#math-and-meta
1 messages · Page 1 of 1 (latest)
I was looking through the balancer designs on Satisfactory Calculator, and I'm not 100% convinced this 3 to 5 balancer gives a purely "fair" rate across all of the outputs but I can't quite work out the recursive math that the graph cycle introduces, any ideas? https://satisfactory-calculator.com/en/balancers/detail/index/id/3to5/name/3+to+5
(just purely for math nerd interest, it would probably be fair enough in any practical build)
Uh.. under "any ideas" am I allowed to throw in "stop making balancers and just manifold it"?
Everything ultimately gets split 6 equal ways, and then the one leftover branch gets split-merged back into the source (specifically the blue source), leaving 5 equal outputs
the leftover could just be directly merged with the blue source, but that might exceed belt capacity, so they're each split before merging together instead. that's what makes the diagram look more complicated
the three mergers in the top-middle are each getting:
1/3 of the red input
1/3 of the green input
1/3 of the blue input
1/3 of the leftover output (merged with the blue input)
and then the three resulting belts are each split in two, making 6. leftover loops back, leaving 5
example with arbitrary input numbers
mind you, this particular kind of balancer is designed around not knowing how much is coming along each input, which is the worst scenario to even use balancers
even if you enjoy balancing (I do!), you only want to do it when you're starting with a known/controlled amount, or you're just gonna get backed-up/starved machines anyway and defeat the whole purpose
Thanks for the numbers example, I was being more abstract with fractions and really confused myself lol
I’m still pretty early game so yeah, manifolding everything
Manifold isn't a game-stage thing though.
There are only 2 reasons to ever do balancers:
- Nuclear line and trying to reduce radiation footprint.
- You hate yourself.
The game director, Mark, is aware that outside of nuclear it's simpler, easier, and [subjectively] better to just manifold everything, which is why he said they are looking in to ways to make balancers more viable without them just taking over the way manifolds currently have.
Oh yeah I just meant like how manifold is nice for taking a line of 1 building to 8 because adding the n+1th piece is easy
I originally had a huge manifold in my nuclear power station, the radiation was unreal and after more than an hour only a fraction of the reactors had fuel.
If you know how good manifolds are, why the balancer question?
I just think they’re neat lol
it can be fun to figure out a weird split and make a complicated balancer for it inside a glass cube, like a little functional art installation
Embrace radiation
I bet just one of those spots is more radioactive than my entire nuclear chain including plutonium sinks, and I have 100 reactors.
It’s all fun and games until you create Godzilla
I included an outgoing drone port at my plutonium storage in case I ever want to irradiate some huge chunk of the map.
Ouch, I worked to keep my nukes clean, those giant rad-haz spots are the anathema to my decision making & nuclear construction 😛
I made my entire nuclear facility walkable, as there were no signs we'd get the hoverpack and hazmat suit together during U4. Though usually I just used the hoverpack anyway and used inhalers.
What does radiation do?
Kills you.
Ah
I accumulated thousands of extra plutonium rods by running those reactors at low clocks for a while
So a lot of the radiation could be removed just by sinking those. But meh.
honestly with u6 hover pack while hazmat suit there is probably no longer a reason to balance radiation
The real hot spot in my base as shown in the comparison shot is the plutonium fuel rod manufacture, at the bottom of the waterfall.
The balancing is more to avoid the long manfiold priming time, as presumably you won't have a stash of uranium fuel rods for a manual fillup.
hm true actually 50 in 0.2 takes alot of time
Who knows how the whole system might change anyway. Or not change, they might just decide to say beacons are now a part and leave them as is.
I half expect them to rename beacons to some nuclear voodoo item and leave them.
Pretty much, yeah
I'm not sure how I can cull radiation in the hotspots of my base, the blenders taking in waste & the plutonium room full of radioactive manufacturers are both issues.
so when they say 'making balancers more viable' i wonder if they mean making a machine that approaches the awesomeness of the factorio splitter?
nah i think they mean "split off 45/min to left rest to right"
we technically have factorio splitters
when a miner produces 1200 and belts carry only 780 whats the point of the 1200?
there is no point lol
also train station priority merger xd
there isnt any
max is 780
(until 1.0)
I figured 10 would have faster conveyors and everything should have some balance
wanted to splitter on miner to get 3 lines but still not 1200
cant connect splitter to miner so youre still limited by 780
but tbh 780 is alreeady ALOT of materials so youre fine
welp wait for 1.0 when they add quantum conveyors that work at the speed of light /s
I want to see a water pipe that creates its own waterfall...
Because it’s cheaper power to to get it to 780 and pure nodes are even more amazing before you unlock all the tech?
too late
Do you have the diagram version of this?
can make one sure
👍💛
So side A has priority? Or B?
i guess the fact that a/2 + a/4 + a/4 + ... a/n = a isnt obvious but eh
Just so I can post this every time someone says we need prio mergers 😉
Is there an amount of splitters you need in the chain for a given throughput? Or is it just build until satisfied?
if its 1 splitter its working for a between 0-390
each step reduces that "error" by half so for 2 its 0-585
3 is 682.5 etc.
just 780-780/2^n
well belt speed/n^2 but ye
4 would be fine for mk5s, but 5 to be extra safe?
for 4s its 480-480/4 doesnt really change much
i guess the percentage error stays exactly the same
No just, in my head I'm thinking a simple rule I could follow is belt mk# = # of splitters.
Even if it's overkill, it's easy to track.
its just after first merge its 50-50
after second its 75-25
3rd 87.5-12.5
etc.
hm doesnt really work like that
Final splitter should be a smart, no? Just to ensure the overflow is genuine overflow?
wait am i having a brain fart?
shouldnt all of those be smart splitters?
These are normal 🤷♂️
Smarts would make more sense.
ye i always build them as normals
never thought about smarts
Embrace the smart splitter being bound to your bar as the default splitter you place, as I have 😉
Has anyone figured out an aluminum build that recycles the water and never backs up? I thought I had it figured out but it ran for almost a day and then got jammed as the water backed up
VIP junction.
very important pipe?😉
Effectively, yes, lol
But it actually means Variable Input Priority.
However, you use it to make sure the important pipe has flow priority, so the other meaning of VIP isn't far off 😂
I suppose I built mine incorrectly
It took nearly 24 hrs to back up. Small hiccup in one of the cascaded machines let the primaries oversupply - I reckon
Did you have a screenshot of how you built it?
That is case-dependent imo.
Eg: for my needs, I NEVER had an overflow connection at the end of the line. Line A (low priority) just backed up to let items in from line B whenever it had some. Alternatively, I could have managed overflow from line A before the priority merging, to handle when line A backs up due to B having items...
That's a difficult question... I'll try to give an example: I made priority mergers between a station and its unloading ISCs. The lines coming from the station (UnLoad) had lower priority than overflow (OverFlow) coming back from the factory the station unloads for. I wanted to keep the PMs as small as possible, but had to make some bigger as they couldn't keep up (OF line backing up).
Copper ore: this line(s) had ~800/min coming from the station and ~300/min coming back from the OF line. One PM with 5 mergers was not enough, so I had to make that double (for both unloading belts) AND add an overflow option that could redirect items and "balancing" them between the ISC inputs (also due to weird ISC input-priority)
Conversely, Quartz came in at ~400/min with an OF of <10/min, so 3 mergers (on one of the ISCs inputs) showed to be overkill for it.
Middle ground: Caterium Ore, coming at ~700/min and overflowing at ~200/min could be handled adequately by one PM with 5 mergers.
The setup I mentioned
#math-and-meta message
Sounds like you need more balancing 
The Plumbing Manual can help, VIP's on page 14
https://drive.google.com/file/d/1MdZ8Xr8P_SF_FL7B6WDjCZGS-x9Cwt-x/view
Pipes are finicky. I just calculated what I’d need for water minus the expected waste, put a pump on the waste water pipe coming in and never had a problem
Yeah, you preferred leaving the problems to incredibly short pipe segments 
Those got fixed in the fuel station! My bauxite was always fine
My turbofuel power plant has ~36 flood lights per level, which means that, at night, 1.44 of my generators per level are doing nothing but keeping the lights going...
Do I keep the lights on night mode all the time? For aesthetic?
if you don't care about aesthetics, you can, u know, simply not build any lights
but seriously tho, I think lights could be using a bit less power drain
with current 1MW per light it's not really feasible to build them until you're using fuel gens at least
too much strain on coal gens
If you like how it looks with lights on more than you like it with lights off (during the day), sure, why not leave them on...
1MW/light is fine for things like streetlights IMO. 6MW for wall floodlights feels a little high...
I really wish there were smaller lights, too.
nah, I'd see it all at least halved
so 0.5 for a street light and 3 for wall floodlights
IMO I don't see them doing fractional MW for power requirements on anything, meaning streetlights won't drop below 1
(IMO)
I don't think there's any problems with fractional MW as long as it's above 0.1
(because 0.1 is what "idle circuits" use)
This, because thats as low an OC'd machine can go to 
hmm that's fair I guess
I hope new lights get added
okay but only needing like 160 lights to draw 1GW of power is wack when you think of how much power similar sized lights use IRL lmao
I use natural light. It's free 😛
okay actually I rescind my previous statement after some googling. I'm finding individual LED light fixtures for stadium flood lights that draw 1.2MW each so 6MW for a flood light in satisfactory doesn't seem too unreasonably now ngl
when it says i need 21.233 refineries, that means 21 á 100% and 1 at 23.3% ?
yeah, thats one way to see it
Yes
thanks
More specifically it probably means 21 @ 100% and 1 at 23.3333333333333_%, which isn't possible 😉
that means more than 21.233
so 21.234 or 22 or 50
it's mildly more power efficient to clock machines equally, but the calculator doesn't bother with telling you all the different ways you could divvy it up
yes cause it saves like almost nothing so just dont
It can save a bit when you're dealing in hundreds of machines.
it's a matter of preference
and if the product has to go to multiple destinations, I sometimes clock groups of machines differently within the manifold, so that each destination has a dedicated group producing the particular amount needed
i havent underclocked a machine in the last 500 hours 🤷
well lets see
so imagine youre building in rows of 20 and on average the last machine is 0.5 so that machine would take 0..5^1.6 instead of 0.5 so 1.31MW instead of 2MW
and you have "hundreds" so lets say 800 machines
that would mean you save 800/20.5 * (2-1..31)MW
which is 27MW
so congratulations in "hundreds of machines" you have saved 35% of a coal power plant
On average the last machine is 0.5?
Hurray for individuality and preferences *crowd cheers
yes
Why?
huh?
W h y ?
so there is 10 things it could be
0.1 0.2 0.3 .. 0.9
take the average
you get 0.5
actually there is infinite things it could be but the average is still 0.5
20 machines with the last one at 0.5 would be a total of 1950% needed.
1950/20 = 97.5
So I would just clock all machines to 97.5%, instead of 1 to 50%
That's what I mean by it adds up.
If 20 machines saves roughly 54 MW by doing that, when you're talking about hundreds of machines, as I said -- it will add up.
people can play how they want, but if I'm using a recipe 7.2 times, I'm making 8 machines clocked to 90%
not 7 at 100% and 1 at 20%. wackytown
ok so 19*0.975^1.6=18.24
compared to 19+0.5
so 5MW save
so over 800 machines thats 200MW save
The copy and paste function makes the clocking sooo much easier too, its just a quick little bit of math at that point.
i just build an extra coal plant instead of doing the math
waaaait
i did wrong math
power efficiency is also a form of resource efficiency by proxy
As I was saying, also individual preferences, its not like we have to enforce one playstyle.
People seem to forget that here 
sure but dont say it saves power cause it really doesnt xD
Oh hey 1.1mw, isnt that a light source?
so in 800 buildings its 48
which is kinda close to 57 my estimate
yo
quick maths
the only issue i can see is that you get yellow lights thay way half of the time on 1 machine
but i personally dont care about that
its crazy how obsessed people are with underclocking in satisfactory even though in every other factory game it isnt even a thing and 19.5 buildings etc.. still works
I think its fine either way
remember people also overclock EVERYTHING as well exist.
So there is no shortage of opinions to consider while playing, not just shoot down their merits.
sure but overclocking makes sense in my opinion
underclocking doesnt
or atleast not for the reason they think they need it
if youre underclocking cause you wanna save 47MW sure all for it
Power plants being a big contender for isues
but thats not why people do it
Underclocking saving power is a side bonus, like using alts
saving a bit is an added perk someone might see, like people cutting out screws ect
Should I setup up turbo fuel before normal fuel for power
That is both, jumping the gun, and putting your foot in your mouth 
I would say, get basic oil production up, gathering some power and prepping if you want turbo.
Like for example, one 300/min pipe of oil can get you 200/min fuel, which can get you started on power and package excess fuel cleanly if you want some to get started.
How would I package it cleanly like what do you mean by that?
Like have a steady packaging line?
Let me see if I have a Satisfactory Planner thing to show.
The general idea is using base recipe to make fuel, and having the resin make plastic and then containers. (the rest can be sunk or made into more plastic/rubber or if you have alts, the fabric)
Imagine not using Tools...

Very different things though.
Both plan and make grids 
This mess was my basic fuel start as an example
Let me make gas mask filters and packages some fuel
Ok so should I figure out how much power I want to make then figure out how much fuel I need for that. then input it in satisfactory tools?
You could do that, I would shoot(as a start) setting your limits to your node of oil you are wanting to use.
But you can do whatever you want.
The nice thing with tools is the limiting feature, helps squeeze the most out of your planning.
Fyi that map is super outdated
Yeah 900/min max
For one pure or for all of them?
Yeah I do that everyday too np
Oh ok
I keep thinking impure are normal for some reason 
Yeah np thanks for the help
I live in the dune desert so nearest nodes are almost always impure/normal. only two pure in the updated coast
Oh ok I started in grasslands and I’m working on SE phase 2
Oh the fun part begins, just finished that myself in this new update save.
Oh ok yeah I’m working on my brightest factory yet and I didn’t really lay it out properly so it’s a little bit of a nightmare but not terrible
pfffff.. i have no clue where to go from where i'm at. lol i suck at this game. i've just unlocked tier 5 in the elevator and have no clue where to start scaling up the previous stuff. effin ADHD.
Go to satisfactory tools and put in your desired output for example super computers or whatever you want then it will tell you what you need to get to that point I have ADD and it helps me focus on a central goal @storm osprey
And the best part, as you complete factories, you can add that product as an addition to the crafting of super computers as the example.
Helps clean up the charts a bit too
Thanks, I am very familiar with the manual. I am probably just doing something wrong in practice. I ran my setup another ~12 hours before I noticed it backed up again. I THINK one of the machines idles for just a blip that causes an imbalance down the line. I'm going to rework my VIPs and if I'm still stuck, I'll try an overflow setup. I really hope they add some form of circuits to Satisfactory. There are mods in Factorio that add "top-up valves" and "overflow valves" that would be super useful in a build like this in Satisfactory!
Aren't there some form of overflow valves?
I thought that you can make something like this with vertical cross sections
You can make overflow hooks, yes.
Yes, there are overflow junctions. basically a pipe at the end of a manifold that goes several meters above such that the manifold must fill up completely before anything goes in the overflow pipe
Turns out my problem was the incorrect tier of belt for my petroleum coke production was starving my system by a tiny fraction of the total consumption and the buffer was enough to make up the difference for about 6 hours, lol
So, im planning some aluminum production 
For a first time factory of 1500 ingots, im divvying up Sheets, Casings, RCUs, and heatsinks.
Going heavy into alts, so no worry there.
Just would like to know, what is a decent number of RCUs/Heatsinks to go for?
Currently I can do a decent spread, but RCUs are the main sink for the factory plan atm.
I figure if I can get a decent value in my head as it is a starter factory for aluminum, it would really get my gears spinning in my head.
Going to do it in phases, aka one "layer" at a time, ie sheets and casings and return after getting the other materials I need prepped moving up the chain.
only reason I ask, Im not 100% sure I need 40+ RCUs a minute 
Yes, you do.
I guess in time yeah
You need them for PCCs. So you can make Turbos.
But setting up the base resources around 50ish RCUs?
Just trying to balance out the numbers so its easier to slam the recipes later, while also planning for storage.
I really did forget I can just plug Turbos into Tools, BUT, I would like to hear an actual opinion tbf.
I make 90 RCUs/min 🤷♂️
Half and half, its mainly that im doing a beginner factory, of 1500 ingots/min
If you're at RCUs, you're no longer in "beginner"
Which is why going ham on numbers on a reply dosent do me squat 
Im setting it and forgetting it, and planning to change it waaaaay later, once I get other facilities running.
Beginner also means like bare minimum per min in the end to me.
I just rebuild my old steel factory. Before I produced 80 steel pipes and 30 steel beams (per minute). This is still the same. However, I produce an additional 10 encased steel beams a minute. This is done by taking the overflow of the two storage units and directing them towards an assembler, Since I have the recipe that works both with steel beams and steel pipes. The only thing that goes into the sink are encased beams, when overflowing, since their worth is much more and pipes, since I produce more pipes than the assembler can handle.
But thank you for your poke and non-help
🤝
You asked if you needed 40.
I said yes.
I always say yes about building bigger numbers.
Idk what you expected 😂
Yeah talking at someone asking a question is being helpful
Talking to a person is actually having a dialogue
It's like you haven't seen me talk in this Discord, ever....
What are RCUS?
Radio Control Unit
Ok I had to know lol
!wikisearch Acronyms
Ahh thanks
Little late to the party here, but when I am first making a new product, I like to set my factory up to be capable of running at 100% for either way. For instance, I set up my first aluminum factory to convert all of the bauxite I was mining into ingots, lets say 300/m for a starter build. I had a splitter with one side being a 300/m alclad sheet factory, and the other side being a 225/m casing factory. Both feed into your central storage and will refill on demand. I use this strategy for all of my central storage items as they won't be running unless I'm consuming them.
This is my spreadsheet for my latest aluminum build with recycled water. I can explain anything on there if it is confusing.
Thanks for the info!
Dont worry about explaining it, I will learn the hard way most likely anyways 
I decided im going to shoot for a 15/min turbo goal out of that one factory area(blue crater)
That's how I learned!
But im still prior to setting up at all this patch, so... its gunna be an experience.
I make spreadsheets and use data from Satisfactory-Calculator
Im a Tools user myself
To each their own! I haven't found anything that I wouldn't still want a spreadsheet alongside it, lol
I like seeing things like this, and sub sectioning off builds to be easier to read
Many of my builds cascade into each other, so I tend to block off sections. Tools is great for 1 block, and confusing for many blocks
I just realised that one build isnt using all of the 1500/min, might be the wrong clone 
Ah I was messing with the copper output on that one, seeing what I could syphon off of one node and go from there. Make all the things clean 👀
forgot I had Alclad on maximum as well and it did a 50/50 split
Careful that VIPs often need to be built exactly as pictured (at least the pipe segments involved) in order to work as expected. No additional bends or floor holes involved.
Hmm, yes if there's a backup the water priority merge gets filled completely and no longer works. But I see in your spreadsheet that you're increasing the scale. Another thing you could do is on page 12 of that guide, run some alumina refineries purely on the water output of the scrap refineries. Then you never mix the water streams and there isn't a merging problem
The guide gives a 2:1 ratio for the base recipes, you'd need to check the ratios with the recipes you're using
A well-made VIP always works as expected, regardless of how full the pipes are: as soon as the output can accept fluid, the VIP will allow fluid from the prioritized input through, adding from the unprioritized input only if throughput allows for it.
Thanks all for the comments and replies. I actually discovered that one of the machines on my petroleum coke line had the wrong tier of belt and was starving the aluminum scrap production by a tiny percentage and the buffer allowed the aluminum to run for several hours before the jam (and it refilled during my first jam causing me to think all was well until the second jam). I fixed that belt and reset some of the aluminum production and it has been running great since. FYI my VIP is very different from the one in the manual, but functions all the same! Equalize the head on all inputs (same pumps at same elevation) and pipe them into a vertical manifold with the lowest priority at the bottom.
Also, if you look at my spreadsheet, block 2 is using all of the water from block 1 and its own recycle. block 1 is fed by fresh water at 504/m.
As in the main pipe that's branching off and feeding machines is vertical and has horizontal junctions going to machines?
Is petroleum coke ever worth it over standard fuel?
To be burned? No.
Very useful to be routed to other recipes though.
Basic question: Burners.
So the built in biomass burner take the same amount as external, lasting equally as long, but Produce less?
Should I use the built in ones or not?
Once you can build your own, stop using the ones on the HUB.
I use bio burners for such a brief time that I just fed all of them before swapping over to coal asap.
early on you often end up with coke waste. It's useful for early sink points but you could set up coal gens for it if you like? I wouldn't find it worth doing that personally though
yeah, I prioritize getting that coal up and running
then I build a generator plant that consumes a full line of coal at that tier, with space to grow
Is there no option in the factory planner that allows you to define how much resources are available instead of how many you want to produce? I want to maximize what I have
Basically you can say I have 2 normal iron nodes, 1 normal copper node and 1 pure cole node, how many motors can I make max
You can reverse calculate that with some maths.
That's what I've been doing for 2 hours
Use Tools.
Yeah gets annoying,
Tools lets you set your amounts.
In the resources tab?
Yes.
So it's 2 hours down the drain?
Enable or disable whatever you want.
Type in exact amounts.
It's 2 hours of learning why you should have only used Tools from the beginning.
Well, I do now know that making motors with only iron is a bad idea
.... why?
That sounds amazing
When you only have 2 normal iron nodes it's a bad idea
It does use up a good amount of iron to do that.
For 10 motors you need 400 iron
It also can't be done because they require steel 🙃
Ah well you do need to plan where to place factories. Place an all iron motor factory on a bunch of iron nodes 😄
coal is a garbage material that doesn't need to be considered 😛
But then so is iron
There is less Coal than Copper 🤷♂️
So I'd consider it tbh.
eh, I can more easily not use coal meaning there's often tons left
there's a crystal motor recipe that's really good. Make everything before it out of iron then add oscilators
I am currently in the south of the grasslands, the nearest crystal nodes are on top of a mountain
Yeah it's often a recipe you need to bring oscilators in from a seperate factory
the recipe probably has more value if you're making a couple hundred motors pm though considering the extra complexity
Ig I have to be happy with 10pm
Ok I'm a bit happier now because I just got the steel rotor recipe, this means only one thing.
Copper Rotor better 🙃
Copper is better, situationally, if you can do pure and steamed sheets
I have a tiny little setup where dumping more copper into wire than sheets can yield more rotors(with steel)
Steel rotor uses more steel than base rotor with steel screws
Steel vs copper use though, probably going to have more steel in places than copper.
Ofc steel rotor isn't the best, but with only one normal copper node in 250 meters it's a bit... Hmm
It's 8 copper for 10 rotors (with steamed sheets and pure copper)
It also saves me 100mw so there's that too
Same, dune desert north, used up all the nearby copper, its a trek to the nearest node.
Which means nothing to me?
And copper rotor saves more power iirc

steel rotor is a tradeoff of resource efficiency for simplicity
it's worse by most objective metrics, but you may subjectively enjoy having a motor factory based entirely on pipes and wires
If power is a factor in your decision-making, you're building power wrong.
I already have the production chains. The copper cant be produced into enough sheets for what I want with rotors
Yeah that's pretty much the only "advantage"
Well I don't pre-build intermediates so it doesn't make any difference for me
With total power at 2400 I currently use around 1000, plus the motor factory which comes at around 300 and a future plastic/rubber mega factory that's an additional 600 mw
At least 600mw
For someone who avidly defends alt recipes, you are being quite persistent on shutting this down
@wind spade
Sounds like you're at the point where you can make fuel and expand power.
Yes but also no, since I don't have a refinery yet and all my factories are currently located in the south of the grasslands.
Also its not "pre-built" its resources nearby that need to be used up, which can produce more of what I want out of the area.
I do say that all alts are a tradeoff and I also said that in this case pretty much only tradeoff is simplicity
Yeah for me it's always "where do I build this", not "what can I do with these resources"
Its just ironic that you usually defend alts and just do a 180 here for a minute 
No, I defend alts that get called "bad"
We've been through this
Crystal Beacon still existing in U6.
charcoal is pretty bad tbf if you clear cut the entire world and have no wood.

I mean beacon still exists in U6
Yes but they exist for nuclear.
And everyone who does nuclear uses the base recipe.
I'd bet there's at least one person who uses it
Not everyone is smart 😉
Doesn't make it "correct" or "wrong" 🤷
yeah but still a pain for my nuclear production lines because I have to plan on having to redoing them at some point, like sesh the dev's were like don't worry we'll get through the pain as fast as possible with recipes and then do a 180, welp we are going the long and and painful route with recipes changes now, and I'm like great
meanwhile I have no idea how much of my uranium fuel rod production lines are going to have to be changed later....
If you guys are lucky, it will be something that takes the same base items as the alt 
Pretty sure when they "break everything" it isn't going to be that simple.
And the simplest option will be a reset, but for people who are determined to keep their saves... good luck 👍
hence the "lucky" and the 
Aint no idjit
I hope they add in a way to grow trees so you can farm wood... i doubt it based on what i see as intentional from the devs to force you to tech up for coal power vs running on biogens for longer
Lock the tech behind a higher tier. Call it Xenohydroponics and make part of the requisite be some petroleum product or something.
Trees sometimes grow back
Everytime I load a save a stupid tree appears in my quickwire sink
Lot of good that does, buried under 32m if foundation.
But honestly, if you could plant trees and other plants you could make some nice designs and decorate your factory.
Not saying that the point should be to "be more green"
Aesthetifactory
Will be satisfactory ig
You can put fluid containers around your factory as decor. Barrels of oil or heavy oil residue work nicely for this.
The pipe would just wind up solid blue, purple or whatever based on what's in it the same way the windowed parts are, I guess it would prevent the need to colour code the pipe.
Oh damn, I forgot that most pipes are 100% full so yea...
You don't even see the fluid moving in the aformeentioned window, just the colour.
could still have neat particle effects, like tiny bubbles rushing along with the flow.
but that would be A Lot
I had the vactubes from Portal 2 in mind but they are essentially hypertubes and not pipes...
I'm just watching my first sushi factory do it's thing, twelve manufacturers making computers, supercomputers & radio control units, it's quite weird watching all sorts of crap zoom by on the single out belt.
Sushi factory?
It's satisfying.
The output looks a bit like this.
Woah
On a side note, when I saw this picture for the first time it took me a second to realize that was ingame, I legit thought that was a real factory
Coated Concrete for the win!
Ye it's prob raining
I started using metal grip in some of the heavier environments like the oil refineries, it looks effective with the floor markings.
I need a new PC 😭
Even mine chokes up sometimes 😦
I'm on a laptop...
I have the feeling I messed up my pc, I have an i7 and Satisfactory lags so much
And enough RAM too
Ouch, I bought the fastest I could find at the time that was even remotely affordable. 12900k 64gb of ram & 3090, it still chokes.
Well, it's early access, nothing really there to complain
I did blow the object limit half a year or so ago.
What's the object limit?
About two million one hundred thousand or so.
Heh heh, the object limit may be a looming menace to dedicated servers.
Until I edited the engine.ini I kept getting Uobject based crashes.
2.1 million... How
Each factory building counts as multiple objects
Because they literally are multiple objects
I did go nuts on construction, my power infrastructure is way bigger than I even need, then the block refinery that is a huge solid lump, and bauxite processing that is needlessly large, now the sushi is online to boot, along with my colossal tunnel network, the object limit is , quite limiting.
How many objects does a refinery contain?
Even the humble constructor is like 3? objects.
What would those 3 objects be?
Any moving part is another object.
I think each in or out port is also an object
It is an old screen during construction but that's about the size of my refinery. it's since had a power station hooked up to it with 100 fuel generators.
The game itself has to keep all of it in mind due to processing what the buildings are doing, and should you go in/out of range, loading and unloading chunks keeps the graphics in check but not the overall work that's being done calculating outputs.
No that wouldn't make sense, I was wondering because of lag. I have huge lag when I'm in my main factory, even if all the beltwork is under the floor
So the rendering aspect of those items isn't needed .
These are the main byproduct of huge factories.
Not a sausage, just slows the pc down until the save crashes 🤣
ngl i thought this was luggage on a conveyor at an airport for a moment
Satis in high def looks incredible.
really does
Mixed feed ftw.
That belt is responsible for computers, super computers, radio control units, plastic, rubber, quartz crystals, silica, ai limiters, circuit boards, aluminium casings, crystal oscillators & quickwire to stores.
is it okay to overclock fuel generators lol?
Sure, just not recommend. It's just for saving space
Imho you're better off building towers of fuel generators than clocking them.
I think it’s perfectly reasonable to cheat and give yourself a bunch of cores as to have hideous volumes of fuel generators
I just went with the numerous generators, they're not that hard to build and plumb in.
It’s just so ugly though
That's what the glass curtain wall is for, just decorate to taste.
Even then it’s just a massive mound. I haven’t seen anyone make 300+ look good.
Not completely hideous sure, but never good
Even 100 gens are hard to make aesthetic
My 100 gen annex near the refinery is just four floors of 5x5
Another use for 0.5 metre signs, status lights on my warehouse cans to show what is being fed and what isn't
Why
because there are no real benefits apart from using slugs to have a lower building count, it also results in weird numbers
Ah. Makes sense on the weird numbers. Adding 3 shards is like 50 power or something for fuel generators
you get weird numbers because when you try to overclock a generator it doesnt overclock to the desired (target) MW, instead it only overclocks to a point in the middle, so for example a 250% target overclock results in like a 202% real overclock, resulting in wacky numbers
That’s ugly 😦 is that the same with reactors?
if by reactors you mean nukes then yes, but its slightly different for them because they use a different exponential for some reason, so a 250% overclock with them results in a near perfect 200% real overclock
an the sat- calculator, is there a way to change what tier miners it shows to use? it's saying tier 3 miner, but i only have t2 unlocked
which calculator are you using?
on the SCIM calc if you go to the tools tab and then change the view to realistic, you should be able to set your miner caliber
idk about satisfactorytools tho
sft doesnt show miners, just input ores/min which i personally think is better
yeah in that case go to the tools tab and set the view to realistic
thanks but holy crap i wasn't expecting the spaghetti tree lol
That feeling when others finally understand share your passion 
calculator is for idiots like me that can't math.
i still prefer sft as a calculator, and using a calculator isnt a bad thing
You’re better off with tool just because the way calc splits things generally doesn’t make sense or even work with the placement of stuff
what is the best (easiest in terms of logistics) way (location) to make batteries?
The south east part of the eastern swamp for classic batteries I think
Sulfur, bauxite oil and iron (wire)
swamp is not that great actually
new water there, for being a swamp, is really not that much
and everything is spread out a lot
but if 600+ m is ok for you, its decent
Should only be like… 300m between sulfur baux iron amd oil?
425m if you put it in between all the resources. That's pretty good?
The middle swamp is a liiiitle better it looks like.
And from the looks of it the basic battery recipe the least logistics area is in fact the eastern swamp as you can have all the parts using coal within 250m
Is there any way to plan uranium waste processing with SFTools?
Input the waste and maximise the plutonium rods with the recipes you want
(and try to sort the mess the best you can
)
yikes!
weird, I just had a malware bytes warning from the SF wiki. That's never happened before.
Going to have to process 50/min U waste.
Odd fiddly requirements like... 5/min iron plate. -_-
This seems to be the best bet, but I have a question.
With the sulfuric acid loop being closed, is it tricky to prime the pipes? There seems to be no input or waste once the loop is going. Do you have to keep the pipes half empty in order to not lock up?
Thanks for the ping 
I havent touched anything past alumina in a long time
nice when you can get those crazier charts clean.
For when you don't want belts clipping through each other.
I think this is the more complicated method of processing the waste. Are you trying to get the most plutonium rods out of it?
no, just get rid of the waste. Coupon points are nice of course but the main goal is to rid the waste.
You have the alt plutonium rod recipe in there. Base is probably simpler unless you're already making a bunch of conversion cubes
iirc people say less alts is better for trash removal.
could be wrong.
it consumes the most waste per unit yes.
I havent gotten into this myself, just remember what I read a bit
on the topic of making a closed loop, you should simply make a water pipe that almost connects, and then prefill until that pipe is full
then dismantle the prefill pipe and finish the loop
I've got some cubes being made in my material supply base already that I'm just sinking for points.
Then yeah, not a terrible choice. It however does kinda lock you into keeping that cube factory going forever
haha yeah. Kinda true.
making water pipe 100% full is certainly not recommended, but it would actually be pretty hard to achieve (unless keeping it connected to prefill extractor)
So if you think you may want to use that area or those cubes for something else I would say it's probably worthwhile to make a more permanent solution for hte waste. It's not something you really want ot go back and fiddle with
Why is keeping a pipe 100% full hard?
in a closed loop without external feed?
I suppose putting a small fluid tank in the line would prevent the pipes from being full and blocking the loop
as in waste water being fed back in?
like this situation with my screenshot
yeah
oh wait a minute, do piping systems still eat some liquid volume every time you load up a save?
apparently not
so yeah in that situation apparently the load loss of fluid bug has been fixed. I'd still probably do something like a VIP junction for it with SOME water being fed from the outside.
I would test it w/o the external feed just to see. Cause that would be v useful
The safest bet is probably using the waste water for wet concrete though
and fiddling with nukes isn't really a problem unless you didn't automate iodine filters
although it's best to have a main shut-off switch for every gen and for each subsystem of this gen
not really
Well there are shorter options as I suggested. When in doubt though look at the basic resources you need and use the calc map to see the best concentrations
i was looking at original receipt and it feels like pain
Oh gods of Satisfactory, what is the most efficient Iron->Reinforced Iron Plate recipe that only uses Iron? Stitched with Iron Wire?
i think so, not sure tho
If you have rubber going begging, use adhered.
I'd prefer to just use Iron and Quartz at this factory due to proximity
Make them in another factory then?
Fair enough, I have a decent sized refinery next door and I've only used 600 of its 2400 rubber output.
My concern is in that the reprocessing facility will be isolated and remote. Trying to pick a good spot on the map where I have most of the raw materials available locally. Will drone in the rest.
The material requirements aren't high, but the complexity sure is.
Bottom of the waterfall, and if you build it right, the radiation even inside it, should be mild.
there are a lot of waterfalls. ^_^
The giant one at the grassy fields, I built my reprocessing facility just above the damage line at the bottom of it.
oh... yeah there aren't any resources near that.
Just looking for a smallish inefficient setup I can do quickly
will design large scale one later
Didn't stop me going nuclear nuts there, the buildings shown on the lower plane are the plutonium processing & sink.
Yeah after an intensive search of locations I couldn't find a suitable location for waste processing where I didn't have to bring in a bunch of stuff.
Resorting to pressure cubes would probably reduce the number of things to import
One thing I'm pondering is if I can drone in a bunch of items in one drone... Because the throughput is so low per item. A dozen of this a dozen of that per minute... and the drone can carry up to 9 different things, maybe I can car pool a bunch of stuff in one drone
Yep, but remember that once you mix you need to keep the items flowing. They can't pile up in the Drone Port or it'll clog.
exactly
limiting the rate of input could be a challenge
like I need 4.5 steel beam and 2.5 heat sink in the package. These small numbers aren't very belt friendly.
I'd rathe just send back any excess together with whatever the factory may output. Unless you limit to exact numbers (and even then, unless further care is taken), you'll need some overflow management anyway. Wether that's a local Sink or whatever, you'll have to keep the excess going
it almost seems to require dedicated intermediate part lines rather than drawing off the main supply. Maddening.
I may go back to the recipe that includes the pressure cube. I can drone that in and most of the other stuff I can build on site.
Yes... maddening indeed...
(This is the entirety of Uranium Processing excluding refineries)
Here locally, I've got iron, copper, caterium, coal, quartz, and nitrogen. That's most of it.
Neat, thats gunna be my starter Aluminum factory for later. 👀
How do y’all make those maps?
SCIM

I'd use the pressure cube solution myself honestly because like you say it simplifies logistics but I'm low on bauxite sadly
And bauxite close by! Sadly that spot is critical to a major hub of mine and I can't afford to use those resources for waste processing.
Also depending on the size of your nuclear power station you may not have enough water. And honestly I would really avoid moving the waste for processing if at all possible
I just built a motor factory for 2 hours only to completely tear it down because it's a mess 😦
You're not alone.
Sorry about the crap screen of my planning board, this will be the build of my motor factory once my foundry is up again.
Only two input materials and equal rotor & stators makes life far easier.
There shouldn't be?
Build YOUR factory. Not someone else's. Rebuilding until you're satisfied is part of the game.
Building it is the tutorial
If you really wanted to get into the nitty gritty of it.
A SFTools chart is basically a tutorial for a factory, but you just have your own spin of placements.
Figuring out the placements is the fun part that SFTools leaves to the user, it does solve most of the math though
Math, machines, and the chains. Which is almost 90% of a build 
The rest is either the design/puzzle depending on how you look at building.
It is simple until you have to build fluid loops or injected manifolds
Before T5 it's very straightforward
I go for the puzzle approach at the start which can "piss off" Greeny and a few others who "know best" 
Telling someone to flat out not do something is forcing gameplay paths on people.

If we ask for help, we want help, not a walkthrough(or at least thats me)
or snide remarks with little to no help, those arent great either.
Asking for help and getting "you just have to figure it out, there is no best way to play the game" isn't helpful

how would u guys recommend connecting this up
Oh dear ADA why...
i like pain
But if you're committed...
Manifold it.
Pipes on the bottom, conveyors above them.
isnt that inefficient?
okay fair enough
Manifolds aren’t inefficient, the single caveat with them is just the time it takes to spin up to full speed
Which in and of itself is not a major amount
Im doing conveyor bottom and pipes above but yeah, manifold
Im connecting around 72 + fuel gens rn
I feel ya
How are u getting 56 anyways? What is your input?
Oh. With the alternate recipes ur getting a lot more
He said he likes pain.
True
i also have 4 other ppl in my server
Well im doing HOR, Diluted Fuel, then Turbofuel, so im getting 300 Fuel genserators out of a single pure node
Also sucks up around 1000 Sulfur/min
So close...
yooooo
HOR. Diluted. Turbo Blend.
Diluted Fuel is plenty.
Sulfur sucks for that, but i think theres still enough for nuklear and batteries
Diluted Fuel doesn't use sulfur.
Turbofuel does, compacted coal
Most people who've played longer will tell you to skip turbo.
Because Diluted is more than enough to get you to nuclear.
Makes sense
Primary use for turbofuel is just.. making bullets tbh
Well, i already built nearly half my power plant, so that'll stay there for now.
Its time to finally finish up my RCU/Supercomputer Factory to get to Drones and more stuff, but i still need a lot of prerequisites
12 power plants in a tower above the central lake area. Plan is for it to drone in fuel and drone out waste.
Is that rubber/Plastic?
Fuel gens make 150MW each
So potentially 33.3k
ye
not that much lol
anyone know how to turn 3 belts into 8
What's the overall goal? Manifold with injections down the line would probably be simpler and easier.
this will work found out i had wayy more than i need
Droning waste! I guess 12 won't produce tooooo much waste
If goal is 8 machines, I'd build 9, underclock them and put each belt into 3 machines
ya no it was 8 sets of machines lol
8 sets of 4
Quick question, I was wondering how he (the one who made the tutorial) got 300 crude oil, when a pure node is only 240? https://www.youtube.com/watch?v=IoCm0H_4YnE&t=80s
300 Crude Oil ➤ 900 RUBBER or PLASTIC! - Satisfactory Refinery Setup Tutorial Guide
In this Satisfactory tips video, I'll be going over the most efficient Satisfactory refinery setup in update 3! This Satisfactory tutorial is quite complex though so be warned, however the efficiency of this production setup is worth it!
Refinery Setup Twitter ...
Overclocking?
overclocking
Overclocking
overclocking
Welp, there goes my 1000 mw extra
lol i tuned on my new power plant and my power died so now im building a new power plant
Oil nodes always come in a group. You could also merge the output of two nodes, and underclock one of them
I find overclocking nodes to the max belt/pipe limit always worthwhile unless you're aiming for very specific numbers.
While just tiering up in tech more parts is good parts
I heard someone mention, you can kinda get away with turning on parts of it at a time.
That way a few machines start a few gens, then you plug in more as you go.
Not exactly sure how much of a pain in the butt it is though. (if its fuel)
I'll lose out on having 1800 rubber / plastic
yaaa ima just build a coal power plant
And I got extremely lucky
Coal plant defo quick and dirty easy. 
yep haha
How much are heavy modular frames needed? Alot right?
yes
enough power lol
More POWER
For a moderately sized world set up you can probably get away with 30 pm?
depending what your final end products are ofc
There is always space for more power xD
This video is update three yeah? I wonder if its still applicable in current game. I know the packager is needed instead of the refinery to do the packaging if there is some (i havent watched it yet but I assume they turn residual fuel into packaged fuel)
Same thing, make 9 sets of 4
.... Dammit
the max oil to rubber/plastic ratio is still 1:3 so its still possible to do 300:900
But not as shown in the tutorial
its the same recipe just less convenient but yes it'll still work
It's the best I can do atm
Yeah if you got the power and patience to spare, packaged works the same.
Wait how much power is that
it uses slightly more power 8 blenders compared to 13.333 refs
for this its
This is absolutely ridiculous, I don't have that power
batteries + temp fuel setup powered by stored fuel to get main oil prod and perm fuel gens online is what i did
Best to get a basic fuel gen set up somewhere else, then get your diluted set where you want it for later.
Still need an oil processing chain for that... Oh well, now I know what to do
Finally got my basic steel facility up again, after much distractions.
The facility also pumps out 37.5/min motors, until I decide to make Space Elevator parts again.
And yes double sushi madness!
Manufacturer recipe x4 at 100% for Rigour Motors and two assemblers doing the rest.
What's the alternative with the manufacturer?
I was about to puke words but I remembered the codex has recipes. 
I use the alternate oscillator recipe for that too, really nice, especially if you are going crazy with quickwire stators.
The alt oscillator recipe was a no brainer for me thanks to having way too much rubber.
its one I like using too since I'm using a lot of silica alt recipes and crystal is a bit scarce
Fair play to you there 😄 , I did make an AI limiter booboo with mine where the whole place was getting like 15 limiters, I forgot about the top floor 🤣
So much so that for the first time I had to make a metal smelting plant some distance away because I could have not enough iron.
But in fact, it’s not so difficult, it’s just that the volume is large and for the first time it’s unusual
the game gives important advice at this stage, arrange logistics
is there a website or something people make these on or is this just from the wiki
Satisfactory Tools (one of the many links hiding in #welcome )
https://www.satisfactorytools.com/
💀
I just unlocked basic oil production and everything that comes along with it any tips on what to focus most of my production on like should I produce more super computers or modular frames, tips like that thanks
focus on making small amounts of oil-based products and forget about focusing on anything else until you progress further and unlock more alts.
T5 stuff is the one you would absolutely end up wanting to rebuild.
until you unlock fuel generators, focus on making plastic/rubber for milestones, familiarizing yourself with what to do with byproduct, and making a slapdash computer factory.
once you have fuel power (and maybe some good alt recipes too), you can set up a proper oil rig in earnest
hey, is there some kind of calculator in which you input whichever combination of items you want (and their amounts) and it tells you the cheapest way possible to make them? or anything similar, i was thinking of doing something like that with glpk
Just making sure I understand this table correctly. If I produce 630 turbo fuel, that means 630 divided by 4.5 is 140, so I'm gonna need 140 fuel generators to use all that turbo fuel right?
From what I understand, you shouldn't overclock power producing buildings anyway. But thanks, I'm gonna need a LOT of heavy modular frames and computers oh boy.
You can overclock them to a certain percentage to have them work exactly twice as fast, but it still takes a lot of shards
Makes sense, but yeah if I tried that, then it'd take 140 power shards for 70 fuel generators instead of 140, which would eat a massive amount of my stash, I have like 160~. Maybe I'll consider it after I get a basic setup for plastic, rubber, circuit boards, computers, and heavy modular frames to go back to my warehouse at base so I can build up a stockpile then go hunting for more slugs.
If you have enough space and ingredients automated then it's probably easier not to overclock them
Yeah I noticed how it's weird at 200%, it doesn't use twice the amount of turbo fuel, it only does at 250%, but either way you get weird numbers. At 200% you need 81.81 fuel generators, at 250%, you need 69.23. I think I'll just stick with keeping at simple at 100% for the fuel generators, but I might look into overclocking the refineries.
246.2288% is exactly twice as much as 100%
I see, thanks.
Question about trains, does each freight car need its own freight platform? I'm planning to build a computer factory at where I'm at on the map, there's 2 pure oil nodes there and I'm gonna use them for all the plastic needed. But everything else I need I can find in that area to the north and I'm thinking about setting up a train that transports copper sheets, steel beams, and cable back to me.
Yes, you need the combined platform length to be at least as long as your train, end-to-end
Alright thanks
just in case, if you don't plan to load or unload a freight car in a certain station then you don't need the platform
Question: I am planning my first plastic / rubber production line. With 120 crude oil I can get 40 rubber, plastic and fuel. Is there a useful product that uses fuel since I haven't yet unlocked fuel generators? or should I just build buffers that store the fuel and when I have enough resources to unlock fuel generators I hook 4 generators to it with one running at a lower clockspeed?
You can package it for use in the jetpack
Consider this the troll answer: technically no. You could, in theory, stack stations instead of freight platforms, so that only one freight platform loads the train, from front to back, in order.
Don't do this, the efficiency losses aren't worth the laugh. Probably.
The plan have a factory up north produce copper sheets, cable, and steel beams, 1 train and 3 frieght cars bring it down south, off load, turn the steel beams into screws, and use all the plastic being produced down south in combination with everything I brought to produce circuit boards and then computers.
Dont make fuel. simplest solution
Making fuel is entirely optional. You have multiple methods in oil production to make things and deal with byproducts
Fuel works for the recycled plastic/rubber recipes to drastically increase production, those being alt recipes though, you need hard drives.
At the beginning you will face a lot of wastage in oil production. As you progress, you can reduce the waste and improve output/input ratio
Yea the fabric recipe was a godsend for reducing my waste
Just plop down a water extractor and my excess is polymer resin from my power system went to great use
My initial plastic/rubber setup used a bunch of buffers I kept flushing out until I was able to quickly rush fuel generator unlock and refine it into residual fuel
Then my other oil node the focused on fuel had it’s excess resin go into fabric
You can also turn your residue into coal and burn it in a generator or throw it into a sink…thats what I did my first time through when I didn’t plan on just rushing fuel generators
Oh Gods of Satisfactory, once again I call to you:
What is more efficient :
Sloppy Alumina or Instant Scrap?
In terms of Bauxite to Aluminium Ingot ratio
Me thinks sloppy
Sloppy electrode is the go to for some(alot?) of people
Oh wait instant is blender stuff(?), havent looked too into that.
I think I looked at it and was like "thats a later thing"
it basically mixes in sulfuric acid to drastically reduce bauxite use - but I'm not sure it's worth it?
(and competely skips the alumina solution step)
seems like instant scrap is only really useful in a battery factory to make the casings on site for the batteries. Sloppy alumina ftw
its equal
100% the same efficiency
Instant benefits over Sloppy + Electrode:
- No Oil needed
- Less machines needed
- super simple water recycling
- less water needed overall
Instant scrap isnt good with a battery factory, a battery factory is good with an instant scrap factory
Cheers
If resource efficiency is a concern you're going to want to use the classic battery alternate recipe to reduce aluminum.
eh its a trade of just sulfur and aluminum to sulfur + alu + copper + oil
soo as always it depends
is the second one literally the same but faster and more expensive?
or is there anything i'm missing?
Yes, you trade lower amount of machines for higher resource usage
Not worth most of the times imo
Second one is more expensive but there is another alternate recipe that counters this 🙂
ok ty
it's a pretty unusual recipe, too. the vast majority of alt recipes change up the ingredients, which means their effect on resource efficiency is more indirect. (ie, default uses A+B, alt uses A+C, efficiency is partly determined by how B vs C are produced)
"exact same parts, but you need more and it costs less power" is deffo an outlier
I use bolted plate in my factory. Love it. Makes more. Don't care about the input resources, my factory is much more human scale as a result.
yeah, iron is abundant and gets less valuable lategame, so there's nothing necessarily wrong with spending more of it to use fewer assemblers
Less power is definitely a consideration in terms of efficiency... kind like you're turning iron into electricity, which is a pretty solid power plant.
Yep 🙂
Doing the math on this one... assuming no/U6 overclocking, for any given output of Reinforced Iron Plates, you expend 3 MW/RIP with the standard, and 1 MW/RIP with Bolted. So if you need to produce 120 Reinforced Iron Plates, you save yourself 120 MW of power.
Cost with no alts... the ratios are 1.5 Iron : 1 Iron Plate and 0.25 Iron : 0.25 Iron Rod : 1 Screw. Normal numbers are then 2.4 Iron : 1 RIP, with Bolted being 2.633 Iron : 1 RIP.
Viewing this as a power plant... you "generate" 3 MW/0.7 Iron. Or effectively... you're running a Coal power plant on 17.5 Iron ingots/minute with no water input. Better efficiency than coal in terms of world items used.
Putting power to the previous ratios and assuming constant production while ignoring miners... 1.5 Iron Ore + 6 MW : 1.5 Iron + 2 MW : 1 Iron Plate, 0.25 Iron Ore + 1 MW : 0.25 Iron + 1 MW : 0.25 Iron Rods + 1 MW : 1 Screw + 1 MW, simplifies to 8 MW : 1 Iron Plate and 4 MW : 1 Screw, results in an energy cost of 96 MW/RIP using the normal method, and 114.67 MW/RIP using Bolted for the prior production lines. The recipes themselves utilize 15 MW/RIP for normal and 5/RIP for Bolted, leading to totals of 111 MW/RIP normal and 119.67 Bolted.
...someone check my math, but I'm not so sure this actually works out in favor of power efficiency.
Because every alt you could use to improve the power efficiency of one, you could use to improve the power efficiency of the other.
The figures from the wiki could better be phrased by dividing the resource/min by item/min to get resource/item
Yeah I realized that three paragraphs in but I was in too deep.
Is there any (In your opinion) must have alternate recipes?
Heavy Oil Residue.
depends on what stage of the game you're in tbh
Working on tier 7-8
Then Heavy Oil Residue.
HOR, Diluted Fuel, Heavy Encased Frame
Sloppy Alumina, Pure Aluminum Ingot
Being able to cut silica out (or if you like, get net+ silica) makes the aluminum process much nicer
Forgot about alumina...
Aluminum is bauxite rite? I literally completed phase 3 and unlocked tier 7-8 before I quit last night.
Every one of the most efficient oil recipes in the game stems from that. Lots of iron alternates are amazing but run off of rubber and plastic, so you effectively unlock those with the most efficient rubber/plastic setups. It's a massive cascade of efficiency from there.
yep. default aluminum recipes produce byproduct silica in one step and consume it in another, but not in even amounts. so you have to make up the diff by shipping in additional quartz-based silica
alts solve that nicely
Every. Drop. Of oil in the game. Gets processed like that.
Technically cast screw if we're being real here
cast gets cast aside for steel 
Why are y'all biased against screws...
Steel Screws is still a waste of steel.
If you end up having a pure copper+sheet situation, copper rotor + steel screws is a great combo
Yep. Most effecient way for screws is comp steel ingot>steel rod>screw
At least I think it was that mix
Been a while since I looked at numbers
I know Steel rod and stitched+Iron wire is great though.
Same. I put the game on hold until U6 is out on EA branch
Modular frames are great when you have these
Base recipe too, not a terrible combo
Pffft, steel screw + bolted + bolted is the bestest frame production 

how do you split 1 pure coal note into 4 100% foundry ? I'm a newcomer and suck at math my entire life
Splitting 1 in four requires 3 splitters. One to split in 2, the other 2 to split each of the 2s into 4s
thanks, I hate the the fact that this game forced me into doing math but it's so addicting
manifolds
It's basic math tho .-.
I wonder how many ppl use mk3 poles? I usually just stick with mk2, even when I have everything unlocked.
Silica electronics recipes are super good, but only if you can easily get Silica to that factory 😄
why not use them though?
I rarely even use poles
No, all are situational
You’re wanting to take 3x 120/min (360/min) and split it to 4 assemblers?
sorry, math is 400/min intake from 3 belts of 120/min and a single 40/min, question is how do I equal the 4 belt intakes?
Ah 🙂
4 rotor assemblers
Trying to understand this delay circuit I just put together.
I expected 6.7 /min to come out the other side, but it's coming out at a little over 30 /min. Can anyone help?
I think it has to do with the nature of merging. 😦
Not sure how to throttle belts. I only want about 5 batteries per minutes going in.
@frosty owl might be able to help. Also regarding flaws of mergers and splitters, which might lead to unexpected output figures
its because of these three. it LOOKS like you have 60 going in then splitting into 3 20s, the left one splits into three more, 2 of which go to one of the first 3 splitters. so its getting 32.14, which then moves into the left most splitter of 20, which is actually getting 52.14/ min instead of the initial 20. if that makes sense
hmm. Well I put a Mk1 belt in that first turn to ensure it was only 60 to begin with. If that matters.
i think my math is correct
idk how to make it go from 60 input to 5 output but its the top conveyor belt messing it up atm i believe
itd need to be 60 split to 3 belts of 20, then one of those split in half, then split in half again
Would this work? In theory cutting input to 1/9
Should, yeah.
Sigh. This doesn't work either. They pretty much come right out at 60/min
I don't see anything on those side belts.
that' because they are mk5
theres a single battery on the bottom right loop
only there for a split second
Swap them to Mk 1s.
would that matter?
yes
interesting
Ditto the in-between belts going straight.
still a lot faster than it should be but is slower
Should be 9 seconds between items
oh... yeah because it feeds back into itself, the belt is still capable of handling all 3 inputs on time.
is this even possible? I've seen someone on youtube a while ago give an example
i think your best bet is just a balancer
?
Make sure the belt between the first splitter and second merger is also mk 1.
This slowed it down a fair bit.
sending all output back to the beginning
oh wait I did that wrong
yeah that 2nd merger is unused
Also I was slightly mistaken. The first one cuts output to 1/3 only because the belt is backed up to the bus splitter. In the second one, there's extra room on the belt so you're getting 20 + 40/3 in, for an output of (20+40/3)/3 out.
In your original design, you need to send the outputs of the second splitter back to a full 60/min belt. Main bus should work.
Turns out all the belts can be any speed except the initial input, like I was thinking. Problem was that all the outputs except for the final must be sent back to the beginning.
This slows it down quite a lot. Not as much as the math suggests but a lot.
something's still def not right though. I know there's a way to get it to truly throttle by an extreme amount
In row 3, remove the splitters.
Just send it back tot he mergers.
Actually it should work if you remove row 3 entirely.
Not sure what you mean. What is row 3?
Sorry, the second set of splitters/mergers.
okay to reiterate...
from what it looks like, each splitter in this layout should divide the final output by 3 yes? So having four in a row you'd think would really knock it down.
unless there's a better way of distributing batteries to other drone ports anyone can suggest?
...Starting from the main input belt, split off to your branch. Use a splitter to loop back to two mergers on the main belt (or just one). Use a second splitter to do the same again, all merging after the original splitter for the branch.
that's what I tried first
Did the line get full, or did you simulate it continuing to move?
So for this example, splitter 2 sends 1/3 forward and 2/3 back to merger 1. This ends up doing nothing at all, and the flow from 2 to 3 is at full speed. That I recall anyway. It's super late and my mind isn't focusing properly. Surely someone knows how to do what I'm trying to do. -- a basic belt throttle.
I'll leave it for the night and with luck someone can come along and provide the solution. 😛
ngl this is some big brain stuff i cant understand
The goal is to make sure the batteries don't saturate the drone that is supplying both batteries and pressure cubes to a remote site.
as a general rule, mixed inventories are never going to work reliably
use another drone for batteries
easiest setup for batteries is to have one (big) battery factory with 1 port which then will be used by other drone outposts to get batteries
well, not exactly 1 port, it depends on the amount of drones. But even 1 can service quite a lot of outposts.
If you want to throttle, you're better off doing it at your manufacturing point. Otherwise you need to remove the items from your system. Long term any looping back of items will clog your return conveyors and you'll end up defaulting to your throughput conveyor speed.
how would you guys build this ?
exactly as it is there
yes, i have 3640 fuel that i need to use and i need atleast 680 rubber and atleast 2841 plastic
yes.... so whats the question?
like, how would you build a factory like that, since plastic and rubber is working from eachother i might just be stupid, thats why im asking for advice
kickstart
what
Why are all belts but the one in the left backing up?
You know, ask for founds for the factory online 
|i know how to start it up, but is there a "smart" way to build that factory ? or do i just build xxx refineries for rubber in 1 building and drag belts over to the xx refineries in the plastic buildng etc ?
Well, you can use smart splitters and mix the rubber/plastic productions at will
i usually build them directly opposing each other
lemme find an image
thanks!
the main importance here is to never let the fuel fill up , as the whole factory would stop
not exactly opposing, but similar enough
turn both so they face each other
ah yea, so you split the output to 2 refineries ..
same works for multiple
use an overflow splitter so it only splits off once the refineries are full
safest method
here it is
other one is hidden behind the right refinery
so you just send 30 to the next and use the 30 left over as output as the "end result" or do you send it to the next refinery to get used up there ?
i send the full 60 to the refinery for it to use, and when its full, i get 30 overflow
recycling recipe uses exactly HALF the output of the other recipe
30 in, 60 out
thanks!
If you were forced (at gunpoint) to use screws in one of your production lines, which recipe would it be?
Rotors? Copper rotor probably.
Its simple enough to setup, and you can have overflow beams.
Hmm never even considered copper rotor, it does look pretty good
Yah where would you use screws
I heard copper rotor shines when you use steel screws and have the pure/steamed sheet combo.
What are the best alt recipes for computer production?
steel screw output batch size is 52 screws, copper rotor input batch size is 52 screws, clock ratio is a clean 75%, match made in heaven
lol... i thought... it was the resource node that determined the amount of ore you get from the spot
like... impure 30, normal 60, and pure 120
i was unaware if you used T2 or T3 that the numbers increased
and if you overclock
that changes a lot haha im using so many T1 miners
i thought T2 miners only worked on pure spots since it said 120
thats funny
How far in are you
bruh... lol dont even want to know
i guess not too too far tho. i built my first fuel generator site yesterday
but still
yeah, ore output is
[base amount] * [miner factor] * [clock speed]
yeah... lol i didnt know the base amount changed
till i just read the miner wiki page
i thought the limitation was the resourse node
i looked cause i saw on one of the channels where someone needed like 11000+ oil... and im like how on earth could you possibly do that with a 120 node
where as ... if you have a overclocked t3 miner you could get 1100 per min
I love crystal computer, you can get a decent factory set up anywhere with quartz nodes if you get the whole silicon alt recipe line.
Oscillators get quite a bit better with their alt, even though it uses rubber, its an amazing alternative.
well, oil extractors don't upgrade. max you can get from a single oil node is 600 (240 base, OC'd 250%).
but you'd generally be tapping more than one of them. and there are also resource wells, activated by pressurizers, and two of those have oil. the better of the two can give 1350 oil/min
I never could get a resource well camp to look tidy.
Doesn't seem to matter how I position the extractors, the pipes always look a bit off because of where the wells are.
yeah i tend to just make a box around them, and run the pipes to wall holes on the box
@magic islandeven then though. i was unaware that overclocking would increase the output. so good to know haha.
yeah miners and oil extractors are the absolute first thing to overclock, you wanna always boost them to your current best belt/pipe capacity if you can
I sort of went with the platform as shown a light setup & a tall ass radar tower to try to hide the fact that the pipes are most definitely not as straight as I'd like 🙂
its going to make building these computer factories MUCH easier. cause i was trying to find a spot with a bunch of pure nodes... expecting 120 per min max lmao
That's base amount
A T2 miner can extract T1 miner pure node amount from a normal node.
yeah i just found that out after having like 4 t1 normals connected to a basic rotor factory lol
I have 6 or 8 T1 normals connected to a factory that produces RIP, Rotors, SP, and MF lol
lol
whats funny is... when i put T1 miners on pure spots thinking the limitation was the miner...
so i assumed max was 60 cause it was a T1 miner..
so i put T1 belts. so regardless it was only getting 60 lol
You should've seen my face when I found out I misread the item limit on Mk3 belts and thought I needed 2 Mk2 belts
lol
i use mk3 belts on some things now just cause i like to see them fly to the machine lmao
As long as you have a stable steel beam production you're good
i got a half assed one but it works
ive pretty much had on the fly factories made. like on grass lol.
im starting to build actual factories now though.
doing the crystal osc currently
I like steel rotor. The parts tend to be more likely used in other things nearby I'm making so it's fewer systems I have to create
Steel rotor is worst resource efficiency from all rotors, only "advantage" is using same materials as vanilla stator which imo isn't anything major
It can increase it. But for power it behaves weirdly
And funny enough, with all the alt recipes, basic rotor out classes steel rotor by a landslide (resource wise) even when excluding pure iron.
Ends up being a "steel rotor" made of steel rods 
I know. I've probably said "steel rotor costs more steel than base rotor with steel screws" like 100 times here already
How?
Don't need to be forced, copper rotor ftw, screws are fine, no reason to evade them
How what?
How does steel rotor cost more than base rotors and screws?
It just does...
lol
If you say so. Was trying to figure out how without loading up my game
Normal rotor with steel rods: 18.75 iron and coal for 10 rotors
Steel rotor: 53 iron + 20 coal for 10 rotors
(that's with all alts but without water or oil)
Sorry for being on a phone and not able to answer directly 🤷
That makes sense 😄
Damn...... that ratio = horrible
The main drawback with steel rotors is that there is only one possible alt to combine with it besides a better steel recipe(which copper also uses), iron wire, and copper for instance has at least a handful more recipes that reduce cost, but also spreads the load.
Basic rotor recipe with steel rods is oddly far better than pipes, so much so its worrisome 
I saw someone mentioning a steel pipe alt would hit the spot.
With material abundance and limited run it is nice to reduce inputs if feeding from nearby factories but yeah mats wise it isn't great.
Built a large crystal osc factory… lol missed one belt and spent like 30 min tryin to find what was broke
I hate it when that happens.
The most insidious breakdown in a factory is a 1 metre piece of mk1 belt or pipe hiding inside a splitter/junction.
Hell I accidentally deleted a smelter and didn’t notice as well, I was like why is the iron supply so bad
I managed to knock out my entire nuclear chain with one mistakenly deleted wire 🤣
Once I found the fault I soon fixed it and added redundancy, It was just my own fault with an arcane mess of cables under the lobby of my uranium fuel rod assembly plant, I routed a belt under there and moved some structure, I tagged a cable and never knew it.
at least you learned something
Problem was the whole installation was needing to be updated, now I tend to wire structures in a standard manner to avoid killing structures.
Damn, adds up to 855, it'll be 2 belts mixed or otherwise 😦
I kind of hoped it would all go on one belt.
Is the wire and steel being made from far away?
The wire is being made in the copper works 24 metres away, the steel I'll need to route from the foundry on the opposite side of the base.
Mhh. Steel might be an issue given how far away it is...
But considering the stacksize and throughputs involved, this could be a nice change for some balanced sushi if you wish (for the assemblers' inputs ofc) 
Balance the fact you need 2 belts by cutting down on splitting beltwork ahahah
Now gtg
alright, laters 🙂
yeah wire and screws are kinda murder to mixed belts
Disappointed but it isn't too big an issue, I can still have everything flow through the final outputs there.
Wire is actually not too bad, compared to screws. I feel that one "half belt" of wire can feed many more machines than one of screws
I can't wait to get the cast screws recipe...
You work with smaller manifolds in general though.
Better get other recipes, cast screws are not great
What do you mean?
The production lines I’ve seen you make? Small enough to deal with wire on a line mixed with others
Still interested in exploring possible solutions?||Despite me even mentioning sushi-balancing earlier?
||
Or is the topic dead already?
Oh, I thought you were talking about a generic "you". It's true that I do, but I'm not arguing based on that: generally, I feel that most recipes involving wire have considerably lower throughput requirements than recipes involving screws
Oh yeah sure but still significantly larger than other parts
Sure, "larger than some", "smaller than others"... But that's not the point is it? xD
What I'm trying to say is that I don't find wire as bad as screws when mixing, but much "easier" to deal with. So much so that I often do include Wire in mixing
Ahh sorry, i wasn't at home, I just went with a 2 belt input then the machines feed everything in to the next set leaving the output spewing rotors, stators & motors.
How exactly do you merge 600 + 300 + 600 + 600 + 600 + (3)(780) evenly to 8 780?
.. by adding the missing..(4)180 + 480?
or are you after 8 even M5 belts?
I'm wanting 8 even M5 belts
so you want an 8x8 balancer
Yeah but i'm having all sorts of different values coming in (from multiple miners)
the feeds don't matter in a balancer.
They don't? why?
because it's a balancer. it takes all the diff feeds and divides them among all the others
so long as the end result of belts meets or excees the total input, you are fine
there are a few ways you can do a 8x8.. like above, or break it into sub parts, balance them.. then keep stepping further in.