#satisfactory
1 messages · Page 141 of 1
You said "I'm going to vouch for the validity of trucks as a transport method." not "I like trucks". That's why I responded as such.
That's really all i'm saying.
because people come here for recommendations and I try to steer them away from silly things. I also say "don't make a mall" and "don't make a megafactory" and "don't make trucks"
...I'm assuming you mean "don't make a megafactory at the start of the game when you're still learning".
Well, in any case... I find that some things are more subjective than that.
But that's why I don't tell people to "don't make manifolds".
Silly as they may be, many people disagree.
On a slightly different note, there's a special place in my heart for using vehicles to retrieve miner output from the caves that happen to have nodes in them.
okay, so that makes sense. I do just belt them out for sure but that actually sounds fun. except for the "needs fuel" part
maybe I can drone them in some fuel 🙂
I legitimately do this.
The fuel issue is the biggest thing holding them back, but drones can support transport hubs and more or less solve that issue.
The quartz nodes in the rocky desert cave also have coal on either of the two vehicle-accessible entrances, which can work.
the one with the sam?
Yeah, that too. I forgot there was some in there.
yeah I have tacky belts pulling all that out for processing. but that coal is all being turned into pink diamonds for sure.
Ironically, I actually used belts out of that cave for the first time in a while, recently.... but only because I was able to make them look nice with curved belts.
curved is nice. only just realized that it matters which way you pull them as to how they curve. was going left to right then right to left then left to right then right to left and came back and was very confused why my belts were drunk
The different modes also slightly affect how an inclined belt will curve, interestingly.
Oh, but while it's on my mind... The thing that bugs me. It's on the west exit/entrance of that aformentioned cave.
ok
There's the little beach with the added in 1.0 coal nodes. There is a long, steep slope to the south.
Belting things up slopes that are too long for a single belt.
Because unlike rails, belt connections are always level.
So you end up not being able to have a continuous incline. Bugs me so much.
I've got rail there because of the nitrogen that's just north of it
I'm actually quite literally building rail up there for the same reason. But my rail is elevated and crossing over that beach.
I'm not super fond of building belts or rails on natural terrain.
ahh, I like my rail to follow the ground, in general. And then I have huge unsupported helixes for climbing cliffs 🙂
I have... hmm. Let me get a screenshot.
Essentially, I want rails that are close enough to the ground that they can "follow" it, but not being at the mercy of the terrain's roughness.
But also can be high enough when needed to do interchanges and such.
I'm basically just super-undiagnosed-OCD with my rails, heh. Well, okay, my everything.
Of course, with that said, it also does make sense that trucks would be less appealing with grounded rails, given that... well, there aren't railroad crossing signals.
I have my second thermal rocket factory up there making 15/m (turns into 30 warp drives slooped) and then shipping them for warp driving conversion back at my starter factory
The save I was playing recently (not SUPER recently, i'm intending to get back to it soonish) is earlier on. It's sort of... at that point where it has aluminum and is now getting nitrogen to do the stuff with that.
I actually like trucks in part because i'm so picky about my rails.
this is my first "whole map" save. Not using all of everything but using all of some things
They let me fill transport niches that I can't use a railway for in a way that I like the asethetic of.
I tend to start fresh when i've been away from the game a long time, so i've built many large railway networks.
And lest I come across as a chronic restarter, to clarify, I tend to start fresh because I am actually in that 0.001% of players who actually has to manually raise the uobject limit.
In the few times I've played I haven't reached further than phase 3 or 4, but I've noticed that the end-stage of phase 2 is really difficult without utilizing the awesome shop.
It feels like the materials required require significantly more work than before, and a lot of things that make things easier are locked behind phase 3.
I don't use the shop but I do let the game run overnight - or I did before I knew how to to speed up time. now I just set it to 20x speed
I recall having an issue with doing so at first (it had to do with the experimental versus main branch using different folders for that setting), and just about everyone who tried to help was just trying to explain to me that I "didn't need to worry about it" and didn't seem to get that I had already reached the limit and was crashing, lol.
how do you speed up time? is this in-game?
…
How?
no. There's a program called "cheat engine" and you just point it at satisfactory press the "enable speedhack" btuton and move a slider
Oh
I have a far better method that accomplishes the same goal: getting constantly distracted and thus letting the game run while i'm staring into the distance thinking about Cactus Facts or something.
though.. I don't know why I have to run an old version 6.8.0 and enable speed hack and let it crash and then run the current version -- otherwise it's super laggy when I speed up time. But this way it's perfectly smooth.
That's also my method
I have told this story many, many times, but only because it is worth telling. My ability to be distracted is practically an art form.
I had a veeeery old save, I believe it was back in 3.5 since ladders were new. I built a HMF factory in the area with the coal nodes near the grass plains start. I called it the Water Temple.
The reason for this was twofold: number one, the bottom floor was partially submerged just enough to make shallow water and I didn't care enough to rework the entire thing.
Number two, it was nigh impossible to navigate in a coherent and sensible manner. It was absolutely ridiculous.
For starters, that aforementioned bottom floor, I was experimenting with modular building styles, so numerous rooms looked identical, and finding the ladder that was the only way up was very awkward because of where it was positioned.
There was a room that could only be accessed by doing a tricky slide jump through a conveyor port, that I frequently looted EIBs from.
The roof was where the manufacturers were, and it was completely inaccessible from the building itself. You had to leave, go onto a nearby cliff, and jump from it to get onto the roof.
I made most of it while half asleep. And I discovered that the only way I could get around it in any sort of efficient manner was when I was just sort of running on autopilot.
I basically had to enter a state of satori in order to get from point A to B in there. Literally Buddhist-style navigational nirvana.
Such a glorious disaster of a build.
Nowadays I tend to plan out the organization of my builds a lot better, but the same sort of result happens because I end up going full Winchester Mystery House with them and end up with these labyrinthine buildings containing multiple, frequently unrelated production lines.
huh, I just entered another biome
didn't think it was this easy this early
it'st he starting point of the 3rd biome
Yeah, the 2nd and 3rd starting positions are quite literally adjacent to each other, biome-wise.
They're no pun intended, borderline identical as starting positions as a result. Only real difference is where you want to actually start your builds in.
There's like... one alpha hog between the two of them that can be fairly easily circumnavigated, or my preference, driven over in a vehicle.
gotta go right at the hog! free jetpack! free jetpack!
organic growth the way nature intended!
yeah, I want to kill so I Can get teh hard drive
Man I’m really starting to hate trains now
sad asdf kid
I need to rebuild every junction multiple time for the signals to work properly
And the rotate option on signals doesn’t work like bro wtf
I need to look at it at the perfect angle so that it snaps to the right direction
It's a lot easier with the hoverpack
I’m using the hoverpack but signal sometimes just straight won’t snap
I don't much bother with rails until I unlock it
anyone ever have their drone just... stop? I have one that's just floating here
half way between source and destination
going to reload then restart -- I do run that time multipler thing so maybe that's it
Now I’ll need to connect 10 belts of rubber and plastic to the train station
I want this game but I only have a steam deck and I'm scared it sucks on steam deck
Really annoying me now lol
The controls are good
Idk about the perf, but it should run fine at 720p or whatever the resolution the steam deck is
I'm just scared about end game performance
is it possible for trains to load and unload items at the same station?
I'd think they would be, they really took their time to make sure they got the controls right, it was obvious that controllers were factored into the design from the start, and they hired experts specific to that purpose
You just need to get used to the shortcuts that might not be obvious at first
I just don't know how it will run and it's what scares me.
Controls I can figure out
or make
Just buy it rn and you’ll enjoy it plenty
how it will run will depend on how will you build
Steam deck is above minimum spec I think
True, I been eyeing this game for years now.
Mostly from the Lets game it out videos, probably cliche now
Felt more choatic over time
and he used to actually do cool stuff lol.
although not really bad I still love it, but I don't watch it anymore
Maybe you just got bored just like I did, the “I put in 1000 hours into this stupid little thing” videos get exhausting after a while, just like the 100 days of x style videos
no, I enjoy the earlier videos
Tho there are occasional funny videos he puts out
it's the recent few years that kinda "suck"
why not make a post in #1038092680493801533 instead?
i did but i still wanna do it also have gotten no answers
welp. finally killed the hog but the pod it's guarding needs 120 mgw and I'm too far away from my base
how many biomass burners do I need for that?
4 I think
You can overclock them for less burners
I think it was because of the context of what he does. In earlier videos you see him do something that takes long to give you a grasp of what hes doing then the strait cut to a insane amount more effort then what he did before
any1 got a smart plating design for like 120 iron per min
overclocking power generators makes them consume more materials, right?
just like every system, no real difference https://www.satisfactorytools.com/1.0/production?share=gJGYcnRD9S1Ja6gdW8JN
Yes
effectively, if you OC anything except resource extractors, all it does is save space
Power generators just save space
crafters use proportionally more power per production cycle (at max overclock it's like 33% more power than the same amount produced at 100%)
miners and such produce more resources up to your belt limit
phase 1 alts only?
Btw I decided to not get the game apologies entierly because I have Dyson Sphere Program and I'm not even close to finishing it. Once I do I will get the game though I just think I shouldn't ditch the game first
this is getting more confusing than I thought. So the effects of overclocking differ between power generators, resource extractors, and manufacturers
I know it always saves space, but is it always inefficient?
power generators: are purely convenience, if you have shards may as well
crafters: its irl resources vs in game resources (fewer buildings are easier on the pc, and well... half as much time)
extractors: always over clock to your belt limit since its more resources
okay timeout for a sec
Water Extractors are kinda funny and fall more into the crafter group to me at least (water space is a lot more open)
no
overclocking effects are basically the same
if you clock a thing to 200% they consume AND output 200%
Miners only consume power so that goes up a bit (and doesn't matter) and they out put 200% ore. Which is a significant difference as it changes what you can do in a location
Over clocking a generator to 200% also makes them consume 200% fuel and produce 200% power
and they don't consume any power themselves so that's not effected
it's the the mechanical effects to your game play is differetn
for Miners - you can't just spam more miners down
while constructors? yo ucan always place more constructors down
so if you OC a constructor, you are effectively, only saving space
So I just want to make something clear, in case it's... not. Power generators used to not scale linearly with clock speed. That was changed. They now will, for example, a 200% speed generator is functionally equivalent to two 100% speed generators.
at the cost of power (whic hdoesn't really matter)
I'm just making sure that's been clarified.
that was a very long time ago xD
Yes, but not that long ago.
Nope, it was I think between u7 and u8? one of the two?
u6 I think, I picked up the game in U5, and I remember that change breaking things
I think at worst it might have been u5. But it was a LONG time ago
It was u7 or so that they went fromt their whacky scaling to what it says on the tin scaling
So here's the secret to power shard usage. I came in late so I apologize if I am completely wrong context.
(i started around u7 and they had the whacky scaling)

I mean the power consumption scaling is still wacky. log2(2.5)? Really?
Clock speed essentially just changes the number of buildings required to do a thing.
They should've kept the 1.6 imo
Increased power consumption? Well, that's also just more power generators.
I'm talking about fuel generators and the like which ran at 2x speed at full OC in ye olde days
Power shards have historically been seen as scarce by people who don't frequently maraud across the countryside, so the common mentality was to save them for extracting machines because those machines are fundamentally limited in nature because of the limited number of nodes you can place them on.
While true, theres only so much power in the world one could produce
but yeah... to a fair number of people, once you hit fuel generators, its so easy to meet demands it doesnt really matter
I OC every third structure because I like variety
Started a new game and in the drop pod the screen is black rather than showing the little intro. Anyone familiar with a fix?
And yet, I would still vastly prefer using 72 shards to build only 36 generators instead of 72.
Full OC consumes only 34% more power per item. For 60% fewer machines, that's basically nothing
If you have the shards, I don't see a reason not to overclock
My approach to clock speed is that I will adjust it in order to create a total number of buildings that happens to be, say, a powerful number.
so 69 buildings, got it
No. Although powerful numbers aren't strictly speaking exactly what I mean.
Math is basically a long list of concepts I understand but don't know the actual term for.
close, 420 buildings underclocked to 69%
even?
But to simplify: numbers that can be reached through multiplying 1 by only the numbers 2 or 3.
o.o
To clarify, that isn't what a powerful number is.
so like 7?
that makes sense. so it sounds overclocking is generally a good thing, and it's almsot always better to overclock than it is to build another machine
I'm going to assume you're joking and ignore this.
Antiprimes are pretty convenient
math is fun-damental
Antiprime? Is that the actual term for what I want?
unless you're short on power, but power is kinda trivial in this game
it's definitely good to OC miners and such as if you need more resources it'll save you from importing stuff which can be annoying
as for space? if you have the shards? why not. But you don't get infinite shards till much later
true. I found overclocking miners especially are game changers
Okay, i'm, going to post something in screenshots that should at the very least explain why this is so goddamn impossible to use the right terminology for.
I think the way the game is, you tend to need more resources for 'average' projects in a location yeah
power I agree, but in my lst run it only became trivial when I got oil generators (I never got far in this game). atm struggling with coal generators
biomass was a headache until I got coal, then coal became a headache. I think oil and fuel generators are a big relief
anti prime would be almost every number
but for example you can still have a number multipled by 2 and get a prime.
3.5 x 2 = 7 for example
Like, how the hell am I supposed to make a comprehensible explanation when the actual terminology is this nightmare hell
Miners and such: Always (to your current belt limit)
crafters and water extractors: Personal preference of more buildings or more power.
power generators: if you got the shards theres no downside.
I stick to coal gens until tier 7 xD make 64 of the bastards
that sounds like a real pain
It's actually not, at least with my playstyle.
It's based on the fact that, since they're MAM research, if you know which crash sites to visit, you can unlock geothermal way earlier than you're "supposed" to.
Antiprimes (or rather, highly composite numbers) are something very specific in math, and not quite what I (or probably you) want. If used loosely, the term would mean a number with many divisors, which is convenient building, because it means that this number of buildings can be split into equal rows and columns in many different ways
What you described here is technically called a 3-smooth number
Yeah, wikipedia redirected to highly composite number. Which is...
Ah, well, I guess it's only inevitable that the correct term would be one that would be entirely meaningless to the people I would want to explain the concept to...
Such is maths.
But the point of it is to make it so the number of buildings I need are possible to split the inputs for using only basic two or three way splits.
I have no issues making prime splitter arrays. Did a 10/13ths splitter once because I could. Was actually pretty fun, for some reason.
So you balance all your machines? Don't see any other reason why you'd want that
Yeah, basically. If I can turn 1774% worth of total required clockspeed for the production I need, into 16 buildings at whatever clock speed is equivalent to that (not going to actually find a real example right now), that's ideal to me.
that's a very odd aim to go for.
Was that meant to be @ something or someone else?
the highly composite number thing
I don't think I understand what you mean, then.
the goal of having sets of machines that are only highly composite
I don't. I looked up antiprime to see if it was what I meant.
It was something that was close but not quite, similar to powerful numbers.
Yeah, no, I don't bother. Excluding the very last step, which is clocked exactly, everything is just rounded up and left at 100% clock speed. Thanks to the bottleneck provided by the last set of machines, everything else will just figure itself out as long as I just build enough. Saves me from having to do math for every single step
Why I like manifolds
Sure, sure, I get that some people aren't up to the challenge. I am being facetious. It's okay, that's why the game is designed to let everyone play how they want. I am being ENTIRELY facetious.
As long as the average coverages to what I want, it all works
Highly composite number would be something like 12 which is divisible by 1, 2, 3, 4, 6 and 12
But in seriousness, I like designing factories in ways that let belts always be in motion.
I like that flow of items. So I do what helps enable that.
awesome sink+smart splitter set to overflow go brr
I used to balancing but then realized why bother when manifolds reaches the same goal anyways and it's more compact
main belt or feed belts too? if just main belt, any manifold will do. Otherwise gotta load balance
or direct feed I guess
Balancer vs manifold doesn't really have anything to do with this. This is just a clocking strategy. Both will work the same
Sure, sure, I get that you can play the game however you want. But if you're not playing my way, you're playing the wrong way.
True
'cause manifolds do have some flaws. I'm not going to get into them because I don't want this to inevitably spiral into the same argument it always does.
did you not see the pure ingot set up I put in? was still good after a few hours :\
Once theyre fully spooled up... I see no difference
I suppose for "belts always in motion" it might be different
The only right way to play is the lgio way
Also, to be clear, I don't balance individual machines, that's pointless. I balance belts whenever I need more than one. Saves me from having to do math.
Once again, my strategy is "least effort" lol
I did, but I noticed that you had overclocked them, which changes the parameters of the build I was referring to- and honestly, I didn't want to keep having you test stuff on my behalf for something i'm trying to just stop caring about since it wasn't doing me any good.
I can .. not over clocking? but over clocking should make the issue you're talking about worse
No, underclocking would.
Flaws, besides rampup time, there is none, but that's always been a known flaw of manifolds
Because the issue is compounded by having more total mergers in a row merging onto the same main belt.
How is that an issue?
confusion watching
It's a separate thing than what we're discussing.
But I dont even think about that, because manifolds saves me from so much math with load balancing, because it all naturally balances itself
Why I like manifolds, its a sort of self balancing design itself
Question for the math heads in here:
Im producing 810 steel ingots per min, I need 840.
I have 12 foundries set to 112.5% with the solid steel ingot recipe.
I can get my 810 to 840 by setting them to 116.6667%, but then they need 46.667 iron ingots per min, instead of 45 per min. That then means I need to set my smelters to 101.3333% to produce 30.4 instead of 30 per min. The whole system is load balanced in a highly convoluted manner (dont ask why instead of just using a manifold - cant be bother to change the whole factory)
I want to build 4 separate factories with my steel ingots:
30 Steel beams (120 ingots)
40 Steel pipes (60)
15 Encased industrial beams (180)
20 Versatile framework (480)
So my question is, is it worth it to O/C each of my 14 smelters by 1.3%, and then have to boost all the miners as well, or would it not make much of a difference as the deficit will be spread across 4 separate factories?
And then next question, if I keep the foundries at 112.5%(Option A), they each produce 67.5 ingots pm, if I push them up to 116.6667%(Option B) they will produce 70pm.
Option A will give me 3 lines of 270
Option B can give me 7 lines of 120, or 3 lines of 240 and 1 line of 120
Whats the best way to split Option A's lines between the 4 factories?
Sorry for the long message, been stuck on this for a while and just want soime insight
TIA
I'll just summarize this with my own explanation: my building style doesn't really benefit from the "extendable" nature of manifolds, and I am good at quickly figuring out how to set up even complex splits. So that's why I don't manifold things.
Well, I also just think they look dumb. Like, the manifold itself is unintelligent.
It also has a small ass.
Wait, is that question basically what we were just discussing?
Idk havent read the just but kinda looks like it xD
I think the balances I did were 5 way balancers but I stopped at that and dont even do those anymore either
So... Aesthetics? which fair
So I kinda skimmed because im a bit out-mathed, but I like option A.
Not with the way I've set up the balacing
Because that gets you three belts at exactly the capacity a MK3 belt handles.
Now I just look upon all of my manifold factories, it all works
You seem like the perfect guy to help me split 3 270 lines into what I need lol
are you using normal encased beams or encased pipes?.?
Here's my secret tip for doing really complicated splits.
I don't have a name for it. "Throttle splitting" is sort of what I use.
I use smart splitters and specific tiers of belt to force a belt to have a precise quantity of items.
Normal beams, but i have a HD with the encased industrial pipe recipe. Have done the maths for that yet
Encased Pipe is straight better per resource
For instance, that 270/m? Let's say you need it to be 195/m. Throttle off a 60/m line, split the original belt in half, and merge half with that 60/m.
Plus you can use iron pipe and skip coal entirely
Oh that's i already use that in some of my factories
NO
Wow
We appear to be semi kindred spirits.
Whyever not?
Because some inputs I need specific amounts, in some cases I still do load balancing, where it makes sense to me
There was this one really complex split I did that I wish I had save an example of.
Such as my nuclear waste processing plant, those lines need to be load balanced
Mostly joking. I personally think the benefit of excluding coal isn't worth the sheer extra resource requirement of iron pipes. Just my opinion.
So again then with option A, I wont really feel the lack of that 30pm extra that I need?
I still use manifolds 99% of the time, there is just 1% times where i dont
I think iron pipes work well when you don't need a lot of steel pipe in the first place.
Yeah, I did say semi-kindred.
The 12h clock, as the name suggests, only goes up to hour 12. 30pm doesn't exist
Aka that nuclear waste really needs to be balanced, for obvious reasons, aka my world doesnt become a nuclear wasteland
wtf okay thanks
To be exact: per 100 encased beams: Beams use 1200 steel and 600 concrete vs Pipes 900 steel and 500 concrete
while it requires more assemblers and more of whatever is making the steel component, it requires less total buildings and power because of the reduction in making the concrete and steel itself
Okay, I can't find it, but the gist of it was that it was a very large scale HMF factory, and I was splitting steel pipes.
So again then with option A, I wont really feel the lack of that 30 _per minute_extra that I need?
The actual quantity of steel pipe I was producing was a weird number that was higher than the max belt throughput and had a decimal.
Nah, a single stack of waste doesn't spread radiation that far. Same with rods in reactors. Only containers are capable of irradiating large areas
But I was able to throttle off specific numbers for the other destinations the pipe was going to, so that the weird decimal ended up just being the remainder.
Rods... can be kinda bad.
Not nearly as bad as actual long term waste storage, but it's at least "something that should be taken into consideration"-tier.
Also, just saying, EIBs? Default recipe, aluminum beams.
So how does the zipline work when you're not grounded to anything, and the only thing it's touching is the powerline? Where is that current flowing to?
Double check. Checkmate.
As long as you don't put your reactors literally in the middle of your frequently visited areas, it's totally fine
True but having all of nuclear plants backing up to max size of nuclear waste stacks wouldn't be a great time
So if I'm understanding this correctly, after the first splitter I'll have a line of 60 and 210, split the 210 to get 105, no wait, nah im lost
And alot of cleanup i would need to do
Yeah, not putting reactors in the middle of a frequently visited area is the "taken into consideration" I mean.
It's also to avoid radioactive trucks driving around.
okay, I did the math wrong.
But that's why the quick search (N) is a calculator!
wait, did I? yes. What I described would result in 165/m, not 195/m.
Oh, speaking of buildings and adjusting the number.
If I input the required total clock speed, and divide by any number, I can see exactly what clock speed to set those buildings at.
Long as youre storing 5 filters or more per minute... unless the clicking annoys you, radiation is a non issue
I'm not concerned about it being an issue. I just see it as an extra step I can take that is more satisfying to me.
Like... generally speaking, I also tend to not automate filters because i'm lazy in other ways, but I always try to design my nuclear setups so that they have as little ambient radiation as possible.
Not because it's actually a threat, but because it's the epitome of my design philosophy.
Damn.. I am still outlooking
I take it as a point of pride that I can safely walk around most of my nuclear builds without a hazmat suit. (I don't, though, because there's no reason to not wear one.)
But I have... what, how many hours? Let me... remember where steam is
Bit more than 4.5k.
I've done everything a lot of times.
So I try to do things in different ways or challenge myself by avoiding certain things I otherwise "always" do, or aren't strictly needed.
Or I design a production line based on a single "concept" that I want to use. Such as a specific aesthetic setpiece, or this one aluminum factory I did where I routed fluids everywhere with this complex and surprisingly functional system that used packagers and a static reserve of empty containers to belt things around while reusing those containers to grab waste water.
It would have actually worked even better with priority mergers, now that I think of it.
Another build i'm proud of isn't actually possible to do anymore, but it was a turbofuel power plant, back when fuel consumption was based on power consumption.
that used to be a thing?
@lavish burrow How would you say I should get my steel beams from the north of DD where my steel factory to my main base south of DD where my modular frames are? I'm at phase 2 so no trains yet
I actually set up a system where excess compacted coal from what wasn't needed, was made into steel ingots with the compacted steel alt, in order to make empty containers to sink the excess turbofuel.
Well, normally i'd recommend considering a truck or tractor since you have coal at one of the spots. But dune desert is sort of... not really great for vehicles unless you actually build a road.
But then again, it depends on the precise locations. You might have a relatively non-dune-y route you could take.
I could actualy build a "road highway" and branch some factories off of that
And I guess when I say recommend, I mean "that's what I would do"
Give yourself more foundation room than you think you need for roads. Vehicle recording is also a bit of a learning curve.
think 3 wide will be enough? or more than that?
More. You want to try to avoid the route colliding with itself, because vehicles have the useful advantage of being super easy to add more onto an existing route
surely 4 wide would be good? xD
With that said, based on your screenshot... I'd say, you could probably use the natural terrain, but you'll want to test it a few times manually driving.
4 wide is probably fine.
yeah nah, drove it few times and its horrible with the explorer
You may find that there are segments you can make less horrible with some foundation "smoothing"
Let me get an example I know I have on screenshots.
That particular cave entrance has a bit of a "ledge" that caused bouncing.
So I used foundation to avoid having to drive into it. And then I got distracted.
How do I fuel teh trucks? just plug a coal node into the truckstop right? nothing else needed?
There's a fuel input port for truck stations. They will automatically supply to vehicles that pass through them.
sweet ty
Also, be sure to set the stations to the proper loading/unloading state.
gonna give my brain a break from building factories for a bit. gonna build the road xD
gotcha
That is the usual thing I forget to do.
Okay, i'm gonna go do another thing now. I'll probably wander back in here at some point and start rambling about something. See y'all then.
Thaks for all the help!
Trying to get effeciency up to 100% map-wide, I'm still early enough in this save it should be doable
Up to around 92% currently
When downloading blueprints, should I download the .sbp or .sbpcfg or both or does it not matter?
I think just the .sbp should be enough
Been a while though. The .sbpcfg is the metadata - the icon, category, subcategory, etc
unless you count sinking stuff constantly as 100% efficiency it's much easier to do when you've unlocked eveyrhting
Yeah, sinking all the excess so current usage == max usage
And therefore, all machines are running at 100%
... then 100% efficiency should be trivial?
fair enough. Slapping a sink on everything is pretty easy
Slapping a sink, plus actually tuning everything to run at 100%
finally got my 80 fuel gens caught up and running, producing 20GW, consuming 3GW, im good for power forever right
...sure...
Oh my sweet summer child...

if you quit playing now, then yeah. sure.
but later? A building can pull a GW if you want it to., I'm currently consuming 540GW and that's not nearly a max
24GW even
Sure, and heavier-than-air gases
I mean since you don’t need to worry about head lift you could have a machine that has multiple inputs and a single output at a higher pressure, like the big power towers
It might have been nice if they had replaced flow with pressure for gasses. So all pipes connected with a single gas would always be "full" but with varying pressure. And each machine consumed some of that pressure. So along with no "head pressure" There would be no situations where the gas is filling the pipes like a fluid like it does now. The pressure in all pipes would be the same but vary in it's entirety depending on the pressure sources and sinks.
Im like 200 Caterium ingot short so I need to get a drone for that little bit
Afaik, there is a pressure mechanic, it's just hidden, and calculated entirely based on how full the pipe is
So, same difference
Don't quote me on that though
Not really you can actually watch each segment of pipeline fil up wioth gas just like fluid, they are mostly the same mechanics with a couple little differences. THey could have made their behavior completely independent.
Yeah, just "50% full" just means "50% max pressure"
But unles you have REALL long pipelines, the pressure in every segment should "fill" at the exact same time.
It's something like that, I was talking about it earlier today, I'd need to go digging to figure out wherre I think I remember that from
Why cant i change my conveyer belt item frequency? its stuck at unlimited, i cant think of anything else that could be bottlenecking my 7800x3d this bad
i know theres a questions and help, but this seemed like a pretty small problem.
I had dreams of Satisfactory resources and building roads and coal/oil power in the real world last night. It was very odd, and would be a very interesting but weird story if I recounted all I could remember, but that would be much longer than needed
Yeah I'm not sure what's up with that value. You can try turning down the render distance and quality of the belts though. Also might be able to change that value in the settings file by hand and see if that sticks and this is just a UI bug.
Bro there is this massive boulder blocking my underground logistic layer for my train station
But now comes the real challenge… how do I move 10 belts across like 300 without spaghetti
across 300 what?
Meters, it’s more like 500-600 tho and I need to take it up a big hill
Oh and some of my pipes are facing slosh issues…. 96% & 98% on the last refineries
Maybe because I just loaded it in
Hopefully
I made blueprints for the foundations and supports
Bp auto connect should make this a lot easier
But idk how I’ll do the lifts ngl
I relocated the pipe that was clipping
I think it should be better if I just space the lifts by like 1 or 2 meters
Not sure if this is a stupid question, havent used tractors yet. How many tractors would I need to transport 120 items/minute?
Heavily depends on how far away the stations are and the stack size
The station will give you a readout of what the average throughput is, based on the last load delivered/picked up
well stack size is 200, and distance is from the northern point of dd to southern point of dd
ahh okay, and then i add more tractors if needed?
yeah
Truck or tractor?
the small one
maybe 1? but yeah very easy to add another vehicle
I don't use trucks much so I'm not the dude to ask
sounds like 1 would be more than enough
also, is it better to have 1 station dedicated to loading and 1 to unloading? so 2 stations per destination, or will 1 be fine?
I’d time the journey just in case
No actually I lied
A tractor would take 40 minutes to fill up
well you need at least 1 station to load at the departure and 1 to receive? I'm not sure what you're asking tbh
So yea it’s definitely more than enough lol unless you’re going 5kmh
Maybe he wants to do something like unloading something, then loading something up to bring back to the base
I don’t think you can do that tho
well you can load and unload at the same station right, so im checking if its wise to do that or to just have 2 stations
oh wait
I don't think yo ucan
I'm pretty sure only drones can do that
yeah nvm iim only wanting to items from base B to base A, not both ways
sweet thanks
So I don’t see train block signals in my build menu. Can someone advise me on what I am missing?
I am on tier 8
wait also, how much fuel should i plug into the truck stop? 60 coal pm? for one tractor?
Depends on how far the route is
imo overflow handling is more important for truck fuels
pinged in screen shots. maybe you missed a tier unlock?
way more than enough. You can check the wiki for burn rates
I don’t have that. I had this tier prior to the block update
go back ot the hub and check the tiers
Is there a mod to move around the map faster?
Faster than hypertube cannons?
The section in the tier is locked. I’ll unlock it. Thanks
I’m using that flying device that runs on electricity
A large number of the unlocks revolve around faster and better movement, it's a core game mechanic. Using a mod for that is kinda cheating yourself of that.
use hyper tubes
Use hypertube cannons and a jet pack to fly across the map then hoverpack once you’re there. Or you just want to move faster within a factory?
But, hey, your game, your rules.
tubes are fast
Actual tube paths are slow to build. Canons get you anywhere and you can easily slap one down wherever you have power
Move faster within a factory
In a small area?
Dunno but searching for hoverpack speed is probably a good start
Oh, not so much in a small area. For that, the blade runners make a big difference
That and the hoverpack, but that's a bit later
He said he has the hoverpack. He just wants a faster hoverpack
you can set tubes in in factories to go to different sections 🙂
ohhhh, then I dunno
There's gotta be a "faster hoverpack" mod
There’s got to be.
I believe there is
Once I start building really tall factories I've always used tubes to at least get between floors, but that might change now with the elevator
Just belting the rubber and plastic over to the train station took an hour wtf
Because of the overlap with the edge of the BP maker. Also happens with the double sided wall power outlets. My suggestion is to either use the walls with built-in conveyor holes, or leave that spot without a wall, and place the wall and hole later when you want to place that BP. Same with power. Set it up, and add the wall outlets when you place the BP
It is NOT COOL when they hide a Mercer Sphere IN a Uranium deposit!
Yes. Literally unplayable.
there are a bunch of things like that. rocks to break inside caves you have to break rocsk to get to.. or caves behind rocks you have to pick axe at
Yea these are really annoying
Js mine it😭
it wouldn't be so bad if you could nobelisk them away... but the fact that you have to sit there and pick axe them is annoying
Yeah, I mined it and quicly dumped the ore in a box so I wouldn't die
It takes 10 seconds
Just delete in inventory
you can trash uranium
its only nuclear byproducts you can't trash (and ficsonium fuel rods for some reason)
I was worried Imight need it for nuclear
there is infinite uranium just like all other mineable resources
Mk 6 lifts look so cool
Ficsit doesn't waste
ficsit lies
they got rid of them in 1.0 - so no there are not anymore
ok
Lategame?? That's like midgame isn't it
https://satisfactory-calculator.com/en/interactive-map you can always check the map
sets up a module of my central storage "Awesome, I can hook this up, and later I can add modules and expand it as needed" Realising I placed it in a bad spot and neglected to leave room to expand "Ahhh, dammit"
Nice, I hit 100% power utilization
Therefore every machine in the world is running at 100%
Well aside from my biofuel plant which is on-demand, and my quick&dirty machines back at base
Lol, I was looking for a sphere... I could HEAR it, but couldn't see it. I dropped into a chasm and could hear it really loudly but still couldn't see it. I spin around, nothing... I flew up to see better... I had literally dropped in on top of it!
Had that happen once when I cheated and teleported myself with SCIM, I was convinced it was bugged. But I was on top of the damned thing
Dammit there's a 3MW drain somewhere
Maybe it'll just take some time
if i post pictures am i allowed to show belt spaghetti
We don't allow mediocrity 😛
only if you let us mock you and pretend like we don't do it, too
Yes that
cooked or uncooked spaghetti?
😢
You risk being taunted
post again and Is hall taunt you a second time
I was hoping someone would make that reference
this is the level of spaghett that gets featured on dev streams: https://communityhighlights.satisfactory.video/meta-search/?q=spaghett AND belts
josh is the only true sphagetti master
embed fail
So my current plan is to do -> electronics -> FMF and PCC (should take like an hour to set it all up since everything is ready) -> consumables factory -> nuclear pasta factory -> nuclear power plant
The biggest hold up rn is the electronics factory, once that’s done I can quickly finish the FMF and pressure conversion cubes since the PCC only need RCUs and those will be ready
What fresh hell is this?
that's not spaghett, that's braided
is pretzels
i just posted some of my stuff
I bring most of all the bauxite on the map here via trains and I don't know how much is on what train so i had to start balancing belts so I don't run out in the wrong places first
so it's a 9:9 belt balancer
The game is a little weird in how sometimes you might not seem to be making a lot of progress then suddenly once you finish the few key supply chains you quickly progress through everything
I bet it would have taken less time to just track which node is which and naming the belts and train accordingly lol
And you just reminded me that I need Mk6 belts for full bauxite throughout lol
im not exacly the most technical player
but i did make a ballistic warp drive factory that i almost didnt have to use any sloops for
Anyone else had issues where a train won't unload all it's carriages? I have a train with 6 freight wagons but only the first 2 will unload
perhaps.
is it worth it to sacrifise a hard drive to research compacted coal/turbo fuel in the mam?
do you have the stations set to "unload"? -- it's not the default
Then sloop the ballistic warp drives manufacturers
check the ticks
The stations are set to unload and the stations are empty
thats a good idea
Yes there are plenty of hard drives in the world
in the end sam and warp drives are the only things you should sloop
4 per minute would go crazy
there are enough drives to get all recipes, so it's a short-term sacrifice not a forever sacrifice
12m/min points
okie thanks
do you have an unload setting in the "gear" in the autodrive settings?
like "unload only X and Y" and you also have Z?
There are no specific unload settings, it's default
Can a single drone handle 800/min silica?
i think not
how far
that's all I got
Hmm like maybe 1km?
Aight thx I'ma try rebuilding everything
depends how far and what fuel. It tells you stacks/m
Could be blueprint issues
Rocketfuel
always a safe bet
but it depends how far, too.
I don’t need a second port I can just put down a second drone instead right
no
drone ports have 1 drone that goes to exactly 1 other station and directly back.
you could put a drone on the other drone port as well, though.
one on the source one on the receiver
It’s 1.15km ish
...... belt
And they both ship items to the same place right?
im using drones to deliver sam to make reanimated sam to make dark matter traps
You’re tempting me here lol
residue*
each goes to the other place that their port tells them too. outgoing stuff is picked up when docking
so you have to tell the source port drone to go to the destination and the destination port drone to go to the source port. Only one port needs fuel once you bootstrap them with fuel
I’m already running a long sulfur belt along that direction and I didn’t put down any foundations to support a second belt
im too lazy to deal with this rn...
ill ficsit later
I DONT HAVE MY FUNNY WHEEZE EMOTE
make a blueprint that has some number of stacked conveyor belts stubbed out of it and then use autoconnect to drag as many belts at once as you want
Oh alr
😭
Oh okay I got it to work
Well to reduce the load on my drones I’ll have 2, one takes crushed quartz and the other 1 takes silica with 2 drones on it
where do i post my cat
is he on the back of my chair?
I think silica would be slightly faster since the quartz needed to make the silica is 5 stacks, but the silica is 4 stacks
i got kitty kisses chat
So it looks like, to be connected, train stations have to be manually built together. If you try to connect them using blueprints with autoconnect, then the rail likes will connect so the train can move between the platforms, but the platforms won't be connected together as part of the same station block. Visually the same but separated in the backend.
I GOT KITTY KISSES
tenderizing you to eat later
he would never
Looks like I'll be rebuilding and setting unload on my 72 train platforms. Again 😭
well it comes at a good time. I have to remake the backside of my stations since the trains don't have enough engines to get up my ramp anyway
Bro what
that's why cats have scratchy tongues
Just cleaned out the awesome shop
There's no way to angle a pillar on a vertical axis, to go alongside a ramp, is there?
I'll try that and see if I can snap the concrete pillars to it somehow. Want the ramp to match the rest of the road XD
yep, the beams are great for making angles for other things to snap to
Though it would help if I wasn't in a heavily irradiated area and getting hurt while I try to build over XD
is there a way to see how far a pump is pushing the water?
so i can tell where to place the next pump
Usually there’s a blue hologram to show you
a placed pump
If you’re doing very long gradual pipes it probably won’t show though
that animated blue thing that comes out of the pump stops where the pump headlift stops. also sometimes there is a static blue thingy that your pump will snap to
When you’re placing pumps, it’ll show a hologram of where it’s at now. The headlift
you're supposed to be able to put it "on" but some people say that that's just slightly too far and to put it just before the snap point
I tend to just use too many pumps and don't really worry about where they're supposed to be. I have blueprints for running 9 pipes vertically that have the pumps built into them and I just daisy chain the power and they autoconnect
if you just run your pipes straight up higher than you want them to go then back down the fluid keeps the headlift so you can then run it up ramps or follow terrain without any additional pumps. You just put pumps in the initial "water tower"
fluid keeps its headlift until it hits a pump so if it's up real high it can always get back up there if you just use pipes/junctions
and don't forget, gases don't care about headlift. nitrogen, rocket fuel, etc
unfortunately what im transferring is water, so i need pumps
I'm not sure how to link it, but in the screenshot I posted, I can't quite get it to angle so that it's correctly on the edge of a ramp, and trying to use it just puts the line of pillars on a steeper angle than the ramp
i need to move it to a refinery for sulfuric acid
and my refinery is way up a cliff
i'll go look, but right lcick the picture "copy link" then paste the link here
Thank you
What do y'all think of my monstrosity of a steel factory in #screenshots?
I suggest moving the other ramp parts away for a second so you can see the corners of the ramp piece. Then place the beam then place the concrete pillar then delete the beam, then put the other ramps back
Ok, I'll try that. Thanks
Yup, got it. It's not perfect - the pillars don't quite sit at the same length as the ramp edge, but once it's done, they should clip into the rest. Good enough for government work
start one section of pillar from the bottom start the other from the top
Thanks for the help, it's appreciated
they'll clip into each other perfectly in the middle (probably)
finally got it working, thanks
the seams are a little weird in the middle, but it's perfect length on both ends https://cdn.discordapp.com/attachments/553550313533997057/1392749034061561936/image.png?ex=6870aa1d&is=686f589d&hm=10e6105ab1964a0f25e5e664ce94b419f26f7b11da2158b09f020d87b59e034d& with concrete it's barely noticable
That's some nice looking spaghetti in the background XD
some people care about that. some people don't 🙂 I'm sinking 190M points/m 🙂 I need a LOT of aluminum
speakling of which everything seems to be working right now which means something is almost certainly broken -- nope, wow. crazy stuff
so that red glowy moon looking thing is supposedly a neutron star?
did you get it with the ends matching?
Not perfectly, but good enough. Last screenshot in the screenshots channel. Tried to link it, but it came up with a super long link, rather than just the image dot png
And when you include that long link in actual Discord message, it gets shortened: #screenshots message
ahhh
the big box collection got me itching I want it but I'm broke rn
praying I get paid before it runs out (~4 days before the Kickstarter is said to end)
Kickstarter stuff can go out of stock, right?
Most likely. Physical items, absolutely. Don't know how it is with digital content, but likely also limited
aghhhh well let's hope there'll still be stuff left in a month
really want that cloth map and those mugs
The point of such kickstarter is to get amount on how many to produce.
So, kickstarters almost never can go out of stock, unless it includes something already produced that is in limited quantities, and then those would be said and limited in how many can even try to order.
And that doesn't matter when that just defines the first run size.
ah
usually only run size.
Ah, my mistake. I thought they were more to get an idea on if people were actually interested and worth starting production
right well I tend to worry about superficial stuff
hence my concern
so I'll still be praying something won't go magically wrong and stuff disappears lol
I messed up
Put a coal factory in a suboptimal location and found a spot with 3 pure nodes on it
at least that one should be faster to build but like, dammit
[stitched iron plate] vs [iron wire] - the hen or the egg, thats the question 😄
what's a big box collection?
by chance would anyone be able to help me with my trains, i have 1 station and 2 loaders spaces apart (all powered ) but i cant get them to load onto the rail carts (and they are set on load mode)
loaders are not powered unless attached to a station
they are connected to the station
then what do you mean by spaces apart?
did you separate them and then put a rail between?
i put the empty platform with catwalk
ah man i wonder how quick getting burn in on my oled is gonna take with this
and your train cant dock right?
wont let me load, so yes
a screenshot would probably help here, to understand what you're doing exactly
where can i put a ss?
fairly certain the empty platform is the issue
i put one there becuse of it
the issue was there before you added a spacer?
yes
can you try again without the spacer please?
done
maybe replace it with a fluid freight platform
wait were you trying to get the train to load in that position?
thats the issue, the train loads or unloads when the locomotive is 'Docked'
it looks like yoru station is facing hte wrong way. your locomotive is on the left side of the station?
you need your main locomotive to be at the station
then press F to Dock
or have it running on a schedule
no real difference between tearing everything down and starting fresh
does not show me the option
yeah actually ill just tear it all down im stupid
my powerplant is awesome tho ill leave that be
if you think it'll help you learn, yeah starting over fresh can really help pin down basic logistic skills
can you show me a screenshot of where your locomotive is?
could be right? can't see from that angle
should i make one super factory or individual ones with conveyors going to my main place? and later on cars ig
put it in ss
looks good
if you've never gone through all the tiers before just keep plugging away. It's basically a long tutorial
can you show a pic from the front right of the station ?
nothing you build now will really match your own personal factories later
im assuming its green but still
in ss
looks fine s
Unrelated, but I suggest you get some Packaged Liquid Biofuel for your Jetpack. Regular Fuel is pretty terrible in the Jetpack
turbo fuel?
Also not particularly good
Depends what you want. Packaged liquid biofuel lasts very long, can get you up quite high on one charge, and it's slow when moving vertically so it's perfect for hovering
Turbofuel is fast vertically so it's good for getting moderately high moderately quickly
turbofuel has an aircontrol boost, too
but generally is just too weak overall that it doesn't compete with liquid biofuel
Does the unpackage fuel in the fuel packager produces 60 m^3 of fuel? it does give its measurement in the per minute stat.
yes
huh dont know why my fuel generators arent accepting enough fuel
They always "accept" (aka input) as much as they can. If Fuel isn't going in either there's not enough being made or there's a lack of headlift for the Fuel to reach the generators
you probably made just enough fuel for all your generators
disable part of the factory for a while, let them fill up
im producing 85 and thats going into 3 generators that take 20 a minute so it shouldnt be
they are quite empty
pause the generators for a moment, see if the pipes and refineries fill up
alr ill try that
How did you make sure that you're actually making that much/min?
thats what the packager says
The Packager doesn't know the efficiency of your whole factory :P
Ie: if you don't feed enough to the Packager, it won't be able to output 85/min constantly
are you using the diluted fuel recipe?
oh it sometimes dip bc i dont have enough hor
ye
Reminder that if the Packager makes less Fuel than the generators need, you're in the first case scenario here ^^
im assuming your pipes arent going up to some other floor
Includes a 1:18 scale lizard doggo. So that's 1/18 of the size of a real life one? 😂
The car better be a rc car
Wait, using an entire packaged biofuel as jetpack fuel doesn't give back empty canisters?
nothing gives back empty canisters, except for unpackaging
Bruh
wouldn't it be annoying getting your inventory filled with empty canisters
they are burnable, you stick them into the thing whole
Guess it is but also kinda annoying having to craft more canisters
automate it...?
More microplastics smh my head
if you find the automation aspect of an automation game annoying I have bad news
that's at LEAST macroplastics
Fair enough
also canisters can be made without plastics 😛
Imma use the plates + copper sheet recipe
Paper canisters 
Dont have plastic factory yet
It've got to a point that i need 25 machines to make 150 of something per minute
This game is peak
Wait until you need 70 constructors to make something to make 10 of something else
I'm at phase 5 rn i'm ALREADY at that point
20 constructors for 150 diamonds/m
And i need mk 3 miner on puer quarts node and mk 3 miner on pure coal node
This game gets complicated at phase 5 but also really easy
Everything is going smooth
Not like phase 4
Someone said 5 was easier than 4
Fuckass superposition oscillator
Exactly
Bro first 2-3 days after completeing phase 4 i already got 2 of 4 milestones done
Wait till you get ballistic warp drives
I believe i'm getting them today
I hate them
Turbo motors are worse
I don't give a fuck what recipe warp drives got
Turbo motors are way worse
You need thermal rockets for BWD
So it is worse
What exited photonic matter so excited for bruh 😂 ✌️
Well i need only 200 of warp drives tho
So you need 200 rockets
And guess what
You need turbo motors for rockets
the difficulty of dark matter is kinda eh compared to alu imo
and super position oscillators and warp drives are hard but so are turbo motors and super computers so its kinda just the same
Turbo motors were fucking nightmare
Cuz when you unlock them you're not that good
You already got turbo motors production coolign system, fused frames etc. when you get to phas e5
I think i kinda overkilled with the 150 diamonds per minute
I really dno't need that much
150 isnt that much
Time crystals for belts
I already have a production of trinagas and time crystal for belts
Did that as soon is i unlocked them
Without knowing i'll need them for belts
im at 1300/min diamonds 🙃
Do you like use excesive dark matter for ficsonium?
nah just a bunch of warp drives
i always recycle all my dark matter back to cut sam cost
much more useful than just sinking the crystals
hm also phase 5 feels shorter than 4 right?
Yep
Tiers milestones don't need a lot of new stuff, mostly old like rcus turbo motors
Unlike phase 4 tiers
Does dark matter residue have the same pipeline physics like gas?
I mean very flexieble
I think yes. You can check the pipeline to be sure
I trust you
If it looks like a gas inside the pipe then its like gas
I need every sam node to be pure
I was thinking today instead of making a bunch of individual factories, I could build not a mega factory, butr a big factory that crafts all the tier 1 stuff, the just ship the resources needed to it using trucks until train, then do another big one for tier 2 resouces and so on, I think it would look more cleaner
dark matter and photonic matter behaves like gas, even if the game describes they arent gas nor liquid
No, it predicted that we will destroy earth and then go destroy other planets
Oh come on impure sam nodce
U're from future or what
Yes
When cyberpunk 2088
I am from the timeline bloodborne was released on PC
I like how they made so new parts have recipes that pioneer's brain can't understand
Nice little lore detail
Wouldn’t you just build the tier 2 stuff where you have all the tier 1 already?
if you already had to do nuclear then yeah it's a bit late
Ofc
If i'm halway to complete phase 5 i think it's pretty obvious i did nuclear
625w per fully overclocked fuel gen is not gonna be enough
Holy shity my max cons is 70k but myt prouction is 76k
I'm usaing 36k rn but my goodness
That's a lot
Gotta expand my nuclear production
why is it when i place a hypertube junction it becomes invisible
I may have made an error. I build a road with a huge ramp to tractor SAM from on top of a cliff. I just happened to bring the ramp down to the ground... right against a sand dune. No hope for flat ground XD This is gunna be a pain to adapt
build some flat foundations from the ramp?
is there an option to make the elevator automatically go back down to the first floor after sometime
Might be the needed method 😅 Going to see what I have to work with. Terrain is definitely the worst enemy in this game
just gotta plan around it
didn't seem like it on the control pad
any ideas?
save and reload
would be nice, since getting down isnt generally hard you open just jump, getting up however the wait is a little annoying
could just do hyper tubes to floors if that's an issue. Or hoverpack up if you're dropping down
i mean ye i just wanted to use elevators cuz fun
Some yea, like rods, plates and anything immediately after ingots doesn't worth making it part of the big factories, but stuff like rotors, reinforced plates and so on, I guess it would better to call it a factory for intermediary and above
didnt work
I used an elevator, then when it reached max height, used a hypertube to access the next elevator
but all the parts for rotors and reinforced would also be made there right? so you'd ship teh things from A to B and make them there instead?
mods? multiplayer? server?
none
normal singleplayer
when i place them the texture becomes buggy and then it vanishes
have you verified files?
nope
try that
okay
Not only for rotors, but yea, basically the "small factory" would craft stuff all the other factories need, so if I have 3 factories need wire, I have the wire thing produce enough for the 3 and ship them to the big factory to feed the 3 needing it
but if all teh basic parts are made right there, why not just combine then there.
otherwise you'd be sending some basic parts to places where you're making other basic parts that are also made at the point of origin?
Is the fact that conveyours work without power explained by some lore?
Or is it just a mystery
someone help me my train self driving is crazy. I put a post in questions and help
Was briefly mentioned in a dev stream, they wanted to keep some aspects "chill", so no power requirements for the conveyors, no wear and tear and no maintenance required. There's enough to keep you busy anyway.
are throughput monitors 100% accurate?
im making 2200 copper powder/m and im am losing my mind it is running at 99% eff but that 1% is eluding me
the efficiency meters aren't accurate either. Unless you've seen yellow lights, it should be fine
Don't worry, unless you see the yellow lights
nah they must be because the issue is not an anomaly, the throughput managers and the efficency cant both be innaccurate
im going for some crazy end game factory so its more for fun than efficency, why else would i need 22 nuclear pasta/min
they can, since the game just averages stuff
22/min isn't crazy you can go much higher
nah they must be accurate, ive just fixed it and i have my 2200 copper powder /min
its crazy for me lmao i do not have the paitence for anything more
I like how much copper ingots copper powder needs
13200 bars just for copper powder has driven me to insanity, 380+ refineries is not ok
But those pure recipes you really need for mass copper ingot production, so noway around refinery simulator city
only 612 refineries in total for the factory...
lowk good to do smth at this big of a scale tho, deff need to try a big nuclear setup too
how many coal burners can a water pump supply
!wikisearch cg
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
But also, I suggest you try to figure such stuff out yourself
how to over/under clock
Unlock it in mam
you don't need pumps unless you're going up
the machines that sit on the water lol
water extractors?
do the math 👌 youll want to
yes
how do i assign stun ammo to my rebar gun i have it in my inventory but it wont use it
hold r
i've made 2 circuits, one for power making, other for power eating
the power making one has capacity 21,635-21,739 MW and power boost 3,381MW (2 boosters) while the power eating has max cons. 51,751.5 MW
what do i do?
done thanks
Make more power?
good luck to you i guess, you'll wanna upgrade your power making circuit above avg. consumption
shoot me in the head
your max cons might be 51k but the way you're talking about it im guessing you barely average 30k
aprox. yeah
then bring some coal and sulfur and make turbofuel
Turbo? Ew
Regular fuel is easier
either that or go out to the other side of the map and make more fuel
Fuel makes up to 20 GW from 600 oil
You usually don't need more than 1 oilfield until rocket fuel
you don't usually need rocket fuel
with the scale i build (sometimes), i need turbofuel
sounds like you should be going nuclear instead
sir i am talking for phase 3
then it sounds like you're building too much for that phase
never too much
Once you can make rocket fuel, it's usually easier to make it than making more regular fuel
You seriously need more than like 50 GW before having rocket fuel?
i have in the past yes
I would just go tap another oilfield instead of bothering with turbo tbh
its not like turbofuel is hard
Fuel is easier imo
id much rather save on oil than sulfur and coal
Then you do you ig
i mean outside of nuclear sulfur doesnt really do that much
Rocket fuel and instant scrap can use a lot
i dont use instant scrap
Well, I did once and then had to swap it to sloppy + electrode because I didn't have enough sulfur left for nuclear
ive always just done sloppy -> electrode
As you should. But I'm just saying - instant uses sulfur too
other than rf and nuclear there is no other real use for sulfur
for me at least
and because im not that much of a masochist i never intend to go too crazy with nuclear or rocket fuel so sulfur is never an issue
Leached caterium is another valid use I'd say
The other 2 leached not so much
its been said many times before here but you have to be trying to use all of any resource on the map to use all of it pretty much
especially if you don't do TF branch
if i only tap one pure oil node i can get 20 gw from fuel or 44.4 from turbofuel
and thats only 1k sulfur, no reason not to imo
its not like im using hundreds of gigawatts for phase 3
And especially since they added like 3k more sulfur in 1.0 iirc
the only other use i could see for sulfur is batteries but i unironically have never made a single battery
They're kinda useless now
they are pretty good for vehicle fuel
well yeah
they are comparable, but RF needs packaging and doing RF just for vehicles doesn't seem good to me
plutonium fuel rods are the best fuel but i wouldnt use them unless im sinking them already
yeah, other than nitrogen, Packaged RF is much easier and cheaper to make than batteries
Per MJ, of course
half the bauxite, and like 3x fewer machines
more MJ per stack tho
so yeah, I probably wouldn't bother with batteries for vehicles. especially because both are unlocked at basically the same time
does it matter tho?
for a manually driven truck maybe?
It is a characteristic of fuel, so it's worth mentioning.
yeah, it very much matters for personal vehicles
PFRs with 75 TJ/stack lol
Packaged rocket fuel (100 stack size), battery (200 stack size). Just posting since I looked it up.
For me, packaged rocket fuel vs battery was broadly personal preference. Both take aluminum. Both take sulfur. Kinda liked keeping my RF power plant and drone fuel production lines fully seperate. So doing RF for power and battery for drone fuel felt nice.
And I hadn't done batteries before, so wanted to experience that.
Max distance allowed by a full stack of fuel doesn't practically limit drones right as the map is too small?
Trucks, tractors you can technically path super long routes, so could be relevant there.
is it a 1:1 relationship for fuel MJ value and how good it is in vehicles?
or does it have other properties like acceleration etc that could matter?
not sure about cars, but drones' speed depends on the fuel
but even in general, do they follow the rules? like liquid biofuel only has a 1.1 energy multiplier on solid, but in a jetpack it's like 5 times better
i just wasn't sure if batteries in drones vs rocket fuel in drones you could just look at the MJ per resource as a measure
Is there a way to block off one of the inputs in a merger? My blueprint keeps trying to auto-connect to an input that's on the side of the merger, but I don't want anything connected on that side
Drones have their speed thing, but beyond that it's purely a MJ comparison.
For Batteries vs rocket fuel, it was something like Batteries are slightly more expensive other than the nitrogen than rocket fuel, but have a higher KJ oer stack because they stack to 200 vs Rocket Fuel's 100
Though plutonium and ionized fuel are faster still, if debatable if worth using
if you've got a nuclear plant and sinking plutonium, using it for drones is free
but other than that, yeah, they're probably more effort than they're worth
modding discord invite in #welcome
❤️
idk if they take commissions, but you can definitely ask
Me running in and out of a highly radioactive area while setting up logistics be like "What is this, Fallout?"
i have no idea how scientifically rigorous it was, but a reddit post where someone compared the consumption over a long drone route. Rocket fuel was faster round trip (barely), and while the stack size is smaller I don't think the map is big enough for that to matter for drones. Rocket fuel also burned about 33% less units per trip and made the round trip using about 17% less MJ.
Packaged Rocket fuel is 7200 vs batteries 6000 per individual
I'm just going off the wiki
Figured this out- just connect a lift to the merger and then connect a conveyor floor hole to the lift. Auto-connect doesn't try to connect to the floor hole since it's facing upwards
Makes it sound like the flight speed is wrong and batteries are hot poopy
found another post where they tested it on basically the longest route you could make on the map. it worked out to within 1% of each other on MJ consumed
round trip time/transfer rate was also effectively identical
plutonium rods the best in that test if you have them on hand
anyway, batteries and rocket fuel seemed close enough that unless you're trying to minmax the whole map, either one is fine
but if you're really trying to min/max you only use belts. don't spend any MJ on logistics
I just like using rocket fuel for drones because I'm already making tons of it for power so package some up and send it away doesn't really require any extra effort
but i'm done with the rocket fuel and don't want to turn off generators or worry about getting aluminum over there. more fun to just build a battery factory since i've never done that
why don't encased uranium cells glow? they'd look so much better
decided in the end to increase synthetic power shard production to 50/m after all
not because I really need so many power shards... just because I want dark matter for BWD
20 fucking crystal oscillators/m for 20 superposotion oscillator/m
I'm not doing ts 😭
Well i have to
anyone know why i have a bunch of little black dots on my screen?
Just bought Factorio
Ficsit doesn't support that decision