#math-and-meta
1 messages · Page 6 of 1
Possibly? Though considering people will have 100s of km of belts I wonder about that
In that sort of scenario, there's more important performance issues to worry about.
Long-distance trunks aren't going to give you hundreds of km of belts in a 5x6km world
Intense factory-building might, but that's already its own death-to-computer
someone got a picture or a turtorial for oil you can sendt me i really need it
For reference, I'm fairly sure I'd notice a consistent half-percent difference. Very sure I'd notice a consistent 1% difference. My little setup should be enough to register on that, if there is a significant difference.
look at the machines, look at the recipes, make the production of whatever you need. It's easy
ok
Server CPU also doesn't care about this belt being empty or full - again, confident that it caused no more than a 1% difference if any. Interestingly, server CPU /does/ care about me moving around - that reliably increases server CPU from 12% to 16% for the most part, and spikes up as high as 21% from time to time.
(my compliments to Southnode for the realtime stats in its browser dashboard)
Yeah I think you'd have to have quite a few of any 'thing' to make a significant impact.
Did you know that one pioneer running around makes a big difference to server CPU load? Cause I was really surprised by that.
(actually surprised by drop from 16 to 12 when I stopped moving and stayed put in front of the storage container to do my belt loading/unloading tests)
I wonder if you were crossing a load chunk
I'd be amazed tbh - I was a few hundred metres over ocean near the eastern edge of the map, about midway north/south.
Who knows! Maybe there is a chunk because of a secret island that will exist at 1.0
I know it's daunting but when I first was there I just decided to follow my own design and it worked
Ok
There actually are a few islands out there that might be real...
Here’s hoping 🙂
i dont get how to set up a recycle rubber/plastic exchange
do i put a smart splitter on so they have to send it to the recycle rubber before they can send it forward?
Been a while since I've built that setup, but regular splitters worked fine for me - offhand I don't think we even had smart splitters back then.
I prefer it so that it prioritizes the loop, might not be neccesary though.
You jump start it with rubber using the resin from the hor you're turning to fuel, but then yeah you can stick a smart splitter at the end and go any undefined back to the system, and overflow to where you're going to be making other stuff with it
As long as the outside loop consumption is lower than the total production, it should be fine.
I just jump start with rubber or plastic that I already have by dumping into the output.
That's illegal
Sometimes if satisfactory tools uses another rubber or plastic recipe, I jump start with that.
eh?
Jk, just for automations sake
I did 900 plastic on top of 900 oil, way more than I'm using, so I put another overflow splitter behind those and have four sinks.
I was using some of the plastic on the rubber one to make containers and package fuel when it had excess. I guess you could use it as a mechanic to turn on a light when your setup isn't running at maximum efficiency.
I haven't tried working out all the flow issues not on a server yet, I kind of want to redo the spacing of the refineries from 1 meter apart to 2 so you can soft clearance a door between them
Lots of ways.
Assuming you’re using resin to make residual rubber to feed things. Let’s say you want to make lots of Plastic.
You could use the Res rubber to turn that to plastic.
Use half the plastic the rest into recycled rubber.
Take the rubber and turn it all to plastic.
Send half out, use half to make rubber to turn into plastic.
And you do that until you get the numbers you want
idk what I have made works but I use smart splitters atm to force the calculated recycle plastic to tubber to always run at 100% then logically the output must be total plastic... i think.
Wet concrete is actually OP
Anything that turns water to resources is OP. Like pure ingots, wet concrete and diluted fuel.
Yesss
Not really op, costs more power and later tech 🤷
But it only requires a couple refineries, it produces concrete mad quick
For later stages, I only use wet concrete
yes, but you trade power requirements and bigger complexity for more production
I don't see how is that OP 🤷♂️
you can also get more resources by scouting the map for more nodes 🤷♂️
And yes it may cost more power, but it could also really help
I'm not saying it's bad or anything. I just don't agree it's OP
Yea, but if you have used all the nodes in the area you have to go scout the map and make a truck/train/long conveyor to get it to where you want
well the game heavily rewards you for exploration and for building factories around the map, so I don't see a problem with it
Yea ik, just saying tho that it can be helpful sometimes, usually if you are great on power
Yea true, its just a pain for me bc when i build somewhere far i usually set a train and it can take me 2-3 hours and i loose interest for a day or week
go there with explorer, it's a few minutes and you can start building the factory immediately
2-3 hours to run a train line?
It can take a while to build through rough terrain if you want it to look nice
I just built a mesh train network across the whole map, dual rail.
Took me like 1-2 hours a day for a week.
I can now build factories anywhere on the map, and transport materials to anywhere else
nah, you should build only where you have factories, no need to build a mesh before
Not if you're planning to utilize the whole map
I want a global transit network
And I have factories planned in all areas where there's a cluster of nodes
you can build it over time, connect each new factory to it
not pre-build rails and then hope they will be useful in the future
Already laid tracks might negatively impact your factory placement options
Or, you'll still have to extend out branches
i guess we'll see
there will be smaller branches coming off the main mesh to service various factories
My plan is to have a single long train that stops and multiple factories and pics up stuff to bring back to my main base
speaking of.... I only just started messing with trains. Is there a limit to how long they can be? Or can you hook up locomotives together to increase their load?
my plan is to have 1 sushi train that will bring all essential mats to my storage base, and then distribute to containers using smart splitters
Same but i would like to include finished products too
you can have longer trains with more locomotives but freight weight will slow it down as it gets full
ok i figured thats how it would work
is there a "better" way to produce motors? this took forever and is only producing 5 a minute
or just setup in general
is vertical production worth it?
i also just saw the suplly chain calculator, i did it all on paper
optimize alt recipes to use the least amount of machines if that's your goal.
putting a manifold of each step of production on top of each is pretty easy with motors.
it will be easier at later tech tiers with advanced belts
I prefer running all the belts in the air
and using lifts into and out of machines
Many many stops is generally a bad idea. It drastically cuts down o the parts per min you can move and means you have to have huuuuuge stations everywhere
ah
For example, a big killer on throughput between point A and B is the 2x30sec load time.
Now you’re saying you want it to stop… 5 times? 10 times? On its loop?
oh god no
maybe 3 at most
I plan to network several factories into a sorting hubs/train stations for pick up using trucks and local highways
basically process raw material into ingots/simple materials then pic them up to bring to a giga factory for further processing
That is in fact a thing you can do. A lot of people have that impulse. I’ll warn you that it seems like a lot of people burn out from the increasing complexity of bringing in raw goods to a central point
I'm not sure what directions the belts go
So you have two full belts coming in?
no in total of all the machines in this system will produce two full belts
1/3 of each line
Where are the machines? 🤔
I'd just connect enough machines to fill one belt to one belt
thats what i want to know if I can avoid
there isnt enough place for more machines working at 0.45% or whatever it is
It's one machine extra at most
So, you built a limited space before figuring out the logistics?
Anyway, given the maxed belt throughput bug, I would just run three belts or whatever, just so that they aren't full
well if I did that I would not have a problem
Overclock 1 machine by 45%?
God I hate injection manifolds
I guess ill just count up the belts
its not like i use two full belts anyway
i guess it was possible @wind spade
i think i have been told this before, but i always think about belts as the max they can carry.
its hard to keep clear in the mind
Depends if you care about steady flow. If you dont care about fluctuations you do you
I dont think I do care about fluctuations its not a problem I have percived
suppose you built your factories to avoid that problem, how does it manifest?
To avoid loss of maximum throughput on belts?
Not hard actually very few of my machine systems come to 780 except for maybe miners sometimes.
For miners if you absolutely need 780 moved and you’re not smelting on the spot?
Immediately split it into two lines.
Or belt weld to your factory if it’s less than 1km
For factory to factory it’s pretty rare for it to travel long distances AND be at 780.
The easiest thing though is pretending that mk5s only actually do 750pm. You’ll basically never have loss and you won’t have to think about it.
Just depends how you want to approach the problem
I did that, one welded section right in to a splitter.
pretty
hi
Using the diluted packaged fuel alt and heavy oil residue alt
How much turbofuel can I get from 120 coal and sulfur?
You can make 150 turbofuel, check the link for the numbers
https://u6.satisfactorytools.com/production?share=EeVdQnLLWOSGHfDJBiCK
@marsh latch
Awesome! Thank you
No problem🙂
If throughput allows it, merging the pipes with the wire can make for "cleaner" setups
id say yes, its a bit more complex but you can have an entire floor dedicated to just belts and logistics to make the factory above or below look better or even easier to do
guys what is the best way to produce aluminum
define best
i used instant scrap to maximise aluminum production
idk if thats a good idea because sulfur is rare
but it uses very little tbh
sulfur is also pretty much useless
oh right yeah sulfur is used very rarely
apart from aluminum and some small amounts for ammo
but what about batteries or nuclear power?
(yes there's also turbofuel but turbofuel is pretty bad imo given nuclear is just much much better)
yeah, there's enough sulfur to get both batteries and nuclear with aluminum
ive already got a turbofuel plant, i need to go nuclear soon
yeah i think ill stick with instant scrap
very easy to expand
I would say the opposite because it requires extra materials that aren't close to bauxite location thus needing a lot of extra infrastructure
Whereas electrode recipe is very convenient since pretty much all bauxite nodes are really close to oil
oh well ive got all those materials in one place already. it would be harder for others yeah
You'd have to do sloppy / electrode to avoid the silica mind you
tbh maybe i shouldve done that
ive got both those recipes too
and petroleum coke is really easy to make it the heavy oil residue alt
Yeah I'm bringing all the world bauxite to one location and I only need 2 pipes of oil to process the whole thing
damn okay
like... 978 oil pm I think? not a lot
well im not reworking my instant scrap factory now
That's fair 😄
that sulfur is gone im never gonna use it
blenders with instant scrap look cool tho
It's just as efficient in alum production. I find it's just less convenient in general since you don't have all those resources at hand in many spots.
If you're just happy about transporting those locations thoug hit doens't make a dif really
I very much like not having to move stuff
oh that one place between rocky desert and forest is pretty good for that
quartz and sulfur right at your doorstep
... It's a little spread for my taste, just cause the bauxite is a ways off. I think there's a couple better spots for instant scrap?
I also only use Pure Ingots. I just cant be bothered getting more silica
yeah fair enough theres more than enough bauxite to go around
i just went on satisfactory tools and found out that with electrode and sloppy i could just remove sulfur for a tiny bit of oil and the amount of silica required would stay the same AND the bauxite:aluminum ratio would be the same
i guess maybe ill rework my factory 'someday'
Instant scrap offers different resource usage (overall higher), a decent reduction in machine count and simpler water management to make the same amount of scraps for the same amount of bauxite compared to sloppy+electrode
Sloppy+Electrode require a bit less resources (though different too), but needs 1.5 times the machines Instant needs for the same output
yeah but oil is hella cheaper than sulfur
I say nothing on "value" of resources used as that's personal preference. I'm trying to make an objective analysis since I don't know you ^^
lets just say im unlikely to use ALL the sulfur on the map
it's unlikely that you use any of the resources on the map
Unless you AIM to use all the sulfur and make very different goals to almost everyone who plays, no, you aren't likely to use all the sulfur.
Maybe if you did it all instant scrap, regular turubofuel? Lots of drones?
it is unlikely i will play the game
hee hee
I believe greeny meant 'use all of any of the resources'
well I meant it's unlikely for you to run out of any resource
Unless they were trolling you a bit
unless you're doing some crazy stuff like sinking all ores
Yeah, but the way you worded it leaves space to make some funni
i wonder how many points you would get if you maxed every node and sank all the ore
a lot
this is math and meta, here's no place for funni
not much, most ores give less than 10 points
i thought they meant the products i cant read
no, just the pure ore
I guess <100k/min
no processing or anything, just ore
1/min
man i always try to min max an area and make something and then i leave it for 10s of hours whilst it sinks whilst i go and make another separate factory
so much waste
bauxite: 9780 * 8
caterium: 11040 * 7
coal: 30900 * 3
copper: 28860 * 3
iron: 70380 * 1
limestone: 52860 * 2
quartz: 10500 * 15
sulfur: 6840 * 11
uranium: 2100 * 35 (can it be sinked)?
total is 817140 per minute with uranium, 743640 without uranium
but it's nothing compared to maxed map with production, not just ores 🤷♂️
also getting 817140 points per minute equals to sinking 3.367 turbo motors per minute (1.8 manufacturers making default ercipe)
Uranium ore can be sinked
Did that when testing my resource train for the nuclear plant
Just curios but why would you NOT count Uranium in there? 🤔
you know how I don't play the game 😛
I wasn't sure if it can be sinked or not
and was too lazy to check
#nuclear-sinkability (it's very simple)
Uranium Side: Sink everything BUT Uranium Waste
Plutonium Side: Sink nothing BUT Plutonium Fuel Rods
thats cursed
sinking all the ores gives equal points/min to sinking 3.367 turbo motors/min?
i feel ill
Much appreciated greeny
does this include the max belts
yes
like max overclocked nodes going above 780
max oc max belt
and it includes the impure node being under the max belt right?
all nodes maxed to the physically possible degree
alrighty
"Hey Ferb, i know what we're going to do today!"
so i i make 4 turbo motors per minute i get more points than sinking every bit of ore in the world
yes
thats better
not based on the amount of points the constituent points add up to
basically each vanilla recipe sums the points of ingredients and then multiplies that by two
because you most certainly can make more than 3.367 turbo motors per minute using all those resources
so every process doubles your sink points
you could also Sink Maximum plutonium too
i dont know what max plutonium is though or its points
it’s that simple?
but im sure thats scary
for non-alt recipes, yeah
oh wow
alt recipes are obviously different since the math is based on regular recipes
but basically the more advanced product, the better is to sink it over raw resources
the only time i found its "good" to sink resources is when testing the max throughput of my trains etc
building my nuclear factory rn ( for the 3rd time yay) and ive had my uranium sinking the whole time so ik my trains work before i start it up and i know what section carrys what
still going to even out the conveyers though but you get the point
good for me.
i once mathed production lines based on "effort / difficulty"
i added together the points of the input products and then multiplied based on which building it was made in, and also took into account how many machines it took up to this point to produce it
To avoid waste buildup, should I slowly increase the number of nuclear power plants, as my power needs grow? I don't want to have like 80 nuclear power plants running from the get-go, if I'm not even using that power.
I have a factory design in mind that will churn out 14.4 uranium fuel rods. But I don't want to have too many nuclear power plants running, if I don't need all that power yet
If you have your waste handling in place the number of nukes won't matter.
I don't have waste handling yet
Ahh crap, I didn't even turn the nukes on until waste handling was up, saved me holding on to a huge liability.
I just need an extra 5-10k of power for now
You think I can run a few nuke plants and then clean up the waste sometime down the road?
That could be achieved in a trivial manner with a fuel station, for the nukes you can run a handful and hold the waste but you do need to overbuild waste handling to catch up.
I don't want to invest more effort into fuel at this point
Already have 24k power from my turbofuel plant
Just want to focus on nuclear now
But without the big upfront effort of recycling waste
I'm a little hesitant about how I should go about the late game...
On your side, for nuclear power for example, how did you built it?
What do you produce on site ? What do you import ( from what type of factory )?
Give me ideas! 🙏😂
If you can minimize transportation, that's best. Try to find a location where you have the needed nodes onsite.
I like to produce uranium fuel rods and then transport those far away to a remote location where I set up the nuclear power plants
How many engines do i need for 4 freight cars?
one
what'st he math on it so i don't lose speed on my freights?
Check the wiki for math
A fully loaded 8 freight train going up a long 2m ramp, will it slow to 0 and roll back with just 1 locomotive?
... That sounds familiar? 7 might be the max for 1 loco? Prob best to do 2x4 car trains or just stick another loco on
Just wondering the max freights 1 Loco can drag up a 2m incline
I'm pretty sure there's an equation for it on the loco page on the wiki. Actually it's probably a lot less than 7. I think most folk put on 1 loco for every 4 cars if going up a steep incline
Pretty sure that's the standard recommendation, yeah.
(right now mine are all 1:1, technically, because I only have one train and it only has one freight car)
I've done 1:8 before it would slow down going up an incline, but not stop completely
You can have 1:infinity if it's perfectly flat.
1:8 sounds ok at only 1m inclines?
stick 1:4 then
With a 100m elevation change you could look at having a station at the top and bottom to just have an interchange
2:8 equal 1:4 yes
Cool
Yeah. 1:4 just means the loco is 1/5 of the train and the freight cars are the other 4/5. 1 loco to 4 freight cars, hence 1:4 (for a total train length of 5)
In other news btw, I'm designing a computer factory - did the math, and this little cluster of Caterium nodes (2x Pure + 2x Normal) will support up to 119/min Computer production. Alts are kinda wild when they align nicely...
Also lol I have 4 different alts for Heavy Oil Residue.
Pure Caterium Ingot, Quickwire&plastic circuit board, Caterium Computer
(dunno what the second one's actually called offhand)
you'll need a ton of rubber though
And 5/6 that amount of plastic, yeah.
I've got 600/min Crude Oil from the nearest cluster of oil nodes, with heaps of water nearby - currently trying to figure out the best way to extract lots of plastic and rubber from that.
...this is where I should probably learn to use a Satisfactory calculator
The same calculator that hates doing anything other than looking at my save 🤣
Just because /you/ torture the poor thing...
I merely kept on building after the UObject crashes became a thing back in update 4
Update: I /can/ do it with these resources. Just gonna use 23.6 GW...
It's like 4.5x my current generating capacity, so yeah...
Absolutely not. That's just how much this little cluster of Caterium nodes could support.
Time to scale back a little <.<
Update update: 600/min Crude Oil isn't even close to enough for this, I just misunderstood how the calculator works. Reality's gonna scale it back for me <.<
depends what recipes you using
Well, SCIM couldn't find a way with the alts I have. But then again, I don't think it can do loopback solutions like the recycled rubber/plastic. Definitely starting to understand the limits of the tool.
oh sorry thought you mean power production
you need tons of rubber for caterium computers
Yep, you're absolutely right. Much more than I had realised, and it's definitely the limiting factor here. Heck, it'll still be the limiting factor even when I get the recycled loopback working
I think I wound up doing silicon CB and cat comps just so I could have a higher output for the area. Less reliance on one resource
Heh, I deliberately chose recipes to end up only using two different resources.
... this may not have been my most intelligent choice ever.
if it produces what you need that's absolutely fine right? Unless it means you can't produce other things you need with those resources
Oh for sure, just not remotely as productive as relying on a broader input base. Still plenty for my needs though
ah yeah cat comps sil cb
What the heck are you producing?? Hundreds of machines per item….
My ... eventual plan... may may take a few years because of the silly style I have, is to make 30 30 120 120 pm of the tier space parts.
Now... These are probably going to dramatically change over the next couple years so I'm mostly working on my curvy nuclear power station for now.
But I imagine I'll probably need a very reasonable number of computers for whatever the final game looks like so this will be moderately accurate I think
I'm actually a bit annoyed at my uranium rod factory because my HMF factory looks like it's going to be a lot of fun
what program are u using?
Thx
Funfact: there was a time in which an alt recipe for Turbomotors required items worth more points than the output turbomotors (pressure cube-using alt). People noticed pretty damn fast, pointed it out, I made a QA post about it and the same day a patch dropped balancing that 
@fallow vector
I find the scim list easier to read tho, so 🤷♂️
anything in particular?
Really? For me the layout is hellish
I'm being confused by the difference between fine black powder and default in the planner vs the wiki because it's not the same. The wiki is using 60/m, but what shows in the calculator isn't the same as pictured.
The alt numbers are the same as the wiki.
The default isn't the same as the wiki.
?
in the future we will clear up differences by marking recipes as "EA-ONLY" and "EX-ONLY" unless they're the same for both
right now, the unmarked one applies to both unless there is one marked as "EX-ONLY"
In fact, I have to quadruple the output to 240 to match the one I'm looking at, and I'm using the eperimental branch of the tool.
The recipe still exists in exp.
Though you're right, the recipe is different in exp, hadn't noticed.
It's more of a tradeoff in the current setup though, less coal for more sulfur.
I guess that's what confused me, the one on wiki is still using U5.
the alt is no longer much of an improvement
the alt wasn't changed, the wiki is correct
and I didn't realize that the recipe changed.
It's a bit more situational now.
tag greeny I guess?
or sorry did you mean you were confused by a change in recipe?
I was being confused by a change in recipe vs what is on experimental vs what the wiki was showing.
Ah yeah, will have to poke the wiki volunteers
It was more that I didn't realize the recipe had changed in experimental, compared the two recipes as I was deciding on it, and was confused.
Just realised, I have a combined Computer recipe that's effectively just 3 ingredients at roughly 1:1:1 ratio - Caterium Ore, Fuel, Water.
-
Pure Caterium Ingot turns the Water and Caterium Ore into a ton of Caterium Ingots, then normal recipe turns that into heaps of Quickwire
-
Recycled Rubber/Plastic loopback setup effectively converts Fuel 1:1 into Rubber and Plastic
-
Caterium Circuit Board uses Plastic and Quickwire
-
Caterium Computer uses Quickwire + Rubber + Plastic.
Exact ratios, each Computer uses:
- 23.2x Caterium Ore
- 23.2x Water
- 22x Fuel
--
So yeah, I'm about to build a Computer factory that has 3 inputs at roughly 1:1:1. This makes my brain happy.
I mean liquid Fuel. Which tbf isn't a raw material, but I'm getting it as a byproduct from another factory.
Flammable computing 🙂
I use the recycled rubber/plastics at my refinery, I thought I built it way overkill but I've managed to actually use more than 75% of the places output.
I've used it in a previous save - offhand I think I independently reinvented it - but literally only yesterday I finally understood that what it really does is just straight-up convert Fuel into Plastic and/or Rubber.
(which is pretty wild tbh, but hey not complaining)
My refinery isn't an efficient thing, well not the most efficient, it uses two refinery groups, one using basic plastic, other using basic rubber, the HOR goes to blenders to make dilute fuel, then the rubber/plastic goes to the second grouping to add fuel and make recycled plastic/rubber, doubling the material output of the first group.
120 refineries (60 on plastic, 60 on rubber) in the first part, then 80 refineries, 40 per recycle to double the output.
Brb, need to step away, getting square eyes and it's getting towards 0400.
I mean on the one hand it'd be way more efficient to maximise your Diluted Fuel and then run that into a Recycled loop, but on the other hand I've still got a ton of basic Plastic and Rubber refineries <.<
G'night
I'll be back shortly, staring at a screen long term with my eyesight is a good source of eyestrain, brb.
(not sure if better or worse that my basic Plastic and Rubber refineries are all currently disconnected because I'm partway through rebuilding my power grid)
I hear you. Finally got glasses in my late thirties, should have had them from childhood, and jeez the strain that I feel any time I don't wear them now...
Back, I needed a drink.
My glasses help me see at a distance but updating my prescription is way overdue, I'm even more short sighted than I was twelve years back when I first got them.
Yeah, updating prescription is important. Mine changed quite a bit from initial diagnosis to the second prescription (which is what I'm on now). I'd been compensating so hard for several decades, that the optometrist couldn't get a good idea of my eyes until I'd spent like 18 months letting my eyes relax with the first set of glasses.
Design update btw: scrapped the fuel input, going actual raw inputs only:
- 23.2x Caterium Ore
- 45.2x Water
- 8.25x Crude Oil
(that's the inputs for one Computer)
petrol once upon a time used to be a byproduct until they realised it was go go juice
Sounds about right
when the world realized fuel was baja blast
I mean to be fair, offhand I think you'd struggle to run a steam engine with a fuel that has such a high vapor pressure. That just happened to be perfect for the internal combustion engine...
I'm curious as to not if the developers decide to put in turbines, but when... especially when it comes to coal fire plants
turbines?
like, hydro power?
if so: theres been a "maybe" answer from them
but only on waterfalls, if ever
@wind spade remember the thing about "slowest factorio belt is faster than fastes Satis belt?
that statement isnt entirely true if you consider that factorio has 4 items per section while we have 1 item per section at best
factorio belts in satis would be
225 items/min
450 items/min
675 items/min
that depends how you define section
you could go with meter or with relation of item size to belt
items in factorio are tiny compared to a belt
while we have these huge clobbers
though it's irrelevant anyway, as "speed" is "throughput in any given place on the belt"
pick a spot on a belt, X items will pas per second/minute
the "speed" question is probably just about throughput, not item size
increase the distance between items and you also get less
packing does affect things because it adds a delay until another item can be put on a belt
if every item had the rule that there must be 2 m in front and behind, thats a slower possible throughput
sure, but then the belt will have less advertised throughput
smallest usual legal unit of belt (2m)
you can get smaller, but only with splitter snipping
I guess it depends whether or not do you talk about real speed of the conveyor, or talk about throughput
because 99% of mentions of "speed" are really "throughput"
its a comparative thing.
if we had a second row, naturally we would have more throughput
speed should be measured in m/s anyway
so the question is how do you compare unequal transport systems
either by speed of the belt in m/s or by throughput in items/s
gotta normalize things
but you can't mix both
and since we don't have factorio's measurement on what is one meter, we can only compare by throughput
which leads back to "fastest SF belt is slower than slowest factorio belt"
what is weird tho is if i read some of the older blog posts, i get this:
"...8 items per belt"
their wiki lists 4 tho
unless i cant read
there might be confusion from the fact that there are two lanes
factorio belts are defo slower then satisfactory
theres no way
ye i read on, thats correct
so 1 belt in factorio fits 8 items
and 1 satis belt fits 2 if you go with the 2 m set, and 1 with the 1 meter belt you can create through splitter cutting
*faster
ive played fact and they seem slower but forgot that they had 2 lanes
more so that 2 would double throughput
yellow belt is 15/s or 900/min. Even one lane is still 450/min, which is faster than mk1-3
or rather the correct term is "has more throughput"
we can't measure speed since we don't have factorio sizing (what is one meter)
thats why i prefer satisfactory
i prefer constant perfect efficiency and its much much more complicated to do that in factorio
only mention on wiki is
It can be assumed, that a tile has the length of 1 meter.
I guess you could figure out the belt speeds based on vehicle speed
even if we consider just one lane, factorio's middle belt is already faster than any satisfactory belt
if it's true
a Factorio discord mod claims it is 1 meter (assuming a moderator is a trustworthy source)
we have the same throughput but our items are just too large
well again, throughput is in items/min, so it's 60/min for SF and 900/min for Factorio. Nothing changes that
our items be too large then
yes, it's a product of item sizes and stuff, but that still doesn't change which belt has more throughput
they are faster but have less throughput, there
not sure about speed, that would have to be calculated and I'm feeling lazy today
if we could port our belt over into factorio, assuming it magically gains 2 lanes and their items stay the same size, mk 1 would be 480/min
and mk 5 6240/min
assuming sizes are indeed 1 m
there's no bauxite there so no mk5 belts
When I'm hosting my game directly, and my friend joins, I do notice a drop in FPS. According to the network settings tooltip if we reduced the network speed (I assume both of us have to match) this should help my framerate, right? Are there any downsides to this?
A related question. My save time has gotten so long that my friend times out during the save. Is there a setting he (or I) can adjust so that he doesn't time out?
Could have sworn I’ve seen tinier chunks.
how can i divide an input of 5/min into an output of 2/min and another of 3/min?
with splitters
single splitter
split in two and let back up
the machine that needs 2/min will overflow after some time
and with the overflow it will balance itself?
yes, everything always balances itself, given enough time
basically it doesn't matter how you connect belts, as long as they are fast enough, you'll get 100% efficiency eventually
ok thx
if you want to speed up the process, just fill the machines with items, it'll start working properly basically instantly
aight question for yall.
got water from Electrode alu recipe (33. 073/min from underclocking) going into my residual rubber array (17.46. 17 normal and one at 64%)
im making batteries for my nuclear drones hence the low numbers
If i reduce one of the rubber refineries to 81.3175% (thus requiring exactly 33.073 Water) and just add the leftover % to the 64% refinery (64+17.3175=81.3175%). Would that get rid of the extra water without worrying about the incoming water from the Pumps reducing outflow from the alu recipe?
Probably badly worded but just want to get some input on it before i base my array on it
If you're producing exactly 33.073 at the electrodde alu refinery, and using exactly 33.073 at the rubber refinery, then yes you don't need to interconnect that water pipe with the one from the extractors feeding the other ones
Yeah have a separate single refinery of res rubber eating the waste water. Make pipes as simple and as segregated as possible is my advice
How do I divide 75 Ingots from one Oil Refinery into 5 constructors evenly? I know I gotta do splitter math but I have no idea how to do 1 into 5?
I could also do 150 Copper Ingots from 2 sources (Oil Refineries) into 10 Wire Constructors at 15 per minute I am just unsure how to split them.
An equal 5-way split isn't really possible to begin with, but it'll balance out over time anyway.
Easiest option is probably just a centre-fed manifold: split the line, run the centre output into the centre machine, and run each of the side outputs into its own splitter to feed two machines each.
Or you can take a bit more room but save a splitter:
- First splitter: left to machine 1, right to machine 5, middle to second splitter
- Second splitter: left to machine 2, middle to machine 3, right to machine 4
(that'll also technically make the split more unbalanced at first, but it'll still end up equal over time)
Oh so I CAN manifold but it's just a waiting game?
Yeah. If you're supplying the right amount of input for 5 machines, and you're giving one machine more than its fair share, then that machine's input hopper will fill up and stop accepting more input. That will back up its input line, at which point the excess will go to the other machines, and ultimately it'll all wind up balanced.
And if you start the system with all machines fully loaded, then it'll be balanced straight away.
So what if I went larger?
6 into 15? 6 Oil Refineries for 75 Ingots each, total of 450, into 15 Copper Sheet Constructors for 20 Ingots Per Minute Intake?
Wait sorry. Each will be over clocked to 30 per minute intake.
If the amounts balance out, then yeah a manifold will end up working exactly the same as any other basic splitting pattern. Manifold just takes longer to settle into its steady-state behaviour.
Aight. I was just unsure and a bit skepitcal.
All good, it's kind of a lot. And hey, you can just go test this stuff directly if you want - that's reasonable.
anyone use personal storage boxes?
Sure, all the time.
Are you looking for info?
no, just wondering if people use them at all, and for what
I mean yeah, they're the most efficient way to manually store stuff. I actually have a wall of them back at base, with a column of 3 containers for each of the items that I'm storing there.
(just dismantled a lot of stuff, so I have a bunch of materials and I don't have all the production capabilities right now)
why not just throw items into a storage container or industrial storage container, they fit more
Storage container holds the same amount as a personal storage container, and is /much/ smaller.
Sorry, and personal storage container is much smaller
oh, for some reason i thought personal storage holds way less
Nope, same amount as a storage container.
And offhand I think you could fit like 64x personal storage containers in the space taken up by a storage container.
I mean, physics says that /should/ be the case...
i never have the need to store anything personal tho xD
except maybe shards, ficsit coupons, random stuff
I mean if you don't have the need then don't do it, all good - we all play the game differently.
Personally I keep shards and coupons in my own inventory - don't want to forget where I left them. <.<
what kind of items do you store?
Mostly stuff that I need for building. The storage at my base was to hold all the stuff I got from dismantling a bunch of old factories.
Way out west where I am now, I've got like half a dozen personal storage containers to store the parts for the Computer factory that I'm about to build here.
(much more than I could fit in my inventory at once, even with 75 inventory slots)
interesting
i might be making over i think 250k GW
250,000Gw is a lot 😛
Yeah, that'd be 250 TW.
Or 250 million MW
Or y'know, 250 million million Watts.
AKA 'a lot'
Well fyi i am using mods
well yea i think theres only like 2TW of energy available on the map
rofl
dunno how accurate that is
Quite. But at that level of power, it really just becomes irrelevant on if it's off by a few hundred MW.
only 2 TW
You say that like it's not a lot, when it is easily two orders of magnitude bigger than most machines run off of
i mean "only" in the sense that its way less than 250TW, so safe to say the guy was using mods even before he said so 🙂
not that its a smol number
More like 5 or 6 orders of magnitude, but yeah
pretty sure without plutonium, raw uranium fuel would produce 630GW off of every node in the map @250%
613gw
i was pretty close
OoM are not powers of ten, but rather segmented into sections of 10^3
2520 waste / minute LUL
That's news to me, and if it's true then I really want to know. Can you point me to a good reference?
The way I read it, this is confirming my understanding. https://en.m.wikipedia.org/wiki/Order_of_magnitude
An order of magnitude is an approximation of the logarithm of a value relative to some contextually understood reference value, usually 10, interpreted as the base of the logarithm and the representative of values of magnitude one. Logarithmic distributions are common in nature and considering the order of magnitude of values sampled from such a...
just
Hover over the generator node for accurate info
this one?
also this one seems buggy greeny ^^ reported it on sft disc
yeah, the 613 GW is after subtracting power needed to run the thing
(which is a bug)
huh didnt even notice
@sage torrent 630 GW then ^^
Is 17gw accurate for that though? The plan for my 50.4 rod factory alone is 27gw I believe
Nm I probably use a lot more refineries
Though that extra 10gw seems like a huge dif
thats the power cons according to it
Hmmmmm
it's without miners
also since you probably maximised power, it made most power efficient setup (due to the bug of subtracting power used for the production line)
How can you choose power in Satisfactory tools?
beta feature, available through the sft disc
how can I get this disc?
available on the website
community tab, top right
there is no sft
sft = satisfactory tools
What is this website ? 🙃
I'm using Satisfactory Tools but I can't add Nuclear Power Plant with this website soooo
I would love to know which one you are using
read few last comments 😛
Ohhh kk thanks haha
guys i messed up
i cant math
How much iron ingots and wire to I need to produce to make 660 cable per minute using the iron wire alt recipe?
Just plug in the amount of cable you need and tweak the recipes (sometimes you have to turn off default recipes to force it to use alts).
You are using Satisfactory Calculator?
@eager igloo ^
Satisfactory tools rather, not calculator. @eager igloo
TBH I havent even been using a calculator. Been doing all of it myself cause its easier for me that way
I’ll just plug it into the satis tools then, are you using an iron ingot alt @eager igloo ?
Iron ingot, not wire alt.
i dont have an alt for iron ingots yet
But my factory has like 6 iron nodes within spitting distance so im not too worried about it
Just gonna make little mining depots and move the ore with trucks to process on site
30 constructors for iron wire and 17 for quickwire
yeah
thats why i wanted to use it. I would have had to do multiple belts on copper if i stuck with the normal recipe
for ingots at least, but you can split the wire one.
already need to use 2 mk.5s to make all the copper sheets i need
i need 840 iron per minute to feed my screw and cable line :I
and thats not even factoring in plates
better find a recipe that doesnt need screws
Ouch, better get HDD hunting.
iron wire cringe
i have stitched and adhered
but for adhered i would have to rework my entire receiving hub
actually for both i would need to....
-.-
ok actually it wasnt too bad to add in a few more smelters. I still have extra room
But also. I have a LOT of alt-recipes unlocked already and all the crash sites i've found so far are items i either cant make just yet or need to run a lot of power to.
RNG just hates me in terms of my iron options apparently
Oh I see, yea, RNG sucks sometimes.
NGL i had to research 20 hard drives before i could get the silicon circuit board
There's more HDDs than alt recipes, so, you'll run out of alts before HDDs.
So, you'll get them eventually.
yeah
lol im still skittish about the auto save crashing everytime my game freezes up
Yea, was a bit concerned the first few times before I was sure.
it still is lol
You can turn off autosaves in settings, can't you?
It's just hunting for HDs can get tedious with every new playthrough
i only went for HDs that were in a general area where i was making a factory
Yep
Set the interval to 0
y'all, how would I make a 3 to 8 load balancer?
There's an album that was posted on reddit IIRC of a whole bunch of balancer layouts.
You'll have to do a google search.
If you're looking for ingame built examples, I don't have any myself currently.
Although, lemme check my steel stuff on the other save.
What belt input rates are we talking about here though?
I only have access to mk1 and mk2 belts atm, don't have steel set up for mk3
I'm using the coal nodes at the lake near the 1st starting area
Well, regardless of belt speed, the set up would be the same, just wondered how much of a factor that is.
My steel setup is something different, lemme check one other.
Nvm, I don't have a good example to show. All I can say is to google about Satisfactory balancers. I've seen an album with lots of configurations. @fierce ruin
alright
ah screw it I'll just speedrun nobelisks so that I can use the 4th node and not go through pure pain trying to make a 3-8 balancer
Do you have smart splitters?
no, not yet
You could probably balance among the three. Edit: Nvm then, my idea works better with smart splitters.
Quick balancing question: 2 belts, one moving 480, the other 120. I need 200 on 3 belts. No mk3 possible and overflowing would be ugly
200 per belt
nvm figured it out
Gotta say, water tower becomes /extremely/ useful when you've got 2100/min Water that you're lifting up by like 250m.
tbh I'd rather make it 3:9, underclock the 9 machines to 88.8889% and just split each belt into three
I just decided to only use 2 coal miners and it's working perfectly, as I found out I only need 120 coal for 8 gens and the 2 coal mines took care of that perfectly
even one overclocked could be enough 🙂
and I'd just do a manifold instead of balancing tbh
I forgot overclockong existed tbf
overclocking is great tool to have miners produce more
underclocking is great tool to make ratios check out
ummm, I don't
the 7.5 assemblers are blocking an additional line of 90 steel pipes
ah
yeah well that's not something I can fix, as I use a library that makes these positions
in new tools however I'm going to try to find a better visualisation library to allow for better schemes
👍
Question if I can: Does the setup for 300 crude oil --> 900 Plastic V Rubber still work or has it been patched out of existence. I want to give it a shot but I can't get my head around the packaged fuel aspect of it all. Thanks in advance for anyone's time. I have a link for a schematic if anyone is curious but I can't post so maybe IM if you happen to be a curious pioneer
It does, if you want to see which ratios you need exactly, just use the satisfactory tools calculator
edit: this should be it
https://www.satisfactorytools.com/production?share=LGHuUxXq3PdOKpQR6n70
it's still in, and idk why it would be "patched", it's not like it's a bug or something
Cool! That was quick, thanks guys!
Either do it with packagers or with blenders, depending on what your tier is
yeh I would like to blend it all up, but im in too low a tier atm
packaged is fine, its just a few extra machines
blenders are quite expensive pre late game however
Define "expensive"
we have infinite resources, nothing is expensive
the only relevant problem is "do you have all the ingredients automated"
trying to run 4 conveyor belts into 10 different with even distribution. Any advice on how to achieve this. Any tools I can use to help?
build 12 machines instead of 10, underclock them to 83.3333%, then it's a 1:3 split 4 times 😄
or if you can merge the 4 belts, just merge them all and do a manifold
--S--S--S--S--S
| | | | |
I can do two manifolds with 5 on each branch now that I think about it. I only have Mk3 belts right now.
that works as well 🙂
Thanks for the help.
Heh, I had a similar confusion where a line got blocked and was confused where it was. Most of the time it doesn’t do this.
ill probs ask this in the Satisfactory tools chat aswell but does anyone know why the calcuator LOVE recycled rubber/Plastic?
unless i deactivate it everytime i use oil, its ALWAYS there turning plastic into rubber and rubber into plastic
it's the most resource efficient way to make rubber or plastic
im willing to accept that but i hate that its true
just doesn't seem like it should be
like its something overseen by the devs
like "oh you want the maximum possible Plastic from oil? well turn it into fuel and rubber THEN turn it into plastic"
it's "more complexity -> more product"
you can also make rubber or plastic directly from oil without a X step process
takes notes
just started to plan to expand my plastic production, 100/min is not cutting it haha.
looking in the planner, and enabling all recipes, to make 1k plastic/min would need 4500 oil/min.
using the recipe to convert oil to plastic only needs 1500 oil/min.
it seems the direct recipe is better, unless im missing something?
setting targets at 1K/min isnt smart in the long runyou honestly want it to be around 780/min or a multiplication of that to make converying items and rationing it out much easier ion the future
good to know, makes sense cause belts and what not.
thanks
np
i learnt it the hardway lol
1000 is fine
just do two belts
but also, don't prebuild 1k/min unless you know you need that much 😛
I like to look at what I may need so i can keep space open for modular expansion 🙂
Anticipating future needs is difficult. Pre-building to a specific target and adjusting later if that doesn't meet demand is absolutely fine
overbuild - realize you need more - overbuild again
The worst thing you can do in this game is act like everything the player builds is permanent.
Or build a second production facility to handle the original consumer of the item.
If you're doing single-item modular factories you're probably deep into the logistics tho
just starting this, finally reached trains and am finding that I need to grow exponentially, so I have begun to create Smelting buildings, next is single item factories, then simple train loop to connect the manufacturers to their required inputs.
this should allow me enough production to build without having to manually feed machines.
problem is, my first bottlenect is screws and plastic, so starting there.
My goal is to build things far enough apart to reduce render strain on my old laptop
Staying along the edge of the map might also help a bit
or just build what you need now 🤷♂️
What I need now is a fuckton of plastic for future expansion
I doubt you need 1000 plastic/min for building
and seems like very arbitrary number for future production
so I'd bet no future plans are calculated
1200 in to batteries 🤷♂️
I personally don't recall how much plastic I'm making myself but it's at least some
I do love the fact that unless you know exactly what you're going to need in the future and build for only that you're playing the sandbox wrong
also I just read this... what planner are you looking to?
because for 900 plastic you only need 300 oil with best recipes
Was using the SCIM planning tool and just enabled recipies and desired output of plastic.
ah
SCIM doesn't do any optimisation. And you also can't have multiple recipes per item
so if you select everything, it'll just use all the selected recipes no matter what. And if multiple recipes make the same product, it picks one semi-randomly
SCIM sucks lmao
(sorry, posted wrong link at first)
Thanks. Will check it out when i get home. On the bus now
Handy tool. So to get to 10 computers a min, i need 480 plastic a min as an input.
This calculator is the accepted best tool right now?
Ill replace SCIM planner then 🙂
I can't really say objectively that it's best, especially since I'm the one who made it 🙂
but I generally find it pretty good in most cases and I think people in general do use it for planning
Good to know.
I guess ill have to test with plastic and see which is more accurate getting me to my 10 comp /min goal
both tools will be accurate (in the sense of making you reach the goal)
the main difference is:
- SCIM blindly uses the recipes you select and can't do complex production lines with loops or multiple recipes per item
- SFTools pick recipes from those you chose and optimise for least raw resource usage, can have multiple recipes per item and can do pretty much any production
SCIM visualizes every machine which can work for small early game setups, SFTools can handle even large complex production lines without problems
Lol. Now imma have to relook at my production through the SFTools lens and see if there are efficiently tweaks I can make
also scim cant do recycling loops properly
properly or at all? 🤔
I wasn't able to set up any loop in there no matter how hard I tried
idk I haven't tried much (got enough trouble with my tool lol)
Question refresh on the MK2 pipe bug, it just has to not be exactly 600, like 599 throughput would be fine, right?
600 is fine with looping pipe
Allright then.
Rounding down to 132 generators anyway because it's easier to split into groups.
599 is... questionable since you cant really achieve that
It was a hypothetical.
the pipe flow rate will go up and down, 599 is not enough space for flucuations imo
Fair on that point though.
10 to 50 below would be the safer bet
Ok, just wanted to refresh on that info.
A Mk.2 pipe can maintain 600/min under the right circumstances. It's just that you can't trust it to always maintain that under all circumstances where it should.
Hey folks, I was wondering if theres maybe a cheat sheet somewhere with recommended output/min of each component for each tier or stage of the game?
wasn't sure if I should ask in here or #old-questions-and-help 😅
outputs of components should roughly equal your usage of them for building 😛
given that every person builds differently, there's no "recommended" amount
if you're unsure, start with small number and increase later if you find you're always short on given material
Fair enough 😄 thats very true
finished my 2k/min screw factory.
hopefully it holds me over for a little bit 🙂
Good: "Oh my mistake, these 13 machines in my design aren't actually Refineries."
Less-good: "... they're Blenders"
Is the only place you need 600 flow from pipes a 250% clocked oil extractor? What's the actual loss of production if you immediately split the pipe? Would an industrial fluid buffer pre-filled with crude oil at each refinery functionally give you 100% production for the length of your save file's playtime? 2 buffers? 10 buffers?
Why would there be a loss of production if you immediately split the pipe? Unless the tiny bit of pipe between the extractor and the junction is a Mk.1 pipe ofc, in which case you'll only get 300/min at most
I don't know anything about the issues with getting max flow out of MK2 pipes. If a buffer full of crude ahead of every refinery functionally eliminates the issue, that's a small price to pay.
nah, mk2 pipe works decently if you loop it at the end
I've just switched on a Mk.2 pipe here, and watched it hold 600/min while it filled the inputs of 16 refineries
So what's this whole thing where MK2 pipes perform so poorly that it's almost certain they're going to refactor pipes all together?
Unless that's a joke I haven't been getting?
not really sure but iirc it's mk2 manifolds with dead end
seem to work OK once filled, unless I've just been lucky/my use case isn't the norm
with full pipe?
mainly, yes. I try to set things up with a 1 or 2% headroom to allow for 'issues' lol
so once saturated they tend to stay that way and just plod on
Yeah, just plod on at 600 kL/min...
It's more that you have to work around them. Generally having a manifold loop will fix most issues to get a 600 flow, especially if you're feeding from the top.
If you start doing weird things like feeding from the bottom you have to compensate in different ways
And that's why I stick to a relatively narrow palette of options that I /know/ will work properly.
(see also: coding in JS)
how can you say "work properly" and "coding in JS" in the same message 🤔
Because I know the magic of how to write good production code in JS. 😛
(literally just spent a year writing API-based systems integration pieces in NodeJS, and everyone there loved me)
'a' in ['a', 'b'] // false
0 in ['a', 'b'] // true
xD
and yeah I know it's just the meme language
Thar be dragons, truly. But there's also a perfectly usable language in there somewhere...
JS and PHP are very similar imo, and not just because they're my two main languages for professional dev work. Each one was in the right place at the right time, was basically the only game in town at a critical moment, and suddenly became /way/ more important and widely-used than it was actually mature enough to handle. So both of them have a ton of quirks and legacy garbage, but also both of them have actually been developed into decent modern languages.
</soapbox>
(though it would be lovely if PHP's functions actually followed predictable conventions in naming and interface)
I'm a php dev for last 15ish years lol I know what you're talking about
PHP is trash, just sayin
php is great tool if you know how to use it 🤷♂️
Programmed Html Pages is thing of the past, isn't it?
"101 funny things said by people who didn't read the manual"
in this case, what exactly "in" does
I'm very well aware of what it does
it's just it's not really obvious for newcommers
well, what does "in" do?
[value] is in [object keys]
so a and b were defined earlier or what am i missing
['a', 'b'] is an array of two strings, a and b. a has index 0, b has index 1. So the indexes are 0 and 1, so 0 in ['a', 'b'] is true, but 'a' in ['a', 'b'] is false
amazing
Cursed.
Nah, 'cursed' is transliterating JS code into a handful of non-alphanum characters and nothing else. Perfectly doable, still runs fine, but 100% incomprehensible to a human.
guys does anyone know the answer to 2 + 2
yes
I've got an aluminum factory where I used a priority junction to prioritize feeding the water coming out of the refineries over the water coming out of an extractor. This worked, at least for a while, but I came back after save/load and realized that my refineries had their water output backed up and weren't producing anything. Is this something to do with what happens to pipes/buffers on save/load, or is the priority junction setup for recycling water in aluminum production doomed for reasons other than bugs?
I've found them tricky to do properly tbh. Personally I try to avoid recycling water at all - I just extract the full amount of water in the first place, and use the waste water for something else (things like Wet Concrete are great for this)
It's not impossible to make water recycling work properly, but I personally find it not worth the hassle. Your mileage may vary.
i know this is almost definitely a "just do what you want" kind of question, but has anyone published a "here's a prime location for this kind of manufacturing"?
not really as there arent any convenient locations for aluminum refinement where everything is right there
you usually have to import something via train
yea, finally got there on a fresh game & was wondering
only spot where there seems to be bauxite, coal, & quartz closeby is just north of the big hole
oh & copper
yeah i set up around that area as well
i made a train circle that brought the components in
speaking of, do trains end up outrunning mk5 conveyor belts?
Sort of.
- Train top speed on the level: 120 km/h
- Mk.5 belt speed: ~50 km/h
- Mk.5 belt speed plus Blade Runners running speed: ~125 km/h
(I measured the belt and running speeds the other day, but can't remember the exact numbers offhand)
The thing is... you don't care about speed. You care about throughput
i mean outrunning in terms of efficiency
Depends what kind of efficiency you mean xD
Power usage? Belts
Space usage? Usually belts
Build time? Trains for large throughput values, belts otherwise
Build materials? Usually trains
Throughput? Mostly trains
Finally figured out video recording from Satisfactory - just tagged you in #streams-and-videos with a demo of that 4.5km hypertube route. Also recently dropped screenshots in #screenshots showing my skyrail design elements, but I think you've seen those already.
Lol @ me, didn't even /occur/ to me that you might not be talking about personal transport. <.<
Depends what you're comparing. A single freight car is guaranteed to have less throughput than 2x Mk.5 belts, but then a single train on a single rail (or rail pair) can carry eg. 100 freight cars' worth all at once (and those get loaded and unloaded in parallel).
Fairly slow for 4.5km but I definitely get the design intent behind it being on a universal skybridge.
Yeah, I deliberately kept the speed down so that I wouldn't just blow straight through the station in the middle. 😛
Main thing I wanted to show you there though, is how fast I go through the first cannon. Takes almost no time to get up to speed. Does that make sense?
I'd probably have had an actual stop at the station and just outbound cannons from there.
It's one reason I settled on the hub>spokes approach, trying to add midway stops has some drawbacks.
That seemed like a less-good option for reasons that made sense to me at the time, but yeah actually I might do it now.
(can you tell this is my first real attempt at doing trains)
Don't currently have enough locations to make a hub-and-spoke system make sense, but I will at some point.
True, I still have three unused cannons that'll kill you because I overestimated the number of destinations I'd need ~whoops!
Yeah, but you also have like a dozen spokes with actual destinations on the end. Whereas I have literally 3 locations on my hypertubes: HUB base, Oilfields station, Al outpost. The only other real location on my map is the Computer factory I'm building way out west, and right now I'm just getting to that with a series of short Mk.5 belts spaced out along temporary skyways
All good, we've all been there.
(and no actually I couldn't tell)
i guess i just worry about running out of materials between trains stopping by
Chuck a buffer container on your station output, and you won't need to worry about that. Only need to worry about overall throughput.
I chucked a valve on the water extractor input to the system to limit how much it can contribute. We'll see how this goes. I'm skeptical.
Good luck. 🙂
The VIP is a janky mess and nobody understands it. i dont get it either
checks author of PDF he copied design from; worries
Do you think whoever invented the wheel knew what they were doing? They just thought "me roll, me fast" 
Though to be fair, inventing 'the wheel' is harder than I initially realised. Like yeah sure you can have a disc, but it's not /useful/ unless you also figure out axles and bearings at the very least.
Roads are overrated too lol
Yeah. Hence in the one place I have come across natural wheels (fiction ofc), the world they're on has natural ribbons of flat basalt all over the place.
Was that the "Golden compass" or something? 
And yeah, that's one of the actual reasons we don't see weels in the wild (actual sadness)
If it's any consolation, flagellae use circular bearings at least
I heard, but growing the wheel itself (basically an organ one would have to "detach" from their body) is still too much :(
Yup, hence the level of contrivance that Pullman had to resort to in order to make it work.
Can anyone explain this.. please?
So I got 320 Copper Ore/min coming down, it hits a splitter... and somehow it's still 320/min.
This is not how Splitters work... it's supposed to be 160/min. I did the math yet the game isn't working right?
The splitter is connected, yes.
And flowing freely?
Yes.
How much is on each of the output belts, allegedly?
Well originally I was pushing 220/min. I'm not sure how to answer your question though.
The 320/min is being fed by two Mk2 miners using two power slugs (both at 134%).
Can you tell me more about the display in your hand? I can't read the text, and I'm not familiar with the display
It's from a mod. Efficiency Checker. Very useful for this purpose.
And before you ask, no the mod isn't outdated. It worked before when I was solving another issue not getting enough to where it needed to be.
Nope, I want to know what it's showing you and what that means.
The first because I can't read it in the screenshot, and the second because I'm not familiar
Let me try to give you a better screenshot of the two, using a different tool of that mod.
Alright.
First screenshot is before the splitter. This is expected. It shows 320/min going in, and the supported belt speed being below (showing I'm using an Mk4 Belt).
This second one is after the splitter. This is not normal. I expected to see 160/min, which is why I have an Mk3 belt. Instead...
320 / 2 = 160, right?
You have a mod changing the belt capacity from 480/min to 450/min?
That's the same value that's 270/min on the other one. So it's behaving weirdly on both sides.
270/min is the normal value for an Mk3, though.
why exactly are you expecting anything different if one of your splits is blocked, tho?
if one belt can't get any more items, the rest would go to the remaining belt
ah, it's the efficiency checker mod
forget about all this then, why are you expecting it to show actual flow? this is decidedly not what this mod does.
all it does that it checks your producers (in any connected belt system), your consumers, and max potential flow as dictated by belt speed
it never says anything about the actual flow.
so even if that mod checks belts, the only split you're showing us is stopped, so there's no throughput. So you'd still have the max flow.
If you're just starting the game I'd also suggest avoiding mods and getting the basics down tbh.
Me: Wait, why has my fuel production stopped? Did I screw up the head lift to the fuel tower or something?
Me: Oh right, the 2400 kL takes less than 2 minutes to fill when you're producing at 1280/min. Good to know...
(also whoops, I probably should add a third pipe lol)
my pipework is a bit of a mess, but trying to distribute 4800m3/min is 'entertaining'
OK yeah, that's a bit. Theory says 8 pipes, experience says 9
experience says 16
this sounds like long range stuff
you are not going to try and balance 8 pipes with each other
to get to 9
thankfully its all short range, its trying to get the outputs from the blenders to play nicely
Why not? Balancer is dead easy, just a junction on each pipe and connect the junctions on adjacent pipes. I'm doing exactly that for my 4x Water pipes, my 2x Heavy Oil Residue pipes, ...
depending on if its close or far away
its modular, which helps. 24 blenders at 220% in 2 banks of 12, feeding 4 floors of generators. I have basically put a straight manifold on the blenders, 1 on the banks of gennys and then linked it up as well as I can, lol
if you have 4800, that doesnt sound like something you have simply lying around near you
right short range is easy
there you can just connect it all in a big lattice balance style
yeah, exactly that basically
I mean the 4x Water is a bus running the length of this big factory that I'm currently building, not to mention the ~250m vertical lift up to that bus.
What problems should I expect?
long range i woul always only use 50% or 75% of the pipe capacity because best you can do to not inflate the pipe count is split it in half
if you dont trust full capacity pipes
I feel like I'm still missing something pretty major here, because your position doesn't make sense to me. And since it makes sense to you...
just so we are clear, what do you mean with water bus
I mean bus in the electronic circuit sense. The water bus (all 4x interlinked Mk.2 pipes) is where all the water gets put into, and where all the water gets taken out of.
how long is that thing
looks left, looks right, looks further right
Very very rough estimate here, but probably on the order of a kilometre
checks map
Yeah, probably a kilometre, within 10%
right. as long as you dont plan to run around the entire map with that, its a sorta reasonable thing to use locally i guess
Wait, a kilometre of 4x pipe counts as local? The whole map's only 5x6 km.
1 km is local imo. its only 5 x 6 but you wont span something across the map in that fashion usually, you make twists and turns
so you get much more than just 5 km in length if you were to use something like that globally
trains for example only become efficient above 1 km distance
below that its vehicles and belts / pipes
drones are like eeeeeeh 2 km minimum? if its a steep verticap difference or whatnot 1 km is fine too with drones but they are for low throughput anyway
buuut for pipes going more than 1 km is a bad idea
1 km is a hard limit personally.
you have an easier time finding water 1km elsewhere
What undesirable behaviour would you expect from a pipe that's too long?
sluggishness
also its a slow transport method in general
not to mention headlift and all that jazz
short pipelines are better
Headlift goes away with water-tower - it's super handy
Slow transport in terms of latency or throughput or both?
both
its kinda tied together
behold: 10 km long pipezilla
this was a performance test
and a test of patience
NOT ALL IN line with the flow rate
Didn't see the '10km' at first, so I did a rough estimate. Got 9km, which I'm pretty happy with as a guess
@oblique hollow
What was the steady-state throughput of that pipe?
Also does it fluctuate like it belongs in a padded room when you reload the save?
it does the expected visual only dip
when the save loads, the game has no reference of prior flow
and slowly ramps it up, but in reality it already flows at 600
and yes, this thing IS stable
Looks like I haven't fully tamed the beast
this thing is surprisingly good at keeping up. for test purposes it feeds into 2 refineries that need 300 m3/min
though as expected, if you disturb it it takes ages for the change to propagate
manifold
i cant i have convoyers mk1
get mk2s or multiple manifolds
manifolding it requires mk3 wich i cant make
multiple manifolds then
He can't make them en masse just yet.
Guy needs help mathing out the splits....
manifolding is still easier
i cant
multiple manifolds
Belt limitation Greeny......
im not smart enough
each with 60ppm max
i dont get how
this is what my thing looks like rn
i need someone to explain me how to manifold (not just an image)
cause i dont get how doing manifold will solve my problem of splitting
Honestly though, since MK1 is your main limitation here, I'd reduce it so that it simplifies your problem until you CAN upgrade belts.
even with mk2 i dont know how to manifold
like ik how it works for the most but i dont get how it will help me split
I showed you the manifold page on the wiki.
i know !
If you want an ingame representation, I can show in a bit.
figure out how much each smelter makes (either by counting A/B or just by looking at the smelter's UI), lets call it X
divide needed amount by one smelter production (X/C), that's your number of smelters that need to go to C
for this example, solution is:
A/B = 151.5/5.05 = 30 = X (also the smelter outputs 30/min)
X/C = 88.5/30 = 2.95 (so you need two smelters at 100% and one at 95% for rods)
Repeat the same for plates (basically same calculation, except you use the other number for C)
These are mergers. (yes, I know they're MK5, just shows the basic form)
and these are splitters.
@thin tusk
(lemme know if you want a daytime shot, I considered waiting until daylight)
k and how will it help me split am i dumb or is this non sens
read my message
no i can see thx
oh didnt see ok
thanks a lot i needed taht
is there a calculator that prioritizes awesome points?
like how can I exploit a node to get the most points...
Not really as such, no, but the wiki page for the sink does have an analysis. As a general rule (there's a bit of variance and hand made only stuff are worth more than automated parts) though, the higher the tier, the more points, and space elevator parts.
Oh yea, the page has some tips for farming points @spring cedar
basically every non-alt recipe doubles your points. So process the item as many times as you can.
There's also beta version for
that has sink points implemented, but it's kinda broken at times
ok thanks
That is a manifold, yes.
is it well done ? (for low level cause mk2 expensive)
Isn't MK2 120?
yes it is
Question for you though, do you have overclock unlocked yet?
oc
or i wouldnt ask for split
i would just do min
Just checking. Was gonna make a setup that should work. Can't right this minute as I'm doing something on the other save.
@thin tusk Back end assumes you're still using MK1 for incoming from the mines, and have three nodes available and aren't overclocking any miners.
Front end is assuming using MK2, the far right one (in second pic) is underclocked to 5%, the left output is iron plate, the right output is iron rod. The manifold will balance itself.
i think i got it
If I want a LOT of plastic, what's the best way for that?
SFTools has good calculations for recycling materials. makes a pretty efficient plastic production line
Short version is: fuel recycling loop
- Recycled Rubber turns Plastic and Fuel into Rubber
- Recycled Plastic turns Rubber and Fuel into Plastic
- Loop them correctly, and it effectively converts Fuel 1:1 into Plastic.
Combine that with Diluted Fuel, and you can make a /lot/ of Plastic.
I really love it when you complete a big project you feel awesome and "yes, I did it all on my own!" but then some line doesn't get enough items to the manufacturers and you immediately get the self doubt that maybe you were too cocky when in the end it was a bugged belt that choked 1/3 of the entire system
And it wasn't just one belt connecting constructor to manifold, it was the output of an entire manifold.
Would 187.5/m nitrogen gas be doable with tank cars? I'm asking because I'm in a bit of a chicken and egg situation, I know it's far better to do bottled, but I want to redo both the oil and aluminium stuff and I won't have aluminium canister production set up yet.
I'm also aware that tank cars have some issues.
I'm still in the 'planning the satisfactory tools setup' phase.
Bottled, a freight car would hold 3200 cubic metres of nitrogen. Near as I can tell, a tank car would hold 500 cubic metres.
Say you have a round-trip time of 5 minutes, slightly longer than the actual round-trip time for my Aluminum ingots train. That means for 187.5/min throughput you'd need 937.5 on each train. Put two tank cars on the train, and you're fine.
So yeah, short answer is yes absolutely it's doable.
Actually, you know what, I forgot that there's two nitrogen well nodes to the south of the area where I've already built some stuff and roughly where I'm gonna build the mall for the more advanced stuff: https://u6.satisfactorytools.com/production?share=YCbRTITn4A7caWTNSHLQ
At that distance, might as well pipe it.
I was just sort of thinking 'would that be an option?'
Am new to alumina, is there any easier way? Also, should I make casings separate or in the same factory?
You should get the alts ASAP, otherwise looks fine for an early one. I'd put the casings in the same factory.
Because no way I would need 240 AAS ever?
I mean it's fine for your first plant and it's fine for personal use. If you make a large battery factory using the classic battery alt, I could see that.
Is the super-state Computer worth it?
Personally I'd go for Pure Quartz Crystal out of those three options, but super-state Computer might be worth it depending on what else you have and what you're doing. Personally I'm using Caterium Computer instead
Hey is a 8 to 8 Belt balancer a nightmare or slightly straightforward?
saw this attempt posted on reddit. looks like a headache
Oohh thats oldschool
wiki has an atricle on balancers
ooft
@gray rock I don’t use load balancers much but from memory you have 4x 2:2 load balancers, and the combine then into 2x 4:4 load balancers and then switch up the outputs into two more 4:4 ones or something like that, or a simpler approach if you want full belts is to use a belt compressor
/cry
Usually there’s an easier alternative
Load balancing is a pain
But once you learn the general pattern you can apply it to most numbers, but it’s still a massive pita
I wish load balancing could work via splitter sadge
I mean it does
A splitter is basically a 1:1-3 load balancer
And likewise a merger is a 1-3:1 load balancer
I mean yea but I wish you could just set a ratio, so I don't need to use multiple splitters
like 7/1
Btw. what are valves good for? I don't see any use for it
mostly just to prevent backflow
how would you do that with only 3 available outputs?
When you could programm each output
and tell your splitter to put 7 items on output then 1 item on output 2
that would be too simple imo
That's what I kinda expected from smart or programmable splitters
and you can just overflow anyway
thats why most people go for manifolds over load balancing
I would prefer to use less splitter tbh
And not to have a need of a merger/splitter puzzle
takes so much afford and space
thats why manifolds are so good
would be my favorite qol update
use a manifold
i doubt thats ever going to come to vanilla, but there is probably a mod out there that works
Ask for mods over at the [official modding discord](#welcome message). - <3 @fierce cypress
I dunno it would probably not even be hard to implement tbh
its not that its not hard to implement
would be a super good qol update
its that it would be too unbalanced
I just hate this manifold stuff
it makes the game too easy
why? You still need to unlock programmable splitters
