#satisfactory
1 messages · Page 812 of 1
World of TrucksFactory Carts update
Personal elevator needs infinite zoop
@scenic mirage remind us of your wisdom to make extra extra tall elevators
I have like 1 drone hub per biome at the center gas station and if I need another one I bring it there from the center one with a Traktor
If you care about speed you could also use a explorer
THANK YOU DEVS <@&370483737957236737> also MAY THE FORCE BE WITH U Happy Star wars Weekend
happy star wars weekend to you too leo
Sorry for reply ping but getting there 19,411 hrs on record
also jason whats the sweeden holiday coming on Friday
They're able to fit into tighter spaces and use less fuel, so hypothetically they're better if you don't need the higher throughput
Though yeah I'd ditch them asap pre 1.2 because they fall over so easily
They also have a better turn radius.
And they can handle the same throughput.
It's just a function of how many vehicles vs. route time.
mk1 belts handle the same throughput as mk6 belts, you just need more of them 
1200/60. Just a solid 20.
but you can do it 
Would be useful if it was that shrimple to make splitters and mergers like that
For me, I actually very rarely use trucks, since they're unlocked at about the same time as trains, and at that point in the game I'd rather be investing in a rail network. IMO they're in a bit of a tough spot nichewise
And prior to that point it's quite rare for me to need more throughput than tractors provide
(Plus tractors are a lot cuter. :D)
i like them for transport inside a biome, a few hundred meters, too short for a train
tractors are muuuuch easier to navigate to draw the node path
I still want to setup some decorative trucks moving stuff for the sake of it to look cool.
I've never used trucks yet but probably will soon ish
Oh sure, I do continue to use vehicles even into the lategame. But I nearly always just stick to tractors. :)
bc they're sooooooo cute ❤️ ❤️ ❤️
sure
the turning for tractors is much sharper
The little carts are even cuter and require no fuel
so true
They are useless for transport sadly
next to useless!
So I just have one driving around randomly with a nuke in it's inventory
i mean they use no power and are really small
so you could probably have like... 2 in parallel moving on one foundation
Transport is their only function in 1.2
their use is so niche you practically have to engineer a situation in which they're useful
or have 2 laner per foundation
Can u even load/unload them automatically?
yes
yep
Well not that useless then
they dock at truck stations
For now*
like I said, only next to useless
That's nice ima use em then lmao
I have a cart that moves a stack of iron rods from one truck station to another, the second truck station belts them back to the first
lol for being so useless i find the carts to be my most used vehicle honestly
Why.
What is the purpose of that
nothing. and thats the beauty
doohickeymaxxing
W
peak sillymaxxing
As it should be
im waiting for factory cart paths that can go up walls so i can just drive in loop-de-loops around curved foundation tunnels
imagine magnetic foundations that allow you to run vehicles on ceilings lmao
They would have to add factory cart paths in the first place 🤔
1.2....?
there are factory cart paths
👀
I see universal, tractor, truck, explorer.
Universal explicitly stating it only works with the other 3.
do you have cart unlocked from the awesome shop
There is one specifically for factory cart
haha no
that would be fun
I don't find that haha.
If the dumb🤬 Carts get dedicated paths "because silly" then Cybertruck should also get one "because silly."
Otherwise neither should get one "because no silly."
I disagree
they should make it, and when you lay path you cannot curve it to the left
so peopel can be mad about it
and each time it rains, the car turns rust brown and stops working
no, it should be so that it can only be curved to the left not right
that would be funnier
do i need steel pipes for anything else or should i dump the entire output to stator production?
Um.. you can need Pipes for a good number of things depending on your own choices.
Just like "do you need Screws" -> it depends.
pipes can be used for modular frames, rotors, stators, heavy encased frames, encased industrial beams, and prob more i forgot about
Well you can just list everything EIBs are also used in.
@obsidian zodiac The golf bit was... savage.
hehehehe
Could a single train cargo depot handle 1200 items/min?
yeah, you have 2 ins and 2 outs
you can't do 2400 sustained because loading/unloading blocks transferring to/from the depot
Well, using a single mk6 belt?
a single mk6? nope
so I would have to split that belt into two, 600?
you could buffer into an ISC and use 2 mk5s
isc?
oh, industrial lmao. Makes sense. ya I would buffer it for sure.
it sounds like you want to bring in 1200 on a single belt which you just can't do sustained bc of the blocking I mentioned earlier
I am wanting to make an iron based, copper, steel, alum, factory.
you'd need to use both ins/outs
so my biggest issue is gonna be getting all those resources there. I plan to bring more than just 1200 lmao.
sounds like the factory must grow
oh its gonna grow.
but also thinking it be really fun to make a massive tower...Each floor has a type.
iron floor, copper floor, etc.
Do it
I am trying to plan it out as is.
I think first floor is gonna be train stations depot.
Second floor will be refineries to produce "pure" ingot recipes. Which I feel like is gonna result in like 500+ refineries
all the homies love refineries
its just sorting out the water that is a pain lmao
does anyone know if it's possible to save a factory layout from satisfactory calculator? I feel like I'm unlikely to finish the factory I want to make in one sitting, and its taken awhile to input everything how it is.
Aren't the cybertrucks entirely unable to make left turns? That would probably be quite difficult to code around
Keep the meme wheels. Keep the low inventory.
Make them usable "for silliness" the way the Cart is.
Try copying the URL and opening it in an anonymous tab
I would recommend using Tools instead though
Better overall and saves everything in your browser locally
just 'satisfactory tools'?
it worked, brilliant idea
Calculator saves it in the URL, Tools allows you to share plans by generating a share link
I'm going to try to do all of the phase 4 items in one go, and its...... a lot
I mean. They are also entirely redundant because of the tractor being better in every single regard. And the "no left turns" thing would make them a collosal pain in the ass to do anything with, considering how slippery they are, the fuel usage, and how it can't turn left
They are also a secret unlock that isn't on the front page of the AWESOME shop
When will 1.2 come to main branch
when it's ready
5kw actually, we'll if we ever got it above 100W that is
Remove the "no left turn" thing that was added later?
i heard "sloshing" is a thing that makes pipes annoying, is there a simple fix to it? trying to get 25 refineries working & don't want stuff to break
i still wonder if sloshing is a programming artifact, or an intended gameplay element
Theres a handful of different things you can try, they might even work.
Common things include: feed from above, make a complete circuit, prefill the pipes and machines, have a slosh absorber fluid container, just don't use mk2 pipes where possible and so on
i planned on prefilling my machines & feeding from above
#screenshots message
slight height increase before the machines, mk2 pipes running the length (600/min crude oil)
In theory it should work fine, in practice the best is to just turn it on and see.
I've built similar and tried every trick in the boom and the only one that actually worked was just using mk1 pipes.
Loop the pipe
!wikisearch pipeline+manifold
A pipeline manifold (a.k.a. pipe header) is an arrangement of Pipelines and Pipeline Junction Crosses or Pipeline T Junctions[EX] in a series (that is, one after another), usually parallel to the arrangement of buildings, and often supplemented by a loopback pipe.
Because Pipelines have no predefined...
(Ondar is smarter than me)
-# @void gorge dev stream haip train, when? 
One question... does the "Encased Plutonium Cell" item have any use, or is it just a recipe for the next plutonium item?
Just a recipe for next.
Just like Non-Fissile.
Just like Plutonium Pellet.
Just like Ficsonium.
Gentlemen, which area deserves to be polluted by radiation more the swamps or the red forest
I'm partial to the northern and western oceans
What did they do wrong to you
The entire map.
Be open, far from land and have easy water access
Swamp it is
That’s one way go make it glow and look less dead
The only reliable way I found to get 600 for pipes is to use a short mk2 pipe with a pump as output from oil extractor, split it right away into two mk2 pipes and from then on NEVER saturate any other pipe to the full 600.
No?
I just put 600 in the pipe and wait
I unironically have never had a problem with pipe capacity unless I did my math wrong
add power shards into the extractor, since they add an extra 50% per shard, 2 shards in 1 extractor is equal to 2 extractors
Yeah, some folks seem to have a natural build style which happens to jive well with the fluid simulation. :)
I think what they meant is with a 600 wells to immediately split it into 2 pipes
have they said anything about pipe stuff in 1.2 or am i still huffing copium
There are no pipe tweaks in v1.2, apart from the addition of the Fluid Trucks

What "pipe stuff"?
The only reason why folks thought there might be was a youtube thumbnail saying something like "We fixed pipes!" but the joke was that it was just fluid trucks. :)
ahh
mk2 pipes being frustrating to deal with
Um... the only way to "fix" that "problem" would be removal of sloshing and pressure mechanics.
At which point - why even have pipes in the game?
is it fine to overclock the fuel powered gens or should i just place double the amount
It is always fine to overclock everything.
wasn't sure if its like power efficient i never thought about running the numbers
You don't lose anything when OC'ing power gens.
sweet
This. And from then on design everything to run below 600 in a mk2 pipe. That's the most reliable way.
i have a flat surface using foundations but i cant place my coal generators in a line some are higher than others, why is that?
Yeah, for generators it's entirely linear -- 200% overclock == 2x material consumption + 2x power generation
For production machines, overclocking increases the power requirements more than the material consumption/production (which is not necessarily a huge deal; the difference isn't gigantic)
Split any 600 source right away, and then run 300 or 400 or 500 or 550 in your mk2 pipes.
If you inter-factory pipes are expecting to consistently run at 600, especially with splitting and merging, it's most likely not going to run at 100% efficiency.
It is not difficult at all to fully get 600 out of a system.
For some people it is. Maybe it's user error, maybe it's pipe simulation error.
It shouldn't be, but it just is
It's just not 100% reliable without some weird trickery
i was wondering what is haip anyway
is in video
If I run 300 or 450 inside mk2 pipe, I NEVER have any issues no matter what kind of factory arrangement I make.
i always add a sign of the pipe which is lower in game
So my rule of thumb is split the 600 oil extractor right away, and just make 2 smaller factories
what u trying to make
Big recycled plastic and rubber factory that is fed by diluted fuel alt is what gave me mk2 pipe issues when trying to run at 600
To be fair, once you know how to do the "trickery" it just becomes "slap down this blueprint." :D
For anyone reading who may be wondering how to get reliable 600/min, this big ol' block will nearly always get you there:
Even the trickery doesn't always work. With really long manifolds, looping back doesn't work reliably either.
Here's the advice I've got saved which will nearly always get you to working 600/min. IMO it's good advice even below that point, though the system is usually more forgiving before then. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See #screenshots message for an example of 2+3 specifically. And of course, as mentioned, the fluid simulation tends to be more forgiving as the rate goes down, so keeping your pipe systems below 600/min is another option too.
false.
You can fix it by dampening slosh as its kind of considered a bug in buffers (said by G2 at least).
Ive experimented with the numbers and it IS possible to reduce / remove slosh while still having the pipes act as pipes overall
In my experience the above nearly always does. I've been doing 600/min for quite awhile now using that advice and it's vanishingly rare that I've had issues
so whats the smart way to put this into fuel generators while not having any fluid issues?
#screenshots message
However: splitting at 600 into two 300s does, indeed, seem like good advice. :D (I've not often done that myself, but it seems good. :)
Removing it specifically from Buffers would give buffers a use 🙂
20+ machine with mk2 pipe manifold gave me trouble with some machines eventually dropping below 100% efficiency
I do often wonder if PC performance and such can end up playing a role in how well fluid systems work for folks
Does overclocking generators make it less fuel effecient?
no
just makes them faster
they burn fuel faster and make more proportionally more power
bonus: it would also fix bottom feeding, even if you arent using the pipes to their max, bottom feeding can fail
and pump spam shouldnt be necessary because the game tells you "hey you get enough lift from machines"
trouble is that you need those pumps specifically to fight slosh
Is the best you can do with mk2 pipes and one oil node 800 turbo fuel by using diluted, HOR, and blend? That's only 26GW 🙁
26 GW from a single node is 🙂 not 🙁
600/min crude oil turns into 144GW with nitro rocket fuel 🙂
126ish turns into 83 GW with Ionized 🤷♂️
Rocket fuel slaps hard
just looked how to make ai expansion servers and my brain melted
Rocket fuel my beloved
making turbo motors was pain enough now this lmao
Blend is oil inefficient
Default uses the least oil of all turbo recipes
Though I'd say turbo is meh in general
Diluted fuel my beloved. I love recipes where you can just add water
Pure ingots 🩷🩷🩷
I was wondering whether to wait a bit for rocket, but I'm at 11GW from coal generators, Tier 7 fully unlocked, and definitely need more power to even get to rocket.
Turbo is interesting. In terms of power generation, using the compacted coal directly in a coal plant plus regular fuel into a fuel plant is better MJ return
Err, wait, my math is wrong
@white dawn you online rn?
yes, however ionized also uses significantly more power to create
Lemmie recheck... 6 x 750 + 4 x 630 = 7020
VS 5 x 2000=10,000
Fair trade for the best jetpack fuel in the game + infinite power shards. 🤷♂️
Oops, I thought so, I typoed one number when I was rethinking it.
Anyone know anything bout train throughout
Hi. Again.
yeah, but not great for power generation
I am pretty good with trains. Whats up?
The wiki does
It generates power + gives extra.
What more do you want?
is smart plating used more than in just the first tier ugprade?
Yes.
kk ty
Yes, every other phase
all space elevator parts are used to make later space elevator parts
@graceful tide what is your question?
i just started on the game, and i didn't think it would as fun as it has been
rocket fuel uses less resources and gives you more net power
Ok, but we have established "less net power while still giving power" in trade for "infinite 🤬ing power shards + best jetpack fuel in the game" is a very valid tradeoff.
No?
+Ionized not using sulfur if you do it the way I do it is a bonus.
is it fine to just merge 3 pipes and then split that into 2? I have 15 refineries producing heavy oil for 12 blenders, it balances to having 7.5 refineries per pipe but i cant really splits a refinery into two so wondering how to pipe this
that's a different use case
there's no way that doesn't involve sulfur though, as sulfur is used to create the rocket fuel, which is needed to make ionized
Sulfur is needed to make Nitro RF.
sulfur is needed for all types of rocket fuel
as compacted coal requires sulfur lol
🙂
The "lol" is funny because sulfur is not required to make baseline RF.
Turbofuel is.
Turbofuel requires Compacted.
Which only takes sulfur if you make it directly.
But if you're gettting Compacted as a byproduct of RF and IF 🙃
Oh look, you eliminated the need for sulfur entirely.
The game crashes almost anytime I turn off the monitor
you must be using sloops somewhere in there
Ionized fuel is a way to get power back from power shard generation + efficient dark matter production. Nnot a way to get more power.
Don't turn off
It's the ficsonium of liquid fuel
i was never arguing that point though
+Ionized not using sulfur if you do it the way I do it is a bonus.
This was clarified at the beginning.
I make all my ionized fuel using uranium as god intended
i was just saying it's not good for generating power, to burn the overflow from any other use case obviously only makes sense
It generates power.
How does that NOT qualify as "good for power generation"????????
It loses power unless you sloop it
Hence, it's for dark matter and power shards
i only use biomass burners
"For dark matter" is odd? Given that's also a closed-loop aspect of the system.
because if you were doing it just for power generation, you'd make more power just stopping at rocket fuel
"Fuel is bad because Turbofuel exists" 🤔
The virgin turbofuel versus the gigachad 30 GW packaged liquid biofuel array
Rocket Fuel being great does not make Ionized bad.
never said it was bad
No, being bad is what makes it bad
it's just bad for purely power generation
🙄
The hating will continue until people get bored of hating I guess.
noone said not to make it
ionized is not a viable mainline power source.
its a power remedy / supplement
u just said its bad for power generation that is saying dont make it
ur taking roundabout ways to get ur point across
no it's not
Disagree. But 🤷♂️
ts ragebait
it's saying, make what you need for the jetpack
and burn any excess for power in that process
you only need 1 for the jetpack
To me mainline means "i will dedicate production lines to make it just for power"
Ionized is a lot more effort for a questionable result
but don't do it purely to generate power, as it makes less power than rocket fuel
switch to it when u needa go somewhere high and switch to turbo before u land
I can simplify Ionized down to Oil + Nitric Acid + Quartz.
That's not a lot of effort 🤔
Anything is not a lot of effort when you reduce it to base resources
also im kinda certain you missed a resource
Which?
pretty sure you need water to make nitric acid but what do i know lol
Water, sure.
the rocket fuel with nitric acid recipe still needs turbofuel and that cannot be made without sulfur
no matter which route you pick
You missed the above where I use the byproduct to supply that, no sulfur needed.
Oil > HOR > Diluted > Turbo > RF > IF
Nitric > RF
Oil > Diamonds > Time Crystal > Shards + DMC
Quartz > Crystal > Shards
Byproduct Compacted > Turbo
Byproduct DMR > DMC
It is that simple.
is 6 stators cool for phase 2?
that requires sloops too though
6.67 to be accurate
We have already established that...
well thats 3 motors/min and kinda not really enough lol
Do you have some massively important other thing you need all 103 somers for?
Right question drones don’t operate on the same system as a train (if unload not possible go next), and you can only have a drone transport to 1 in 1 out port?
and not an insignificant amount of them either, need to put sloops in at least 2 stages of that
To make 1000 IF the way I do you need 10 in total.
there are no empty coal nodes anywhere
If you drop it to 500 you need 6.
if youre having coal problems you can always look for the iron pipe alt
and how much more power do you get out of that compared to the rocket fuel and the power cost of running it all?
ah yeah shi, i should go exploring, whats the alt recipe anyway?
pair that with the steel rotor alt and you can make motors out of nothing but pipes and wire. get the iron wire alt and you can do it all on a single iron node
Relevance?
"You can make more another way" does not stop something from being a valid main power source.
i consider that a factor in "effort"
If you're having coal problems son, I feel bad for you. I have 99 problems but coals not one
its not very efficient by any stretch but its super convenient to use iron pipes + iron wire + steel rotors to make motors
so i wanna know
3 inputs is "effort"?
stop that
Sorry, 4 inputs if you add water.
Convince at cost is a thing. If you like it do it is my thoughts
You need to somer the RF and a singular Turbo Refinery.
do i need stators? like a dedicated stators factory?
is that used anywhere else?
Why is this man blue?
dont think theyre used for anything but making the next thing down the line and a couple crash sites to open
do you guys use ratio websties or prefer to do all the math urself
Stators are used for a lot of stuff, automated wiring and motors.
im blue because im drowning in water
gotcha thanks
I do the math myself XD
Pipe mastery shouldn't mean you get trapped in one though 😛
No problem.
i prefer Satisfactory Modeler
hes asking if he should stockpile them to build buildings and stuff. aside from crash sites youre better off using them to make something else in the chain
they are MY silly water slides and i WILL use them as such
Ah
You will need 1/min for truck stations come 1.2
It's all fun and games until you get sucked into a refinery.
im just gonna find the alt recipes ig, how long do u think itll take 🤡
a good use for the useless friend who keeps building spaghetti.
refine them into fuel
how much biomass can you get out of a single pioneer? lol
1.2? My guess end of june but there is no official datw
Thats what we so in rust
no i mean finding the alt recipe for steel stators and shi
like an hour or 2?
rng mostly on the alt list
No clue. Depends on rng and how many recipies are
in the pool
also depends on where youre at in the game. if you can make stators you can get the alts for them but it shares the pool with everything else you can currently make too
i can make stators in the sense i have the recipe unlocked
not long if you keep the scanned hard drives in the library
the alts youre looking for are steel rotors and iron pipes
with those all youll need to make motors is iron and copper. you can eliminate the copper if you have the iron wire alt
you can't get a repeat recipe if you keep them in the library
another thing you could try is after a hard drive is finished save the game. the first roll will always be the same but the reroll can change if you reload
sniff sniff i smell a hotfix incoming lol
does underclocking use less energy?
and does overclocking a power gen make double energy or exponentionally more energy?
Overclocking power is linear
So the percentage overclock is equally the percentage power and percentage fuel usage
So fuel per mw stays the same
For "production" machines (constructor/assembler/etc) -- Underclocking/Overclocking has more effect on power draw than it does for production/consumption. 2 machines at 100% take less power than 1 at 200% (and also 2 machines at 50% take less power than 1 at 100%)
For power generation, it's entirely linear -- double the consumption for double the power output at 200%, for instance
gotcha
Essentially the only effect that overclocking a power system has is that it is using up crystals potentially usable elsewhere.
I heard that if you overclock the cyberwagon you can time travel
true
how many machines can 1 smelter feed?
what machine, what smelter, what ore
There are... many, many possible answers to that question.
What clock speed, what recipe?
what game 👀
WHAT AM I?
Atleast 2 dwarfs
oh sorry im not far in the game and just have the standard smelter and constructor
When it comes to respawn blocking, is that a sphere or a circle?
So, if i have a raised factory, could there still be spawns under it?
if you're talking about hostile mobs, i can't say for sure but in my experience, my raised factories do not have any creatures spawn under them;
however,
this could also be due to the nature of how i set things up. i typically have factories raised on posts with the wiring between platforms coming up the posts from ground level, connected via wall outlets down low. so, effectively, i still have power even on the ground.
sorry i can't give a clearer answer
Pics updated in #1038092680493801533 thanks!
July 2nd, 2024
Q&A: Is the radius for blocking Creature spawns 2d or 3d? https://www.youtube.com/watch?v=h4CPx7r3hZY
it's in 3d
I am hoping 1.3 helps on memory and such and Marv with everything
Thx
This is a update I WANT
Or a big patch
does bauxite have any use besides just being made into alum ingots?
You're still in the first or second phase, right?
Converting to uranium
No. I am in 5th phase.
yes, but not really
Converter
Besides converting-
Merci
then no
I basically want a factory that will produce 3600 ingots of iron, copper, steel, and as much alum as possible. So if baux isn't really needed for much else besides converting. I am gonna full send it all
you make a lot with the aluminium tho
Though I am looking at like 300 refineries for this thing.
Ya that is why I want to make as much as possible.
3600 ingots of each other type I imagine will be more than enough
Instant Scrap my beloved.
That is the plan
You ever read the original factory plan from a month ago confused how anything works?
Alt recipes to most bang for buck
That plus mk3 miners all overclocked 
Wish we had bigger pipes ;----; 600 ain't a lot now a days for fluids.
I did set up a big plant for alumin currently making 100 nuclear pasta per minute no overclocking minus miners and such
Eh.
Only miners and extractors can overclock
the game is gonna be like flipping through pages of a picture book
May you please elaborate?
whatever leothelion is building
Oh my big ass factory for that
I am doing biome bases
Taking a few biomes of ore turning it into a space elevator
-# why you have factory producing big asses?
help w/ my oil extractor fuel generators *not filling up would be appreciated
#1499305732254728356 message
wtf you can space twice to keep handcrafting
been in the game for a while yea
youre special
its commitment
Oh yes 💀
I now hate the game and myself too lol
(Joking)
hahaha
The warpdrives... 🙏
im saving my first for my 2k hour mark
And all i got was ada 2.0 help me
Ada?
Ada
Huh does it not reply when i say ada
here's what i got so far
#screenshots message
I think I am missing something really obvious with conveyor lifts. When I try to make them go through floor holes, I cannot lock the top in place then extend downwards - it always locks the bottom and then goes up. How can i change this behaviour?
So conveyor you want to snap to the hole. you need to be below to snap to underside to go down, and above to go up. If you are locking wierd, It could be where you are aiming it.
if building from machine to floorhole and it doesnt snap, you placed the floor hole in the wrong place
Anybody wanna be my friend? Send me a friend request
Its from conveyor to conveyor, and the conveyor at the bottom does not yet exist.
If i do this the top is hidden inside the floor hole...
Also, the infinite length through a floor hole isnt working - i get stuck at 48...
I’m not the only one after reaching a certain point you turn on keep inv cus you gotta jump all over the map for stuff
im playing in the second map (don't remember the name) and my hub and main area is in the start zone, like very close to the spawn, I'm already at phase 3 of space elevator, do yall recommend moving my hub?
or should i maybe make different factories for each item in different nodes and connect them via, idk hypertubes. Or maybe bring every item to my main zone?
floor holes need a lift on top and a lift on the bottom
so its 2 separate lifts?
yeah if you snap to the bottom you're only doing the "bottom half" of a lift
you need a floor hole directly underneath, you can't do that trick if the bottom doesn't exist yet. it's from one floor hole to another floor hole that you'll get infinite length
you can do infinite with just one floor hole
just need to start at the non floorhole end, then go up to the floor hole
hmm yeah good point my bad
the top wouldn't need to have a floor hole, you just need the bottom one
I noticed an inaccuracy with the trains, so you hear the classic clunk clunk of the tracks, only issue, with the type of track the has it shouldn’t make those sounds, because it’s a mono rail those tracks do not have the expansion joints that dual track trains do, so we shouldn’t hear the classic clunk clunk. But it is a fictional game so it doesn’t really matter
Hypertube cannon bp until you can pick a spot that can make 30 to 40 singularity cells per minute and act as a portal hub
Dual tracks also don't have the clunk clunk anymore. The reason is the rough stones underneath the expansion issue is less due to them effectively interlocking and taking most of the pressure.
I recommend lots of littler factories all over the map. Move your HUB around if you want, of course! No need at all to stay in your "starting" zone; it's a beautiful, huge world out there, with more resources than most folks realize. You can move the HUB/Elevator at any point without losing progress
(Also it's just one single map with different starting zones, btw)
I generally recommend that folks try to get out of the "main base" mentality altogether. Centralization is harder than many folks realize. :)
one does need to tunnel like zula 😄
"Littler" is such a cute word xD
funny how little box with 10 000 decorations runs worse then having one giant box all over dd filled with machines
How many conveyor belts to make an iron ingot
1?
if you want to make more than one ingot, pay attention to the per-minute numbers
-# Technically zero! Can make ingots at your workbench! 
Is the number truly defined
One of the central ideas the game revolves around is matching up your numbers. In general most folks find it easiest to use the "per minute" numbers. Every machine you use will tell you how much it produces or how much it consumes
If you take a look at the control panel of a miner, it might tell you that it's producing 60/min Iron Ore
Then if you take a look at the control panel of one of your smelters, it might tell you that it takes in 30/min Iron Ore and produces 30/min Iron Ingot
So you know that that one miner can feed into two Iron Ingot smelters
or your Codex
just a quick question that I think is too brief for the questions section. I havent played since update 6ish in EA. Is it still possible to build a hypertube gun that launches you at mach 5?
You'll also want to keep in mind your belt speeds -- the descriptions on the belts will tell you how much material they can transfer. For instance a mk1 belt can go up to 60/min.
hypertube cannons still exist, yes
they've actively kept them functional
Yes, though some designs that used to work in EA no longer work (like the original 'cyclotron' styles)
oh good, glad to see they embraced the chaos :3
(And if you load in an old save, your old cannons are unlikely to be aimed at the exact same spot they used to, even if you're using an older style that still works. :)
how I used to do it was multiple entrances in a row
Is it possible to launch a nobelisk through one to make it a real cannon
I wouldn't say "embraced," but they did intentionally re-introduce them after an Unreal Engine update broke them for awhile during Update 8 development. They're sort of officially unofficial
the entrance really doesnt want to be on a support yet the attached hypertube does. is there a way to either get the entrance on a support or the tube to not be when crafted?
Prior to Update 8, hypertube cannons were always kind of a quirk of how Unreal Engine handled the stuff they were doing. At one point during U8 development, an Unreal Engine update ended up breaking the cannons. CSS decided to update the code to allow the cannons again during that development cycle 'cause they knew what the community uproar would be if they were removed entirely
Before that point it was a "we won't do anything specifically to remove them, but they're not a guaranteed feature" kind of thing, but after Update 8 it was more or less promised that they'd remain in the game (though not really as a top-tier "feature")
So yes, during U8 cannons got patched, but essentially just because of Unreal Engine upgrade stuff. :)
(And of course the Hypertube additions in v1.1 in general provided some new options for building them)
surprised they dont allow for overclocking the entrances
Well, again, the cannon isn't really a feature they "wanted" in the game
Opps
yeah but one entrance hypertubes can get really slow if starting with an incline
I was gonna ping you lol but I understand the catchup mechanic but i dont understand throughout. Is the throughout equation the max it can output while also outputting the buffer efficiently, also the max that I saw was 960 and you get a throughput of around 720 or so. And in the equation the belt speed is the items you input so even if I did something like 850 it still yield a lower number
Oh heh, forgot I'd seen your ping earlier, sorry for not responding!
I've got the brainpower at the moment to talk about general stuff but not really the energy to dive into nuts-and-bolts, sorry. :D Looks like Sev's typing, though. :)
Yeah no its fine, I was in school so I could respond right away
For a moment, stop dealing in specific numbers.
2 belts going in.
2 belts being stopped by lockout means you cannot match the full capacity of 2 belts.
Do you get that part?
Yeah because the average will drop and will cause significant backup in the buffer
Ok. So if train car had infinite size, your throughput would be:
((Travel Time * 2 Belt Speed) + (Lockout Time * 0)) / Total Time
Right?
Lockout time * 0? And is the total time include both lockout times?
Total Time is including the travel + lockout for this one specific platform.
Locking out at the drop-off doesn't affect this input platform at all.
Do you get this?
So why include lockout * 0 if its going to be 0?
guys my friend lost all his items just randomly he logged in our dedicated server and boom everything gone it's like the second time it happened anyone knows what might be causing it? we are also playing with keep inventory on
how can i just give him back his most significant items with a sandbox creative mode or something
So that I make sure you fully understand the concept of what the lockout does in the averaging process.
kill the old body, which is presumably handing around where they last logged out
In the averaging the longer the distance to more thoughput you get
i see basically his items are on his body when he logs out but why didnt the game just hook him up to that body once he logged in
Stop going places I don't want you to go yet.
Do you get this?
If you don't get this, you can't move forward in understanding the rest.
I understand it to an extent yes
Ok. So the key words in that example are train car having INFINITE SIZE.
But they don't.
They have 32 slots.
I will finish the game with 0 trains, trucks or drones btw xd use conveyor for everything
feel bad for you
Which means you have to consider how fast you can put 32 stacks of what you're moving into the platform.
Because if your train arrives after that timer, you're wasting throughput.
@graceful tide
the thing is i dont see the point in using them
So how long it takes to fill the max capacity?
wait my friend says he has like a death crate
so would you rather have 4 different nuclear plants or one centralized one?
how is it possible if we have keep inventory on !?
I already have different power plants
they get their stuff on site and power is hooked up to main grid
Exactly.
If you time your train to arrive at the precise moment the 32 stack enters, you're at the maximum possible limit.
Any seconds before or after that and your in-game limit is differing from the theoretical.
if i can run conveyors for kilometers since resources are infinite it's just going to be more reliable and easy to calculate as well
for me its this that kills the incentive for trains in this game
Now the simplest way to actually carry the limit is by using settings like "wait until full."
I will make some trains for fun i guess just to see
waste of time imo since it'll take so long to get the materials for the km long conveyorS
But your question was about throughput.
So that's the 2 things you have to account for to understand the limits of trains.
- Lockout. 2. Cars have limited size.
im on dedicated i have no resource problems xD
every time i log in every buffer is full
but honestly even if i wasnt on dedicated i would just wait it out it doesnt take that long
but with regards to the throughput, would i just strictly follow the equation or since i know for example if im inputting 850 into a platform, the buffer will accumulate around 300-400 items and since its inputing using the max conveyor speed it essentially is catching up, but i dont know which one i follow or which one is really right
um, the thing is i dont know yet. im just doing this for preperation for when I do have to make longer trip and be precise when making factories
You don't know what you're shipping?
i have a list of items im going to ship eventually for phase 4 parts
i do know that im trying to make a alluminum sheets
so theres that'
...
but still though
Since you're being vague:
At 850/min
- 50 stack size is 17 stacks/min
- 100 is 8.5
- 200 is 4.25
- 500 is 1.7
Meaning:
- 1 train every 1.88 minutes or build more cars
- every 3.76 minutes or more cars
- every 7.53 minutes or more cars
- every 18.8 minutes or more cars
that just tells me whether it takes up more space and if i have to add more cars or not
always add more car[t]s!
but what about being throughput specific? because i know the catchup mechanic works but what about the equations on the wiki and am i really getting the amount i should be gettinng?
I need to get on the feedback website & ask for Blank Cassette Tapes for the Boom Box.. Fave songs only y’know??
the answer is always going to be switching to factory cart only logistics
Your maximum RtD is:
Stack Size * 32 / 960 + 0.451333_
So:
- 50 stack = 768.5/min
- 100 = 845.6/min
- 200 = 891.1/min
- 500 = 934.7/min
Those are your limits with the mk4.
Is there a way to apply a custom swatch to any new structure by default? It is pretty tedious building then applying the customisation afterwards...
that equation is time to fill though, and also is the list based off a specifc round trip distance or no?
Maximum is based off the specific maximum, yes.
you kind of have to build the first building, apply the swatch, eyedrop it with middle mouse, and then build the rest
that also copies recipes and clock values/power shards
wait is that list a list of throughput, and howd you figure that out?
🤦♂️
custom music or mixtapes of existing music?
im sorry dude im kinda slow
How did you figure? --- by using the equation on the page..
wait, isnt throughput time based and not stack based?
Thats what I feared, but c'est la vie!
The defaults are in the customizer menu organized by building type
Did you read the page? 😭
also in the wiki there were default values like 88 seconds for the rtd
Or did you skim the page?
you can do that in a blueprinter and build the production line in chunks, if that helps
Right click the swatch in the customization menu
i read it
Ok where did you get the 88s from?
Freight Stack Size RtD (Mk.5) Throughput (Mk.5) RtD (Mk.6) Throughput (Mk.6)
Items 50 88.62s 1083.3/min 67.08s 1,431.17/min
100 150.16s 1278.66/min 102.08s 1,793.08/min
200 273.23s 1405.4/min 187.08s 2,052.62/min
500 642.46s 1494.25/min 427.08s 2,247.83/min
Fluid 107.08 896.52 m³/min
And you see the fact it is fully clarified that is specific to the Mk5 Belt and only when the stack size is 50, right?
So it is not a default value at all, because it is specific to those 2 things.
yeah but it also is using a random round trip time
🤦♂️
No.
Because before that chart it clarifies:
After solving the above
So you need to understand the above before getting to that chart.
The above being where I show how you can solve for the specific maximum RtDs that are not random at all.
Is there any better way without the circuitry mod to temporarily turn off a fuel plant than hitting a power switch and dismantling the fuel pipe connections?
@graceful tide
Let's go step by step,
Time to Fill
Time to Fill is not in reference to how long it takes to fill a Freight Platform. It deals with how much time is required to fill the capacity of a Freight Car.
You get this, right?
And you get that, due to lockout timer, we can say:
TtF = ((StackSize * 32) / Belt Speed ) + Lockout Timer
Yes?
yeah
Ok, section 2:
Calculating throughput
If the Time to Fill is longer than (or equal to) the Round-trip Duration, the train car will be semi-loaded in most cases.
Or, at perfect timing, the car will be exactly loaded, yes?
yeah but most of the time there wont be perfect timing
Don't go places I don't want you to.
Just yes/no 💛
So your maximum trip time [RtD] would be the equivalent of that perfect fill time, yes?
yeah i guess so
So this is what is meant when the first equation is:
TtD >= RtD
Either you're hitting perfection TtF = RtD, or you're coming in early TtF > RtD.
i guess so because if its longer, its technically early
Which means when you go down to:
Thoughput = ((RtD - Lockout) / RtD) * Belt Speed
The RtD is not random. It was solved when you did the math for TtF.
Because your max theoretical is when TtF = RtD.
Which means when you go to section 3:
Solved maximum throughput
After solving the above, the maximum throughput numbers based on Stack Size are as follows:
"After solving the above" == You solved your TtF, you plugged it in for RtD to solve for max possible throughput.
The chart just shows the 88.62s RtD for 50 Stack Size because that is the TtF for 50 Stack Size --- which you solved for, it is not random.
And based on that TtF that you solved for with the mk5 belt, not random, the max throughput for 50 Stack Size, with the mk5 belt, is 1083.3/min if you have the mk5 belt.
so based off those times if my actual RtD is either under or over i go to the next one up and that is my max throughput for one car?
If your actual RtD is under, just set the train to "wait until full" and you will have no issues.
If your actual RtD is over, you will need either another car or another train.
but most of the time it is semi loaded, what do i do then?
If semi-loaded, you're coming in under.
So either be fine with that or set it to wait.
then how would i calculate the through put if its under, do i base it off the limit of the max rtd?
You mean if TtF > RtD?
the opposite
If the opposite, you'd be full every single time.
oh wait
If you're semi full, that means your Time to Fill is LONGER than the trip time.
Meaning TtF > RtD.
yeah
i did but i was confused on theory versus actuality
and do for the belt speed do i use the theoretical maxiimum aka 960 or the actual input rate?
If you're solving for maximum you use maximum.
If you're solving for specific, you use specific. But there isn't really a reason to do that because you can just check against maximum to see how many cars/trains you need, make sure you have that much, and be assured it will work.
but isnt the maximum based off inputting 960 items a minute into the buffer -> platform
Yes? And?
that makes the buffer filled to the max because it keeps pilling on the previous items that accumlated during the lockout
guys if headlift is 0.0m in the pump it means it's basically useless right
yes
ok so that is not the reason why fluid is not moving
sure you dont have the pump the wrong way? is it powered?
are the machines downstream full?
if they arent powered, they dont accept fluis
if the fluid has no purpose it won't move
not like conveyors that they queue up right there
putting a buffer in between helps me or not
yeah but if its still at an incline and it says 0 headlift then the pipe its lifting from is not full enough
if you have your ratios right, you generally dont need a buffer
or where its going its full
i use buffers about solely when i pump in or out of a train station
yeah thats about the only good use
trains stop the IO when loading, so i use a buffer so the production doesnt stall on either end
Not necessarily
basically im moving nitrogen to base to make fuse frames and the tube is like go little up to my sky platform (should be fine since we tried with pump and it said 0.0m uplift cause i guess it's less than 50m of pipe mk2) then it's just horizontal i spam a lot of valves to remind the liquid which direction it should go then after sky platform is over it just goes 90 degrees to the ground cause we are at base cause it's much lower (this should be good for liquid cause we get some acceleration or something?) then horizontal again with valves then we do 1 junction per machine and split the pipe in them
i think gases dont need pumps
thats a gas. it doesnt need headlift
ohhhhh i didn't know that
that's good what about valves
wdym
Nitrogen is a gas and doesn't need headlift. But it behaves differently and pumps can make it flow better
valves stop backflow, and can limit max throughput
yeah it basically functions the same as with fluids
yes that is what i was thinking cause if valve forces it to go in a direction it can't jiggle back i heard it's a thing
so spam them if the tube is long
i dont need them on long pipes. its the areas with deadends and junctions that are more concerning
good to know
as soon as i give power
Valves in parallel is fine tho
yeah but whats really the point
i see so pipe went like 600/min for a second to fill machines now it's adapting to what it only needs to keep it full
unless you wanna prioritize a machine or something
which is understable since production is 600 and machines consume 150 which is 1/4 lol
ty guys i understand more about liquids and gases
liquid like to go down
if you want to go up put pump
I just pump them all up high and then drop them into machines
xD it also like to slosh around in the pipe so make sure pipe is full before turning on machine
Does that cause issues with pipe "manifolds"?
yes
Uh oh
people tend to overcomplicate pipes a lot
but pipe manifolds all issues can be solved if you just make the input flow down to the manifold
I think I got the full 7.75 gigawatts out of my setup, so maybe I got lucky
as long as the liquid does not slosh towards the input, the manifold will always work
Oh okay, I guess I just accidentally did the right thing
I put all my liquids up above my belts
for full safety you can put like an industrial buffer after the the output of one machine with a pump, and then output the industrial buffer into the input of the machines that need that liquid
like place the industrial buffer up higher then the output
Probably a good idea to have buffers anyways
I just straight up refuse to deal with pumping liquids up my factory xD so what I do is have a packager loop
No. Buffers are horrible.
like, have a packager packaging i.e. crude oil, conveyer belt it up and then unpackage it above the refinery, and have the liquid oil pipe down towards the refineries
my power is a completely straight line :) even after days of factorying around
Is it just me or are train signals unreasonably confusing
Block signals are all you need.
Well, the trick is that they are simplistic, so understanding them sort of requires a change of perspective
I have tried to figure them out for the last like 5 hours and i am suffering so
Where is your hiccup?
Put up some screenshots in the #1038092680493801533 and maybe we can help sort it out
Will do in a bit, gotta extract resources from mother earth first 
Is anyone else having a bug where is the delete the train the main train there game crash on experimental mode
The first couple of times is miserable, but after that its pretty smooth rolling
Ty
Somebody else also put up that question. So you are not alone
My friends game is wrecked because of it and I joined him and deleted when he was far away from it and his game still crashed
someone posted their load bearing train shrine on the subreddit earlier
Is Nitro Rocket Fuel (with a
) the most sulfur effecient way to make rocket fuel, or is using Turbo Blend Fuel and regular Rocket Fuel better for that?
When starting out, I recommend ignoring Path Signals entirely. Stick to just Block. Path signals are just there to help improve intersection efficiency on busy intersections
You place block signals on your rail and it divides the rail up into individual "blocks" -- when placing the signals, the game will show you coloration to show you what it thinks the blocks are
You enclose each intersection in block signals, so that the whole intersection is one big block
And then put block signals every 100-300m along your straightaways
You'll also put signals at the entrance + exit of each station, so that the interior of the station is its own block
The game won't let more than one train inside a block, which is what lets you prevent crashes, etc.
A few things to watch out for:
- In the current version, signals often do not like being placed directly on rail intersections. Try to make sure your signals are back a little bit, on straightaways
- Make sure your parallel rails aren't too close together. Centered on adjacent foundations should be Good Enough. If rails get too close, the game might "combine" their blocks
I know its not for all - But i am shit scared of spiders and this game freaks me out... played it and all but the cats man they freak the shit out of me as i have that picture stuck in my brain of how they move but with a cat pic in replacement.... xDDDD Am i the only scardy cat here?
- This isn't actually a problem with just Block Signals, but it's good practice IMO anyway: when making intersections, make sure that all of the intersection is on the same level. Use foundations, even if you delete some or all of the foundations later
There's a reason why "congratulations, now you're afraid of cats too!" is kind of a meme. :D 
Is it me or I swear opening menu while hitting space using the jetpack makes you go further
- Remember that using a single track where you try to get trains to go either way is difficult-to-impossible with more than one train on the rail. Instead, do a dual-rail system where you pick a "side" to drive, like cars on a road. Make sure that every bit of rail is entirely one-way. You never want trains heading towards each other on the same rail
Howdy. I just picked up this game and haven't slept in three days lol
its knowing how the spiders move so fast jumping its terrifying and replacing it with a glitched out cat doesnt help xD
How do you kill the gas plants? the ones that have legs etc?
An item called a nobelisk
ty
Guess I'll just jump into a cave full of spiders then
Is there a way to use power switches to shut off a pipe system as well?
I'm trying to find a way to temporarily turn off a fuel plant as needed instead of just disconnecting it
build the generators high enough that they require pipeline pumps and put the pumps on a switch, unless it's gas
Oh now that's the play, thank you
ye ^-^
How long until is 1.2 going live?
well we all know that time is an illusion so it's difficult to answer that question
Satisfactory needs to put fluid type indicators on train cars
Why?
So I can tell what is what without checking them all
I believe you can at least color-code your cars
Kinda no brainer to me
Are you not the one who put the fluid into the cars in the first place?
Yes but I have lots and would help to keep track
So I don’t have to go through every car lol
They really missed this one
Apart from possible Customizer stuff, the other solution is to build trains which are "write-once," which you set up and then never have to think about again. :)
Doing dedicated A->B transfers rather than trying to centralize stuff can help with that
I think it's more that you're probably trying to use trains in ways that the devs don't intend for them to be used
Trains in this game really do excel at simpler A->B style transfers; practically everything about their implementation is kind of centered around that use-case
I'm still not seeing where this would matter...
Like, they don't have freight-type indicators on every freight car, and no one is asking for that.
🤔
Oh? What am I doing?
Mostly just what I said before about "write-once." Like after I've set up a train route then I never have to think about that train again. I don't touch it, 'cause it's taking stuff from A->B and there's no excess, etc.
It doesn't matter that I might not know what's in what particular car, 'cause it's information I'll never actually need to know
As I say, though, I believe you can at least use the customer to color code
I'm not saying you're wrong to be trying to use them in other ways, of course! And I certainly wouldn't be opposed to having train cars tell you what's inside. :)
Just that the implementation for a lot of this stuff does kind of end up suggesting "easier" ways to with with 'em. :)
there is a mod for pipes that does this. Idont know about trains though
On Xbox sadly
p[lus it makes your pc weep
@earnest condor hey bro what happened
To unload does it make difference where the train station points
You have all the information.
I cannot help you apply it.
You understand how throughput works.
You then went to "ok but buffer is backing up and filling"
Use the information in your brain to figure out the one and only possible reason that could occur, and do one of the only 2 things you already know can fix it.
@weary gate
Wow I just built a five-high pillar with pumps and connected them to a power switch. Problem solved. I dunno why I was overthinking this for two freaking days. LOL
Thanks
WTF it's somehow filling without the pump
Six seven 😂🎉
One side worked at 20 meters, but the other side had to go all the way to 28 to exceed the 10m head lift.
Is this a bug?
What type of fuel are you using?
Liquid biofuel, it's not a gas

im only making 8 rotor/m and screws are already pissing me off
200 screws a minutes bro i dont have belt 3 yet
Keep your production low until you have the mk3.
i guess i dont have a choice to start with a low steel production :/
Depends, how many coupons you got?
not a lot i dont really have waste
i have the option of running around the map grabbing mat from drops
Is 1.2 GW enough power for early mid game?
Or should I double?
(Coal generators)
as always, highly dependent on your own preferences
how big you build, how quickly you move onto newer power
But is coal worth upgrading?
it's pretty standard to have anywhere between 8 and 64 coal gens before moving onto fuel
Don’t I get something better like next tier?
sevrahn always says to get 3.2GW
i dont like using fuel until rocket ruel ngl
following any one person's exact numbers is usually a bad idea since most things really are personal
I’ll just stick to biomass 💀💀💀
nan biomass is poopoo dont use that
Definitely
Also
What is that rly fast pink bug thing near colorful forest?
I’m too lazy to use map
But it goes insanely fast
Doesn’t drop anything
fast pink bug? no idea
is it big?
Yo can I get some help yall
depends is it math related
Nah
Good
instead of asking to ask, just ask the question
whats your question
Question now
people can't know if they can help unless they know what you want help with 😛
I’ve got a smart splitter in front of a industrial storage that has both pipes and beams right
Right output beams left pipes
But it backs up and doesn’t let more pipes through
*beams do I just need another splitters?
it sounds like you may not be using enough factory carts
Did u try re- placing it?
sound like the other item is blocking
To make sure
if it all backs up beyond the splitter then yeah, not gonna be able to move more through it
Should I just place 2 smart splitters in front of eachother
won't help if it backs up through the splitter
need to start sinking your overflow, or just... don't put them on the same belt in the first place
Mb it was an oversight
it's ok I still think you're amazing and talented and I believe in you figuring out your conveyor problems
Depends on your definition of early/midgame but yes it's enough
How would I even fix this atp
third output on Overflow into a sink
I typically go back to upgrade coal when I have Mk3 or Mk4 belts, Mk2 miners, and enough shards for at least the miners and water extractors
Then leave it alone for the rest of the time
Unlocking the mk3 prompts an entire factory rebuild for me 😄
16 coal generators was enough until I got turbofuel, but what you don't know is how many or few machines each of us is/was running, and what our output needs were
It's not a bad idea to pick a spot with a decent enough coal/water supply and max it out to the best of your ability
it's almost never a bad idea to overbuild power, and you can keep it running until you need those nodes for something else
The humble, yet ubiquitous coal hole:
I'm thinking either the central lake (you'd have to belt the coal down a cliff or from the maze canyon just east) or the inlet near the rocky desert, though the blue crater (would save that area for fuel production later) would work, as well as the 4x normal nodes a bit west of the great void (north of the grass fields) and the blue crater (3x pure coal and an impure SAM and plenty of water for the time being, though a bit more difficult to reach) are more options. there's also a not terrible spot with 2x impure, 4x normal, and 1x pure nodes in the southeast of the dune desert, which is close to the coast
Once I get to phase 3 I’m going to rebuild all my factories
do you have mk2 miners yet?
obligatory "build new, don't rebuild"
Obligatory "rebuild, then build new later after happy with rebuild."
personally required "do whatever makes you happy"
or "build structures way bigger than you need so you have plenty of room to grow"
or get really comfy with the blueprinter and go full modular. Kibitz's hell spires are a good example of that
premade tiny production lines that can be stacked on top of each other as needed and linked up quickly are really cool and I wanna make some x3
one adage i'll proffer is 'bad factory is better than no factory' don't tear down stuff until you've got a workable replacement.
or "a mediocre engineer with ample time can put out a better product than several fantastic engineers on a rush job"
on a very human level, when you tear something down that is keeping the rest of your stuff running, it forces you to rebuild it right away, and that may not be what you find to do right now (remember it is a game!). when you paint yourself into a corner like that, it often leads to burnout and feelings of apathy, avoidance, etc
also depot's exist and, if used efficiently (buffering, feeding a high priority resource into multiple depots, etc.) can help you not have to worry about your starter factory for a while. I built a mess in the northern forest, and once my depot mall is up and running I'm going to clear it out and use those resources to make a bunch of singularity cells to feed a really big portal hub
i wish you luck with that plan
thank you >w< Noodle Town is both of those as proof of concept, and I'm like 99% sure I've belted in enough materials at this point that I just have to finish the structure and build the mall
where can I find satisfactory item icons?
I'm trying to plan out factories on the map
wiki?
Multiple places, try https://satisfactory-calculator.com/en/items
Do you think 12.8 GW will get me from basic fuel to nuclear? Or at least to rocket fuel
I have an additional 10 GW on demand for spikes
rocket, yes, nuclear, no
Perfect thanks
you can hack and slash to nuclear on a shoestring like that, but i'd really recommend not trying to... you end up with a bunch of poorly planned power sipping factories that you'll need to rebuild and then when you get nuclear up, it'll be like 'what have i done' lol
you could do turbo or make a plubber factory that outputs petroleum coke and use that to feed a few generators. I didn't have to expand until turbo, but setting up a fuel plant in the spot you want to build rocket fuel would definitely tide you over and you'd have a bit of infrastructure/experience going into it
The 10 GW flex fuel can run as long as I need it to, I just don't want it on all the time because it's biofuel and I only have 60 hours of uninterrupted supply lol
also batteries
Wait is petroleum coke actually better than residual fuel?
that I don't know. it's just what I did and was convenient at the time
it is about the same. when you factor in the power draw of the extractors for the coal plants, the net is a little worse than res fuel
I think fuel is generally better than coal, though
Ok I just checked. Without alts, a normal oil node doing my use case of plastic is 833 MW on fuel and 900 MW on petroleum coke. Sooo barely worth the headache
And slightly lower average net, nevermind it's worse
a 300 crude into a 100+100 rubber+plastic build gives off 450 coke which will fuel 18 coal plants
18x75 = 1.35gw
I have mathed out an amazing start of a factory...
https://www.satisfactorytools.com/1.0/production?share=M2NQYmiPx91MB7RCSYsX
oh shit. 500 refineries....
res fuel for the same is 1.25gw
if you're willing to deal with the headache, you could get the diluted packaged fuel alt and set up a feedback loop with that, water packagers, and fuel unpackagers
Don't forget to turn off conversion if you're not doing it
nothing is being converted ;-;
My philosophy so far has been to just use alts as they come instead of hard drive hunting until I get what I want
Otherwise the pursuit of perfecton would stall me forever
so it really is just 500 refineries. Put I can overclock them all to 250% since I am making synthetic power shards. So 500/2.5 is only 200
So 200 is not bad to deal with. Plus since each product will be 3600, its just 3 belts of mk6.
that's probably for the best. building the diluted packaged fuel in my project part factory really sucked xwx though I will say diluted fuel, nitro rocket fuel, and heavy oil residue are must haves once you have the blender, and you can (if you're willing to do so) buy hard drives for 100 coupons each
coupons are pretty easy if you overclock and sloop constructor making alien protein.
I had 81 coupons from that but I spent them all
it's only 5 sloops and I have that set up almost all the time >w<
https://www.satisfactorytools.com/1.0/production?share=M2NQYmiPx91MB7RCSYsX
Alum ingot factory that uses 99% of bauxite on the map :)
everything that isn't materials (used those to rush phase 4 😭), consumables, or trophies is priority 1 imo
produces 11k alum ingots/min.
lowkey gonna use wet concrete to dump the excess 7.3k water it produces as byproduct. Which is 8805 limestone being bused in as well @-@
unless there is a better way to get rid of byproduct water?
if you use instant scrap it's a 1:1 byproduct with the input of sulfuric acid
oh really? Ima set that up on the calc real quick and see what means
you have to preload the loop with an extra water line until it can support itself, though
If you have nuclear unlocked that's best otherwise yeah wet concrete
wait is gonna loop 3.6k water?
Yes
I do have nuclear- so how could I dump this water?
sink packaged water?
that's more oil, though
unless you use coated iron canister (iron plates and copper sheets) or steel canister (steel ingots)
The best way would be fluid trains to transport it to your nuclear plants
Wait you are cooking!
i can math real quick one sec.
Find an ocean. Extract all the water.
Package and sink it.
Just because 😛
5,000 meme value though
For reference if you decide you want to do nuclear, that's just over 12 overclocked nuclear plants, so 6 uranium fuel rods/minute and 100 water left over
Bit of a build but certainly doable if you're going to make every aluminum on the map
I would rather make a really big manifold and hope it balances out. instant scrap blenders and sulfuric acid refineries are 1:1, and I could link them each up individually and add junctions across all the pipes to interlink them
7334 packaged water with steel canisters will take nearly 5k iron and 5k coal.
with coated iron canister. it would take 1500 copper, 3k iron...the kicker. 10k water using pure recipes.
without pure recipe, it takes 3.6k copper, and 5.5k water.
so uh. packaged water is more a pain in the ass than wet concrete....
nuclear plants consume water?
sorry, if that is dumb. I never built nuclear before ;-;
Yes, 240/minute
Power in Satis follows power IRL -- everything comes down to using Water for "hot air spin turbine."
and only 0.2 uranium rods a min.
the nuclear line also has water byproducts, so you'd kind of just be moving the problem somewhere else (which would be worth if that byproduct is less than the aluminum water byproduct)
oh shit and it does cause waste...
which means doing that whole production line as well o.e
but then your nuclear plant is reliant on other, non power infrastructure to stay running, and that means you're in a pickle if the grid goes down
So I am still feeling like just bus in 8k limestone...
Taking the 6 uranium fuel rods/minute to plutonium is only 120 water/minute byproduct.
It's actually nothing
you can make and sink plutonium fuel rods if you don't want to deal with waste
Congrats we're turning 7200 water into 120 water
Am I misremembering or is wood to biomass 300/min or 120/min?
300/min
this, though: #satisfactory message it's potentially a recipe for nuclear fallout
can plutonium pellets be sinked?
ideally you want to segment power plants off from the rest of the grid with priority switches so that they can keep themselves running when the rest of the grid fails
looking...
No, you go to plutonium fuel rod if you want to sink it
Pellets are considered nuclear waste

This whole process line holy shit.
I can transport 8k limestone like 10x over before I finish making this entire process line worth to sink the water.
the wiki agrees, but plutonium rods are worth 153,184 points each, so it's not a bad idea. I would definitely suggest making and sinking wet concrete at this point, based on your needs
but dinner time cause wifey said so. Ciao. Thankies for the advice, it was for sure worth looking into.
You don't need to go to plutonium just to sink water. Sinking all but your 100 leftover water creates 300 waste/minute, which is 1.5 hours in a storage container. So just put down a bunch of storage containers in a section of the map. In 5 minutes you can have 500 hours worth of storage containers. That's tomorrow's problem.
And the benefit is the power made pays for itself :)
bone apple teeth ^-^
"Server will restart in 60 minutes" WHAT? Im playing singleplayer
Why are you sinking water?
Making all the bauxite in the world
All the multiplayer infrastructure is still running behind-the-scenes. You're sort of still connecting to a server even though it's all local
v1.0 did introduce some extra stuff to make it more "purely" singleplayer, but that kind of thing is still there
Well, yes, thats very typical but that would be just a second process on my machine, no?
Why would that restart?
Because it effectively is a server. It's not identical to the dedicated server package itself but it's closer than you might think
And one of the decisions made some time ago was that long-running Satisfactory processes need a periodic bounce to clean stuff up that (presumably) isn't getting cleaned up otherwise
AFAIK it's not even a "second process;" in singleplayer mode it's more tightly coupled than that
after a certain amount of uptime, the game forces a restart to quash memory leaks, etc
But you're still running the "server" mainloop in there somewhere, and when that gets restarted the whole game has to get restarted
Or in other words, if they modified the singleplayer mode to not require that reboot, they'd be able to do the same on dedicated servers, etc
The fact that it exists on both is because the codebase is essentially identical
just think of it as Satisfactory taking a massive dump so that you can keep having the most efficient experience possible ^-^
also at one point I was letting my computer sleep a lot and running a logitech G703. the uptime built to such an extent that I would load Destiny 2 up (that was a while ago) and logitech's automatic profile switcher wouldn't actually realize anything had changed until an hour and a half into my session. I typed all of this up thinking that the server restart schedule under options -> gameplay was an interval and not a specific time. just set that to a time you're not awake and you probably won't have to deal with it again @glass turtle
it's set to midnight (24:00) by default
Does it automatically restart the session or what? And, yes, midnight is gonna be in 30 minutes here
(paraguay)
it does. you should load back in wherever you left off, and it doesn't take long to restart. definitely change the time if you don't want the disruption, though
Or just like, savequit yourself and start the game back up
that could disrupt a flow state. I'd rather adjust the server restart time
If you've been playing that long without interruption it's in your best interest to take a few minutes' break anyway. :)
unless you started playing at 11 pm and it's still set to midnight xwx
when it happens, it's just like doing a save and reload. even creates a save file
I've actually literally never seen that message and I've played through midnight many a time. I suppose it's possible that Update-3-Me might have tweaked a setting and Now-Me doesn't remember. :D
i think it is more frequent now, but it used to only come up if you had left the game running 24 hrs
ADA is BAEE 😍 (build, automate, explore and exploit)
Me when I drink the juice that makes me state the objective of the game
I tried to handle the recycle water in current alum factory that is way smaller than this ;-; and like my first few sets of machines are 100% the rest of the sets are stupidly struggling to keep at like 60-70%.
how does that math out? Like it will take 1.5 hours to fill a industrial storage container?
if the problem is not enough water, feed in more just long enough to get it working. if the problem is too much water, flush it and try again. either way do whatever feels best
Yeah a bit less than 1.5 hours
I tried both of these methods ;-;
I broke the refineries into sets in a way. Like the first set's byproduct water is used to filled the next set. The second covers the third, and so on. The final set is turned into wet concrete to sink. But after the second set .-. I can't get the machines to 100% because they are struggling. Even though the first and second set sink all excess production to constantly run.
Wsp yall
check your output belts for the scrap and ingot stages. if those back up, everything else gets screwed
Already made 1k versatile frames now onto auto wiring and smart plating
I need some math help tho
i once spent a few days hunting down an incorrectly clocked fluid tank constructor which was causing havoc