#satisfactory
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or just... use the original value for math? π
how many decimal points do i go back lol
3 gens eat 12.5
for example for rocket fuel, a 240% Overclock makes the generator use 10 fuel a minute
Chat do i bite the bullet and start a new playthrough?....
so i need 288
ill use this thx
i never know how many decimal points to go back since in game it rounds up
No. I must commit
game doesn't round anything, just for the UI, but it uses the real numbers
ah ok
Okay, first thing, how do i unfuck my plastic/Rubber production? They are both linked to trucks that carry the resourses to my modular engine and computer factory
Im using the recycled rubber alternate recipie, which im starting to realise is causing me a lot of trouble
you could just leave it and make another setup specificly for rubber and plastic. elsewhere.
feed the excess rubber and plastic into the sink?
im so scared why can i make 17000 rocket fuel with like 1 oil per minute
Hmmm thats true, id have to find a new oil filed because im using both that i know of. One is for my petrolium powerplant so thats not gonna work...
bro is using the secret alt recipe
ive heard pipeline floor holes reset headlift is this still the case?
exaggerated for effect
find a nice oil patch go to tools tell it how much oil you have and the recipies you wish to use and start fresh. from that youll have the output numbers for the rubber and plastic and build a train network to move them. and make it part of teh build
I guess that would be the best option...
the first three oil locations that come to mind is Blue crator, West coast and the spire coast
I have no clue what those are lol
you can use the interactive map to see all of the oil locations though. there is one not far from the desert center left
Can you link me the webiste?
#math-and-meta pins
Ah, thank you
Satisfactory calculator
Im already using that
ALSO THERE IS A SECOND PURE OIL NODE NEAR MY PETROLIUM PLANT THAT I DIDNΒ΄T NOTICE PRAISE BE
praise the ducking sun
Im gonna dedicate this one soley to plastic because i honeslty have to much rubber lol
And if i do need more rubber there are filty impure and normal nodes i can resort to
gyus guys i need help #design-and-architecture
there should be shoes to slide on train rails
they are called train ^_^
ill take mini train shoes
any idea how i could have a train split it's cargo? like stop at a station, drop some but not all of material and then drop the rest to another station?
like jackie chans mini water ski's
use multiple freight cars. and put the empty plateform that matches at each station
Station A unloads freight car 1 station B unloads freight car 2
can't do it with one car? cause i'm out of space near station
Far as I know there is no "setting" that lets a partial unload happen short of the unload station NOT being empty
I couldnt say... I build one train per part
there's always vertical space
I think any answer you seek may require much conversation and details. So perhaps make a post in #1038092680493801533 as this is a poor forum for that
that would be a nice addition to the table empty 1/4 at station x and then the rest at station y
ugh i need some train help
pertaining to what part of trains?
path signal before a split and block signal after a split? block signals further down to line to seaprate areas?
search #1038092680493801533 iif the answer isnt there make a new post ^_^
you can start with just block signals everywhere
I used ChatGPT to help me figure that out Poro π
lol
that's the worst thing you could do
well my trains work so W/E
the thing that it "works" doesn't mean it's built well
or that it will continue to work
the biggest thing that happened is I understand WHERE to place the block signals
everywhere
oh figured it out
12 water extractors is enough for 32 coal plants right or did I mess up my math somewhere?
dumb me. trainstation was backwards
ops
it can be hard to tell soemtimes
It took me 4 hours to construct a 480min compact coal factory 
doesnt doesnt seem like time well spent
i look for the arch of the station name cause looking at that orange arrow can mislead you depending on the angle
Crystal occelators suck :(
mark 1 pipes?
thats what happenbed. wonder if i made the same mistake at the pick up point. time to head over
Yeah
It was not with me also making blueprints and hard drives and other things else than that factory... But it is was I left on
I'm realizing how severely I've fucked up now
yup backwaords at pick up too
then yes. Yopu need 180 water for ever 4 generators
Better late then never π
I feel like I'm not getting enough flow from the pipes though, the generators towards the middle of the loop are flickering a lot
i guess luckily the world isnt infinite
i try to always fill generators from above and to completely fill the pipes before adding the coal. it seems to help with fluid issues
i do wish i could see the rails i built on the minimap
I did that and they just devoured it all in minute or so
if you play on pc youi can upload your save to The interactive map and see the insanity
At least I have plentiful coal
Go use the interactive map
guessing you are feeding it from multiple places not just flowing into a main line
how
i dedicate one pipe line for every to water extractors leading to four generators
so i merge the two extractors then send that one pipe to the four generators.
the SAtisfactory Calculator and interactive map pinned in #math-and-meta there is a upload button in the interactive map GUI
I do something like I ----------I and feed it from both ends and so it has a constant flow from both directions
How do i tell what alt recepies i have unlocked?
ah. what if its a map my friend is hosting
he can send u the sav
ask him to send him a copy of the save
Right thats where I've messed up then, I could DM you the setup I've got if that'd help or something and your ok with it
the sav is pretty small in most cases if u have him DM u the file
look in codex, or in machine recipe selection
π
best to put it in #1038092680493801533 ill comment if i have time. Thats if you havent already solved it
Ah gotcha, thank you
in the meantime there is this
!wikisearch cg
Should I manually add some stuff ready for all of my factories
!wikisearch cg
The Coal-Powered 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-Powered Generator produces...
Sometimes if the middle is flickering turn them on standby untill they are FULL then turn back on sometimes that will cure the issue
cuz like assemblers are showing yellow very often
-# WhereΒ΄s the codex...? i thought i knew but i donΒ΄t... π
and waiting for stuff
press o
that's like... the second thing you do in this game
Well i forgor
hurry up and wait OH boy that is truck driver talk right there LOL
it happens. Take the knowledge and run with it ^_^
but should I pre fill my assemblers
why are you asking us? π
Y'know
my machines are showing yellow and a 10/min factory is making 8/min
yellow means it is starved for parts or is backed up and it sounds like u need a better supply feed
ive gone thru everything and theyre clocked as they should be
if they are connected via manifold, are all machines filled (all but last two?)
huh?
which part of the message are you confused by?
manifold
--S--S--S--S
| | | |
yes they are like that and yes there are machines that are filled
When a machine doesn't have enough parts it shuts down and then it takes a second to start up again when it has enough items. There's a spin up period where it eats power but does nothing
I like tractors. There I said it
Theyre faster than trucks and less annoying to build than trains for smaller items
It's often better to have less machines with perfect ratios
should i just pause this factory, 100% empty it and start it again so itll not have overflow
no, overflow doesn't matter
what's with inconsistent radiation? suddenly getting radiation warning in a factory that's been there for a long time, discover a bunch of spicy rocks in a cave below it. don't bother to remove them, next day the warning is gone?
maybe radio active hog or something
put them on stand by until they are all FULL of required parts and start from the far end and turn em on again, best i can think of without seeing it
eh, not really much reason to fill machines like that
trying to get the 8/min back to 10/min or grab the part w/e and manually slap it full IDK belt speeds etc
where would I go to post terrain bugs?
oo i think this did work
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @sullen gull
just finished building my rocket fuel factory but how do ye turn your miners on ik its a weird q
Wdym? Hook them up to power?
like do you connect all your miners to 1 line then connect it or run around connecting them at the start
yh
If you have nothing near by, put up some coal or a bio burner.
You need somekind of power to start up π
I get it now. So I usually just power the miners. Let them fill up the pipes. when full, power up the next step of the production line.
Before I had even put down a single fuel gen, I had all pipes filled up right down to the rocket fuel it self.
wow
Ofcourse, this requires you to have enough power beforehand to run the whole setup.
I{ use power tower/ Power Pylons to transfer power over larghe distances. then i go from towers to a priority switch. Then the power priority switch to the Factory/Powerplant and all its supported machines
#screenshots message ill make a shell later
Nice. How much rocket fuel?
never used a priority swtich before they good?
only 1200
That's not nothing π
my problem is i like making power more than i like making factories to use the power yk π
Oh I get it. Spent waaay too much time on my fuel π
i needed 360 power slugs used majority of my supply
time to colour code
now that i think about it i shouldve kept some fuel for my jetpack lmao
If you have an idea of what colors you want, you can save a lot of time, if you just change default color during construction.
RF in jetpack is fun as fudge!
they let you segment your power grid up. This tells the system what shut downs in the event of a fuse being blown. for example my starter factopry turns off first. leaving the rest of my factories running
hi
wow cool thanks
hello
hru
Also lets you remote power on/off a grid.
it is a option but not something ive used.... yet. I think i will this save though
bored
so people dont go around to different banks raking up debt transfering them to an account in some weird country with little laws changing their name then repeating the process
prob not what you wanted to hear but just my guess
Yea but my holder didn't have to lock me out for attempting to setup my new card on services I need to pay for
ye thats just bad customer service i wanna say
Google is also being an asshat with my address right now
Again for no actual reason
ive never had issues i just walk in and ask for one or use the request butrton on my banks website.... But maybe thats a Canadian thing.... We dont have venmo here either as its juist part of our banks system and doesnt cost anything extra
love canada
Anyway back to the game, I'll try updating the rest of my services later
Getting the new card was easy, updating 50 services isn't
never been but its my 2nd fav country idk why lol
I will always blame Canada.
But I love Canada.
blame it for what being the 2nd best
I like their flag
Just look up "South Park - Blame Canada"
I'm old.
They're not even a real country anyway
I was just humming that to my self and then looked at the screen π
cannuck here, can confirm we don't exist eh
why are most south park songs bangers
And yet still a great place to visit. Been there twice.
youve convinced me im living there
doggos seem to wander away almost immediately after taming. I've built a pen, but they wander away before I even get to it. Do y'all build pens right where the taming happened? If not, how to get them to stick with you
im sorry i know next to nothing about doggos
Someone pick any colour
Lilac
ok
#screenshots messageis this right?
k
#screenshots message i think this is better but its still not perfect
what should i name them
MF
Because "Choo Choo MF!"
ok should i just abreviate it?
I usually name after the resource they're carrying, or the route they are taking.
my other one is called thomas it gives the trains more personality
Makes it easier to see what's what when making schedules and looking at map.
and when it breaks you can say flips sakes thomas
what does a blue light mean on a machin
It's overclocked.
i thought it meant it needs more input
like its not running always it turns off and on
Yellow = Idle / Not enough input / output full
Red = No power and/or no recipe
blue/white'ish = overclocked
ah mb
Big Alice.
Watch Snowpiercer π
Or No. 4014 Big Boy.
One of the biggest steam engines in the world.
i have but it was a while ago
i vividly remember the flying dutchmen 'boss' in forza horizon 4
the orchestra did a good job
what does this mean? with the impure normal pure
impure does 30/m normal 60/m and pure 120/m
it doesnt tell me what it is tho?
why does it have 2 dots for impure, 3 fo rnormal and 1 for pure
It's a resource well. You need a Pressurizer (instead of an Oil Extractor). Next to this, there are small "holes". These can be either impure, normal or pure and you put a Resource Well Extractor on those.
Impure Limestone Node is best. Jfyi.
It's like an oil pit. But with multiple outputs.
ofc
#zerobias
lol
skill issue
Yellow doesn't have to bad π (unless it's a power generator)
Just means you're not running at 100% efficiency.
usually its just my manifolds filling up
or i forgot 1 tiny conyeyer
Then you just need to fill up the places that are empty, and empty the ones that are full. Easy.
Make and spend more.
they just go back to that at some point
That's where the skill comes in π
And it's just a matter of time in the game. Don't worry about it. You'll get there.
What I mean is, don't let it stress you.
we would need to see the full picutre to understand whats happening
how does the game decide when to spawn animals
They are also good for being able to turn things on and of from Across anywhere
i mean they dont spawn on my base so they dont spawn in some conditions
i want to prevent them from spawning on my second place
So long as there is nothing powered buillt near the spawn, they will spawn
thanks
There's a timer. Don't know what it is. And they usually won't span if you are in the area (after killing them).
And yeah. A powered building keeps them away permanently.
Except the bean bags. They just walk like they own the place π
And the boids! π
do power towers count?
Pretty sure no.
I believe it need to be a machine
whats bean bag
Steve
oh i understood
!wikisearch bean
The Space Giraffe-Tick-Penguin-Whale Thing (most commonly referred to as a "Bean" by the community and also sometimes referred to as "Land Whale", "Chonky Boy", "Mr. Bean", "Steve", or "Tim",) is a passive land creature found throughout the world. A statue of it can be bought in the AWESOME Shop where...
Space Giraffe-Tick-Penguin-Whale Thing
also do the leaves and trees grow back when a cut them?
Unpowered buildables can also block spawns, btw, just takes more of them
No
fun fact. Beans still have collision after death. so you can still bounce on them
Nope. Permanent environmental disaster. Just like ADA prefers it.
thats perfect for me
Everything you build has a score which contributes to nearby spawn-disables. Sufficient building will prevent spawns even without power. (But yeah, powered buildings contribute more)
It has been known to come back sometimes after patches. Something happens and the terrain gets reset. And now you have a tree in your factory.
Probably not the best channel to announce this π
i dont think anybody cares right
Except maybe the people working at CCS who are also in here?
Moderators care, yes. This is an official discord
also dont do that? LMAO
π€·ββοΈ I care. They worked hard to create a beautiful game and deserve their gains
from context I'm going to guess someone outed themselves as a pirate?
My friend got it in our steam family my near 100 hours thanks him
I thought beans were gonna 1 shot me when I first saw them
They oneshot my patience thats for sure
People who also do not tap on impure limestone nodes do test my patience.
But I am a forgiving node. I know they will ask for me one day.
i just split you and mix you with a normal node
"Stoop poking me!" (original Warcraft Orc sound)
Are there new map isseus in the dunes? i have large sections that you just fall through the world
Shouldn't be any large sections. A few holes here and there.
Sure you're not just stepping off the edge?
Thank you o wise noble node bless us with your limestone for us to make concrete foundations and equality in life
#screenshots message does this game scale like this with CPU preformace
Does 1 freight platform can both unload and then load stuff? Or should I have like.. 2 platforms and each train should have 2 cars, one for loading one for unloading?
I think each one has to either load or unload
Fixed it by restarting the game. Thanks
No clue.
I have a Ryzen 7 5800X and maxing out at 80% CPU. Don't know what score that would be.
It's one or the other. They can't do both.
Ight my friend was saying the game should scale similarly but I wasn't sure so π€·
Two freight platforms it is then
yes but make sure to bring some water yo, I be like wet concrete then!
Alternatively, if you don't want a longer train), you can have two stations right after each other. First one unloads. Next one loads.
I shall dedicate a shine to your holiness post haste
What would be the benefits of that? π€
None or plenty. It's just another option.
Can I use Lighting Switches between power generation and overall power? Or does it require the lights have their power isolated from the rest of the systems?
The switch gets power from the grid. The lights get power from only the other side of the switch.
You can also clap to turn lights on and off π
Using actual lights in this day and economy, I kek
I get what you mean now. Yes, yuu can run construction buildings from the same powercable as the lights. Only the lights turn on and off.
Please don't though. Thought makes me sad.
You should be able to sleep through night the night means you canβt see your beautiful factories (not mine) unless they neon
Everyone should have a power distribution room: #design-and-architecture message π
Whoops, didn't mean to reply lol. But I guess it works
bro got power switch for my own apartment irl
Ty β€οΈ
I need to build 42 assembler wth
Overclock..... π
This is normal #screenshots message
At least 42 is a good number.
that's pretty low
No it's 42.667
Then 43
what are you making?
After that I need to build 71.111 refinery wtf
In that case, you broke the game and are unfit to use a computer.
I mean... that's normal in the game
Turbofuel powerplant
Joking aside. A bit of over- or under-clocking here and there, is the best way to get rounded numbers.
compacted coal?
making an independant adaptive control unit factory does not seem fun π
Yeah 1066coal + 1066 sulfur
if you round it up theres things to do wit the "change"
You spill the overflow and make black powder with it
I could but I won't have a lot of overflow
you don't need a lot....
I'm not using a single manufacturer for my TF. But I'll trade you 86 blenders π
I only use 16 blender and no manufacturer
Oh you said assemblers. My bad.
Pff.. Assemblers are easy to blueprint π
sigh i got my turbofuel factory built and functioning... now I just unlocked the alt turbofuel recipe. time to rebuild π
You haven't unlocked Turbo Blend Fuel yet?
I picked that one to avoid compacted coal.
No I haven't
And have it chomp down on way more sulfur
Always a balance.
Personally I hate the TF and RF alts. I'm stingy with sulfur though. And, with using compacted coal, it's easy enough to have to make less when you feed the CC byproduct back in.
do I have to be in a certain phase to unlock it?
Tier 7 min
Oh I see it now
You unlock recipes through MAM research (need harddrives). You need to have unlocked everything that is needed (machines and resources, specifically the Blender in this case) for the recipe to becoma available for research.
oh I have no blender yet rip
Yeah, they come in T7
My TF setup makes 3360.
Using Turbo Blended Fuel, I need 1680 sulfur.
If I use standard recipi in refinery and use assemblers to make compacted coal, I need 2688 sulfur.
Personally I hate TF branch, I'd just stay at normal fuel
I skipped TF as such and went straing to Rocket Fuel. But TF is needed on the way π
I don't ever make TF on it's own. I always go straight to RF
I mean, it's not if you use the RF alt
By "TF branch" I mean anything after that as well, so TF, RF, IF
Erm, you also would rather the game on "hard mode" as well π€·ββοΈ
?
But skipping TF for that means you need almost double the sulfur π
So pretty sure I'm not wrong when I say it always about balancing.
You want to use more of one thing or more of another?
And you're the one who doesn't want to waste sulfur π
Anyone 21+ want to play? Looking to run through the game on console NA
In the sense that there seems to have been a a few things, whether they were a "bug" that was requested back (HT cannons), or a couple other things (unless trolling for the luls) that you seem to have negative attitudes about.
!lfg
Hello there totally awesome user! You can checkout https://discordapp.com/channels/370472939054956546/1201555265942724758 and check the pins on how to find folks to play with. <3
I mean, yeah, ofc. Was just saying it "could be" π ... And, I am making 7000RF, only using 2660 of sulfur.
If I recall, with the alts, it would have been like 4k or something
Anywho. Getting late. Need the sleeps.
And @reef basin that wasn't meant to be a criticism (Though in hindsight it may have come off that way, for which I apologize). Just making a statement is all.
Using the recipes I picked, making 7000 RF would cost me 2100 sulfur.
So Turbo Blended Fuel "chomp down way more sulfur" does not add up.
? ..... #screenshots message
Are the alternet recipes limited by the a mount of hard drives or is there another way to get them?
And, using the TF blend alt, requires more oil
theres more drives than recipies
I am making 7000 with 1890 oil. Making 7000RF with TF blend alt would need 2560
Oh tg. I was scared by picking some I might have locked myself out of getting the better alts (screws my enemy)
That's nitro rocket fuel. We were talking about Turbo Fuel. Turbo Blended Fuel. And from TF to RF.
aernt the rest of the drives used for inventory expansions?
So, you're right and I was wrong, the TF blend alt isn't worse on sulfur. It was oil π
no there only 2? i think which do inventory expanstion
Btw. I have a save with all recipies unlocked... do they do "stop"
they did it this way incase they added a recipie later
just learn to embrace screws. You have to deal with quickwire anyway
Oh, and still wrong, takes 2625 oil
I'm only pushing it because
1: you said no to it always being about balancing where you've just confirmed that it is a matter of picking one resource over another.
2: Rocket Blended Fuel takes up more sulphur. It does not.
Does it take a lot of oil? Yes. But that was never a discussion.
Are you the better player using the best recipes? Probably. But also not a discussion.
real players run it on limestone rather than sulpur π #screenshots message
Firstly, I just showed you that RF blend takes twice the amount of sulfur. Secondly, You're right, 500 more sulfur is much better than needing 762 more oil. And, I already conceited that I was wrong on the sulfur for TF alts, so, not sure what you're on about.
Yeah, but @mortal ginkgo told us not to poke him.
but thats how bonkers it can be, i ran out of sulphur (i was to lazy to setup the logestics for it) so ran it on the sam + limestone + sloop
I just found out a way to save scum hard drives. Simply save The game right before starting the hard drive scan and if you don't like the result exit the game back to the main menu then use the instant scan to re-roll the hard drive to get the desired recipe you want
Cool I will start doing that
Hax!
π
You can find hard disks faster than you can scan them π
hi :D
i havent played the game since early access build, did they make the spiders less scary since then
thx! thats all i wanted to know
But there is a setting now to make them non-aggressive π
there's an un-scary spider mode
Yeah, no. The Kittens are worse.
I thought you were heading to sleep π€£
There's a wind-down period.
I quit the game. It's a start.
Lol, ok ok, I feel that π
this is not in your ficsit contract
got to choose between spiders or killing kittens
Or enabling AGS and disabling them completely.
Mistra
There's a contract?
#1459706173317189808 can anyone try and help
Anyone have a cute scheme for starting a uranium drone network before the first cells are produced? I don't mind an initial manual feed, but I hate how when the first fuel type is going to expire before a round trip, it doesn't know to trash it and fill with the port's fuel.
Just throw in a single uranium rod
Or packaged fuel....
I guess I can do that, since I have a local uranium node.
throwing in packaged fuel causes the problem I descibed though.
So you can bootstrap a plant by hand feeding an industrial container load, often from the demensional depot to get the first rods out btw
You might end up with a drone stranded at one of the mining sites.
Wait, you can put nuclear stuff in the depot... including the ore? Interesting.
Drons always carry the fuel for the return trip with them...
yes π
You're not understanding the issue.
Its good fun when somebody drags the uranium ore into the hab stroage box π
Theres a few ways to do it... you trying to run the drones on fuel rods yes?
If I hand feed a drone, let's say turbofuel. It will not pick up a new fuel type until it runs out of turbofuel, so it can get stranded.
How far from the edge of the ground does the map stop
yeah and you need to manage that.. or do it the other way which is hand feed materials to the machines instead of have hte drones deliver it to get the first rods out and then feed the drones the rods
I mean, that's the question. How to manage that....
You make the demensional depot works as a manual driven teleporter to move the stuff to make rods... eg what the drons do
whats the most annoying ore to get?
The drons will start to fly themselves if your setup is correct...
But since I have 300 uranium locally, I don't even know why I asked. I can slow start and siphon off some rods to the drones.
For some reason the monorail isnt working for me, I made a huge circuit lol but I'm not sure what I did wrong
Wrong type of thought process for the game imo.
Are you running them on uranium rods or plutonium rods?
Not if you start them with turbo fuel and supply them with rods at the single port setup.
im still on the base 3
still new
But, I guess, if anything, Uranium due to needing a suite
I could do either.
I figured.
Well, technically, it's one or both π
Yeah but i am also giving you 3 contradicting ideas here to run your plant (of which i have very little information to go on). Which have weorked for me in the past.
- Run the drones on something else for a bit until you switch them
- Play the role of the drones using the demensional depot by hand feeding the drone sports the materials they are meant to deliver
- Play the role of the drones by feeding temporary industrial containers connected to the main manifold fgeeds for all required materials.
? I mean I could use either type of rod. Though I think technically it's better to use the plutonium ones, since I'm just sinking them otherwise.
For options 2+3 you may want to stall the rods being delivered until you have several stacks
Oh, strickly for drone fuel yeah. My bad, was reading that as asking what rods you were producing π€·ββοΈ
All 3 of these are worse than just using the local uranium and waiting for the drones to spin up, since this way I have no manual process.
- can get stuck, as I've tried to explain, but you seem not to understand.
2 and 3 are just more work, but could work.
So if you using plut rods, you need to probably gets several stakcs of uranium rods to get enough waste to run the drones...
btw.. drones on plut rods will run for hours in 2-3 rods
like its going to do 50 round trips
Yea, it's just about getting the first rods. But I can wait for the local uranium to produce them.
A slow startup is fine.
Just feed the manifolds with the stuff they are meant to deliver and let the handoff happen on its own tbh
Well before I remembered that I had a uranium node near my production, I wouldn't get anywhere without manually feeding stuff, which I was hoping to avoid.
by manual you can drag from from depot....
I really wish the drones were smart enough to refuel for round trips with other fuels, so I could just kick start the system, but I've tried that in the past and they get stuck.
Yea, I could, but I likely wont.
yeah they are not, but they also don't take off until they have enouh fuel
No they will get stuck.
how many drones are you talking about here?
Never taking off from some remote part of the map.
your feeding fuel to the remote end as well as the local?
I still need to work out the numbers. Enough to carry all the uranium on the map - 300.
Should only need fuel at the drop off π€·ββοΈ
No, that's the point.
And then just hand feed for the frist run from the remote ports
I don't want to belt fuel all the way up to all these isolated nodes.
@sullen gull drones iirc only need local fuel, they always return on their own supply, you never need remote fuel?
we not asking / expecting you to
Yea, but switching fuel types causes them to run out sometimes since they didn't refuel and took off with only enough of the old fuel type to get to the pickup and not enough to return.
MAAAYBE if trying to use regular fuel, but afaik, using TF or above, a drone can make it from one end to the other round trip
yeah but your fuel switch is local, not remote so you just yank it when you are there....
its local to you
let me spin something up to test something
i have a fuel / turbo fuel combo option for drones
Personally, I just fed plut rods to the drone ports and overflowed to the sink. Have to "kickstart" the drones at the Pick Up ports, but otherwise, after the first trip, fuel shouldn't be an issue.
Let's say a drone drops off supply with 0.5 turbofuel left into a port with uranium rods. Even though it takes 0.9 fuel to make it round trip, since it's only 0.45 to get there, it will take off and get stranded instead of trashing the 0.5 TF and refueling with rods.
fuel switch?
cause all you do is switch the belt from ANY packed fuel to the rods once you have enough stockpiled and then yank the fuel from the dron port when it runs out
Then just take a uranium rod over to the port it got stuck on? π€·ββοΈ
Well yea, but that could take hours, and I'd rather just start it up once and be done.
Some how, I think there is a ton of "overthinking" going on π
its saying station is unreachable on my monorail but i linked it all up? any ideas?
Is the station backwards?
Monorail might be an issue already
this doesn't ensure the drone wont get stranded.
We are.. #screenshots message
i dont think so
This proves nothing.
i was feeding packaged fuel now switching to turbo... same problem happens when it runs out of fuel.. but your thinking of a problem that doesn't exist
How do I switch nobelisk types some hog killed me while I was trying to finish my factory and Im using my ficsmas nuke on him
oh nvm its working i put the wrong station first apparently
It's entirely possible that drone will get stranded if it doesn't have enough fuel to return to that port.
Drones will not get stranded at the remote end.......
Imo, the setup is: drone ports at plant for DU - with no drone built. Ports at remote PU - with drone set to Plant DO as destination. Kick start the drones with a container of fuel of choice. Once the plant is producing plut rods for fuel (Or uranium rods, your choice) Delete the fuel in the containers and replace with a bit of rods in each one. Profit
I tested this once a couple months ago and I found that they do.
See how in the screenshot which your response is "it proves nothing". It will require 56 fuel per trip.. thats a round trip... not a one way trip
they get stranded if the output blocks and they are transporting something there
Nvm I got it
Bacon time
That wasn't what happened to me.
So acording to you this is going to get stranded because it clearly says it needs 56 fuel and it only has 44 fuel #screenshots message
I wonder what people do with all of the pure iron and copper nodes all in that spot 
It's the most material dense location in the map with 6 pure iron nodes, 3 normal limestone, and 1 pure copper node. More copper and iron pure nodes are decently close northwest
So what you're saying is that a drone will not take off without enough fuel for a full round trip? Even if it might refuel at the destination?
IT HIT ME WITH A ROCK AND DENIED MY SATISFACTION OF DETONATING THE NUKE I HATE THIS THING
you said they were not fueled at remote side
That's not very satisfactory of the game
That was my ficsmas nuke too π
Im loading a save that pig dies today
the drone is back and unloading.....
Just clear away from the radiation
Because I swear I tested this, and I had a drone take off from a port with a full fuel input and get at the destination because it was using a different fuel type.
and the drone decided to dump its packaged fuel for turbo fuel and didnt get stuck
Unfortunate that the fallout goes away in about a minute
so it took the 44 fuel and headed off.....
Rather than thousands of years
Interesting... it had leftover regular fuel, and it dumped it?
no i think it still running on packaged
OK, right. Wait until it's out.
yeah one more trip needed
You may get lucky and it might run out on the return trip.
What about running drones and vehicles on batteries?
there i no remote fuel on this one, its a nitrogen node on top of west coast
If so then you need to try again with different amounts so it runs out on the away trip.
its bootstrap / change over issues to plutonium rods
Yea exactly, this only happens if there's only fuel on one end.
I think is this is where they are having the "issue".. as they are worried about different fuel types at the locations.
Its on its way back #screenshots message
They just said it was only fueled at one end.
man this is so cool π but is there a way to designate 1 carriage per station?
I uhhh.... think I'm gonna stick with trains
π
I know lol
I know nitrogen sucks
This convo is making things "sound" WAY more difficult than reality.
now on its next trip and has changed to turbo fuel... and it now wants 21 per trip
But there's a pure node in the middle of the map relatively close to uranium in the cave
try filling it with just enough to get to the destination but not enough to return of regular fuel.
Oil somewhere around there too
so i know that these can get hung up, but they don't leave locally unless they can make it back has been my experience with them....
#screenshots message
finished the Ficsmas tree in the MAM, now everything is getting sinked
Unless I'm wrong, which we still haven't really shown, I don't think this is 100% true.
i will be an arse about it? #screenshots message
I don't think this does it either...
i expect this one will refuse to leave the drone port
The key is to load the drone with just enough of fuel type A to get to the destination, but not enough to return. Which I thought was possible based on a failure I had a couple months ago and some testing I did then.
but when you yank the fuel its resets and goes.. but the dron won't get stuck at the remote end
Already done 44 where it needed 56
And it left?
yeah left and came back
How!? if it needed 56?
and then switched fuel to turbo after that
Finally started laying tracks... how the hell did I end up in a desert when I was trying to get to the west islands 
don't know there may be some logic in there to prevent sticking in this way
A Drone will initially take the required amount of fuel for a round trip from its home Port, consuming the fuel immediately upon takeoff. If the Drone is being supplied with fuel at its destination (non-home) Port instead, it will take the required amount of fuel for a round trip, but not consume it until it returns to its home Port and takes off from it, taking no fuel from the home Port. Thus, it is possible to have 2 drones on a line with 2 drone ports, even if one of them doesn't have fuel. In this scenario, it has to be manually supplied with fuel for its first trip, as it would not take off from the home Port to start transporting otherwise. After that, fuel only needs to be supplied at one of the two drone ports for both drones to function.
ayway... the 2 packaged fuel is up next to see if it gets stuck
Straight from the mouth of the wiki.
Also as an fyi,
While hovering in the queue waiting to land the drone will not consume any fuel.
i just finished stage 5 of the space elevator!!!
Sounds like the answer to this...
So if this is true, which it probably is, I have no idea what broke in my last setup.
the other answer is better btw, you cut the belt feeding drones rods, then pre feed the system with industrial storage containers
bear in id you can also setup a temp drone port as well to do this
You think the wiki would lie?! π€£
No, I mean I don't have to worry about any of this really. Since I'm building on top of a single uranium node, I can just use that to make the initial plutonium rods.
btw this flew on 2 packaged fuel
Sometimes... but rarely.
Interesting. Maybe that's the amount in addition to the round trip tank.
Hypertube are so slow for long distance it take me 3 min to travel
Hypertube cannon π
Idk how to aim it
I mean I don't know how to shoot and the right force and the right place
But, the same principle works by just adding another (more) entrances at the beginning or along the way of a long tube to make it faster
you need speedup loop π #screenshots message
Wouldn't worry about the right "place". Just up and in the direction you want to go, then controll where to land with parachute and/or jetpack
and if the first one shoots to far, remove and entrance.
How are you checking how much fuel they have? I cannot see this.
It will should on the drone port after the first trip
In fuel port in screenshots #screenshots message
I got extra water what do I do with it I don't need it and it block my factory
That's how much is in the port... not in the drone.
Recylce it back, adjust your extractor production, or something like wet concrete
Ok
If you import a blueprint that contains things you can afford, but you haven't yet unlocked them, would you still be able to build them? Example, I just started the game and I have normal foundations unlocked, but then I download a blueprint that is just a concrete foundation; I would easily have the materials to make that, but if I haven't yet purchased concrete foundations in the awesome shop then would I be prohibited from contructing it?
oh thankfully i stopped myself from sinking everything, because candycane bashers are worth ALOT in the sink
Oh, wait, sorry, yes.
So long as you have the parts to make it
yes its a bug / cheat but its you game so thats fine if you want to do that
I'm so dumb i forgot I had residual plastic π polymer resin*
Reminder that b-hopping is faster than a train
It doesn't show, it doesn't registers as having any, there is no properties on a drone and it does not show it #screenshots message
My test port claims 15 per trip, but it took 22 fuel. So I don't really understand that either.
How do I know my upload speed in dd
Why do trains treat block-block or block-go like a yield signal??
Check the same place you unlocked them?? In the MAM
The drone will hold one stack. If there is space in that stack, it will refuel
you mean its slowing down before it gets to the signal?
Why did it leave 3 turbofuel when I hand loaded 25 then?
Yes, no train ahead of it
Or on the dedicated path
There is clearly some kind of internal buffer, it's just not exposed.
Theres another signals within 10 foundations or so after that signal?
Looks that way.. probably to permit fuel switching π
Does there have to be?
Why would the train slow down for that
Its a clear path
So I fed in some turbofuel and some regular fuel and it took off... so it is doing something like converting the fuel to internal power when it consumes it. Hard to say exactly how much internal power they have still.
No, I am saying that you have one after it and its seeing the next signal block and it starting to brake for it... ie your signals are too close together
Ah I see now
you will know when they are running on nuclear lol
Zoomies and Jet colour! π
So if you have track laid the way i think you have track laid you can delete half your signals π
here, let me just delete this drone and make a new one. Then feed them a single fuel at a time.
2-way and yeah that sounds about right
You have signals about once every 10 foundations / blueprint size / autoconnect or something...
OK, it took off with 15 as advertised.
There has to be signals near intersections though
Ahh, so, only takes what it needs ... ok
Yes... but not that many... remember the train is going 100km/h
If a second train wants to go to the path that train 1 is in, train 1 is going to block an entire portion of the map until it clears out
yeah how long does that take?
I dunno i only thought of that problem and want to avoid a slow down like that
This time it took off with 14. So it's doing some rounding and saving the internal state.
When a train turns back around it'll clear the signal
So it still have some residual and only needed 14....
Yes exactly.
if it effects your overall average rate then your train setup is broken, rmemeber trains are basically a giant moving "buffer" so when its late it just stalls and the buffer fills more which will be delivered next time around. Kinda like a manifold filling up.... but the average thoughput over 30 minutes is still the same X/min
The 15 it claims to need is the ceiling most likely.
is still failing to see what the "issue" are
Anyhow, bout time I opened the game myself I guess
As long as i properly time trains on a single 2-way I guess
Well now i'm not sure there is an issue after all. I may have had another problem when my drone got stuck... but I can't easily test that now, so I'm testing it from scratch.
You can't its basically impossible. You just relay on the buffer. So if you want a train to work first time, you prefill the station and make it fill
Well cool. I guess it's easy enough to kick start the drones with alternate fuels and I was wrong about the fuel type issue.
btw with trains, its common when the track gets busy to add sleep times to the timetable.... so the trains wait longer and carry more
Build up
in the ocean
Pile them up
Or the void
is it RF?
yes
Bluepprints will get you 2 or 4 at a time
Do a blueprint
the first 50 is the hardest
i will
no pumps needed, So giant tower....
another is just power shard all of them....
i locked out in a bp and only put 1 gen
Do you have mk2 blueprint designers?
yes
You can place 4 with tight piping....
Does the effect of trains dumping/sucking up items in one go have a weird effect when trying to figure out how many items per minute you're getting? Like if I have a factory that makes iron ingots at 120/m and then I have another factory elsewhere that requires 120ingots/m to run with 100% uptime, can I connect the two factories with a train and expect both factories to maintain 100% uptime?
its genuinely gonna reach the top of the space elevator
Eventually yes...
That screenshot I showed is 420 gens. 38m*5 = 190m
So long as the train has the capacity to carry materials of the rate required, it basically acts as a belt exteneder. In fact all of the logestics in this game acts this way
What goes in one end comes out the other end.....
making walls look good is annoying ngl
Only thing to be careful of is to make sure it can carry enough stuff for the time it takes to get from a -> b and back to a again
Plan on 4m thick walls. Allows for adding "depth" to be "easier"
I was rewiring my hyper tube cannon and got sucked in for a moment and I think that's the first time this game has genuinely scared me
so foundations instead hmmmm
yea i think im gonna extend one foundation and make rings around
Keep in mind you'll never get all 2400/min or (2x belt rate) throughput from a platform.
yeah treat them as one belt not two
I mean, you can calculate how much you can get. it can be more than a single belt.
hmmmm 
Reality is a 1200/min belt on a single platform for something that stacks to 100 it has 32 slots. Or 3,200 items in the train wagon. So... 3,200/1,200 = 2.6Minutes. - the 30 seconds stoppage at either end = 1 Minute 30 travel time max on the train for that speed. Or 45 seconds each way
Changes things when you have multiple trains in a loop.
What is the use case for empty train platforms? Is it just to make open space look a little prettier? Like why would it be better than just having normal railway with nothing next to it?
Yup, I errored ont he side of cautiont here multiple times as well. I aim for about 300/min per wagon eg 3200 / 300 = 10.5 Minutes for the total train rtt
If you use back and forth trains it makes them fit better
For example here's 4 trains in a loop's optimal throughput and RTD (round trip time):
minimize rtd, optimal
4 trains
1 car
full with 3200 items in 32 stacks
7 min 8.32 sec per round trip.
2400 items/min total active rate of platform
1793.05 items/min throughput (74.71% platform efficiency)
Lets say to have a train with 4 freight cars, but you only want to load/unload cars 1 and 4, you would use two emply platforms to space it.
its the guy who wrote python code for trains 
ah makes sense
Depends if you might also want to use those as stations for another train. You should be able to use the train settings to configure this.
And then, have a choice if you want a catwalk or not.
Afaik, a platform can only be load/unload You cannot configure a train to only interact with specific cars
might have a train which stops on multiple locations along the way, in which case you blank the platforms
But you can tell a train to only load or unload a spesific type of item, so depending on if the other stations are different items or not you could do it that way.
Does anyone know what the 50mw power usage even means on the train station? It doesn't seem to be indicative of anything. Trains can consume more than 50mw of power when moving and when they aren't moving it's far less than 50mw of power. So what is the significance of the 50mw? I don't understand
And where is it that you can set a specific item?
On the route. Click the gear icon for each destination.
until when is ficsmas again?
Which screen? The station? Sit in the train and Q?
Nm,. found it
ok good π
Techincally you can get to this screen for any train from any station. That took me way too long to learn.
So, ok, yeah I thought I had seen this before .... How come this is never mentioned when someone asks about "sushi trains"? (I have not played with trains yet. Nowehere near as much as I should apparently)
just the building needs that, the trains use more as well
What are the "draw-backs"?
I had a great sushi train back pre-depot
If you have a car with 4 items in it,l does it only pull THAT item from a container no matter what spot it's in in the container?
The train yard storage works like containers so it just fills the same way as a box, however.. I had a 4 wagon sushi which was basically a central storage solutions which means you could run multiple trains to multiple storage locations as a logestics solution
So, like, the platform itself acts as a "programmable splitter"?
There are issues with this. A) it doesn't play nicely with the wait until full load unload. Last time I tried this a couple weeks ago, though I could be missing something here. And B) it's limited in that you cannot specify it per car, so it still makes some sushi setups impossible.
That's what the game implies but it's not true. I've been running tests where I just have a single train hooked up to it's very own power grid and the consumption is always fluctuating. It never rests at 50mw like you would think it does. This made me think that maybe the game is saying that it can power a train and consume UP TO 50mw but that isn't true either so idk what the 50mw is even indicating
Heres one such draw back was creating a parallel sorter to split items into "class belts" and then send them to multiple depots... this was needed to get the belt speeds up #satisfactory-experimental message
this is correct yes, the trasin uses 0 when not moving, it uses 40mw when powered
seems train locao can use 120mw actually, and when moving but "idle" its 25mw
@golden nexus oh you know what we didn't test... two drones on a single fuel port. Maybe that was the issue, since that was what I was doing when I had an issue. Maybe it's the fuel-less port's drone which get's messed up.
But, if you had "Car one has iron ingots, car two crystal oscillator, circuit boards, AND high speed connectors, car three has copper ingots and 4 has caterium wire.......... And, I set the destination on the route to only unload high speed connectors and circuit boards, .... would I then maybe just just up a "station, empty, Freight platorm setup? And then it ONLY unloads the two items?
(Sorry, stream of thought question)
Yeah this means you have a remote drone?
yea, 2 drones, but only 1 fuel port.
It works now, but it didn't at first when I manually fed it a different type I don't think.
Yeah so again, the 50mw doesn't make any sense? Or does it? I just don't know where 50 is coming from π€·ββοΈ
Well it does if your buildig + train power as well
I haven't tested that, so I don't know.
What?
The 50 is for the station itself
Just have to make sure the fuel input port of the drone port has enough throughput for multiple drones imo. And, with using rods, afaik I can hold 4, a lift/belt going to it will hold some, etc
If my new understanding of the mechanics is correct, then it should be fine. I just haven't tested it.
Which, I feel like, if you have multiple drones set to drop off at one, that drop off point shows the total fuel usage no?
The game says that, but in practice it doesn't make sense. The station consumes 0.2mw with no train hooked up. 25.2mw with a train at rest, and up to like 90mw when the train is moving. So where does 50 come into play exactly? Just seems like an arbitrary number with no meaning
station seems to draw this #screenshots message
The issue is that it's filling up after it's already left from it's round trip calculations, so I could see it being different, but I'm not sure how yet.
I mean, it does take 102 seconds for a for a full land/takeoff schedule?
how is that related?
When i put a loco on the track it seems to pull 25MW
Drone ports don't stop their intputs and outputs during docking squence like trains
Yes, I know
So I guess each station just adds another 50 possible mw to be drawn from by the train itself. So if you have more stations then a train can consume more power...?
So, marterial is still moving. Which, is plenty of time for 1 rod. Maybe a bit short for reg fue. if needing to feed say 4 drones landing at one port π€·ββοΈ
@lapis shadow This is idle train -> driven -> hit buffer... #screenshots message
I'm just still trying to work out what broke my drones before lol.
Sorry, I am mostly just "thinking out loud" π€·ββοΈ
Any guesses where i pressed f to dock?
So its idle loco = 25MW and a Station docking using 50 = 75MW only thing on the power network is a fuel gen
cool, two drones on a single src/dst port is enough to carry 300 uranium/min
They will block on output
?
drones if the output is full they will block and sit there
That's fine.
i think other happens as well if there is no input they won't go
I just need the throughput to be able to carry this full 300 node.
this is wrong π
It's taking input directly from a miner and sending it to be directly consumed, there should be any left overs.
The whole build is worked out around using all the uranium.
i have done a similar build with uranium fed nuclear and driving drons with plutonium rods
#screenshots message In my circuit the train consumes 25-26mw while docked, and it only peaks at around 60mw when driving. So idk how you're getting 75mw while docked
Your test is missing parts
What do I need to be loading/unloading cars?
Where is rest of station to do the loading / unloading?
cause the bump on my graph was 26 seconds long π
it also did produce power usage until something was put into the statino to actually make it dock....
Well this whole time I was talking about the "train station" specifically. Your statement here #satisfactory message was confusing because you said a station is using 50mw but what you meant was a freight platform
Yeah but thats what it shows up as "can use" 50MW, So i just showed you a way to make it use 50MW... you need the station to actually be doing something
I figure drones are better than trains, because you cannot accidentially get stuck behind a radioactive drone and die.
lol... yeah for that they are, worst case you have to double them up to an additional drone
yea
you can also ship the plutonium rods off to the uranium nodes
Though I think that will only be needed for the normal nodes.
its a shame we cannot get "shielded trains" which are heavy or something
yea
need 4x the engine power
I have also uses nuclear waste trains in the past which is funny... you get blasted randomly
If it's just adding 50mw to the power usage capacity then shouldn't my experiment #screenshots message have a max power consumption of 100mw? Since I have 2 stations and 50*2=100? It instead says the max consumption is 210mw so I don't understand how it got that number
Aint no way I'm doing that.
your using a hover pack right?
No I'm flying it's sandbox save. Nothing else is on the power grid except these 2 stations
I always forget about the 100MW the hoverpack uses.
I didnt realize it used any until this moment lol
So its 50+50+110?
Well yes that's one possible way to achieve the sum of 210 but I have no clue how the game is getting to 210. The only thing hooked up to the power grid is 2 train stations
Yeah want to read the number on the bottom of the screen here? The one that says 100MW (it goes to 110) #screenshots message
doesnt rail uuse power?
Not the rail itself?
0 resistance π
it carries power, but does not use it
damm superconductors π
ah
Don't be concenred about trains having variable draw, be very concerned about overclocking / sloop quantum encders... (this is 2 of them) #screenshots message
So trains can consume up to 110mw, hence the 50+50+110 you're showing me. I didn't know that so that's why I was confused. Although it still doesn't explain train stations claiming to use 50mw of power. Because I can't seem to ever get them to consume more than 0.2mw of power. So when, if ever, do train stations consume the 50mw that they claim to? Freight stations consume 50mw when in use yes, but train stations don't so what is the significance of the 50? I'm truly curious because I'm trying to estimate the power consumption of my train network and if a compenent is lying about it's power consumption then it's going to screw my numbers
50GW variation lmao
I actually timed my fill rate and want to work somewhere around that as a delivery time
If the train station loads/unloads it draws 50MW while the crane is running. I didn't figure out if thats per station section or just for the whole stations+all platforms
If you have enough batteries, you can just assume everything is an average. Which unfortuanately the game doesn't calculate for you.
QE will draw 26GW though lmao
Okay so to answer my original question then it's kinda unknown why the train station component says they consume 50mw? It's also reflected in the graph too as we saw so it's really weird to me that they never consume anything other than 0.1mw
this one shows it consuming 50MW #screenshots message
It need to be docking, if you have nothing to dock then the dock is instant....
So your testing (which i said about 30 minutes ago) is short/missing parts
is there a tool outthere for calculating the best production layout for a specifc item or set of items? like lets say i want the best production possible of rotos, so it tells me how many miners, furnaces, crafter n such ill need, and also have it in items/m.
Satisfactory Tools Calulator or Satisfactory Modeler, free on steam.
doesnt tools do that? input your resources select your alt recipies then hit maximize
And idea oif what Modeler looks like: #math-and-meta message
thanks
Tools will "auto-generate" a plan based on different factors. Though, one cannot mess with clock rates or other factors with specific machines.
what tools is this one you talk abt?
the one tinker just linked
#screenshots message So I just redid the test, but with a unloading/loading sequence at each stop and as we saw before, there is a jump of 50mw when it docks and the crane starts/stops moving. This is expected but again, the train station itself does not see an increase in power draw. BOTH the "train station" and the "freight platform" claim to draw 50mw of power, however the train station is lying and the freight platform is not. If they were both telling the truth then I should expect to see a 100mw jump anytime my train is docked somewher that includes 1 station and 1 freight platform, not 50
Can you show us where hte power connector is on the freight platform?
It connect via rail, but the platforms DO use power
g'day
So if you have 2 in the station does it use 100MW?
Was just going to check now actually π
Gah, but it wouldn't let me load a save... gotta reload π
This wiki page is wrong btw https://satisfactory.wiki.gg/wiki/Train_Station
A Train Station always consumes 50 MW regardless if a Train is docking or not. Attached Freight Platforms draw 50 MW each, but only while loading or unloading. Attached tracks will additionally function as power lines, adding other connected stations to the power network along with anything connected to those stations.
so it's meant to be 100 not 50?
Ok, so yeah, they do draw power. Missed the bit about only when loading/unloading π
And, so yes, when a train docks, a station with two plaforms should draw 150.... right?
Should but the wiki there also says the station sections its self always draw 50MW, It clearly does not
That included the 50 from the station. 50 from station, and another 100 from the two platforms, only when docking. But otherwise the setup should pull 50
Or, you're saying the sations themselves don't always consume 50?
not by its self no #screenshots message
I'm saying that the train idle (25) plus the train station (50) plus the freight platform (50) should total to 125mw of usage when a single engine + single car is at a station with a single freight platform however in practice it only consumes 75.1mw since the station itself never consumes 50mw
the loco is drawing 25mw in that
I'm saying they NEVER draw more than 0.1mw
Which the wiki and the game don't really reflect so I was confused
Still trying to figure out train power I see. π₯²
This is just in my experience, I don't know if there's some interaction where the station has to "work" and then actually consume 50mw of power. But for all my purposes it's basically on "standby" for eternity. And if it never leaves standby, then why advertise that it can draw 50mw at all? You know what I'm saying now?
nope, i am trying to figure out how to get more points from my collection of noodles
Excuse me, your collection of what?
I went for the "drying noodles look" #screenshots message
I don't hate it.
So to revise my original question, can train stations themselves actually consume 50mw of power? Or is that just a lie because I never see them consume more than 0.1mw.
Have you confirmed by checking how much power goes into a battery over time?
well damn
It was a GF start, Oil was even imported on rail to the GF and its actually managed to finish the game with it
GF?
grass fields
Ah. That's where I started.
I'm just a messy workshop without even using the foundations and you have that much?
better general overview #screenshots message
I don't plan on ever having another save tbh. Unless my computer cant handle this one at some point.
but... 1.2? :S
1.2 will work fine with my save I assume.
quick questio,n can 2 train go back and fourth on a bi-directonal train track line ?
yes
how
loco at each end pointing in direction of travel
How would that prove anything? I can already look at the graph of power draw and see how much my train system is drawing? A battery wouldn't do anything? Maybe I'm misunderstanding
Yes, but needs two engines.
yours looks like that, mine just looks like #screenshots message
the train just wait until the track is empty ( after 10 minutes )
I'm just wondering if the graph is lying to you. It would be another way to confirm the power use.
2 train not 1
Two separate trains on a push pull system is bound to fail.
I have had saves int he past started on thoose nodes, they often worked out really well because all the base stuff ends up on the crappy nodes
so 2 seperate train on 1 bi-directional train track is not possible
Does that ever happen though? The graph lying I mean? If the graph isn't reliable then there'd be really no way to know anything about power for sure
btw.. to put it in perspective theres a 1800/min steel ingot factory in the bottom of one of thoose buildings.. so there i no problem scaling up to finish the game
without the train basicly having to wait 10 minutes
There's no way to signal them so they don't bump head to head.
ah ok, thanks
Wdym? Why does waiting fix anything?
well this IS my first game so uh. yeah it ends up messy at first
Idk, but the internet is telling me that it consumes 50MW but sometimes advertises 0.1MW, and I have no idea what that means, so I thought another data point might tell you something.
i split the bi-directional train track for 1 of the train to go to his station but while the other train goes, the light turn red so he gotta wait 10 minutes so that the train can do 1 full lap
Kinda hard to explain
they all start this way #screenshots message
idk if you understand
I feel like I need a picture lol
The wiki says that the platforms only draw during load/unload. However, it does seem wrong about the station consuming 50mw all the time. It only seems to top out at 25.3: #screenshots message
It wont allow me
well, glad to know I'm not the only one
But, dumb question, how/why can't I manually dock? π
Post in #screenshots or #design-and-architecture
It doesn't matter if the train has to wait 10 minutes.... you can do multiple trains on one single sectino of track, you just must have the trains big enough to make up for the delay
be right at the end of the station
Yeah, exactly what I figured. Though, starting end or beginning end? π
Entrance/exit...
Single rail in a loop yes, push-pull, no.
Nope, Yuo can do push pull or looped, you can mix them as well
How do you ensure two trains do not come at each other?
For single track?
Hm okay I get ya, it could be worth a try but I think I just found another way to confirm it. I set up enough bioburners to power the train + the freight station + the train station at 0.1mw consumption with zero surplus for max consumption. So if the station does actually exceed 0.1mw of draw, then the grid will shut down since it can't handle it. Just tested it like that and it ran just fine so the graph aint lying
I see. Yes, that's why having single track systems is bad.
It doens't matter if its looped or not, the loco pointing in direction of travel has control.... it behaves the same for either way
it triple the ammout of time to make non bi-directional
You mean just making the whole system one block... yea that's really slow generally.
guys i just want to know if it possible and if yes how
Yeah Its ok in early game, then you start to add additional track and make it double track
OK, so only a max of 125... #screenshots message
yes
Use blueprints.
so how do i make it work without the 2 train crashing into eachother heads on
I have so much copper and quartz the excess is just going into tickets
You have one giant block, So a single at stations at each end and none in the middle single section
If you can ensure all trains go the same direction and will never meet head to head, then you can add more block sections along the loop and let multiple trains use the track at a time.
no need
What do you mean?
Sorry, this is kinda hard to understand π what do i need to do
If two trains come head to head the system will be stuck
You can literally have 4 stations 2 at each end and you literally just have signals to keep the trains in the stations and then they will just keep switching ends
Ok im starting to understand
only if you let them into the single section of track at the same time... the only way that happens is because you added signals to let them into the single section of track by making it more than one block
Yo i just had an idea, what if i put a station in the middle and i let 1 of the train just get all the stuff
it works too but not required....
i can show a basic track layout that works and where to put the signals
Yea but idk how to do it
please do i dont understand anything you said
I would have to see the full train network to explain what I'm saying more concretely. But if you have one station connected to another with a single long track between them. It's either push-pull or a loop most likely, and then you either cannot do multiple trains, or you need them going the same direction. If you have junctions off the single track then you can use signals to ensure only one train is on the single track at a time, but if that single track is long, it's going to be slow.
it exactly what i did but the track is long like you said so it really slow
so im trying to find a way to make it work
so you start off with a back and ofrth like this #screenshots message and you want to add in the other 2
Can you make a loop easily without going full dual track?
the train track is a line that goes from bottom of the map to the top so hell no
Though honestly it might be worth figuring out how to lay dual tracks now, since they are the only good solution.
There's no way to have trains going towards each other to intelligently bypass each other.
Would be cool.
slow is fine, unless you put down double track.... trains can be waiting for 30+ minutes if you make them long enough. So this is what your expecting right? #screenshots message
well thanks for helping im just gonna test random things til it work
Waiting 30 min for a train sounds horrible to test. And then what, you need like 8 cars once you get higher speed miners and stuff?
well heres a final solutions that works... #screenshots message
doesn't matter how long the single section is... you just don't put sigals on it
This will "work" but will be tragically slow. Especially if your middle single rail is across the whole map.
btw does block work if it 2 kilometer long
Doesn't matter... (see prior train rtt time calculations). In fact some people prefere it because you always end up with a train at each end to transport you
@idle yarrow you know what the colors mean when you are building signals right?
Yes
yes those are blocks
What!? The throughput is absolutely dependent on RTT
Its based ont he carry capacity
What do you mean?
It depends if it's fully loaded or not
Both cases of being full or not full are dependent of RTT though.
If you have a requirment to move plastic at 200/min (default oil+rubber setup), You get 32 stacks in the train and plastic stacks to 200. So you get 200 * 32 items in the wagon, Which is 6,400 total carry per wagon, So if your rate is 200/min 6,400/200 = 32 minutes to fill the wagon, or 15 minutes in each direction for the train, if you use 2 wagons your train can take an hour to turn around.....
You can calculate this....
I did
That looks like an aweful amount of code for such a trival problem
lol
Been a SW dev for 25 years btw... π
No, It looks like junk
Reall ythe claculation is way easier than that
It's literally not.
And the actual calculations are like 3 lines of code.
Your over thinking things again.... you been doing a lot of this tonight π
No I'm not.
You write a solver for train throughout then. Let's see your code if you're so smart.
I was wrong about drones and I describes how I thought they operated, we tested it and I was wrong. I wasn't overthinking things. I had the wrong idea of a mechanic.
ffs discord won't let me quote your code, but from what i can tell you don't include stack size in your calculation at all, is that correct? Between lines 43 - 48?
If this is how you treat people learning and testing assumptions you must be horrible to work with.
Incorrect
It's literally self.stack_size
Actually quite the opposite....
Finally I got my first train route... thank god for a mod that extends the connection range between rails or I'd die... (did half of it vanilla way and then modified it anyway cause 90% of the time it was smoother)
@golden nexus well for partially loaded the throughput is actually not dependent on the stack size if that's what you mean.
Bascially a way to have a "virtual storage", accessible from you inventory directly.
And you only get optimal throughput when the train is exactly fully loaded, at a specific RTT.
Chat i managed to do it !!!!
From 1 to 5 (?) stacks of each item, depending on the upgrades
So if its partially loaded then you are carrying enough? The issues here if you care where the limit/deadline is then almost evverything else is irrelevent if you can meet this deadline
You can read a simplified version of the math here: https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput but my code handles multiple trains. I based this off equations KYO posted.
yes, you have described what this is.... #satisfactory message
The main thing you often care about is that the throughput is >= the amount you need.
More than probably. But, yolo π
So, "the deadline"
Ok
My point is that the throughput is very clearly dependent on the RTT. And often you need to add another train or car to achieve throughout if the RTT is too long.
You have a real time requirement to meet, You just calculate where the maximum rtt time is and then be well below that time.