprint, or even just building fatigue.
@@timtarbet4594 The iron one is not bad at all, 1 sulfuric acid per 10 ingots is pretty decent, plus it's more efficient than the pure recipe (and cleaner ratios). The copper one though, 22 ingots per 5 sulfur is just not worth it at all when simply water does better. You can use that sulfur to make more power to fuel those extra refineries and so much more.
@@4D0R That's all true, but again, there ARE places and times for it to be used. The level of efficiency you're talking about for the copper is probably necessary for a true megafactory, but when I was at the tail end of Tier 8, I just wanted to get it DONE. I eventually went with a combination of Copper Alloy ingots and Leeched Copper Ingots to get my Copper Powder production online, simply because I didn't want to build a factory of 80 machines JUST for copper ingots.
Leached recipes have some utility as a way to handle byproducts. If you *really* hate balancing fluids and just want pure input, this is a way to get rid of the excess acid.
I went for it anyway for a couple of reasons.
1. The difference between turbo fuel and ionised fuel in the jetpack is significant both in height and flight time.
2. Fixmas is coming so the post game still has something to offer.
3. The challenge! I'm at the point where I'm producing a tiny amount of it and the factory for just this is enormous. There's several nice feedback loops I'm not fully taking advantage of yet so there's still work to do.
I initially used the packaged alt recipe but am slowly bringing online a trickle of power shards. I'm currently using the oil alt for diamonds too but have a lot of coal around I can bring in. The power use vs power gain probably isn't worth it on its own but it's fun!
Glad I'm not the only one that say the measly 1.167 improvement from rocket fuel to ionized fuel and determined it not worth it. I have a small plant that makes enough ionized fuel for jetpack use but stick with rocket fuel for power.
I'm going the diluted fuel blend into nitro rocket fuel route . . . In both my coop and solo save. A single pipe of oil will get you. . . A lot. Costs a lot of sulphur and coal, but if memory serves its over a quarter of a billion megawatts with 32 somersloops invested in the last blend step - more than you'd get from making 3 power augmenters.
It was a while back that I calculated my way through rocket fuel.
I vaguely recall that you get the most power from your resources if you use base rocket fuel recipe fed by turbo blend fuel and recycling compacted coal through a could of refineries in base turbo fuel recipe.
But the alternate recipe does offer a much easier process.
@@sneezyfidoIt's okay to produce just the turbo fuel on the side. Feed it to another set of fuel generators, vehicles or even diamond production (alternate recipe).
quarter of a BILLION?.. sir, that seems silly. 250 MILLION megawatts is an absolutely MAD amount of power!
@@sneezyfido that's usually what happens, more complex, more time and resource-intensive to set up, but more efficient. it's the payoff of time invested VS what you get out of it. i'm one to make a "crude" setup and then make the finalized version at a later time using the complex route once i have the stuff i need
You are absolutely right about 8 blenders with sloops be better then 3 alien generators.
640 generators instead of 320 with 3 alien generators are better.
I still used my sloops on the alien generators, because I find it funny that the passive powerboost is more then my max power consumption
if you make ionized fuel, make it in small quantities for the jetpack, but it really isn't that much better than biofuel. in practice for that purpose.
Overall... it's mainly a red herring...
The process of making the power shards consumes more power than it will return when burning in the generators (and that's not even counting the refineries to combine the rocket fuel into ionized), on top of that, you'll need massive amounts of coal ( 600m3 crude needs around 16K coal (most of it for diamonds) if you want to turn it all into ionized). And apart from making enough power shards... it's going to be a HUGE factory all of it's own (35 quantum encoders, 26 particle accellerators, 60 something converters and require items from all over the place meaning a lot of logistics as well.
also if I calulate correctly, to produce 100 m3/min ionized rocket fuel, you need roughly 18 GW, while burning it provides 8.3 GW. That's net loss, which will increase if you use loops!
Because for ionized fuel you should use alternative recepie (dark crystals)
There are alternatives. You can make ionised fuel from dark mater crystals, which can be made from the liquid dark matter, which can be made straight from SAM, or recycle from quantum industry.
That means vastly less machine and no coal, which could be used as power source sonewhere else.
Except that recipe gives you literally less power than if you just burned the rocket fuel you used to make it. Packaged rocket fuel takes 2 fuel per container so you have a ratio of 24 rocket fuel for every 10 ionized fuel.
The more I look at quantum tech, the more I realize that while it may look daunting, a lot of it is self sustaining. While researching some of the end game products, it seems there's an abundance of dark matter being produced, it can almost be treated like water.
@@drftr58Quantum tech only takes a lot of energy, coal and copper ingots. It won't be a stretch to say that it's separate from the previous tiers.
@@drftr58 indeed. it's very easy to overflow on the residue though, so one DEFINITELY has to plan out their factories start to end in advance and ratio that stuff out adequately, or else..
@@jacobisbell9388 every type of ion recipe give less power then its parts.
Having played the tar out of Satisfactory; and having my Dedicated Server started a few of my friends got rolling making all the new 1.0 things; the "West Coast Oil" got turned into most every petroleum product we needed; with aluminum coming into play from the nearest Bauxite nodes. So I took the time to wander North, taking two of the pure coal nodes an impure sulphur node, and setting up a train station to bring in Nitrogen Gas from the Red Desert north-east corner. And one iron ore belt from the North Forest Start Zone (it was just a hop skip and blip across the canyon)
Took 300 Crude, 22,000 power ish, and setup a 600 Ionized Fuel / Minute production. My goal was to setup 1 'ugly getit done' power plant, feeding 200 even power generators, then make a more compact, more efficient version, and then double it, tearing out and rebuilding the initial plant with the organized blueprinted layout.
Fun stuff. And so relaxing to sit and play it. Damn this game for making me love math again.
The only real advantage I see out the gate is that Ionized Fuel is a gas. So it plays better than liquids for piping.
But rocket fuel is a gass too and WAY easier to make with the nitrogen gas version
As a side note, it's great to use for the jetpack as it consumes very little unless you're operating it on full burn all the time. With you in 1.0 having double the shards from slugs due to somersloops, spending 100-200 shards on greatly boosted exploration potential is well worth it.
If you're having trouble finding slugs, I recommend the tropical lagoons to the west of the sandy dunes. There's craploads of purple slugs in there.
You can make shards by that point in the game without slugs. Did you even watch? Slugs aren't needed at end game stages.
You can also use dogo farms.
@@Vincent_Beers As I said, slugs are more than enough for the small amounts of ionized fuel used for the personal jetpack. By the time you unlock it, as long as you've done even casual exploration in the north, you'll have literal hundreds of shards from slugs.
In the video it clearly states that making synthetic shards is very expensive and probably not worth it if all you're going to do is burn them for fuel. And I add that even that even just for the jetpack it isn't worth it either, since slugs are too common.
I've spent the last 30 hours building a rocket fuel plant -2200pm. it powers 500 generators, so I've more headroom than I could ever need. Now, to convert that to ionized, I'd need to make 137.5 Shards pm.
Not gonna happen.
As it makes the jetpack so nice, I found it advantageous to just speed through the fuel tech tree and then just buy the ionized fuel. A stack lasts quite a long time and is well worth the 8 coupons.
especially since coupons are practically free
yeah i like it in the jet pack but not worth it for power. use tickets instead
@@owenmullinger2264 I think this is one of a few things in 1.0 that could really use a revisit, along with the teleporters. I think the devs leaned a little too hard into things like power ramping.
My wife swears by ionised fuel for her rocket pack.
I don't even use that thing, still zooming everywhere with my parachute.
But we both love our rocket fuel power plant!
One thing about ionized fuel I've noticed is a recipe does not exist for ionized fuel that gives you more power than just burning the coal/oil used to make diamonds for the power shards. I do believe it's the best jetpack fuel though so worth making some of it, but you don't need a ton for the jetpack.
Just use 8 tickets in the AWESOME shop for a whole stack of fuel. It'll last you ages and no need to make it by hand or via factory. By the time you run out of fuel you should have enough tickets for another stack.
Great vid, but what are you using to make the flow charts, btw?
In my save i've made a factory that make 60 power shard per min for the fun of it and since you can't void them i needed to transform them into ionized fuel and then feed them to generator.
Average factory consumption is between 35 and 40 GW with peak at 58 GW and energy production is 80 GW.
It was a nice jump start for my next production of 14 ficsonium fuel rod per min wich yielded 183 GW of energy at a cost of 40 GW.
Ionized fuel is an end game fuel for end game project (and a good excuse to make giga factory)
Heh, I turned all the crude in the blue crater into ionized fuel on my 1.0 save. Tuned it up 560,000 MW, but it takes 240,000~ MW to run the system. It's amazing to look all in one spot, but required 2 large train lines and almost every node near the blue crater.
I -highly- recommend 2 sommers loops on the ion fuel refineries and 4 on the powershard quantum encoders, it boosts output to levels that are worthwhile.
The only reason I recommend only 2 on the refineries for the ion fuel is because it won't drain fast enough because of the refineries internal capacity, at least until we get mk3 or maybe mk4 pipes.
you should take into consideration that ionized fuel speeds up travel time of your drones or trucks and your jetpack can go higher/further so yes it might be a bit too much effort to just burn it away for a bit more power but for transport and traversal its quite a difference
Yeah, I was looking at Ionized fuel today when we unlocked some of the needed items, and it was a pretty easy 'NO'. Gonna work on more rocket fuel.
would you mind making a followup considering whether it's worth making for the sake of drones? they move the fastest with ionised fuel [same speed as plutonium rods], though idk what the consumption-rate is like.
It's important to analyze the impact of 'sloops in late game production. Since ionized fuel has one additional production step after rocket fuel, it allows for at least one doubling of output.
Ionized fuel is 1.388x more efficient than rocket fuel, then double it to 2.77x. So 100 rocket fuel powers 24 generators, when 'sloopping the final process in ionized fuel its enough to power just over 66 generators. That can be pushed even further when 'slooping BOTH rocket and ionized fuel.
So what's the net power production after it's made? My turbofuel plant makes 43,000MW but needs 6,000MW to produce. Is ionized fuel better or worse than 43:6?
I'd recommend diluted fuel to nitro rocket fuel to dark ion fuel; all alternate recipes. You skip turbo fuel and nitric acid entirely. I'm just doing the rocket fuel portion for power generation, but it's fun to siphon off a little bit and make ionized fuel for my jet pack.
07 Thanks for the heads up. I’ll just buy as needed with tickets. What an absolute headache.
One thing abauth nitrogen gas. JUST PUMP IT!!!! As gas it doesnt care what kind of pipes mess you do to get it to your base. There is more than enogh nodes on map for it.
720 nitrogen gas (max that can pass is 600) gives you so much fuel you dont know wtf to do with it.
With Nitro Rocket Fuel you can make 1200 rocket fuel per min (in 600 pipe) and 200 compact coal.
That is 3,600 MJ x 1200 of energy + 630 MJ x 200 in total.
You can run 13 coal power generators (normal power) and have extra still.
However you can run fuel powered generators on max power and you still end up with a small extra at end (that you can turn into fuel for personal use).
Made a turbofuel plant middle game. Closed it down after going to uranium power. Got the nitro rocket fuel alternative and now packing it up and using it to fuel drones. Will I make Ionized fuel? Sure, have to make everything!
I use plutonium fuel rods for drones
@@nostrum6410 Yeah thinking about that too, have to see how much power I need down the line. Plan is to use all uranium and plutonium waste and use those new ficsonium rods or whatever they're called aswell... Are all the drones radioactive when you use plutonium rods as fuel?
Just use the alt recipe that only needs the dark matter crystals, it eats aluminum canisters, but it is still easier as it only needs is SAM and canisters
The alt recipe cuts your rocket fuel in half (1,200 rocket fuel down to 500 ionized). So that right there is a no go.
@@atimcgt thats the cost of convenience
Building one now, I think it’s fairly basic and easy to accomplish… just BIG. Using turbo blend alt. And some somers. My biggest issue is, I’m Not sure how to fail safe the excess dark matter? I haven’t touched on any nuclear stuff this time around.
Hey pickle! I have a question for you: Why do you use the dark matter trap recipe? I would say you should use the dark matter crystallisation recipe because when you’re using the quantum encoder you get A LOT of dark matter residue… Maybe I can’t understand why to use it but maybe you could explain it. Thank you (And great video as always)
Hey! I calculated this quite a while ago, but I believe it was because I wanted to save on SAM and power. If you use the Trap recipe, you consume more coal, but you only use 25% of the Dark Matter that the crystallisation recipe needs, and I didn’t have enough Dark Matter to make a sufficient amount of Crystals
Depends on how much dark matter crystals you are consuming. If it is suitable amount for you only from crystallisation - go only with it. Else you have to find efficient balance on using both.
This video does not take the alternate recipes into account; there are 5 alternate diamond recipes and two of them use either crude oil or petrocoke. There's also turbo diamonds which double your per minute production to 60 with a small amt of packaged turbofuel.
However, the increase in gens isnt worth the extra effort/power needed to produce ionized fuel over rocket fuel for power. You can run 143 fuel gens on a mk2 pipe w/ rocket fuel versus 200 for ionized fuel, an increase of 14,250 MW. Considering the amount of resources required, additional power overhead as well as potential rebuilding on already established sites makes ionized fuel more of a pain in the butt than its worth.
Also, I like using Nitro rocket fuel; skips nitric acid for direct nitrogen gas and adds coal/sulfur to make 150 rocket fuel /min. 4 blenders can fill a mk2 pipe and the diluted fuel recipe handles the 100 fuel/min requirement.
Really important what program do use to display the production line it would make plannin much easier
Ty Good video for showing the differences
I had a tower of 80 turbo fuel generators which I have switched to 160 rocket fuel, probably have plenty of headspace to make more. But my next upgrade will be to build a nuke plant in the swamp.
I know that fuel power is really good but honestly I haven’t touched it much. I usually stack up 100 coal generators and try to get nuclear as soon as I can. So far I have 48 250% uranium plants, 4 250% plutonium plants, and 8 250% ficsonium plants, with 4 alien generators (each making ~110k each), and that how I made 850k mw world
I've been pretty happy with rocket fuel in generators and packaged. I was already building my nuclear setup (Uranium, Plutonium, and Ficsonium) by the time I thought about doing it. Just seemed too much hassle. Particularly after how easy it was to do rocket fuel. Ionized is too complicated if you already did or are about to do nuclear.
I have make it on a save , and without to compare :
IMHO : it has his merit depending of Where you make your fuel, and can be pretty simple to fabricate,
Honestly in the south east of the map, everything is enoughly close to be done by belt only.
And In my case gave me a lot of power... And IMHO, this components can be a key if you are trying to Speedrun OR want to avoid Nuclear power and their own problem...
Did a similar rough head count on the power requirement to just upgrade from rocket fuel and it does not make sense, for power. But for drones or jetpack, it's better, though more for bragging rights than actual utility. Drones are faster with it but not crazy fast.
Tha treally sounds like it is not meant for mass production of power but for fuel for jetpack and trucks. Small amounts lasting longer may be worth a large input there.
I'm not even at Rocket Fuel (I figured I'd get Nitric Acid alongside Nitrogen but nope it's the hardest Tier of Phase 4)
But I've been mulling over if I'd use Ionized for Power, I think the intention is a way to sink Synthetic Power Shards. Since they can't be sunk normally and at some point if your automating them you will have too many and need to get rid of em to keep producing em.
Sort of how Ficsonium is sold to the players, it's not the goal of power production but a way to get rid of an exces with the benefit of a little power
for me rocket fuel was the best option, I try it at first to go with turbo fuel but fine it more complicated than rocket fuel and it burn slower so more power and don't have to get to tier 9
DARK-ION FUEL - do u know this alt recipe? I guess u don't...
what about using the alt reciepy for Ionzed Fuel, it doesnt use power shards
it's a simpler recipe but produces less than half the output
@@magnomanxthen make double machines
@@Neo-vz8nh that would work but but no one would willingly do twice the work for half the efficiency.
@@magnomanx making many more complex production line is much more work.
@@Neo-vz8nh the original recipe is ultimately more work but you are getting the benefit of increased efficiency. Doing slightly less work for half the efficiency does not make sense at a large scale. The alternate recipe is impractical for power generation but I would totally use it just to make jetpack fuel.
Burning Ionized fuel for power is purely an end game vanity project. Probably for multiplayer. That said, for those that want an end game vanity project, you should include power output/input comparisons. How energy positive is the set up when compared to turbo fuel.
Ok, I have built a 1000 Rocket Fuel Plant that Runs 240 Generators for 63GW. I have plans to upgrade it to 1000 Ionized Fuel, and according to Satisfactory Tools that will cost at peak 48GW to generate an additional 63 which nets only 15 at peak draw from the Power shard segment. I will divert a small portion to packaging to supply the rocket packs as well though, so there will be a small loss there. The major reason for me to actually put in that effort though it to have something to do with excess Dark Matter Residue from other projects. Ie, producing Super Position Oscillators.
All this to say that while it may not be the most efficient thing in the world to produce Ionized fuel, but it is a net positive.
I skipped making it but will buy the stuff from the awesome shop for my jetpack
Just made circle craft for power shards with somesloop, and use pink diamond resipe for craft diamond 😊
Since it is still 1.25x net worth it,
I'd be automating power shards any way, so if I have one per minute spare, I'd still think it would be good idea to make some power shards, which over flow into packaged ionized fuel, which overflow into ionized fuel generators.
I'm not sure I'd do a dedicated plant, but why not ya know?
-sincerely Uel
Ionized fuel is the undisputed best fuel based on performance.
The economics of making it though are the absolute worst.
Mostly it's not worth comparing it to the others because you will have finished the main mission of the game before you can even make it.
That said, once you reach that point in the game, you'll probably make some for completionist urges, so there's little reason to not make more, unless maybe your power grid is 'unsatisfactory'... (Yes, that pun was totally intended!) 😺
Ionized Fuel is high-end fuel for jetpack, vechicles, drones and Fuel-Pow. Gens (very poorly performing). If they are, and I doubt it, intending rebalance in some future patch Rocket Fuel and Ionized Fuel, a lot of players will be pissed off. I don't get it, why they didn't rebalance it in closed BETA.
Or there is option B. They've been decided to make end-game more challanging.
IMO, if some sort of rebalance comes, it will be nerf for Rocket Fuel (around 4,667 cubic meters per minute < appr. -11% > in Fuel-Pow. Gen).
Ionized fuel for (Non nuclear material) hauling drones and Jetpack. Rocket fuel for power.
I already went over the top with my rocket fuel, currently building 8 double rows of 24 fuel generators using rocket fuel, for 48 generators for every 2 blenders, have 2/8 rows finished so far, lol
Rocket fuel is op. For very few ingredients you come from 6 turbofuel to 10 rocket fuel with a higher fuel density. This is broken.
Ionized fuze on the other hand cost A LOT for bot a big increase.
Ionized fuel is worth it for the jetpack if you use the alternate recipe and are going for the "Do you need that" achievement so are going to keep playing long after the space elevator is finished. It seems like you didn't know about the alternate Ionized fuel recipe though...
he obviously knows it, it's just that that recipe isn't really good, you use way more rocket fuel and it has to be packaged, it's definitely better for a small operation to just fuel your jetpack or sink but not for making power, which is what this video is focused on
@@_Ordinace_ Considering that he breaks down the cost/benefit for alternate recipes in every video and didn't even mention an alternate recipe existed this time I don't think it's obvious he knew about it, actually.
You should at least get 150pm Ionised fuel from 100pm rocket fuel (AT LEAST).
Surprising nobody, the answer is no. I came to the same conclusion. Ionized fuel in your jetpack is great, but as a power solution, stick with rocket fuel or nuclear. I mention nuclear because it doesn't use a lot of oil and oil is great for a lot of other processes like aluminum, steel, or diamonds. It is more complicated than ionized fuel though.
Rocket fuel is an easy win i agree but using the converter to make nitrogen hard NO nitrogen isn't that rare and isn't hard to transport as you don't need pumps on the pipes the numbers on Dark mater crystals work out nice if you throw loops in quantum converter making the shards and using the alternate DMC recipe that does not need time crystals
gud for Jetpack, bad for Power plants
"its useless because its at the end of the game"
why do satisfactory players act like you cant keep playing after you finish phase 5? its there to give you another thing to try doing AFTER you beat the game.
To determine if it is "WORTH IT" you would need to show what it can do for you , especially in the jet pack.
I beat the game using only Coal Power. I recommend.
I am already making rocket fuel for 640 fuel generators, I dont think making the syntatic power crystals are worth it, I rather make another pure oil node into rocket fuel
And I just use tickets to get the ionised fuel for my jetpack,
Looks like its less for power and more for if you want to max out your jetpack
it is worth for the jetpack but i don't see it as worth it for drones in large amounts
try the ion fuel alt recipe
Am i the only one who uses nuclear drones?
hahaha the comments got into your head i see
Given I can sloop production, and get 4x fuel, which multiplies rocket fuel by 2, I still think it's very worth by that. -sincerely Uel
i run a rocket fuel plant with 15 blenders, 1500 rocket fuel p/m and it makes 150 compacted coal but i just burn that in coal power plants because if it backs up for any reason the whole system collapses, the turbo fuel refineries creating the input turbo fuel for the blenders need 900 compacted coal alone, and if they just slightly run low because of heavy oil residue being a liquid the compacted coal will block up
on the bright side, dark matter crystals are basically a byproduct if you produce things in the quantum thingy, i sink about half of them anyways. and you can use some of the turbo fuel you produce anyways in the chain to make more diamonds per coal