#math-and-meta
1 messages · Page 2 of 1
probably, but it'll still be hellishly complex. If you have a fixed input like you described, you'll almost certainly be able to get away with fewer belts and split/merge nodes than the full balancer
Don't balance, just use what you have on each belt, easy
That's also potentially valid, depending on your intended use
In pretty much all cases where a balancer would be a solution, there's "easier" solution that doesn't need balancing, hence making balancers is pointless (unless it's part of the challenge)
Balance a 780 with the 300, giving you two 540s.
Balance each 540 with a 780, giving you four 660s.
Split each 600 and each 660 in half, giving you eight 300s and eight 330s.
Merge each 300 with a 330.
Ta-dah, eight balanced belts of 630.
This is not an endorsement, merely an answer.
That’s math for you.
I'm in the camp of not balancing and using as is
So manifolds?
I'm not really in favour of nonspecific balancing (just wanting X number of balanced belts without regard for where those amounts are going)
but splitting to an exact ratio where you're accounting for how each unit on each belt is spent? yeah thats cool
Manifolds make things easy
Thanks SuperCar. That actually kind of helped 😄
The big balancers are a pain to build, but then i use them as a giant manifold. 1 line need 370.. another 700.. etc.. so long as i keep the total 8 outputs to within the input, it all ends up where i need it. :)
And yes, they can be made way more compact ^^
One thing I like to point out that for people used to Factorio or some other games that use inserters, is that in essence, a line of factories along a belt using inserters is functionally exactly like a Satisfactory manifold with direct belt feed. Balancers in those other games are used to feed a SET of manifolds/lines of factories, not to balance with every single machine.
if i used the amount of balancers in satis that i use in factorio my base would be 90% splitters and mergers lol
Too many people forget that clocking a machine differently can save tons of balancing imo 😆
Yeah, adding an extra machine or two to a plan can drastically change how nice values can be when mathing out a problem.
Any tips on balancing outputs? Like I need 65pm on one input and 13 on another, how do I calculate that?
And it's not a fluid, otherwise you would simply put a valve in the pipeline
you do overflow
so manifold
and set the overflow output to the higher number? (65pm)
ye
will it balance out after a while like manifolds?
ye
Awesome
Overflow to the output with the higher number makes it balance faster
thats what we said
But when it comes to fluid I should use a valve where I can say how much is allowed to pass through?
That's not how valves work?
So just normal manifold for fluids then
you dont need that
you just do normal overflow with pipes too
since those balance out aswell
valves are too tricky to set up correctly
fun example:
what do you think are the outputs for the top and bottom pipe?
the m³/min
both 150?
0 300?
not that either
ok idk
100 and 200
why
keeping track of the ratios for multiple outputs gets complicated
like, finding out how much goes through is easy.
but calculating the ratio when you want a certain output / min? hard
It's only hard when you have a higher total flow limit than input flow
If it's the same the limit = output
it easy if the total limit isnt larger than the input, thats true
in my example: I have a pipe that has 52 in it, I want to split it to 39 and 13:
(39 x 52) / (39 + 13) = 39
but for that to work right, you need full pipes
aw shite
full pipe = full pressure
god mmmmmmmm
only then do valves actually output what you set them to
kinda stupid tbh
its pipes
I'm not an engineer but idk if valves work that way in real life
exactly like this
They only work at full pressure?!
well if you have a pipe thats half full you get 0 pressure
just pump in air
thats why in satis its so complicated
thats horrible
doesnt work
imagineyou turn on the kitchen sink and you get a sputter of water and air
unusable, irregular flow
and the upper floors get nothing
make the diameter smaller
Now that I don't understand. First you have too less pressure because there isn't enough fluid / flow inside the pipe but when you make the pipe smaller it's suddenly too much?
if you make smaller pipes, you decrease the flow limit in total
smaller pipes cant handle more pressure
the real solution is to have full pipes
nobody does piping IRL with half full pipes
its now how you use them
That's why you make smaller pipes so the pipes are full with less pressure
that limits the amount you can safely transport / min
there is a reason oil pipelines are so large
That's because they have so much oil
I think it's pretty big
it can fill an olympic swimming pool in less than 10 minutes
Not bad
But my point is that I am not trying to send a total of 300 through the pipe, I only have 52
And for such a "low" flow rate you wouldn't need such a big pipe in real life
well its impractical for us to reduce pipe size
universal machine connections and all that
the simplest solution is still to just have a full pipe
you can afford to wait a few seconds for it to fill
pipe volume minimum is 5 m³ and at best its 66 m³
and yes, priming is important
you can just turn it off and wait
oh yeah, priming any machine set up that takes fluid is probably just good practice. Heads off a lot of problems
Can I post pics here?
Oh thank god
There @oblique hollow @frosty owl
Does that explain the issue? I hate not being able to post pics in #satisfactory
This problem is, as I stated prior, compensated for by simply having buffers
due to accelerator cycle time being 2 minutes, i see 0 issues in that case
Do the math, they all triggered at once and you need to supply 8 particle accelerators 200 copper powder each in 2 minutes or the last one on the manifold chokes
i just let my constructors run full, they serve as enough of a buffer
8 * 200 = 1600.
1600 / 2 = 800/min
"They will need 800/min in a given instantaneous moment"
They will need 1600 items instantaneously. 200x8 machines. But they require that much every (>120 seconds), thus they never need as much as 800/min
yes, but people sometimes neglect to buffer the last machine on the manifold
its all buffered together tho
they do if they all finish at once and you didnt buffer the last machine
btw, its not the last machine, its the last 2 usually
they receive stuff at the same speed
Actually I think I can literally make a formula that tells you precisely how much of a buffer your last machine on the manifold needs to not choke
No... They don't... Regardless of buffering in the last machines, the amoun/min required is always the same: amount required times machines divided production cycle time
So in this case 200 x 8 / (more than 120)
let me set up a test case with a modded recipe.......
So the variables are:
- Belt speed
- Items per recipe
- Recipe time @ 100%
That should be all it takes to calculate the required buffer for the generic manifold
i dont like using accelerators for this
So do the math, you didnt buffer the last machine on the end.
All 8 finish at the same time. Your last machine just used up its 200 it just got, so now its empty and just started its recipe.
You have 7 machines that are now 300/500, and 1 machine that is 0/500.
You have 2 minutes to get 200 copper powder in the 8th machine or it chokes.
You have more than 2 minutes
What actually happens is that 8th machine keeps hiccuping and it desynchs by a couple seconds every cycle
and it takes 1 second or so to fill all of them with 780/min
why would it, you have 120 seconds
15.38 seconds a pop
ah wait....
to refill machines 1 through 7 will take 107.7 seconds
im once again doing math with 8*200, which is incorrect
you get more than 2 minutes with the last machine
Please, go on
last machine has 150 seconds
ah thats right
Oh so is this only underclocking the last one?
I usually underclock them all the same
I dont think it matters which way you do it here, maybe it does
actually yeah underclocking only the last one may be superior
which is 123.0769... seconds
because it fixes the issue by inherently desynching it
Which just means that all machines have more than 2 minutes to fill up rather than just the "0.8" one
You're inventing this issue where there's none (unknown ones), lemme tell you 
the total time for filling them is 7* 200 in 120 seconds and 1* 200 in 150 seconds
average time is thus 123.75 seconds
(not taking into acount clocking for the last machine there)
just 8 machines
Generally, the only difference is in how fast the manifold fills up. Leaving the most consuming machines at the end and the least consuming at the start lead to the smallest warm-up times
giving a mk 5 belt enough time to move 1608.75 items
So looking at it, this kind of becomes like the Cicada problem
to actually truly avoid hiccups, and you could probably make an app that does the math for you
but the solution would ideally be to underclock every machine but by a prime number amount to each other, so each one gets a slightly different underclock
if done right they'd only synch up even 2 at a time probably extremely rare (potentially on the scale of once every couple hours)
This would prolly also have a very positive impact on performance, or at least, it would be smoother
... Why are you so sure the hiccups happen despite having two (quite experienced if I might say) people who tested on it both agree that there is no such thing nor have they ever heard of something like that
and
you don't have a setup that shows the issue?
So Iodine Gas Filters are the most extreme example
Its actually impossible to make them at 100% efficiency
I am still fairly sure its functional of what % of a stack gets consumed by the recipe
The reason I am so sure is there was an extremely long convo here months and months ago where we dug into it and broke down the numbers and it basically came out to "what % of a stack does the recipe use" was all that really mattered
Sighs...
Please, do bring it back up with an actual setup showing the issue.
I'm not trying to close the convo like this, I'm just tired of discussing it and feel like we won't get anywhere without some actual evidence on your part on the table (a setup we can troubleshoot)
This was months and months ago so I dont have the example recipes we found that demonstrated it
I thought it was HMFs but nah it was something else
im now doing a test case
Iodine infused gas filters are the extreme example
I get that you originally discussed itong ago, and it's fine...
But if this was an actual issue, making a setup to demonstrate it (as McGalleon is doing) shouldn't be hard to do. Accelerators seemed like a good choice for this as it would require very little work to be made (faking the inputs with containers ofc)
Iodine Infused Filters should be obvious why the issue happens, they use 100% of a stack per recipe
What are you talking about?
They take 1 filter to make an infused filter. Stack size of 50...
I really think you could sort this out quite quickly by slapping down 7.8 accelerators and seeing what happens...
theres a recipe that uses an item with stack size of 1 IIRC that demonstrates the problem IIRC
I feel like you arent listening to what I am saying at this point, so I think this convo is over
cheers
I accurately read everything you wrote so far and tried to answer in many different ways to bridge the comprehension gap were having...
If this is "not listening" to you, I'm quite disheartened I've wasted the past hour looking up recipes and typing to get to this...
there isnt to my knowledge
i can test it again though
the issue is only with recipes that
- use more than 50% of stack size
- have stack size greater than 1
Btw, the convo is still very much ongoing, if you're willing to
almost there... almost have my test case
8* 250 per cycle, cycletime is 200 seconds
during the time where they are all full, the smelters making silica fill up
now how should i test this?
@patent briar
or does it need to be 780/min
due to belt speed limit being needed
what is the packager for..?
its doing a fake recipe
to test belt throughput issues with recipes that need a lot of items per cycle
@frosty owl dunno if you are interested in a result.
been testing this: 750 demand / production. 250 needed per cycle, max stack size 500.
as expected, runs smoothly
why are you even testing this, tho?
theoretically (and practically), if a belt can feed enough items during the course of 1 production cycle, then it should run smoothly. If it can't cope with such demand, then it won't (but then again, that would mean that input rate exceeds 780/m)
If I understand correctly, the worry is that if all machines finish a recipe at the same moment, then they all have an "input vacuum" at the same moment. And since it's a manifold, some machines will get that vacuum filled first, and some might get momentarily starved within a few cycles. Basically reintroducing some spin-up time.
And there's two ways this might shake out. Either...
-The manifold can always get the later machines caught up in time, preventing the problem entirely.
-The momentary delay on some machines will introduce an appropriate amount of desync to prevent the problem from recurring.
Dunno which is actually the case.
Can you screenshot the recipe in the packagers' UI, please? If you're still in game 😅
Nice layout
Could you tweak it to 780/min just to make extra sure? 
what makes option 3 better than option 2 when i can just update my assemblers to the new blueprint, tho i noticed i'd need to beef up screw production to make it worth it, but i see that better than requiring two ores for iron bars
Usually you wan't to redo the production line entirely when adding new alt recipe. Or even get alts before making the production line
I look at recipes with other recipes in mind, so I am inclined to go for 3 as an option.
The reinforced plate alt is just more resources for same output btw
thats why im going hdd hunting now to get the best out of em before i build out more
ah i spose that makes more sense
If you're going for "best" then you should already know which ones are those 😉
Perfect description 👌
Imo, manifolds behave like (2) when still filling up some of the machines ||except the last 2 machines||, but once it balances out (1) should apply as long as one provides enough items/min
The fact that there are no recipes that need more than half a stack of items assures that none of the machines will lack items to start their next production cycle when properly primed
i don’t actually i’m still kinda new is there a guide
No, because there are no best/worst recipes
All are situational and it depends on you what do you prefer and what do you want to optimise for
ferinstance, i use the bolted plate recipe specifically because it puts out the most
Outputting the most is building more machines 😛
true that, but my vibe is human-scale buildings. this is my steel products room, everything short of fused frames
See I always figured that any vacuum gap gets fixed with manifold spin up time since it’d self correct and desync machines even if they somehow synced up while the overflow feed was happening
I feel the steeled frame is a bit more flexible. If you combine it with other recipes that use pipes you can reduce the total number item types being made.
I tend to dislike screws but that’s from early game trauma.
Iron alloy looks interesting and probably has a niche but I haven’t come across a situation where it wasn’t better to move somewhere with extra iron if it’s needed. The situations probably exist but much less so the way I build
Not yet :p , subjective meanderings will happen
Personally I am loving the regular recipe, and replacing the components.
I used Ironwire+Stitched, then steel rods.
You could go even further and add oil products later.
Doesn’t the base recipe have screws too? It’s been maybe more than a year since using/seeing it XD
Nah its just plates and rods
well RIP "plates"
I feel like a good chunk of the medium recipes like mod frames can be just as good if not "better" at times with the base materials fiddled with instead.
Though complexity is defo a factor later in the game, see steeled recipes.
I hate it when my head has ideas backwards. had to edit that to make sense.
Ahhh ok ok , might have just attached the extreme screws I was using in the RIP and linked that in my brain
I have to look at the recipes now
I feel you XD
Its the worst when it happens in a heated convo, got blocked earlier because I snapped while I was confused 
(my fault though entirely)
Oh and looking at the recipes I think I realised my steel frame enjoyment.
The combination of pipes for me is good because of HMF.
I can make pipes for the Encased Beams, mod frames, and HMF to streamline
Might be worthwhile to ask someone to pass on an apology to the person? I find admission of being wrong very soothing
Yeah the homogenous production line, easier especially if you go for the "Steel 100% to pipe" route
Eh
I dont mind it, just seems silly to block a person over ONE argument/insult slip.
Like I had a boss snap at me for no good reason and he came to me 15 min later to apologise and I was like ‘damn, best boss’
Tempers flare shrug
It’s also tough online because you don’t get tone or facial cues
And I didnt see what I said as an insult until it was in my face either. Its just how communication is for me at times.
But
Whats done is done
Although it does hurt a bit feeling left out
Language is imperfect and subjective to personal context at any particular time :/
does anyone have a good ratio recipe for stitched iron plates w/ iron wire?
Calculate things 🙂
I'm trying to figure out how to divide 135 plates into 4.5 constructors lol
You dont need to figure it out? Just line up the splitters and manifold it
or more specifically, 75 plates into 3 constructors with 30 x 30 x 15
I know I know :/
I'm trying to make it perfect though 😛
So what you should be asking for.. or just googling is a 1 to 5 balancer..
nah, you're right, I'll just manifold it
it'll just have to take some time to ramp up
You can just manually fill them first?
I really wish you could make conveyor door walls x1 but move the position of the one door :/
Yeah. I also wish there were off set 2 hole, and 4 hole walls.
I don't see why there aren't. It's so frustrating
Man, no other game makes my graphics card hit a consistent 180F
that's ridiculous
unoptimized
not finished
yadi yadi yada
1+1=3
@thick plume mines a max 120 lol, that’s on a ultra wide, 1440p ultra all
I only hit 90 on a 5120x1440, and that is on a 1080ti air cooled.
90F or C. Mines about 51C max
I have 3640 fuel, i have 118 machines @ 100% and 2 machines at 166.6667% each machine @ 100% uses 30 fuel + the 2 machines at 166.6667%, how many pipes of fuel would you divide the 3640 fuels into ?
Question: what's more tedious to build, HMF or Komputahs
Probably Komputahs because of the oil right?
6 t2 pipes and an overflow t1 pipe.
I found computers easier. But I had alt recipes to streamline it.
Crystal or Caterium?
im looking at attempting a mega factory, does anyone know the max number of resources producable on the map, so I can figure the number of smelters/refineries/etc per resource?
if this is correct
Thanks
Your mega factory will lag out and crash if you try for every resource methinks….
even on top end gaming rigs?
it's not about computer specs x)
Engine limitations.
Ahhh. Even Eden and the other super factories are more spread out?
I believe they are. For too much in one space causes issues.
But you can build quite large factories before having that issue.
fair, maybe if I break it down to a central processing for all resources then push that out to warehouse for further refinement into parts?
would that be enough separation, or still too much in one spot?
That’s what I would suggest. The initial processing for ingots and base level materials takes up the most space.
this is what we are making and we are 320 hours in .. xD but we are using extra time making everything visually pretty
Our multiplayer game is now over 1000 hrs in… and we have a central distribution hub to divide up the factories
xD
We finally got the continental railroad set to go into every region
what's the footprint of your central distro hub like, about/
we have a mainline of doubletracks for trains all arround the map and all our sections of factories are connected to that those tracks , we will make some drones aswell .. and i've also made 6 uranium + 2.25 plutonium fuel rod factory for electricity
The big circular lake area in the center of the map… it’s a circular station that is the size of the largest lake there. Processes 16 outbound trains and 3 intake trains.
We also use double tracks. And have drones going. We have a 6 reactor test power plant, and a large diluted fuel powerplant.
Sorry again, how many HMF pm is a good start?
I think that with enough "horsepower" you could expand your factory that much, but you'll probably want to cut down on decoration and keep things as logistically optimized as possible
A couple manufacturers' worth?
Ig having trains would be very useful?
gotta wait for that 4090TI to crush it all easily?
Better GPU just means keeping better graphic settings. After a while, it'll be the CPU and RAM that bottleneck FPS
I think so, especially as distances become greater between delivery point, it seems with freight cars, trains have the best thoroughput over large distances.
64Gb RAM/12900?
... It's not like there exist a "spec-to-#-of-machines" converter 😅
As long as you have enough RAM (>32 I think) and can bear the FPS you get, you're good
trains are quite handy as they make building outposts way easier
I recommend you to plan your railroads ahead with tools like SCIM so they're sensical and multiple trains can use them
haha, true, just was curious if the ram on the GPU might bear the load significantly better alongside the 64gb RAM
The RAM on the GPU?
jesus, looks like speculation is 24Gb atm
Hey guys, can I get some help about automating computers?
Or at least can I ask how did you guys automate computers
what kind of help do you want? build a machine, set recipe to computers, check how much items and which ones you need, repeat process until you're at raw resources 🤷♂️
if you have enough of said resource, just belt it in, otherwise build a new factory to produce that resource
screws are best produced near the manufacturers
I'm just looking for ideas on how to automate computer efficiently, I'm not planning output rate too high I'm looking for something maybe less than 30/min, I have got a lot of resources available, I got all of the alternate recipes, I am still at the phase where tier 5 and 6 is at
satisfactory tools isn't really helping me that much so that's why I am here, asking this question
huh, why not? (I made that tool, so I wonder what's wrong 😉 )
My brain isn't able to comprehend :,)
it tells you how many machines to produce which recipe 🤷♂️
3.25 machines translates to 325%, so for example 3 machines at 100% and one at 25%
zoom in and go through each orange tile
I have no idea on how much output I want
you can move the boxes around to put them into nicer shape
that's where the problem begins
I'd start at 2,5 or 5 per min
start at smaller number, expand if you need more
Alrighty
if you need more for later components, you can also make separate computer factory
when you have the plan out, add 7,5 or 15 circuit boards/min, they'll come in handy later
I think I get it now and I found where I got confused
It's because I was trying to go according to the plan and not do an overflow system where input is greater than needed
welp, thank you guys :D
I found with recipes like that or at least the plans, if you add an extra machine when figuring out the clock speeds, it tends to be a nicer number.
Like the one pictured, wants 5 manufactures, I would shoot for 6 instead and see how that % speed would look ect. with all the machines.
Sushi conveyor, not manifolded storage with mixed items in crates and powered by biofuel?
Oh I thought what I did was pretty bad but I didn't know it goes even beyond
Storing of screws in an industrial storage container
Dear god
I need them for HMF since I don't have that automated yet
what’s the go to for using a mk2 miner on coal and iron with mk3 belts for steel production
What
Well if it’s pure then they work at about the same rate if that’s the question
If you have the alt recipe that uses iron bars that changes things because that can increase steel quantity by 50%
If your wanting max output you can overclock a pure slightly to meet the 270 that mk3 can transport for some reason since pure makes 240 units
When doing factories that take parts that are delivered by train, are the parts produced in one big on site factory especially made for this product chain or is it wiser to maximize production of a certain part and then store the excess and ship the parts that are needed?
So this is what I have come up with for MF, Screws and Fuel. The fuel is there because I need power and I figured I'd generate power with fuel, and while I'm at it use the byproduct and turn it into rubber, which can be used for adhered iron plates. Thoughts?
So there's nothing wrong with that but I suppose you should ask what you're going for?
The way I would approach it is very dif is all.
So what I get from that prod line:
It's for heavy modular frames
- if you're needing power and this is to supply it it's not a bad idea to use the waste for something useful sure.
And because it IS waste your power supply from there won't be dependent or intermingled with your MF factory as long as you keep an extra sink for hte polymer resin in case your MF buffer gets full
I suppose the thing that concerns me is if you've though what you would do when you say get Diluted Fuel which changes things quite a bit? Just tear it down? Are you ok with if yo uchange your fuel station to something that might not be able to produce rubber for your MF anymore?
Hmm.
Like these aren't BAD. Just things to think about
But it is thigns like this that gives me the concrete rule of 'no mixing power infrastructure with factory infra'
You do have a huge point.
I mean you could just keep a tiny extra power station there while making a dilute somewhere else? That's not an issue really.
Diluted needs a blender tho right?
But looking at all that, I'd probably just make a rubber factory to feed the MF and maybe other thigns, while making power elsewhere
there's a refinery dilute recipe too
Packaged water and HOR
It's not quite as power efficient as blender I believe but extremely good still
Yeah no worries 🙂
It really just depends what you want and how you think your system will grow in the future.
After a few maps you just get in the the rhythm of knowing how systems can interconnect
I mean honestly - even if you do make that a dedicated rubber plant, you might really want to turn that into a recycled rubber plant later right?
So it might have to be torn down anyway
Oh and just so you know the basic rubber of oil:rubber ratio is 3:2 , with the recycled alt loop it turns into 3:9. Crazy extra output
oh just real quick - why adhered plate? Not extra copper or iron for stiched or regular?
There is no copper and not much iron BUT a ton of oil. And since I still need power I figured why not produce fuel and use the byproduct of polymer resin to make rubber
Fair enough 🙂 I've never actually had a situation where I wouldn't have moved the factory needed to somewhere with more iron/copper (iron wire is pretty sweet) rather than adding petro to the mix. But reducing complexity has high value to me
Same for me
Maybe if possible have a squeeze at the map and see what's available around you? Even grabbing a few extra alts. 30 MF pm is not a tiny factory and might be nice to be kept for the future.
Oh what miner / belt mk are you at?
Miner Mk2 with some overclocking and MK4 belt
and what are the iron nodes you're using?
I don't have it on screen but i think it was 2 normal and 1 pure. 2 normal cole and 1 pure, 4 pure oil. On the map it's the far east where the lake in a stone crater is
Oh you have a pure chucked in there? Have you ear marked it for Heavy MF already?
Wym
I thought you said you were making the MF for HMF after, which would require more iron
I originally wanted to produce the components for HMF on seperate places, then let a train collect them and ship them to the 3 manufacturers that would make them. But when I calculated the needed Power (which was something around 1300) I realized I needed to go for fuel power. And that's why I thought about linking the MF and RIP factory together with the fuel generation.
oooOOOooo ok
WELL some more suggestions based on what you've said?
your 2 normal nodes overclocked can do 600 ore pm which would be enough for your MF, leaving the pure free to do a bunch of work.
Do you happen to have coal and limstone nearby?
Coal somewhat yes, limestone no. I thought about making a train go between my main base, go past a concrete factory along the way to the main HMF factory. The factory I think will take up the whole crater
But the more we talk the more I am thinking there might be better solutions
Well my brain doesn't stop when problem solving mode is going? Want me to vomit forth ideas?
Sure
ok this is assuming-
you want to stay relatively where you are
remove oil complexity
Maybe good places for HMF factories
over clock your 2 normal and 1 pure node -
Make steel and wire/screws rather than rubber.
I'm pretty sure by eyeballing it that you could just bring in concrete and make HMF where you currently are planning
If you hunt the Iron Wire alt you could do sticthed RIP which I like but isn't critical
The Encased Pipe Alt is glorious and if you do a plan and coming up short on iron from what you have there will save you on Steel
do you have any steel ingot alts?
Hmm Well Solid Steel Ingot is amazing if you can find it. It'll help reduce the iron cost, same with Encased Pipe
That being said - these suggestions rest more on the idea that this might be a factory you'd want to keep until late end game type stuff, not one you'd be happy to tear down later
If you think you'll tear it down w/o sadness in your heart... just slap something together would be my suggestions
I generally want to make factoriess that work well and wouldn't need immediate replacement once everything gets way waay bigger, at the same time I know that 6 HMF pm is the maximum for now
Well if it interests you you could probably do your plan on the same spot just bringing in concrete which would save a lot of logistic works (which I try to minimize)
Might need to hunt a couple alts but honestly Solid Steel Ingot, Encased Pipe, and Iron wire make production lines much more flexible for anything using those items so good investment in your future
Lucky I already have 2 of those
Is there something like a solid factory layout planner that isn't SCIM ?
Noice 😄
I put high value on Flexibility options when it comes to alts
Iron Wire = i can have either iron or copper nearby for this factory
flexible
and the other two cut down the iron coal costs which makes any location with those become more available for plans of size
This is gonna be a pain to plan out
I remember I needed 2 hours for my motor factory. I mean it runs smoothly at 10 pm but still... And then there's Computers, which are way easier but.... So much resource
Yup XD
Is there a software or tool to visualize factory layouts? Placement of machinery, converyors etc so I know what to place where?
You can do some cool stuff with alts though. Make substantial number of computers with the right combo with very little in logistics
Well.. there's Satisfactory Calculator in the scim page, but I find that a visual nightmare
600 plastic pm with 300 crude oil for computerss.
and the spliters and belts are awful in how the program decides things
For layout and logistic planning though? I use an excell sheet
For layout? How? you can draw lines and boxess?
SO don't get scared, I'll explain
Their nasty planner has an option for "realistic mode" that adds nasty splitters and miner stuff
iirc its all numbers anyways, probably not much help
this is part of a very complex set up and is only the 'basic' layout. So like near the top left you see 'Tanks' makign alum cannisters right? It's got the total ingots need and below that 1x 360 meaning 1 belt of 360 ingots
Next to that I have packaged N, which is what it's being fed into, so I now I'll need the 1x belt to move between the Tank Factory and Packaging factory
In Packaged N it's broken into Tanks and Gas, total used and to the right of that the number of belt/pipes with the resource pm on each
It's less work than it looks though, it's just been translated from the Tools page you use in a way for me to do the initial lay out
That's complicated. I am more about visual stuff, I saw once a Layout visually made that was made by a friend of ImKibitz for the rubber/Plastic mega factory
Yeah you can do that too ish
for this one it's baux refining
each building is broken down here. So where it says B375 W375 thats 1 refinery and what it needs
AS450 is the solution output directly in 1 pipe going into the next refinery in front of it
so in that case the first cell is a refinery with what it's doing, the one under it is the pipe and after that is another refinery
Now this may not work for your brain, this is my personal shorthand.
Also I've had a lot of experience laying out buildings that unless I'm doing something really finicky and aesthetic this is as much of a diagram as I need
If you're not doing anything wild It's generally pretty safe to build something in lines of manifolds next to each other and be aware how much space you need
I think I have a general understanding of what my next steps will be:
- Build at least 20 fuel generators for the power alone. Probably at the base of the crater.
- Build a platform across the entire crater.
- Build steel pipes and EIP on one side
- Build MF and Screws on the other
- 3 Manufacturers in the middle where all the products meet.
- Set up a train network starting from the middle of the factory, loading up HMF and then ship them to a warehouse in the middle of the grass lands.
eAsY
Oh yeah that's a bit of a ways. Permanent train line or think you might want to just drone the HMF later?
I'm nowhere near unlocking drones and then you need to power them. So yea, train along the bottom road
@vapid gorge Thanks alot for the help
No prob 🙂
Similar logistics problem here too 
Blue Crater to Dune desert. Crater going to be plastics/rubber plant for nearby planned factories and such, and aluminum factory -> turbos nearby later.
Defo need to get into trains myself especially if I want to use that specific oil resource well for turbo power potentially or not.
if you build tall enough tier item could just drone
Have you used the oil on the beach on the West yet? Wouldn't those be more near to the dune desert?
rock desert
Current power, the consumption is my setup over by aluminum not running atm(just to scrap level atm)
Liiittle bit of wiggle room, but I have to get some power running before I can even think of drones.
Geothermal making the wave?
Yep
Cutting it a bit close 😄
Has batteries to match so its fine
With my "manual machines" for alt crafting plugged in, its well over the bottom of the curve
(Max cons)
I ended up saying "screw it" and brought back scrap from one stack each of petrol in my electro refieries to both test and get some materials to start.
Used my container of silica I had laying around to get a ton of ingots 
10x refineries worth, so around 10000 scrap to bring home and 6666 ish ingots to get me rolling

Tier 7 is done at least 
I ran out of mats for my belt running (no trains yet setup)
So I was just like "mmm I have petrol stacks...."
'container'? a 'temporary' ingot line? Monstrous
one step from automating scrap, two from instant ingots
I needed more mk4 belts 
Blasted though some tech at least, and have enough to set up a blender fuel system.
Im "happy" with that ending of the night.
Oh and silica container was from my comp factory,
VERY early on set stuff up and even have containers (industrial) full of quartz, circuit boards, oscillators, computers, and highspeed connectors for "later"
Was like my one "planned from the start of the save" factory.
Is there a list of the optimal set of recipes to use?
Optimal depends on your existing setup and available resources :)
theoretical optimal ignoring temporary limitations
Depends on your goals and what you're optimizing
I think someone has a google doc floating somewhere with "best use" recipes scaled off of resources.
I remember seeing it and being like "ok, thats a thing" and moving on.
nvm that was from update 3 
Still had that in my google temp files
No, because everyone has different end goals and uses different spots it's pretty much all up in the air.
Recipe values change depending on end goals and how you want to build
You could find something like 'best recipes to maximise all resources on map for max points'
Doesn't the wiki have information about which recipes use the least power, or resources, or buildings for a given product?
There's also a post on r/SatisfactoryGame titled "Alternate Recipes In-Depth Analysis" by u/wrigh516, which has someone else's scoring, but IIRC there's also a spreadsheet there that may let you adjust weighting yourself.
some alt recipes arent the most efficient in terms of items input to output, but most of the time they allow you to use far less resources, buildings and as a result power
unfortunately because the recipe comparisons shown in the wiki can't reasonably account for every permutation, you can't always rely on it for certain optimizations
ie, since the wiki always defaults to the most WP-efficient precursor recipes, the power column for quickwire-based recipes will always be inflated. this because the WP-efficient cat recipe (Pure Caterium Ingot) is also a huge power hog. So in that instance, if you care more about power than resource efficiency, you'd have to ignore the wiki and recalculate with smelted
Yeah and those recipes don’t take into account where everyone is building or WHAT they want to build right?
Even the energy per item doesn’t take into account power cost of logistics to bring everything together. Like if you don’t have to have a train or drone to move things a recipe that in general costs less energy could easily cost more when you take into account transport.
And it’s pretty easy for a situation with the ‘worse’ energy consumption of energy recipe costs less if you can build it on location w/o transport
Yup, totally fair. I'm just saying, at least some number crunching has been attempted, so you probably don't have to start from scratch. 🙂
That's interesting and a good point, too.
Surely someone who filled in those tables on the wiki has a spreadsheet or program or something, right? It'd probably be nice if that was available.
wiki uses https://www.satisfactorytools.com/
That's interesting. Are you indirectly saying that you, for example, scripted up something to add the tables with weighted points and such to every page? Or did someone... surely someone didn't go through every item, every recipe by hand using your calculator, then type it into the wiki?
they did go through each recipe, force that recipe in tools and calculated rest "by hand"
but since they started from raw materials, every next step already had the prerequirements done
That's dedication.
Personally I would have automated it. Probably would have taken me at least 5x longer, but I would have felt much cooler at the end.
weighted points are a simple [raw materials] * [weights]
power is calculated by tools as well
all of this was the reason why the Recipe summaries section was brought to life
its only of a few pages so far
but the goal is to have it on every recipe page
Recipe summaries is supposed to give a subjective summary, stating cases where a recipe might be useful (plus its downsodes) , without going into alt recipe permutations
!wikisearch cable
Cables are made from Wires. They are used for building Power Lines, several parts, and many other buildings. The following shows different ways to produce 1 Cable / second, or 60 / min: Weighted Point is the weighted consumption rate which is calculated by: (resource consumption rate / maximum extraction rate) * 10,000. The lower the better. Ene...
one of the pages with such a section
may be worth to give them a heading so they appear in TOC
Interesting, SCIM tries to give me electrode or silicon circuit board (latter when I turn off electrode) before default or Caterium circuit board, even when I enable all alternate recipes. Greeney's and satisfactory-planner.net both give me either Caterium or default (when I turn off Caterium)
scim doesn't optimise
scim just blindly uses all recipes you pick
if you pick multiple, it uses first in it's own internal order
and it can't use multiple recipes for same thing (at least it was the case last time I checked)
Satis tools optimizes for lowest resource usage
if you know what you are doing you can enforce other recipes by disabling all but the one you want to use
Duly noted. Wish I hadn't been using SCIM to plan.
I find the visual representation of splitting and machines to be poor as well. Hard to sort it and never really represents likely set ups for the location you’re at
For that potential issue, you can inject additional product on an extra tab (further up a production chain)
Its what I do anyways.
Stagger the tabs and inject if issues like that are in production.
Example of one of my messes of a factory chains.
(I have copper wire AND iron wire)
I wanted to get rid of extra materials in an area and make some SE parts while I was at it.
I actually like that, personally.
what I mean by that is you can't make it show e.g. recycled loop with residual rubber
Wait a tick
Then whats this 
we're talking about scim
Oh
You had me confused as hell for a bit there
Ok
I try my best to slowly slide into convos, obviously cant read like a proper human yet.

most of the times it isn't balanced anyway and most of the times you want to build manifolds as they are much simpler and work the same, so I don't personally see the need to display splitting
bit of a google spreadsheet noob question here: is there a good way of having the values in the instances column dynamically multiply the other values of the corresponding row? or should i just make a hidden separate data table that i can refer to?
(please ignore the sum row)
(before you start reinventing the wheel, there are a few calculators that can do the job for you in #welcome or here in pins)
oh, thats a lot of quickwire
looks like a nice 2:1 ratio with some clock speed adjustments
put two quickwire constructors in front of every manufacturer
i think Im going to make some of it elsewhere with the Pure alternative recipe and the rest at the main factory
The regular recipe can be a bit tedious based on your location
Is "Satisgraphtory" any good?
I wish SCIM just linked to SFTools given the only advantage its planner has is subjectively better graphics, while having some pretty hefty downsides instead :/ (compared to SFT ofc)
Someone should just tell the Devs of both to just get together and just make one site for both 
If you like it more than draw.io, I'd say it is
Though personally I have a bias for SaLT
SaLT?
Aye. Look it up
Salt is an internet provider in my country it shows me probably not that
outdated iirc
oh, there's satisgraphtory 2... that seems up to date
I just fell in love with drawio, way simpler and flexible
i got 2 belts of 400 and a belt of 740, how can i divide them equally to 2x770?
Did you try adding "satisfactory"? 😆
The "LT" stands for Layout Tool
... No?
It's a tool in development specifically for satisfactory (thus the name)
No I know but it looks very similar to the game "factorio". It has a similar style. It's definetely NOT factorio lol
Oh, I haven't played it so I can't tell
The first question is, if you need to. Can't you just use what you have on the belt?
Simple enough:
Smart-split 60/min from one of the 400 lines.
Split 60/min in 2 and send one of these (30/min) to the 740 line to make a 770 line. Merge the remaining 30/min with the rest to make another 770/min line
Of course, beware of the maxed belt bug
i have 3 wagons on the train would prefere if they had equal amount on each wagon when going to next factory
Again, same question - can't the next factory just use what you have in each wagon?
i like it to be as ocd friendly as posible, and when i have 100 on each belt and each machine uses 20 i know there will be enough for 5 on that belt etc
idk i just pictured it like that in my head atleast 😂
Well it's your save, it's just unnecessary complication 🤷
so you would just send 1 belt to each wagon and just use what you have on the other end ?
like this ? Or do i need to have the first splitter as a smart splitter prioritizing left output and having center as overflow ?
phew
im glad i didnt make a chart like that when i made over 700 fuel gens with turbofuel xD
Split it into smaller groups
That's what I would do
I didn't place all 25 gens by hand, 5 then copy paste
But is that decent for the first power plant or should I go for more?
you will never get enough power :P but if you are satisfied thats all that matters
we arent even halfway there, and some people would say this is just small amounts of power xD
Turobofuel and Nuclear Fuel.
The splitter must be a smart one. That's what I mean when I said "smart split 60/min", as that's the only way to reliably output 60/min with a single splitter.
Note: depending on how precise the system is and how uneven the 400/min line is, you MIGHT need extra care in splitting 60/min from it to achieve an exact result all the time
3 is too low as an "overflow buffer" for smart splitters, it doesn't assure a steady stream of items (eg: 60/min) regardless of how the items come from the "main belt"
||Ofc, that's assuming the items never come at less than 60/min||
More power!
Does someone have a megafactory as calculator share thingy? Im thinking about building one 🙄
i do the crafting i can all by hand who needs power XD
i have 2.25 plutonium fuel rods ready for usage, but im saving it until i have to use it due to waste xD
Do not use plutonium fuel rods. Sink them 🙂
Use uranium fuel rods. Then convert to plutonium fuel rods, then sink rods
Vehicles can use them 😉
i am sinking them ,but when i get to the 97 k mark i will start using them, cause at that point we are almost done with our end goal :)
No no. Always sink them 🙂
Plutonium waste piles up really slow anyway
Like satisfactory tools?
Around 5000 quickwire/minute, still not enough for Fuel rod production 🥲
Yeah
I think they meant if someone has a megafactory planned on tools to share
(Ofc, do correct me if wrong)
Ah. That would be slightly easier than mking your own tool.. lol
Just like with screws: quickwire made right next to where is consumed leads to the least beltwork ;)
Ideally right behind the machine using it
I had one a while back, but didn't keep it after i was done. Doesn't take long to do though..
I mean... Just maximize any product and you have a megafactory? 
Max doesnt work in multi builds.. it just balances everything. I think they want to do a build for a factory that makes everything..?
Oh yeah, I was just joking around~
I did my everything factory overtop of the dual lake in grass lands.. it feeds my mall.. everything else i do is just for boredom. :)
so if i'm just using supercomputers, turbo motors and pressure conversion cube, i should have everything pretty much, right?
i can just add values for all the items from there i guess
for the megafactory that is
yeah, if you pre-built those. However megafactory is kinda hard to do, I'd recommend against that
can someone help me with the math for which conveyors to use on this smelter setup?
cause in my basic mind it would split 120s, then 60s so after the first split should only need mk1s but thats not accounting for overflow and such which i dont know if im doing the math right
8 smelters in total for the 240 btw
would it just be like subtracting the 30 from smelter input after each split so 240 -> 210 -> 180 etc.?
You are building a manifold. In my opinion it doesn’t matter much what the belts that lead to machines are. Some people say mk1 will make the startup faster but I’m not sure about that. Saturating the first 6 of 8 will take the same time regardless and only after that the remaining 2 will get the 30/min they need.
always use max conveyors
mk1 side belts make the startup actually slower
but why always max belts? wouldnt it be less efficient
hm
i figured since youd want stuff moved at the specific rates to try to match it with what belt would do that
no not really
basically the only relevant thing is "do you have enough materials to build all the belts in max mk?" and if the answer is "no", then you should automate more of [material needed to build that mk of a belt]
manifolds work on overflow so it’ll overflow anyways
yeah im loaded w mats rn so thats not a problem
suppose its time to go crazy w mk4s then
so just build everything out of max belt. Belts have some issues when you run them on max throughput for long distances anyway
so having some extra throughput never hurts
i appreciate the responses, thanks
no problem 🙂
some people do use lower mks because they don't like seeing empty belts, but for me personally that doesn't matter.
How can you waste 2500 concrete in 1 second? Auto Build Quick Foundation Curves
can someone help me with load balancing this?
we have 7 constructors creating 50 Screws a minute.
we have another constructor making 10 screws a minute (at 20%)
we have 6 assemblers each needing 60 screws a minute.
how can i balance this?
(I only have access up to MK.2 conveyor belts)
options:
-
make 7 assemblers and underclock them to require 50/min (and one more that requires 10/min)
-
overclock screw constructors to make 60/min and make just 6 of them
-
build a crazy big load balancer
devide your screw constructors in half, make 2 of them 60% making sure 1 on each half then with the odd constructor come out with a splitter and devide its output you should then have 2 lines of 180 then just 3 way split those lines in your 6 constructors
nothing like a good math conversation on a monday
option 3 looks better. cause i've already balanced the load of all constructors so overclocking or underclocking ruines the load balancing.
i've thought of balancing it with the overflow method or something with a name like that. where you put splitters behind eachother making them overflow to the next one but that takes days to balance.
not days, just minutes
i want to automate making reinforced iron plates before going to the next phase
30 a minute
i mean my method will still work but won't be 100% efficient until you upgrade the belts. you will still be balanced and automating until then
well i want 100% efficiency, the first option of greeny looks good now that i think of it. my problem with screws would be fixed and i can fix iron plates with a bit of load seperation before sending them into the assemblers
25 iron plate/m
50 screw/m
then you're basically building 8 to 6 balancer. There may be some out there, but is basically "split every belt into 6 and merge one of each group together"
however I highly recommend to stop using balancers, they take too much space and planning to do. Manifold (the overflow method you described) or direct feed (the first two options I've suggested) work the same and are easier to do.
Did you "balance" all the red AND green constructors already?
mine will continue to work and become 100% effecient without the use of shards or reworking
just once you get mk 3 replace the belts and its upgraded
yes i have balanced them
well... it's up to you 🤷♂️ but next time I'd suggest not building machines first before considering logistics
under/overclocking can save you from ugly numbers in a lot of cases (especially when you get later into the game)
Just dont do it to power generators
Personally I like to use "adequate" belts for 2 reasons: they make the items "stutter" less and it serves as a cue for me when I get back to the place after a long time. Like "through here I only planned for <120/min because..."
imo if you are only mk2 and expecting 100% efficiency you shouldn't be building lines with production higher then the belts can handle
personally I would at least build in a way that no belt is ever maxed
so if it needs 60/min, I'd build mk2
same for 119/min
A bit cumbersome, but I wouldn't call this "crazy big":
-Merge 50 + 10
-Split the resulting 60/min in 6
-Merge the resulting 10/min lines with the 50/min lines
well that's not a 8 to 6 balancer, but works for this case 😉
N:Y balancers are for generic cases. Specific cases like this almost always have much simpler solutions than those
After all, there do be a "maxed belt" bug... 😩
depends what the user wants
if they want a solution for a problem given all the machines around work at 100% all the time, then it's correct
if they want a solution for given problem without guarantee that all machines always work (mistakes happen, also game is buggy), then it's not correct
but if they want the first case, simple direct feed/manifold does the job as well as any balancer
(and is usually much easier)
That is pretty much always the case though
hence "don't build balancer" suggestion 🙂
at the end i did it like this :
6 asm at 50 screw/min 25 iron plate/min
1 asm at 60 screw/min 30 iron plate/min
and now its balanced as everything should be 
and now i have a power problem, consumption is 200MW over my production 
time to go to next project assembly phase
not likely going to happen 🙂
yeah most likely won't happen. And getting 1200/min is hardly an improvement since the map has tons of resources available and realistically using all or most of them is pretty hard already (you need a beefy PC and tons of free time)
they might fix mk3 miners on pure differently, but we dont know. There has been talk about dual outputs as one theoretical fix, but its all just been talk
dual outputs require dual output priority bug fixed first
They would probably need to have a dual output miner to just be 2 miners with their own UI, there is a precedent for such a structure on the hub with its two bio burners.
what's the problem with mk3 miners?
None. Problem is with mk5 belts not doing 780/min over more than one segment
what if every belt is a m3 regardless
(at least till a better mk belt but)
Yeah just build largest mk and ez
that’s what i’m doing now, mk3 is a lot easier to produce than mk2
and i’ve realized mk2 miners compliment mk3 belts nicely
There's almost never a reason to build lower tier belt
unless purposely throttling something for some reason
the only reason i’d build low tier is improv foundations to scale mountains but now i got zip liner so
good to use lower in manifolds carrying lots of stuff
as a side branch
For what purpose, @zenith stirrup?
I really like the look of lower tier belts. I enjoy seeing the items go around as slow as possible ahahah
say you have a main line carrying 480 feeding assemblers that require 60ea the branches will just pull what they need and rest will carry forward
That's quite a specific scenario ahah
Outside of those, though, slower side-belts mean slower full-time for the manifold ^^
I have one really weird example that would be workable, but I dont have much to it besides the pull.
https://cdn.discordapp.com/attachments/553550313533997057/1002101524199133248/unknown.png
or you have a max 780 line and you want to build a factory the only needs so much you just split what you would need
Just imagine if that was a manifolded machine system
Thats the "line" mentioned, plastic being the high throughput
Assembler would be the "manifold"
eventually if your math is correct manifolds should back up and everything will be fine but if you pull less off the belt at the start each machine will start much quicker then just the regular rolling start
its really a preference thing
Argh... Pulling exact numbers off a high-speed belt has its own issues 
Things can get finicky if the items aren't coming in a steady enough stream
In this instance im over producing, plastic at the source and sinking overflow, so it plays nice.
but you pulling off a splitter so if the belt isn't saturated from the start it won't really change the outcome
Eg: trying to "smart split" 60/min from the output of some Pure Iron refineries lead to "holes" on the MK1 belt due to the refineries outputting "clumps" of items.
In other words: the 3-item buffer of smart splitters isn't big enough to cover all scenarios
Yeah, I'm just being extra precise, just in case ^^
If you need exactly 60/min for side machines, then yeah, building mk1 side belts can improve fill time. But if you need e.g. 30/min for machines, then building mk1 side belts will result in slower fill times
With the image I posted I went for full boar speed(that I had at the time) for belts.
Because the setup pictured was for squeezing the last bit of resources out of an immediate area, so the values were smaller and funkier.
Something like, less than 10 plastic and around 30 iron from that build.
but in a manifold system if you just use splitters and max belt that first machine will always get half of the main line whereas if you limit it no matter if the requirement is under 60 it will only take max 60/s off the main and the rest will flow to the other machines faster
very specific situation that gets resolved fast
Case in point: "just" having a mk1 belt from the programmable splitter to the merger does not assure a steady output of 60/min here.
Workaround: make the first half of the belt MK2 and the second half MK1. Practically, the MK2 works as an "extended buffer" for the programmable splitter and the MK1 chokes the throughput as needed.
like most debates on here, the belt thing falls under "splitting hairs" in my books.
Like pictured, it has uses, but general use is just more effort for the same thing imho.
(belt thing being lower tier belt at first split in manifold)
If you use lower mks of belts, then more machines will run at the start, so less items are actually filling machines, so it will take longer to fill
Trust me, I've done the math and simulations
Dunno if needed, but I confirm the above. Plenty of discussions went over this already
This is the fill progress on example manifold. Red line is mk5 side belts, blue line is mk1 side belts. X axis is time, Y axis is production. As you can see, while blue starts with more production, red fills to the max quicker
@zenith stirrup ^
Seems mostly negligible.
What do most people prefer? Mk5 everywhere, or Mk5 for main line with minimum necessary speed belts for feeding machinery?
I always went with the latter, but might change it up for simplicity sake
I wonder about pc performance on saves where every belt is Mk5 vs. like half/half with mk1 belts
Talking about saves with a lot of big end game factories
Oil to MW ratio depending on recipe!
using this "To create 2,000MW of power 60m3/min of Turbofuel is needed or 160m3/min of Fuel is needed." -turbofuel wiki
Fuel recipe: 3oil/2fuel 3oil=25MW
Residual Fuel
Plastic: 3oil/1HOR 6oil/2fuel 6oil=25MW
Rubber: 3oil/2HOR 3oil/2fuel 3oil=25MW
Polymer Resin: 3 oil/2 HOR 3oil/2fuel 3oil=25MW
Heavy Oil Residue: 3oil/4HOR 6oil/8fuel 6oil=100MW
Diluted fuel
Plastic: 3oil/1HOR 3oil/2fuel 3oil=25MW
Rubber: 3oil/2HOR 3oil/4fuel 3oil=50MW
Polymer Resin: 3 oil/2 HOR 3oil/4fuel 3oil=50MW
Heavy Oil Residue: 3oil/4HOR 3oil/8fuel 3oil=100MW
Turbo fuel to MW ratio using Turbofuel recipe and above recipes!
Fuel recipe: 3oil/2fuel 9oil/5turbofuel 18oil/166.66MW
Residual Fuel
Plastic: 3oil/1HOR 6oil/2fuel 30oil/8.33turbofuel 30oil/277.77MW
Rubber: 3oil/2HOR 3oil/2fuel 15oil/8.33turbofuel 15oil/277.77MW
Polymer Resin: 3 oil/2 HOR 3oil/2fuel 15oil/8.33turbofuel 15oil/277.77MW
Heavy Oil Residue: 3oil/4HOR 6oil/8fuel 30oil/33.33turbofuel 30oil/1111.11
Diluted fuel
Plastic: 3oil/1HOR 3oil/2fuel 15oil/8.33turbofuel 15oil/277.77MW
Rubber: 3oil/2HOR 3oil/4fuel 15oil/16.66turbofuel 15oil/555.55MW
Polymer Resin: 3 oil/2 HOR 3oil/4fuel 15oil/16.66turbofuel 15oil/555.55MW
Heavy Oil Residue: 3oil/4HOR 3oil/8fuel 15oil/33.33turbofuel 15oil/1111.11MW
(Any decimals are infinitely repeating)
probably fits here better than #design-and-architecture
worst fuel method: 1oil/8.33MW
Best fuel method: 1oil/33.33MW
Worst turbofuel method: 1oil/~9.25MW
Best Turbofuel method: 1oil/~74MW
i just realized i spent around about an hour doing this
instead of working on the thing i need to work on in satisfactory
good job me!
I doubt it makes any noticeable difference if any at all, but using MK5 belts leads to having less items "in transit" between machines
Btw, I prefer slow belts, simply because visuals
idk how i would even make that into an infographic
i could definitely format it better tho
Tools might help a bit.
Similar to the format some of the wiki uses for comparisons.
At the very least, it would "section up" recipes and give general ideas and examples.
Like for instance, using a 300/min oil pipe for each.
So what is currently the top tier end game thing to craft is it still Turbo motors or is there something else now?
Turbo motors got more complex, still "up there" but I think there is similar tier goodies
Wow..u been gone a while..
Yeah U2 or U3 lol
U3 motors was the end goal
The employee of the planet stuff is your end game atm
The Pipe update
space elevator phase 4 if you want to look it up
So what the 4 do yall think is the hardest to craft ADS actually seem like alot to me.
Assembly director system is reeeeeally simple
I don't rem the item, but it needs lots of copper powder..
I could start making 1/min right now with little effort on my part
Nuclear pasta
The pasta is the hardest?
Kinda makes me happy since its the most visually pleasing
You need to make the pressure cube, which is basically a HUGE chain of all the modular frames.
Largest rss hog... hard is relative
Oh I see
Here is a production chain for 1/min pressure cubes.
no alt recipes
Jesus
All I'd need to do is route rcu & fused frames, I have enough slack in my production chain to stores 😄
Yes.. end game items only take up massive space if you are doing a dedicated factory for them
I'm sorely tempted to do just that just to have a particle accelerator in the main base again making nuclear pasta.
Some day I'll get back to my dedicated one.. was doing all 4 items 4/m. .. its like 80% done.. for points
My entire warehouse sorting level overflows most items in the game to sink because it's full.
I might still need to build an oil boosting facility to over supply my plastic refinery though, even though I fixed all the major flaws, I still see the odd yellow light and it's aggrevating.
Got 4 isc full before the warehouse sinks.
I have the sorting level mostly completed, it looks bland though.
See what I mean, quite bland.
Nor everything needs to be art :)
The mixed belts down there would give many nightmares.
Every storage has mix belts, lol
Just about every item used for building enters one of four main feed belts, biomass & ammo use a fifth dedicated feed at the far end of the storage.
I have mixed belts in the major end game item factories, turbo motors, super computers/rcu, fused frames and on down, I put a whole lot of time in to the main base after the initial demolition.
I even collected the golden nut & built a display case for it.
The nut is still about 70 out of reach
I'm not getting more than one, I had to have that nearby my hub at least.
I still need to build a temp plutonium plant to get one unit of plutonium waste to stick in a display case.
Time to go to bed but leaving the game running overnight as to let storages fill up again and generate points because I still need 150HMF and 25 Computers and I'd rather buy them with points than having to juggle inventories
Ouch, pity I couldn't just draw the needed mats for you from my stores, I have both in abundance 😦
Wouldn't be fun to just get everything easily right? 🙂
True, I am glad to have my main base rebuilt and producing again.
10 fuel gens for today is more than I thought I would accomplish
And ik 10 fuel gens isn't much but you see.... Architecture takes time:
I dynamited the whole thing last year, it took until last week to get it back up and running again.
My old base before I blew it up.
Mars Base
Interior of the old ironworks.
T I G H T
The new base 🙂
Ok that's an upgrade
Old super computer factory, vs the new one that also makes regular computers and rcus.
Oops the bottom image is incorrect lmao, thats rotors stators and motors.
W I N D O W S
Smart splitters are your best friends when it comes to Manufacturer Manifolds
The low throughput didn't justify the number of input belts I had in the old plant.
I even reduced my quartz processing from two to one factory and mixed output, smart splitters get the stuff where its going so why have more belts than needed.
I remember when I redid my starter base, I was like WOAH put everything on MK3 belts and smart split them into storage
What a time save that was and also made less spaghet
My starter base got as far as it ever could even with retrofits, I had to come up with something new, that's why I took inspiration from Sevrahn & Vencam and mixed belted a hell of a lot of stuff.
The time will come where I need to scale up base parts as well. But not now. Now is bedtime
The only thing I haven't sorted again yet is the planned ammunition tower, I took a break from factory building to address aesthetics.
Alright, sleep well 🙂
You too
From Spaghetti to Cannelloni
❤️
😁
can anyone talk to me about calculating the throughput of trains? the incoming and outgoing transfer rates dont seem right and change all the time
I noticed that with my only train, I'm looking at the source and my production isn't doing what it should be, yellow lights keep showing.
well i have the opposite problem, i have 2 pure nodes with mk2s producing 480 ingots p/m and the train is bringing 660 p/m
Found a problem but can't explain it, the refinery isn't backed up nor starved, it's idling anyway.
Hmm, might be water of all things, I notice when it empties the whole thing snarls up.
Wiki has all the info on that math
But you can generally ignore the throughout counters on train stations
I've seen them be correct like twice
Isn't water, the refineries are just going offline for the hell of it.
Does it happen when the extractors fill up completely?
Ive had a small pipe system seize for some reason when an extractor decided to fill its buffer.
The fix in my case was proper fluid management with a VIP
I turned the extractors up from 133.3333% to 140% and just relied on the vip to keep things going, but I'm still seeing the lead refineries yellow light without cause, the water system has WAY more available, the bauxite end is injected due to the inability of 780 belts to carry 800ppm due to an earlier mistake.
Worse still I can't get to the stalled refinery in time to check it out properly which is aggrevating.
Urgh this is stupid, I check each stalled refinery, both feeds are full and ready to go, the output is empty, as shown in the above picture, It CANNOT be stalled in that state, yet it is.
Nice 😄 I'd use Area Actions to copy paste those floors though XD
It's definetly water
That screenshots says so at least
Btw, you're not flying around with the hoverpack right...?
Finally got my first aluminum plant makin ingots smoothly(see the pretty gaps in the miner 300/min inputs?
)
I messed up in a few spots, but eventually got it running smooth with very little rebuilding.
Forgot how to do math and realised it was going to be a total of 750/min + extractor water comming back in, so I needed two VIPs for each side.
1500/min ingots for my first real aluminum plant.
I appreciate aiming for 1500 instead of 1560 
I plan to use all of it too 😄
Almost forgot to add in fluid tanks in the mix, would have messed me up so bad 
1560 or go home 😛
Planning from ingots to at least RCUs and such before I need to make another steel works on this side of the world for infused frames.
I mean, I technically coooould go for 2000/min ingots... I just want to keep the silica for now, I dont want too much trouble 
I don't think I'll ever use the basic recipe. too fiddly
Im right next to the two normal quartz nodes, but thats for oscillators and RCUs
Maybe some other stuff I might have forgotten.
Some nice point jumps while I get my new power plant sorted at least now.
@cinder silo 8 Tickets...
I'm unsure how when there is 2x the water sitting in the input, but that places water system has pissed me off for the final time, when I get back home later the whole thing is getting torn out and replaced with an open loop 🤷♂️
The only way to make sure all machines are not idling due to lack of water is to actually "catch" them idling and making sure they have an inventory full of water when they do so
My doubts are due to your previous screenshot, that showed water issues
You mean priming?
For example this is my final plan telling me how much silica I'll need @hexed ruin https://www.satisfactorytools.com/production?share=X7seiDKLbuPS8siUzyJr
No, I meant something like: watch the machines go, spot a yellow light, reach it before it goes green, make sure the internal buffers are in the state you expect them to be
Anyone use nuclear-based fuel for their truck transports?
I know it's not recommended because of radiation, but has anyone actually tried and stuck with it?
it's too silly, batteries are more practical
I would rather use batteries for drones. I think a uranium rod can fuel a truck for like a week lol
batteries can be produced in large amounts pretty easily and their consumption is very low
soo 8 coal generators can be fed with 3-4 water extractors and a mk2 miner on coal pretty well yes?
8 gens with exactly 3 extractors and 120 coal
hm
mk2 produce double as mk1, so mk1 pure or mk2 normal suffice
im getting capped on power so i want to expand my initial 8 generators, 3 extractors, but i have like 3 coal nodes in the area next to water, and got mk2 miners and mk3 belts unlocked
thats actually exactly what i need ty
mk3 belts will feed all 8 no prob ye? how many generators could mk3 feed?
270/15=18
oh nice ok
but 16 is better, math works better
ok so i can still use a single coal node for 2 sets of 8 generators
don't forget that you can overclock miners
right
mk2 normal at 200% or mk2 pure at 100% each make enough for 16 generators
i have 4 normal coal in a tight row lol
tho ones being used for iron atm but a pure is across the pond so i should be set, might use the pure one for the main power station just to be safe?
I opened the taps somewhat on the nearby water extractors and it showed the vip junctions there actually not working, all twelve of them, I'm just going to build 64 coal generators, expand the fresh water inputs and be done with it, the whole thing has been an epic failure and I just want this thing working properly before I move on.
may be the ol hoverpack issue?
unequip reequip?
machines, at all times, need double the minimum amount of resources in them to work at 100%
It's unequipped at all, I'm rebuilding from the ground up.
and so it begins
lookin good
Not really. There's a duplicating bug with splitters that sometimes happens on save load, which makes pretty much all sushi belts vulnerable to backing up from extra items (unless overflow sink is employed)
Ignoring that bug, for your case you could probably just merge 2 belts, other 2 belts and then the 2 merged belts
Personally I'd try to avoid mixing belts as much as possible
I feel it just brings tons of issues with no real advantage
Especially for storage where the rates may change as you add more stuff
There's only 33 items worth storing (that you can produce)
Excluding ammo, shards and consumables
Also I don't feel like that many belts are issue since in most cases they will just be short to nearest train station
Why would you store space elevator parts
Several shorter trains to several smaller stations
I tried, but stopped as the trucks didn't take the minimum fuel required as expected but a whole stack of it 🙃
connecting multiple biomass burners together using power poles makes the max volts it can handle higher right?
so then theoretically i could stack my biosmass burners all together essentially making a power grid
That is how its done.. yes
dang
well i can still connect them to the other biomass burners through a series of power poles
Yup. Biomass is temporary (and sucks. Lol) till u hit coal power.
3
oh ok
.. t3 or 4.. i dont remember.
oh boy my base is starting to come together
its the first of 3 iirc
i made a 3 layer box for all my contructors and i call it "the onion"
that or the first is steel
i got solid biofuel
do biomass burners use that
and is it better than normal biomass
Yes and yes
nice
Its also used in the chainsaw..
and now that i have a chainsaw i can get tons of it
hopefully
i havent actually made it but i will
also this may be a dumb question but i wanna make sure but if i say have an assembler making 4 rotors a minute and have a splitter going in two different locations it will split those 4 rotors per minute 2 and 2 if i only have two locations right?
Yeah splitters split things in half / thirds
If you got a splitter with two outputs it divides in half, splitter with three divides in thirds.
The only time they deviate from the half/thirds, is if a target belt is full, then it sends it all to w/e is open
Yeah
ok
because i am making a max efficiency refined metal plate producer and a max efficiency rotor producer based on a miner mk.1 on pure iron deposits and i forgot about the space elevator parts so im just gonna split each of those two assemblers in have for another assembler for the space elevator parts
For space elevator only bring the parts you need into the assembler
i know
I have a huge rotor thing that is on two pure resource nodes
It'll be huge for you, and hopefully you don't run into stuff like diverging 270/m to 240/m and 30/m
im gonna have a rotor assembler on one iron node and a reinforced iron plate assembler on another iron node with some spare screw constructors left over and im just gonna split to the two assemblers for a space elev part assembler
that way im still getting my resources and space elev parts
also i doubt space is a problem with what i put together here
i call it the onion
(cause it has layers)
its not finished yet
i gotta power on the bottom layer because im running out of plates
One huge caveat of integrating everything early on is you wind up having to blow it all up as better tech is added.
yeah thats true
Space isn't a problem neccessarily but I like to keep things as compact as possible. It's better if you want one central area
Very true
but i might not have to because instead of blowing it up i could just add new layers for more space and production
but how does it look?
This was once my main base, I retrofitted it as best I could but in the end I reached for the demolisher 🤣
My new home complete with fully populated auto-warehouse, produces anything I need 🙂
oh ok
Another thing is modding but I don't reccomend it unless you've finished the game once or twice over
A bit easier to handle, a bit harder at times though.
But yeah, late game you destroy a lot to rebuild a better thing
my second layer is gonna look something like this (i know its a bunch of rectangles and lines but its the best i could put together rn) (big squares are assemblers and the first two squares are the pure iron nodes)
i can give further explanation if needed
although the right side of that diagram is gonna have to be on the top
Above all else, verticality
one thing i think i will keep for the entirety of my playthrough is the first layer
the first layer is put together really well
and it doesnt really need changing i dont think
btw everyone else calculated how many smelters and constructors they needed to get the max resources per minute based on one miner right or am i just crazy
Just leave yourself enough space if nothing else, as your playthrough evolves you find better ways of doing things and sometimes you will get the itch to retrofit 🙂
like by that i mean for example it takes 3 smelters hooked up to 3 constructors to get the most iron plates per minute from a mine mk 1 on a pure iron node
As soon as I got foundations and stable concrete production I made everything on foundation
so am i just crazy
This game is all about the maths when you start pushing.
true
If you think you're crazy you should see how well my save crashes peoples pcs due to insufficient ram 😄
i just wanted to know if i was crazy for having 3 smelters and 3 constructors for 1 iron node
just to make plates
Not really, some people when they get the mark 5 belts end up with dozens of machines making one thing.
I got 32GB fight me
My save causes satisfactory to reserve like 27Gb of ram.
i think 3 smelters and 3 constructors is the best for making plates
Yay for ram usage 🤣
i have mk 3 belts unlocked im just wating till i get a TON of reinforced plates to replace everything with mk 2 belts
Just making a few crystal oscillators
I built a refinery in a similar style, worst mistake I've made though because it's a nightmare with no obvious cause of problems.
vertical buildings with pipes sounds horrible, but thats exactly what i'm about to start with my computer factory
Remember gravity is your friend. build with the start at the top of your factory and let it all flow down
All the refineries are fed from above, but even after I resolved the head lift issues, the oil extractors keep idling.
oscilators and refinerys? you know what i dont even wanna ask
or maybe you would like to make just a few circuit boards
sounds a little on the low side for my build style
well i did the math and one miner mk1 was making 120 per minute and the smelters and contructors on plates were making 30 per minute so just divide the miner into 3 sections
Maybe generate a little electricity ?
I built most of my power stores in their own facility, 72 rooms just like this one.
WOAH THAT LOOKS COOL
Yes but how did you generate it
@feral glade
Total produced:
Coal: 600/m
Water: 900m3/m
Required per gen (OC'd at 250%)
30.35coal/m
91m3/m Water
MW per gen: 151.8MW
Required for 16:
Coal: 485.6/m
Water: 1456m3/m
MW Produced: 2428.8 MW
Required for 6:
Coal: 182.1/m
Water: 546m3/m
MW Produced: 910.8 MW
There's the calculation for your coal plant
holy.....
I'm still just sitting over here with my 32 coal generators, barely making my way through phase 3
i havent even gotten to coal
I've just built 64 coal gens just for the sole purpose of taking waste water from my bauxite refinery because the pipeworks were a complete disaster,
That is a bit bigger than what I went for
is that a top down layout?
man the stuff you can do in this game
My nuclear fuel rod production room.
yes but think of the right side being on a floor above the left
fair enough, was going to suggest building them vertically. Having more complex stuff moving upward and then one link to the big north thing combining it all
